Don't work on the intro part of the game plus destiny islands. I've been hovering over this forum as well today but haven't been able to respond. When I get home I will list everything I have done or is WIP
Thanks for the SYS vs EVT info as well as the new update. I don't understand Japanese either lol, I'm just using certain websites to get the US version of the Japanese text. But I come across some funny Romaji like: Spiral Wave (スパイラルウェイブ Supairaru Weibu) Cure Potion (キュアポーション Kyua Pōshon) Furious Bellow (フュリアスベロウ Fyuriasu Berou) This one makes me chuckle: Time-Out (ストップモーション Sutoppu Mōshon) :D
ム needs to be [0x18 0x19] still. (When typing "18 19" in the mapper it shows up in FM SYS but not FM EVT) I'm not sure what [0x19 0x00] needs to be. It doesn't seem like something that is used in text strings. I noticed you changed 1A C7 into 回 but it needs to be 燃 lol. EDIT: Ah, I see you changed it in SYS but not EVT. I've been working in EVT because honestly I don't know the difference ...and guess what? Found some more! 凍 does not exist in your mapper when it should be [0x19 0x5C] [0xA1] matches [0xDF] as they both are っ [0xA1] should be つ which is another letter that doesn't exist [0xDF] should remain the same
Aww yeah almost done with the abilities now, thank you good sir![DOUBLEPOST=1374816998][/DOUBLEPOST][0x18 0x19] and [0x19 0x00] both produce ム as well. When pasting "ストームリーパー" the code is EC F3 55 19 00 19 07 55 19 23 55 when it needs to be EC F3 55 18 19 19 07 55 19 23 55 EDIT: More fun fixes: [0x1A 0xC7] is nothing when typed into the mapper but is supposed to be 燃. Which, when pasted into the mapper will say it is unsupported.
Ah ha.....can you swap them please? My bad :P
Just figured it out. Dang japanese and their similar letters. レ is 0x9B し is 0x19 x09 (When copied into the string mapper, nothing shows)
Small problem with the string mapper again. Working on translating abilities on btltbl.bin and sometimes I cannot search for things because the name I am searching for is actually slightly different. For example: Tarzan's ability "Asp's Bite" is "レイジングアスプ" on Final Mix. If I were to paste that into the string mapper I get this "9B E1 19 14 19 0D 19 10 E0 EC 19 25". Naturally I plug that into my hex editor and search away, only thing is there are 0 results. Through trial and error I eventually find the real hex string which is "19 09 E1 19 14 19 0D 19 10 E0 EC 19 25". Paste that into the string mapper and we get "レイジングアスプ". The problem is [0x19 0x09] and [0x9B] are both the same as they both are the beginning letter "レ".
As far as the pnatch goes, it was already done over at the PCSX2 forums here. Check the zip file in the attachment. Otherwise I have it here: Code: gametitle=Kingdom Hearts: Final Mix (SLPS-25198) patch=1,EE,00110644,word,3c0143d6 //render fix patch=1,EE,00110b30,word,3c013f19 //hor value first half patch=1,EE,00110898,word,3421999a //hor value second half //FMV's fix patch=1,EE,002a6948,word,70007000 patch=1,EE,0010631c,word,3c071900 //black border fix patch=1,EE,00104334,word,00000000 patch=1,EE,00104454,word,00000000 Just an FYI, since you edited the ELF the CRC is now different. The original final mix pnatch is named 3E68955A.pnatch. But with the modified ELF you need to change it to 3E77F09A.pnatch. The codes are exactly the same though, so no need to rediscover codes. On the other hand. Only looked at the new files for a bit and wow what a difference! The command menu is pretty much perfect right now. I'll probably get started on translating weapons/items later and post some screenshots.
gametitle=Kingdom Hearts: Final Mix (SLPS-25198) patch=1,EE,00110644,word,3c0143d6 //render fix patch=1,EE,00110b30,word,3c013f19 //hor value first half patch=1,EE,00110898,word,3421999a //hor value second half //FMV's fix patch=1,EE,002a6948,word,70007000 patch=1,EE,0010631c,word,3c071900 //black border fix patch=1,EE,00104334,word,00000000 patch=1,EE,00104454,word,00000000
I normally play with a widescreen hack but for the image above I changed my settings back to 4:3. Sure its shown at 5x native resolution but that has very little to do with the spacing. The sysfont needs to be fixed regardless. Here is an example of the US version on the same settings
Here's some hex progress with the command menu with the new tool update. An extractor would be handy and might fix some of the errors below. Obviously you already know this crazycatz00, but to everyone else this is what the current sysfont looks like as well. As you can see the character widths are a bit too big. Few things: (To those that know already, ignore this below. Just trying to explain this image to others) "Tink" is supposed to be "Tinker Bell" to match the US version, but in the Japanese/final mix version it says "ティンク" which is only "Tink". I did not have enough room to add the rest of it in the hex. If I would have added the rest of the letters, everything else would disappear. Getting an extractor to convert this into an easy text file like the ARDs might help resolve this. "ThundagaThundaraThunder" is supposed to only say "Thundaga" obviously. In the hex, a space (00) or several spaces separates each ability. I had to keep each ability within 8 characters (technically 7 chars + 1 space was how much leeway I had). Since Thundaga is 8 letters long I couldn't add in a space thus showing everything until another space is encountered ("Thunder" is 7 chars + 1 space which fits the formula). Also wanted to note that the translated items show up in the inventory menu as well.
