No, I said "My current tools can't relink files" (make 2 names point to the same data), which would be better then copying a video file twice. --- Some-what unrelated note (I don't feel like posting in 1.5porting atm): Got some of the format of WDs figured out, with the help of Miles for some musical-related properties. ;) The samples are in-fact headerless VAG files. I should have a basic extractor, maybe repacker, sometime.
Ahhh... man. Seems BD\HD's are a bit less related then I hoped. In addition, even in the Sony docs I see no specs for these things; it just says "they are made by JAM"; I can't find JAM anywhere... I don't think it was ever leaked. I did use VGMTrans to get some of the WD format though. A lot more stuff I don't understand from that though: "ADSR" (2 of them), "fine Tuning", "unity Keys", key and velocity highs... [Edit: Soundfonts have me stumped. DLS and SF2 need a lot more information then a WD has, afaik.] On a more positive note though, BGM+WD files from KH2 work fine, I'd expect any other game using these too. Playing "Rage Awakened" as my title screen music. :p And I got a amusic dat extractor\packer, as well. (Some of the dats are a BGM+WD in one file; this tool only works on them)
Found a little bit on BD files: Also looks like BD files are, more or less, just a bunch of header-less VAG files put together, with some custom headers on the top. BD is different then WD, but they still seem similar. If we end up going this way, probably going to need to split the song into 3: beginning, loop, end. That way it can loop right as well.
Don't think we can get it to stream. I've been looking at the libssl.irx file ("Lib Square Sound Library" is my guess), and it specifically checks for sequenced backgrounds. Might be able to do some weird hack-job, where a BGM file plays 1 note and that note in the WD is a whole song.... no idea how that would turn out, lol. Also, IRX files feel so different compared to ELFs... Less complex commands, but more spaghetti code. Wait really? We need to find this! :D
That there is the problem. We'll figure something out (even if it's just make what we have sound better). Also, the PS2 can play streamed music (and loop it) just fine. In KH2, the title screen music and all gummi battle music is streamed. iirc, Square said it came down to memory constraints. Most areas need to be able to instantly switch from normal to battle music, which means both have to be loaded at all times. Can't dedicate all the RAM for music... :p
I think we need to make a custom WD to go with it though. I need to look into that format... Ya, the source needs to be MIDI. Not so easy to "convert" non-sequenced formats into it though, you generally have to start with a MIDI or similar. As for orchestrated tracks, those might be simpler. Assuming it's the same song, and same notes at the same times, you only need to mod the WD (the BGM file says "play these notes", the WD file says "these notes sound like this"). And nothing says it will sound low-quality either, it's all in the soundfont source. ;) (I don't know the limits on that either yet...)
Since music's been asked about in here, I feel this is relevant: Doesn't work in-game yet and I'm not sure why. The game doesn't crash, there just is no music. Edit: To clarify, this is simply converting Square's format to a standard MIDI, and back. So if I could get it to work in-game, custom music.... ;) Edit 2: And I've fixed in-game playing: There is the "not playing the song right" bug, but I think it's because the WD (soundfont) wasn't made for this song. Either way, I'm getting somewhere.
I'll look at matching the numbers to the normal US widths, if you don't mind. Also the darn artifacting... I hate font artifacts. >< Edit: Ok, I can't get it to artifact........ there it goes, nevermind. Edit: Heads up, some of the characters you replaced after the capitals are already in the font later: "...", "*", ",", ":", and the period too.
Nice! No problems, I'm guessing? Also, did you change the numbers width? :p (Uhhg.. minor artifacting under some letters... I need to fix that sometime.)
There's 2 tables that are being a little troublesome. They're much shorter in Japanese then English, there's no way for me to "compress" this table, and no way to make it bigger. I don't want to butcher the meanings, so if anyone wants to take a go at it I'll attach the tables (Includes Japanese and English). Btw, the 1.5 in the table's name has nothing to do with 1.5HD. These tables are just located between what I call table 1 and table 2, so... :p Also, current SLPS state:
Ok, I matched the title screen to the 1.5HD style. The only thing I didn't change is in the load menus: "KHFMPR". Personally, I don't like the abbreviated style like this. We know the game is KH1FM, so no need for that, and "Proud", and even "Beginner", fits on the line fine. Thus, which do you all prefer? "FMPR" (original FM style), "KHFMPR" (1.5 style), "Proud" (current style). I'll wait for a few more videos to sprout to verify stuff before I release this again; no need to do an update every-time a new menu is shown. :P
Uploaded files: http://crazycatz00.x10host.com/KH/files/mod_FinalMixEnglishFiles.7z (also updated drive) This update affects btltbl.bin, kanji.knj, SLPS_251.98, wm.x, gumi/SASAMSG.BIN, gumi/SASAOMSG.BIN, menu/md_memo_sysmsg.bin, worldmap/INSMSG.BIN, worldmap/INSOMSG.BIN, worldmap/psel.bin, worldmap/SAWDMSG.BIN, and worldmap/SAWDOMSG.BIN. All of these need to be updated in your ISOs! String mapper has been updated for these (yesterday, actually). Also uploaded atad.irx, which is a modded version to allow non-$ony HDD (and possibly 48LBA support, not sure on that one).
