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  1. crazycatz00
    You could, but it will look ugly as heck. You're better off replacing models, as suggested before.

    ---
    I can't find any blinking texture for the life of me. In fact, since it uses the same palette table, I bet it's done procedurally or something. Same as the expressions in cut-scenes, I can't find any texture to them; not in the model nor animation.

    Now, I was able to make it work, but it's more involved then just dropping the new picture in. I'll type it up once I get everything else packed and uploaded.

    So first the updated tools: v2.0: http://crazycatz00.x10host.com/KH/files/app_ModelTextureEditor.7z.

    Now the modded face texture (Sora non-High Poly) is attached. (BTW, the forum server does re-encode images. So better attach them in a zip to avoid that.)

    And last some instructions:
    The blinking error happens because, I believe, the game makes the texture on-the-fly using the face texture's colors as a base. So when we change the image and re-encode it (like we have been) it causes the colors to change order, and the game is now using old offsets on a new file.

    So to avoid this, these types of textures must be modded specially. You MUST use a program that lets you see the palette directly, such as Photoshop (GIMP might work, but I can't help you there).
    1. Extract the original, working texture. Open it in Photoshop.
    2. Get the new texture, open it in Photoshop.
    3. Check "Image -> Mode" for both pictures:
      • The original texture should say "Indexed Color" and "8 Bits/channel". If not, you may of extracted it wrong.
      • The new texture needs to be changed to "Indexed Color" and "8 Bits/channel" if it isn't already.
        • When you change it, a popup box with options will come up.
        • Colors should be "256", forced should be "None", Transparency should be checked.
        • Change "Palette" to whichever looks closest to the original. You can turn Preview on and off to see the difference.
          I've had the best luck with "Local (Selective)"
        • Change "Dither" to whichever looks best.
          I've had the best luck with "None".
    4. If you know there are colors in the new one that are not in the original texture, add them:
      • Note the new color. Either hex (00FF00) or RBG (0, 255, 0) values will both be fine.
      • Open "Image -> Mode -> Color Table...". This shows you the palette.
      • Find a color you can replace (either not in the new image, or a minor\little-used color)
      • Replace the color in the palette.
      • Note: Do be careful which colors you change. If you change ones used by the procedure, it will affect blinking and other facial expressions. This may or may not be good, depending on what you're doing.
        The only way to tell if it did affect is to try in-game.
    5. Copy the new image over the old image.
    6. If there are colors you didn't add before, they may show up weird now. You can follow the same steps as 4 to add them now.
      Note: It is preferable to add colors on step 4 compared to now, as Photoshop handles it better.
    7. Save the original-now-new image.
    8. When running the editor, if you see "# is in the format *! Converting!" where # is the face image, it wasn't saved as an 8-bit indexed image.
      It will more then likely have problems if you see this message.
    Post by: crazycatz00, Aug 12, 2013 in forum: Code Vault
  2. crazycatz00
    Took a look at the blinking-funky-pink-mask thing. This is my fault, from what I can tell. :oops:
    My guess is it's using the alpha channel for... something, and a "workaround" in my code is screwing this up. In particular, I do this to the alpha-channel: "Math.min(255,alpha*2)"; which means multiply alpha by 2, and if it's higher then 255 clamp it to 255. This is in the extractor, the packer does the opposite.
    I'll do a few tests to see if this is really what it's hitting, and see if I can get a fix up.

    Edit: I've confirmed this is an issue, even it it's not causing this. An example: The alpha channel from an original mdls has a value of 255, but after reinserting it and extracting again, it has a value of 254. Not much, but this should be lossless conversion...

    Edit 2: Fixed the off-by-1 alpha issue. Also changed the extractor to just copy image data instead of recreate, and the editor to only re-encode if needed. This means it saves indexed images now (same as used by the game), and if the image is already 8-bit indexed it won't re-encode on import.
    Was able to modify the face texture without the blinking glitch, but using the "Sora BBS" texture still glitches. I'll look into it more tomorrow.

