Yes! I speak Japanese!
I see your having space issues like with "(S " missing the second bracket in some of your statuses!
I would definitely take a look at the english file's for the pc version, and see if you can find a work around!
but great job
Your fine,
Language is difficult, your skilled because you can speak vietnamese and english, if you need some translation assistance, and can wait send me some things your having trouble with
Dude,
don't let negativity bring you down. if you need any assistance send me a PM.
and still keep sharing your progress, there are allot of awesome people here who are interested and would love to help out
Hey,
Sending you good vibes!!
Ripping the data from the english version would be your best bet...use something like GREP or the Find/Replace search function in Madedit
to find the english text and then move it to the japanese. This 'might' not be 1 to 1 and could require some edits.
but it...
The images are actual text found on in archives within the MKD files.
but I have access to the found that they pull from, your right, it would be a better idea to simply use first name last initial.
I actually typed that wrong, I could make the font smaller, or do what you suggested.
I haven't decided yet... I'm kind of burning it at both ends :-P
also I'm a terrible with image editing, so the process is going to be long.
my skills are primarily programming and translation
So,
here is my first attempt at a menu translation, you'll see I ran out of space in some instances, but it seems like it could be corrected by making the menu screen a bit bigger....
Big update!
I've figured out the compression and can now replicate the exact scheme of the original!
So at this point I'm trying to figure out the best way to deal with the graphics. Can anyone recommend the best tile viewer to use, and link me to a short tutorial?
So I've got a semi complete compression program the file size is bigger than the original :-(
I haven't figured out how to crack the final type of compression which appears on top of the lz and the rle: it avoids using markers for repeated literals.
so blah....it's coming along slowly...
Hey,
The compression is the same between the games....
I'm attaching a C program, to decompress single files, not full MKD archives but one SD0 archive within.
and if I ever figure out re-compression, I'd love your help
Update:
I took the x86 binary and matched it to the image extraction program, with a debugger..... here is the decompression routine in ASM, for anyone that is interested
I'm going to have to back off this project for awhile, I can't figure out how to re-compress the images.
I'm going to make notes and post everything I've figured out to this point including how the uncompressed images are stored, palette etc.
Also, After I clean the language up I'll post all the...
Thanks man, I have a great deal of the game translated...I'm at about 50% of the Zeon(Ghiren Zeon) path. But my Knowledge of ASM and Compression are low...so it's going to be a slow slog...Hopefully, I'll be able to figure out the recompression Algo, but it may not happen. Even if I give up on...
Beta, Sure once I get all the image text dumped into spread sheets I'd love the help
also I'm attaching the compressed and uncompressed headers of the MRG files...(This is the same file)
attached is a link to the quickbms script http://aluigi.altervista.org/bms/gundam_gihren.bms
It's great for decompressing the SD0 files, but there is no function to re-compress.
I've got the palette's and the image formats figured out. I just don't have any practical way to re-compress
does...
Finally Found the textures!!!
Big step!, So Eboot.bin is modifiable, Textures Found,
I'll have to start over from scratch translating because I have no idea how I would integrate my images into this, But I'm happy I've Slain this beast....
on to next!
Update,
I have the compression scheme mapped out and the SD0 files, unpacked....Right now I'm left with the sub file, "MRG" which appears to be an archive that isn't compressed. The textures in any archive are labeled as CMP0 with "TX" identify for the texture. The textures don't seem to...
So I've started using the Image extraction program as sort of a debugging program, so I can identify with trial and error which part of the header does what.
So to start
1. We have a 4byte SD0 Header that identify's the container
2. The 2nd 4Bytes is The Size of The SD0 in Little endian
3. 4...
I was asked to leave a casino in Vegas years ago, because somebody asked me for change for $20 and I made change for them. The casino claimed it was against they're rules and I had to leave. I feel Karma got them back cause the casino was torn down couple years ago.