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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    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.
     
  2. sora6645 Kingdom Keeper

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    Are these English patches for the game ?
     
  3. Jadentheman Hollow Bastion Committee

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    I will check it out. And start doing random stuff. Maybe to the story or abilities or something. Although I think someone else is doing menu and stuff.

    Looks good, but isn't the PSP version lower poly? And isn't the texture resolution low also? If anything I would try RE:COM models. There are practically DDD models anyway. That is of course if the people on the other forums have cracked 1.5 models yet which I doubt until the English release comes along.
     
  4. Hidden Smithery King's Apprentice

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    Well, I don't know about lower poly, but I'll check with Noesis. At a glance, though, they look the same in terms of polygons.

    EDIT:
    Looking at the Ansem in BBS:FM's files, he has 18 meshes, 8 textures, 8 materials, and 233 bones. For comparison's sake Xemnas has 4 meshes, 4 textures, 4 materials, and 241 bones.

    Need to get KH1 off of my other harddrive so I can compare Ansem to himself.
     
  5. Jadentheman Hollow Bastion Committee

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    Hmm. If it's the same polygons, then we don't need the 1.5 models at least for Sora, Riku, and Ansem Seeker lol. Maybe we can use it as a test then if it works try porting the RE:COM into KHFM. It's pretty much the same models in DDD which are in 1.5
     
  6. Hidden Smithery King's Apprentice

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    Well the thing with Noesis, I couldn't find where, if anywhere, it lists polys.
     
  7. Miles Cull a Duty 2 : Electric Boogaloo

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    Okay. So this translation patch will be using a modded elf which changes it pnach name. So in order to use cheats we be to rename it to the new one correct?

    Also CRAZYCATZ00, since this is an HD translation will OR COULD widescreen, 60fps, progressive, etc be on by default through elf?
     
  8. Hidden Smithery King's Apprentice

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    Combat Ansem (With Guardian)
    19 meshes (10 of which belong to the Guardian), 19 textures (10 of which belong to the Guardian), and 504 bones.

    Cutscene Ansem (No Guardian)
    12 meshes, 12 textures, 12 materials, and 392 bones.

    I suppose it COULD still be possible for this to work out but the models might have to be edited manually somehow.

    [​IMG]

    Here's a comparison of their bones. Differences are minor but are enough to make a straight copy-paste highly unrecommended.
     
  9. crazycatz00 Twilight Town Denizen

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    Ya, you will need to change the pnatch name.

    As for things like widescreen, those could be put on by default. In fact, in my font archive there's a a "widescreen.delta" file which can do the widescreen part for you (with the batch file there too). 60fps would be easy to do too, iirc. :p
    Just note that each change will change the CRC, hence changing the pnatch name too. The SLPS file in my font archive doesn't have the widescreen patch on it, so if you added that, for example, it would change the pnatch name again.

    Also, I think these (widescreen\60fps\etc) should be optional patches applied by the user\player, not the translation mod. That's just my opinion, though.

    Doesn't seem like it will be too simple then. And afaik, no-one (outside of Square) knows the full model specs, so I wouldn't really recommend changing the model too much either. Don't need to break anything. I may be mistaken though, I never did get too far into model modding for either KH1\2.

    If we're lucky, we can just match up the texture's parts and stitch it together. Like, face goes here, hair here, etc. Really lucky if the UVs are he same, but if we're dealing with different numbers of textures I wouldn't count on it.
     
  10. Hidden Smithery King's Apprentice

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    Well, I have some good news(?).

    Out of curiosity I went to compare the models of Xemnas from KH1:FM with Young Xehanort's from BBS:FM, and they are near identical visually but, again, are different in the amount of bones, textures, etc.

    However, when I went to compare the textures, I saw that the reason why the number is different is because Square stitched the texture together whereas in KH1 it's in smaller pieces. The bit of texture that defines the bit of chain around their hoods (the dangly bits) are identical in size and shape, differing ever so slightly in the details.

    I'm still comparing Ansem's different textures and seeing if one could be turned into the other.
     
  11. Miles Cull a Duty 2 : Electric Boogaloo

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    Also another question. Will there be changes to sprites like the the HUD or just the HUD? Thought now thinking about it that could mess with the font if I'm not mistaking
     
  12. Hidden Smithery King's Apprentice

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    I'm looking at Ansem's textures and man... They chopped his face up for his BBS model.

    Long boring text comparison here: Skip it if you aren't interested.

    The only three textures that they both share, that are identical without chopping up and moving them around, are his teeth/mouth textures, a single texture showing some spikes of hair, and his eye textures. Square combined 3 of KH1 Ansem's body textures (for the jacket and his abs) to make one larger texture; they edited two of his KH1 textures (making up Ansem's gloves, boots and Heartless crest [some of his face textures were on the same texture sheet]) into one larger one dedicated solely to his gloves and boots; and finally they combined the four 4 KH1 textures (making up Ansem's face and hair) into one texture that houses them all.

    There's one texture on the newer model I can't seem to find a match for on the older one; disregarding that, however, it should be perfectly possible to recreate the older texture sheets from the newer model.

    For visual people:
    I have them all (both versions for comparison's sake) packed up and attached below if anyone wants to take a look.
     

    Attached Files:

  13. Jadentheman Hollow Bastion Committee

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    I would like if we could move the model discussion to the 1.5 porting thread an just keep the space open for the English patch translation
     
  14. Hidden Smithery King's Apprentice

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    Fair enough. It's not really "HD porting" that I'm discussing but I suppose it's more relevant there.
     
  15. Trilix Twilight Town Denizen

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    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".
     
  16. crazycatz00 Twilight Town Denizen

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    They're both the same letter? No distinction? I can change the 0x9B one to "{レ}", will that work for you?
     
  17. Trilix Twilight Town Denizen

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    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)
     
  18. crazycatz00 Twilight Town Denizen

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    That would be because I didn't know that was a character. Added, make sure the page title says v2.6a1.91. ;)
     
  19. Trilix Twilight Town Denizen

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    Ah ha.....can you swap them please? My bad :P
     
  20. crazycatz00 Twilight Town Denizen

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    し to 0x9B
    レ to 0x19 x09
    Will be up in a few secs, check for a1.92 in the title. ;)
    (I'm just going to leave the script editor open for a bit.... :P)