    Edit 3: Found the real problem, but no solution yet. It seems the "blink" texture uses the same pallate as the face texture, but is stored somewhere else.... not sure where yet. When we change the image, we scramble the pallate, so the blink image tries to load the new pallate as if it was old, getting the weird colors.
    Here is the face texture replaced with pure black: View attachment 36518
    And here is the same texture 3 seconds later: View attachment 36519
    I replaced every extracted texture, and it doesn't change the image.... so I'm off image hunting for a bit now.
    Post by: crazycatz00, Aug 12, 2013 in forum: Code Vault
  3. crazycatz00
    Updated IMGreplace to use some of the newer functions KH1ISOMake is using. It has less chance of messing up now when opening the ISO from this. It also uses the "import" folder now instead of "export", by default mods "NEW-KH.ISO" instead of "KH.ISO", and additionally will use the external KHCompress.dll if available.
    Updated IMGextract to use some newer methods too, as well as complaining if the "export" folder already exists.

    These updates will be available sometime tomorrow... look for versions 3.00 (Also, my site is down for a bit now. Apparently my hosting service is having some router problems with their servers.)

    And a simple comparison of the 2 compression methods on "title/title.img":
    KHCompress.dll: ~0.5 seconds
    Built-in Legacy: ~4 seconds (This is what IMGreplace used to use)

    Not bad, imo. ;)
    Post by: crazycatz00, Aug 11, 2013 in forum: Code Vault
  4. crazycatz00
    Have been. ;) I'd like to get a voice-modding program out sometime soon as well, to compliment everything else. Might look at their video format as well, sometime. :p

    ---

    Updated SLPS and sysfont.bin on the drive and my site. It now includes the "p\q\g" fixes, along with my current progress translating SLPS.

    Ohh, and the ISO-maker program is pretty much finished up. Did a final test, and all seems well, thus a release.
    As for using it, it uses a new folder: "import". This program only needs changed files, so if you don't change a file don't put it in there.
    Also make sure KH.ISO is a completely unmodified Final Mix ISO. Using a modified ISO as the source could cause some really funky problems.
    I also DO NOT support other versions with this. It uses some hardcoded offsets, which are different in other versions.

    And just to show a sample structure:
    Code:
    D:.
    │  kh.iso
    │  KH1ISOMake.exe
    │  KHCompress.dll
    │  NEW-kh.iso [This is the ISO made by KH1ISOMake]
    │  _HashPairs.log
    │
    └───import
        │  btltbl.bin
        │  kanji.knj
        │  SLPS_251.98
        │
        ├───menu
        │      md_anthem.kmb
        │      md_dic_msg.kmb
        │      md_jiminy.kmb
        │      md_memo_sysmsg.bin
        │      md_syno.kmb
        │      sysfont.bin
        │
        └───title
                title.img
    

    Since my website hosting provider seems to be down right now, I'll just attach the tools here. :p
    Edit: Site's back up, tools can be found here: http://crazycatz00.x10host.com/KH/files/app_ISOTools.7z.
    Post by: crazycatz00, Aug 11, 2013 in forum: Code Vault
  5. crazycatz00
    Sorry for my slight disappearance, just a few things picked up for a bit. Over for now, though.

    I'll post my in-progress SLPS file later tonight, with the new sysfont fix (moved "p","q", etc down). I'm not done, but it does cover a lot now.

    Yep, this game supports installing data to a PS2 hard drive to speed up load times, same as the KH:BBS option.

    Also, I have tools that can extract and re-pack the title.img file (and anything setup the same as it). The extractor is very easy to use, but the repacker not so much... I'd have to type up specific instructions for it. Could make a video, since it seems there's more visual people here. ;)
    Did this a few months back with it: [​IMG].
    Can't remember for the life of me how I edited the TM2 file though.

    Seems we're making good progress too!
    Post by: crazycatz00, Aug 11, 2013 in forum: Code Vault
  6. crazycatz00
    About the font, here's the funny thing. The SYS font is the exact one from the United States version; no changes. The problem is the FM game expects "shorter" characters then the US version, so some had to be lifted up so they wouldn't cut off.
    I'll try shortening the dropdown characters, and mod the table to let them go slightly lower; see how it looks.

