Kingdom Hearts: Final Mix Translation Patch (In progress)

Discussion in 'Code Vault' started by Trilix, Feb 20, 2012.

  1. Trilix Twilight Town Denizen

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    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.
     
  2. TheGershon Destiny Islands Resident

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    Wow that's amazing progress! So is the command menu translatable now? Anything new on the menus?
     
  3. crazycatz00 Twilight Town Denizen

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    Ok, a little more.
    allarea.nam, as it sounds like, contains the area names for the Pause menu. I have an extractor working, but it doesn't seem to use either the EVT or SYS encodings (or I'm being dumb). No ETA on this thing.
    And sysfont sizes: They're either in the SLPS ELF or dktitle.x, meaning either way they're in an ELF. This will make it a bit harder to get...
    On a random and useless note: The English ELF running with the Final Mix disc makes for weird results, including it being unable to see both FM and English saves. It's its own beast, it seems. :p Can't start a new game either, insta-crash on loading dkmovie.x (for starting movie).

    Hex-editing wise, yep. No extractor for it yet, as it seems to be a new format from a quick look.
     
  4. sora6645 Kingdom Keeper

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    can i be able to help with this proset ? i got pcsx2 running full speed with kh2fm and Khfm . and i would like to help with this . this seems interasting
     
  5. Trilix Twilight Town Denizen

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    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.

    [​IMG]

    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.
     
  6. Miles Cull a Duty 2 : Electric Boogaloo

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    Nice work. I dont know about you but i would keep the res native just because it could pull apart sprites and give you something false like spacing but that's just me. its looking good so far!
     
  7. Jadentheman Hollow Bastion Committee

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    If you're using PCSX2 yeah better off emulating in native resolution in 4:3 or on a real PS2 with no widescreen hacks
     
  8. Trilix Twilight Town Denizen

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    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
    [​IMG]
     
  9. Miles Cull a Duty 2 : Electric Boogaloo

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    I know. Its just upscaling tends to pull apart sprites. Its just so you dont get confused if its the emulators fault or not for the spacing or somthing odd. Even know we know its not.
     
  10. Hidden Smithery King's Apprentice

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    I'm happy to see that things are still continuing, and with such progress!

    I'msorry for dropping off the face of the planet like I did, my family's been going through a lot of stuff recently.
     
  11. TheGershon Destiny Islands Resident

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    That's amazing. I wouldn't even mind playing like that (I stomached using the default font on PPSSPP for a while), could you possible upload the file/tell me which one to edit so that I may do so?

    Also, how are menu's going?
     
  12. crazycatz00 Twilight Town Denizen

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    I think I found the table, going to work on getting the font to actually work right now...
    sysfontinProgress.png (This site's being really slow and buggy to me; no idea if this image is working right or not.

    Also did this by accident :p


    Btw, please tell me this site lagging isn't just me.... :mad: It's over now. ;)

    Edit: Ok, so I got the table patched in from the US version. This means that the characters will use their US sizes.
    In addition, because of this, I'm using the US sysfont. This breaks anything currently done with my custom sysfont (I warned ya!; Subtitles and stuff are OK!), but means we can (almost) copy-paste from the US version. I say almost, because spaces are still huge and I haven't found their width yet, and the FM does tend to have more strings in it. Worst case: I map a space to a blank character and set the width manually, and we use that code instead of 0x01 for space.

    I'm still going at a few bugs with it, mainly that all the characters are too "low" and getting cut off (see screenshot). No idea why, but shouldn't be too hard to fix.
     
  13. gledson999 Destiny Islands Resident

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    its wonderful, this project, when I done the KH2 I will begin the KH1
     
  14. sora6645 Kingdom Keeper

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    cant wait for this to be translated ! its looks good so far . i would like to see the commond menu in a video with a translated english font , that will make my day !
     
  15. Hidden Smithery King's Apprentice

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    I will be happy to see this once it's finished. Goodness knows I need to smile again..[DOUBLEPOST=1374724100][/DOUBLEPOST]In a similar vein of the "porting HD assets" thing, could it be possible to use Ansem's texture from BBS:FM (his model is in there, as are his textures) or RE:CoM to replace his default texture in KH1?

    [​IMG]

    The PS2 should be MORE than strong enough to do that; and we won't have those horrible abs anymore.
     