I'll take it as preferred on, then? lol It's not that hard, just a room for me to miss something. Atm, it doesn't affect the save menu, for example. And finding the values is as simple as searching for a pattern, changing the number, searching again. I'll see where I get by tonight, and release whatever I have (this is more-or-less, the last thing atm). Also, it can affect alignment of the font, so better do it now if I'm going to do it....
Finishing a few things up, and I found a font fix. ;) Before: View attachment 36628 After: View attachment 36627 ("Final Rest" has the font fix on in both) It's not a change-1-thing though, I have to change every individual instance. I have already found the values for the pause menu, load menu (title screen), and command menu. So that brings the question: Should I apply this, or leave it as it was?
Ok, so I fixed the sysfont issue and fixed most of the text using it. There's a few things left to fix, so I should have this done later today. Also added the 0xFF fake space to EVT font, it matches the English font space properly. By default in both Final Mix English fonts, 0xFF will be used as the space. On a better note, this does fix the "You have acquired a͏͠n̶̷̛͝ ̶̶͜į̵̢̨t̴͞e̸̴̴m̡̢͢͝ ̶͘n͟͡ą̛͟m̨͏͠e̶͘͟͠ ҉͝h̵̕͞e͝҉͘͘ŗ͞e̷̢͠" stuff.
I bring good news and bad news! (Edit: and worse bad news!) Bad news: I can't change the space size in EVT, i was thinking of the custom space from SYS. So can't change that. >< Good news: I think I found the location of item names when you acquire them, such as "Log", "Cloth", "Seagull Egg", etc. They're in btltbl.bin -.- So they're already translated.... just using the wrong font encoding. Edit: Now.... about the item names. When you pick them up, the popup box shows the name using the EVT font. In your Stock, it shows the SAME name with SYS font. So right now it looks right in stock, bad on pick up. If I swap encodings, it will look good on pickup, bad in stock. The only solution to this afaik is to remap one of the fonts to use the same as the other, which will also completely break anything using that font. I'm thinking of changing SYS to match EVT... that way your subs and stuff are unaffected. I did most of the work with SYSfont, so I could go through and remap them. I also still have most of the areas in SLPS marked, so an it's not hard to find. And to add to that, it will be as simple as copy+paste into a program, copy+paste the program's output to fix it. No need to re-translate or anything. Before I go remapping the whole font... thoughts? Edit: Here's a picture of what I mean. I only changed 1 string. View attachment 36622
I'll take a look at that tomorrow; iirc I can change space sizes in EVT. ;) (Thought I set it to the same as US, but ohh well. ><) --- Also, when messing with save-states, remember 1) you need to be on the same PCSX2 version, or nearly same and 2) it may crash if it tries to load a file from "your" ISO with "their" IDX. That given, I'll see if I can get a save (normal save+save state, b\c why not) as close to those scenes as I can.
Updated the mapping arrays for the string mapper and online ARD editor: Added missing semicolon to the "KH1 Final Mix English EVT" map, along with an alternate period, comma, and colon (Thanks for the heads up Trilix) Added icons to the character tables for {iShield}, {iPotion}, and related (only affects string mapper) Added gummi characters+icons to the 3 EVT fonts (only affects string mapper)
I just updated the ISOMaker tool; fixed a semi-critical bug in the IDX writer. Please update asap! http://crazycatz00.x10host.com/KH/files/app_ISOTools.7z (Also updated the Google drive) Note that ALL ISOs made by previous versions are affected, but it only creates a problem in-game under certain conditions.
If you use the V2 version of the extractor, it will extract the VSBs for you. Look in my sig for the link to the post.