    Edit: Not bad: View attachment 36469 This one preferred?
    Post by: crazycatz00, Aug 6, 2013 in forum: Code Vault
  7. crazycatz00
    White textures ones are not a glitch:

    Still looking at the crashing ones.

    I don't know anyone over there, unfortunately. I asked about the fonts once, never got an answer... (Fixed it eventually myself.)
    Can always ask them though, worst they can do is say "idk"\"I won't help".

    Edit: Updated texture editor, fixed crash bug.
    Post by: crazycatz00, Aug 6, 2013 in forum: Code Vault
  8. crazycatz00
    Just found this thread, nice to have. ;)

    A few notes I saw discussed:
    • KH2 used VAG, the same as KH1, iirc. Worse case, there's a $ony program that can convert to VAG (I can't distribute it).
    • I do want to make a texture modifier for KH2 as well; just the translation has taken priority so far. I'll get there though. ;)
    • And don't ask me to help with 3D bones or anything; I'm as lost about that as most of you are. xD
    Thus, I bring a present! Updated the texture editor to support WPN files: View attachment 36468 (I just replaced it with green, too lazy to do anything else atm :p)
    I haven't tested it on a ton of files, but it uses almost the exact same format as MDLS, just moved around a bit, so I'm assuming this similarity stays.
    In addition, it's on my site now: http://crazycatz00.x10host.com/KH/files/app_ModelTextureEditor.7z.
    Can't wait to see what comes of all this. ;D

    Edit:
    Warning: These 3 files currently crash in it: "xw_lm_5030.wpn", "xw_nm_5000.wpn", and "xw_pc_5000.wpn".
    These files extract a white image (not sure if bug or correct): "xw_ex_5170.wpn", "xw_ex_5180.wpn", "xw_ex_5340.wpn", "xw_ex_5540.wpn", and "xw_ex_5550.wpn".
    I'll look into this. (If anyone wants to match filename->Real name, please do; that will help speed this up.)

    Every other WPN extracted fine, though. ;)
    Post by: crazycatz00, Aug 6, 2013 in forum: Code Vault
  9. crazycatz00
    Unless I've made a horrible mistake in one of the releases, the IMGextract program extracts EVERY file the game knows exists (except kingdom.img, but it's special). I don't personally know what\where everything is, but it all should be there.

    I do know weapons are the WPN file, like "xw_ex_5530.wpn". I also know they're not a normal MDLS, so my tools (and Noesis, it seems) won't work on them as-is. I'm not sure, but I think I remember someone talking about the WPN format on Xentax or something.

    Also world models (the fancy 3D spinning ones, when you press triangle) seem to be in "worldmap/wi/*". Hallow Bastion loads "worldmap/wi/wp_pc.mlb", "worldmap/wi/wp_pc.tzb", "worldmap/eft/wp_pc.dpx", and "worldmap/eft/wp_pc.dpp". My guess is the 2 in wi (world item?) are model and the 2 in eft (EFecT?) are "effect" files.

    Gotta love Square's custom stuff, huh? lol
    Post by: crazycatz00, Aug 5, 2013 in forum: Code Vault
  10. crazycatz00
    View attachment 36456 (Ignore the description.)
    Best I could get the one. If I move it down, I get some nice TLB misses. -.- I think "Slot 1" looks better myself.
    View attachment 36457
    "Other Game data" doesn't look bad here, I'll keep this change. The code for this was "0C 0C 39 58 4C 49 56 FF 4B 45 51 49 FF 48 45 58 45 00", btw :p. (remember FF = custom space)

    As for pulling from the SLUS, that's what I did. Before I touched anything, everything was the exact same as used in SLUS... just, SLPS works differently for some reason, so everything was offset weird.

    Haven't found any. Even in the coliseum, which uses EVT, they used spaces for alignment.