Thanks for the update on the hashpairs. he07.ard is now available to mess around with which is something I was waiting for......hehehehe ;) Oh and you are 100% correct, btltbl.bin IS the command menu!! I tested it by replacing the Attack command with something random and it showed up! Seems like we won't need @noname/2c30d43d after all. You are amazing crazycatz00! Thank you and keep it up! EDIT: I'm dumb, I know we'll NEED 2c30d43d eventually since it contains a lot of UI elements such as the text you see when you start a new game. But I'm just glad the command menu works now.
I had to do it ;)
Can't do the menu stuff yet. The only thing working as of right now are cutscene text/subtitles and message boxes.
Dude THANK YOU for the update on the string mapper! I can translate lines in bulk now without having to worry about spaces and whatnot! So far I essentially have the entire tutorial of the game translated, maybe I'll make a video of what it looks like later. It's awesome that you are getting progress with the nonames as well. The only one I really care for at the moment is 2c30d42d.bin which contains the game menu and command menu. As for the sharing of "patches" go, I suppose we could just send each other ARDs and then whoever wants it would have to import them into their game manually to see the changes. I wouldn't really recommend this unless we have completely translated ARDs we want to just share for bug-testing as sending a million updated revisions of one ARD wouldn't be ideal.
1. The subtitles during the opening cutscene ("I've been having these weird thoughts lately....") are baked into the video. So I replaced it with the one from the US version to successfully remove them. Only downside, I now have a 300mb bigger ISO since the cutscene had to be appended. Is there no way to delete the old video after the new one was replaced? 2. Also, translating is working great. But sometimes the text will be off-center or sometimes even off-screen. Have you seen a code somewhere that determines the position of text? I don't think it is contained in the same line as the text itself. 3. The string mapper doesn't convert spaces or "00"s, so it ends up removing them FYI. I have to manually add them back in. For example: KH1 Final Mix English EVT 0D 00 1E 00 0A 00 00 02 08 3D 9E A6 94 A1 01 A2 9B 94 94 9F A2 01 A6 98 A3 97 98 9D 01 A8 9E A4 4F 05 23 00 0D 01 14 00 00 The above line says "Power sleeps within you". But when pasted or converted with your string mapper it becomes: 0D 1E 0A 02 08 3d 9e a6 94 a1 01 a2 9b 94 94 9f a2 01 a6 98 a3 97 98 9d 01 a8 9e a4 4f 05 23 0D 01 14 See how small it became? The text table stays exactly same but those extra "00"s are needed for the game, without them, the game loses timing. Also, would it be possible to make the string mapper spit out codes in upper case instead? 4. Other than that I would say that the only thing missing so far is to figure out the actual names of the @noname folder so we can start importing .bin files and see some changes. Then, I would guess that these tools would then be 100% complete!
So I know how to translate all the message boxes and cutscene text. And now I just learned how to change images within text. For example, in the US version of the game, a message box pops up during the tutorial saying "Press [O] to Jump". Well in the Final Mix version the X and O buttons are swapped so in Japanese it says "[X] でジャンプ". I was able to change the image that was displayed in the message box, see screenshot below. crazycatz00, you should add the image codes to your string mapper. So far I know that {0x09}{0x02} is [X] and {0x09}{0x03} is [O]. I think {0x09}{0x04} was an analog stick image. I could look further into it but I just wanted to change this part as of right now. Also one more thing. The text extends past the message box sometimes, so we need to figure out how to change the size of it. Or copy the code in the US version somewhere. One morrreee thing. Were you able to change text on the menu/character screen? I want to take a shot at either that or the command menu next but I cant find them in the ARDs.
Yeah you are correct :p I updated my original post. EDIT: Success! The translation worked! The only downsides were that some of the text was misaligned and the cutscene froze after my last translation. Probably due to the english font.
He said he wanted a human to read it, not google translate lol.
gotcha, removing them ended up working thanks. Now I get stuck with IMGreplace lol. EDIT: I'm dumb, I was using my US Kingdom Hearts not my Final Mix :P
Ok so I'm using your tools (amazing, by the way) to translate the very first cutscene where sora wakes up from his dream and starts talking to kairi on the island. Translated the first 15 lines of dialogue and I now want to pack it all together to see what I've done in game. But when using the ARD inserter I get this: Code: ARDedit di01.ard Start 32 files in archive! l:18103 pad:5 l:0 pad:12 l:18103 pad:5 l:0 pad:12 l:10417 pad:11 l:0 pad:12 l:0 pad:12 l:18103 pad:5 l:0 pad:12 l:4691 pad:9 Updating #6... wp:1724568 need to update size! Updating #7... wp:1839508 need to update size! Updating #8... Unhandled Exception: System.ArgumentOutOfRangeException: Non-negative number required. Parameter name: count at System.IO.BinaryReader.ReadBytes(Int32 count) at JScript 0.main(Object this, VsaEngine vsa Engine) at JScript 0.Global Code() at JScript Main.Main(String[] )
ARDedit di01.ard Start 32 files in archive! l:18103 pad:5 l:0 pad:12 l:18103 pad:5 l:0 pad:12 l:10417 pad:11 l:0 pad:12 l:0 pad:12 l:18103 pad:5 l:0 pad:12 l:4691 pad:9 Updating #6... wp:1724568 need to update size! Updating #7... wp:1839508 need to update size! Updating #8... Unhandled Exception: System.ArgumentOutOfRangeException: Non-negative number required. Parameter name: count at System.IO.BinaryReader.ReadBytes(Int32 count) at JScript 0.main(Object this, VsaEngine vsa Engine) at JScript 0.Global Code() at JScript Main.Main(String[] )