  16. crazycatz00 Twilight Town Denizen

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    If it's just texture replacement, with NO difference in the model, it might not be too hard. The MDLS files are the one thing people actually tried to reverse engineer before.
    Assuming the models and UVs match, it should work. I might try that once I get these text tools out, since I can't Japanese. :p

    Old:
    ---
    And this font does work! sysfontinsemifinal.png
    It uses (almost) the exact same codes as the US sysfont, with the only difference being the space. The space is a special character, as far as this game cares, and doesn't have a width in the table I'm editing. So our space for sysfont is 0xFF, and when I update my string mapper it will handle that for you. If I should ever manage to fix the space size, this workaround will continue to work fine as well.
    With this table, I was able to get it to work with the original US font too, so the characters look the exact same and have the exact same width. Some characters like "jgy" etc that go below the line did have to be raised a bit.
    And from a few tests, it seems the Latin characters work fine. ;)

    On a related note, this table is INSIDE the SLPS_251.98 ELF file. Things like hard-coded cheats (widescreen, etc) will need to be re-applied.
    EDIT:
    And here are the files: http://crazycatz00.x10host.com/KH/files/mod_FinalMixEnglishFonts.7z
    Updated sysfont.bin (now just the normal SLUS version), updated Kanji.knj (minor, should affect nothing for us), and added the modded SLPS_251.98.
    Also added a "Dev" folder, containing delta patches. (If you don't know, don't worry.)
    Updated my String Mapper, which does use 0xFF as space only on "Final Mix English SYS".


    Non-font stuff:
    I also "fixed" a widescreen hack for this game. The version here works for everything except the black border fix, so I modded it to use the FM's values.
    Code:
    black borders fix
    part 1
    086251AC 40181000 0A803002 0C004010
    to
    00000000 40181000 0A803002 0C004010
     
    part 2
    086245ac 100060AC 00000000 00000000
    to
    00000000 100060AC 00000000 00000000
    
    or
    Code:
    //You have to figure the others yourself; I don't use pnatch widescreen patches and the pnatch for the SLUS versions probably won't work with the Final Mix
    //black border fix
    patch=1,EE,00104334,word,00000000
    patch=1,EE,00104454,word,00000000

    And a few random things I found while looking for the font table:
    • A value that switches from Interlaced output to Progressive output. Videos force it back to interlaced constantly, but otherwise seems to stay whatever it is. [byte @ 004D8EC8]
    • A set of values that can move the screen around [byte*3 @ 004D8ED4], and some that stretch (and change the resolution of) the screen [byte*5 @ 004D8EDA].
    • The timer for the demo video on the title screen. Freezing the value causes the video to never play, settings it to 1 (NEVER 0!) causes it to instantly play. [uint32 @ 00F2C6FC]
    • A value that controls what the title screen is doing; its state, if you will. Can force it to reload, skip the splash screens, force memory card errors (useful for translating), force open menus, etc [byte @ 00F2C708]
    • A few values that mess with the title screen, such as blurring the logo, fading images, and the glowing selector orb thingy's state.
    I have some basic documentation on some of these, PM if interested.
    I'm going to bed now.....:cool:
     
  17. sora6645 Kingdom Keeper

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    So . If I use these everything translates into English ?[DOUBLEPOST=1374773198][/DOUBLEPOST]I have 2 questions . 1 will the codebreaker codes work with this English patch or do they need to e re hacked ? And 2 will it work with esr ? I have the game I bough from Japan so I can burn it . But I will try the Esr patcher and let you guys know.
     
  18. Jadentheman Hollow Bastion Committee

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    Codebreaker and ESR should still work. So are we free to edit the game on our own. I can somewhat Japanese so it shouldn't be too hard just switch thee corresponding Japanese to the English KH script.
     
  19. Hidden Smithery King's Apprentice

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    I'd imagine that the codes would still work.

    Functionally the game is the same.
     
  20. crazycatz00 Twilight Town Denizen

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    To join the bandwagon, cheat codes should still work fine.
    Yep, any changes to the fonts now will be backwards compatible. So text can be changed freely now. Just make sure everything lines up. ;)

    And the files for English Jiminy's Journal: http://crazycatz00.x10host.com/KH/files/mod_FinalMixEnglishFilesPartial.7z. These all seem to work fine for me, excluding one bug. (In the scores menu, some text is too far right and overlapping a dash; can't fix this in these files.)
    Can also use these files to make sure the fonts+ELF mod are applied correctly.