    I'll just leave it as-is (Standard+Long names in save\load) until we get some 1.5HD English screenshots of the menus. Then I'll change it to match.
    Post by: crazycatz00, Aug 4, 2013 in forum: Code Vault
  11. crazycatz00
    Was just trying it both ways, see which is liked. "Final Mix: Standard" was suggested, so I tried it for the heck of it.
    "MEMORY CARD slot 1" goes past the button, so I shortened it to fit. Besides, I'd hope by now we all know it's on a memory card... lol
    Same as above, original goes past box edge. I could try messing with font size\linebreaks, now that I have the codes.
    Same as first, just trying it both ways. I almost like it written out myself, but the FM* ones are original.

    This is my "trash\testing" ISO.... not everything is right with it: View attachment 36455 . It's also approaching 3.50GB, from all the file appending. xD

    Some things have limits, some don't. In particular, I can do every change listed, but some (the ones that go past the edge) will look pretty bad.
    Post by: crazycatz00, Aug 4, 2013 in forum: Code Vault
  12. crazycatz00
    Still going at that SLPS file... also posted this the other day.
    I just found the strings for the coliseum battles ("Shadow x4; etc x etc"). Also found a copy of items+description, that seem to be used by gummi-battles. Can you get normal non-Gummi items from them?
    If I can delete the item section, I can put the coliseum section in untouched; otherwise I'll have to shorten it (shorten names and such).

    Don't worry about it. If you can figure out how to edit it, then who am I to stop you? ;) And congrats on getting it in.... I hate editing these fonts.
    Post by: crazycatz00, Aug 4, 2013 in forum: Code Vault
  13. crazycatz00
    Can't say I completely get the scripts either, so I'm no help there.

    Making steady progress hex editing this darn SLPS file. Just did a table I feel might be for the coliseum. Out of the 12-15 strings, only one had to be shortened: "Obtained complete gumi collection!" -> "Got full gumi set!".
    I always find it interesting labels and other small pieces of text are shorter in English, but actual sentences tend to be shorter in Japanese....

    And Roxas (or anyone), think you can translate these please? Google fails hardcore on them because they're names\sounds\what-ever-they-are.
    Post by: crazycatz00, Aug 2, 2013 in forum: Code Vault
  14. crazycatz00
    I bring more progress: View attachment 36446
    And more strings! (Can anyone please translate?)
    These are all related to gummi ships\items:
    Item name

    Item description

    ---

    ホイールグミ1

    ドレスアップ用のタイヤ

    ---

    ファンググミ

    ドレスアップ用のきば

    ---

    ホーングミ

    ドレスアップ用のつの

    ---

    エンジェルグミ

    ドレスアップ用のつばさ

    ---

    ダークグミ

    ドレスアップ用のつばさ

    ---

    シューズグミ

    ドレスアップ用のくつ

    ---

    グーグミ►

    ドレスアップ用のグローブ

    ---

    グーグミ◄

    ドレスアップ用のグローブ

    ---

    チョキグミ►

    ドレスアップ用のグローブ

    ---

    チョキグミ◄

    ドレスアップ用のグローブ

    ---

    パーグミ►

    ドレスアップ用のグローブ

    ---

    パーグミ◄

    ドレスアップ用のグローブ

    ---

    クラウングミ

    ドレスアップ用のおうかん

    ---

    ドリルグミ

    ドレスアップ用のドリル

    ---

    キャタピラグミ►

    ドレスアップ用のキャタピラ

    ---

    キャタピラグミ□

    ドレスアップ用のキャタピラ
    I get big-time gibberish with these; "Pagumi".
    Post by: crazycatz00, Aug 2, 2013 in forum: Code Vault
  15. crazycatz00
    Don't worry about it, I'd rather people voice there suggestions\problems\etc then for it to go unnoticed.

    1. I feel the names fit, since the modes have been changed specifically for the Final Mix. Taken from a KH wiki: "The second difficulty is simply "Final Mix", analogous to Standard from the previous game, but not the exact same" and "The last option is Final Mix: Proud, a greater challenge than Expert from the original game". There as no beginner in KHUS...
    Might change normal to "Final Mix: Standard", though; It does look kind of funny as it is.

    2. FMBG = Final Mix Beginner; FM = Final Mix; FMPR = Final Mix Proud. I'll see how it looks using names later, though I'm not sure it will all fit.

    3. I have to manually center everything, and if some text is used in more then 1 place the move will affect them all. If I shift the names left, for example, anywhere their name is will be moved left. Even in a sentence, like "View abilities for Sora".

    4. I'd like to do some changes like that, but we'll see when we get there. I just found another table in the SLPS file to edit (this one looks much simpler, but also much more size-restricted), so I'm going to try that real quick. Then there's still all the ARDs.....

    Similar. Changing some MIPS around, and updating a ton of offsets. MIPs was the annoying part, though. Apparently there's one pointer for names, one for everything else, and they both point to the same thing. I only had the "everything else" one at first. xD
    Post by: crazycatz00, Aug 2, 2013 in forum: Code Vault
  16. crazycatz00
    I could add them in if they're in another version's font. I don't want to manually add them, because the font is setup in this weird split layout, and if the pieces don't line up perfectly it looks horrible.
    Those characters weren't in KH2 either, were they?

    Looks right to me! And welcome!

    ---
    I've made pretty good progress, not not sure how much is left though...
    Post by: crazycatz00, Aug 2, 2013 in forum: Code Vault
  17. crazycatz00
    To be honest, I don't think we can fix this without rewriting Square's font code. I'm still finding font parts as I go....
    I did try playing with the offsets in the table I do have, and I can move them down, but then it cuts off the lower part. Ex: "y" looked like "v".
    Post by: crazycatz00, Aug 2, 2013 in forum: Code Vault
  18. crazycatz00
    Ok then, thanks guys!

    Also want to note I released a new version of the English-font SLPS file. The ONLY changes is some characters like "i" and "l" are thinner now, more like they should be.
    http://crazycatz00.x10host.com/KH/files/mod_FinalMixEnglishFonts.7z
    Also updated the one in the Google folder.
    Post by: crazycatz00, Aug 2, 2013 in forum: Code Vault
  19. crazycatz00
    So I'm in the process of translating the SLPS file, and I hit some FM-only lines. Could someone properly translate these, please? I'd rather not machine translate. Even if you can only do one, help is appreciated. ;)
    Cleaned up strings:
    Strings separated by ---
    --- 449

    読み込み設定をえらんでください
    (ゲーム開始後もメニュー画面のコンフィグで変更できます)

    --- 450

    読み込み設定•••

    --- 451

    読み込み設定

    --- 454

    読み込み設定を選びます

    --- 455

    ••• レアアイテムを持って始まる かんたんモードです

    --- 456

    ••• 初プレイにおすすめの ほどよいバランスです

    --- 457

    ••• 敵が強く スリリングなバトルがたのしめます

    --- 463

    スキップする

    --- 464

    スキップしない

    --- 466

    フィールドカメラのモードを選択して下さい
    (ゲーム開始後もメニュー画面のコンフィグで変更できます)

    --- 469

    ••• フィールドでのカメラの回転などを 自動的に行います

    --- 470

    ••• カメラの回転を L2・R2ボタンで行います

    --- 471

    カメラモード•••

    --- 474

    ワールド選択に戻る

    --- 475

    サウンドのタイプを選択して下さい
    (ゲーム開始後もメニュー画面のコンフィグで変更できます)

    --- 476

    サウンド •••

    I see descriptions for the game modes, something about camera and sound, and something's coming through as "Import Settings"... not sure what that one is.
    Post by: crazycatz00, Aug 1, 2013 in forum: Code Vault
  20. crazycatz00
    It should match with "KH1 Final Mix English EVT" for ARDs.
    I just meant that for the United States (US) version, its one option covers both types.
    Post by: crazycatz00, Aug 1, 2013 in forum: Code Vault