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Super Robot Wars GC Translation Thread #24: We need more time

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Thread replies: 302
Thread images: 131

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>>12895916
Last time on SRW GC Translation Thread: >>12895916

- We though thread 22 was slow, Ha! 23 was slower.
- 23 would have been dead without Dancouganon.
- Bring and Dash had European vacations that went by way too fast.
- Great progress on the Overworld front.
- Steve made some progress on victory conditions.
- Someone played SRW GC on /srwg/
- The search for Oppai proved to be a success, Tobikage didn't get him.
- VWF and kerni ng.
- Stella is a dude!
- It's hard to wank if you have claws.
- But it's easy if you have Nymphogear doujins.
- Mattman knows SRW appearances really well, but still won't continue his Shin SRW LP. Get to it Matt
- BX came out.

The old texture replacement method is still usable, up to stage 20, essentially act 1. (can be used along with the new one, just don't get the stages or battle lines)
http://pastebin.com/CYDquvFD (embed) (embed) (embed)

The new method. We have VWF, so it looks better! Except for the character naming screen. That's not right. Not sure if this needs to be updated now.
http://pastebin.com/wEMB6KvA (embed) (embed) (embed)

The mediafire folder
http://mediafire.com/srwgc
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>>13293079
>Get to it Matt

This coming from you guys?
>>
>>13293079
>- Bring and Dash had European vacations that went by way too fast.
I'm taking another one today. I'm gonna spend the next week in Budapest after deciding on it 10 days ago and going nuts over too many plans stacking for this weekend. I hope to deliver some progess once I come back, thanks for keeping up the fort, guys.
>>
>SRW GC
>Layzner joins at scenario 28
>It gets an upgrade six scenarios later
Is Layzner that shitty that it needs it's upgrade asap?
>>
>>13296435
You also have to remember sub scenarios.

Layzner isn't that bad, being ridiculously hard to kill and having a rare S size, but it does suffer from an extreme lack of power. Unfortunately, neither upgrade does anything for that, and in fact at max upgrades Layzner beats them in terms of finisher power. Mk 2 is pretty much entirely unkillable though.
>>
>>13296435
Enhanced Layzner and MkII are kind of wonky in GC, anyway. The old Layzner has a higher power cap, as I recall.
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>23 would have been dead without Dancouganon

This is my only purpose here.

Keep at it guys! I will bump these threads even if it takes you the next 5 years to do this.

Then, then I get to finally play this.
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Page 10?

Man, you guys really are slow.

Dancouganon to the rescue again.
>>
Well, I was trying to find my source on ドルチェノフ possibly being Turchynov, and I can't seem to find it anywhere, now. I think I screwed up, because all I can find for Turchynov is トゥルチノフ, which is a bit different. I don't know much about Russian names, so if anyone familiar with Russian has any input on what ドルチェノフ (Doruchenofu) might be in real-world terms, I'd love to hear it.

Still working on StartDOL here and there when I have time.
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>>13308137
Thanks Dancouganon.
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Hey, Dash. I noticed that a handful of the mission failure conditions use "main character's / protagonist's unit (主人公機) shot down." Do you know if it shows up in-game as 主人公機, or if the 主人公 part changes to whatever you named your character?

If it doesn't change to suit the name entered by the player, I guess we could just slap "main character" in there, but it's kind of jarring.
>>
>>13308990
It sometimes happens that the same western name is written in two different ways in the same game.
>>
>>13325809
Well, that's not really what I was getting at.

The character's name in question is always ドルチェノフ (Doruchenofu). I could've sworn I found a source that said it could be Turchinov / Turchynov in Russian, but now I'm not having any luck whatsoever in finding it again.

Whenever I look for Turchinov in Japanese, it's always トゥルチノフ (Turuchinofu), which is too different from ドルチェノフ to be the same name.

Which takes us back to square one: His name could be Dorchenov / Dolchenov.
>>
>>13326832
I think in a previous thread, your point was that "Turchinov" is a common (real-life) Russian name, whereas "Dorchenov" is not. Thus the earlier choice.
>>
>>13308990
>>13326832
I thought I made Google Translate pronounce Turchynov back in the day as "Doruchenofu", but yeah, it's obviously an "i" instead of an "e". Maybe the only reason behind that choice was "it's almost the same and it's a real name".

>>13323678
I could swear these conditions are written as they are, but I didn't get to a stage where *only* losing Akimi meant a game over, so I can't really tell. I know for a fact that MXP uses kanji for stuff like "male name" during intermissions, but GC doesn't seem to do it.
>>
Up you go
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>>13321496
I no longer hate Neo Getter
Nice job anon.
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LETSU spice this up.

https://www.youtube.com/watch?v=EY6zBzpCup4

Battle dialogues for Baxinger have been translated. Grab them in the mediafire folder or here:

https://www.dropbox.com/s/8u7391ih6iw21tq/Battle%20Quotes%20016%20-%20Galactic%20Gale%20Baxinger%20%28ASCII%29.7z?dl=0

I make no promises about the quality of the quotes. Many, MANY lines were a bitch and required some more context than what I had (and better knowledge of Japanese, obviously). Expect changes if we do an editing pass on this.

Only Sasuraiger is left on the battle quotes front. It's less extensive, as there's no enemy units from that show, but I barely have... 2? episodes from /m/subs to figure out what's going on and 4-5 people on a mech is always a mess.
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Why did the keep Kouji's shitty 60s voice for so long? Is there any way to import his voice clips from one of the Shin Mazinger games?
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>>13344457
70s voice. I don't know, maybe you should try. Also, fuck you. Shin Kouji is great, but there's nothing wrong with classic Kouji.
>>
>>13344487
>there's nothing wrong with classic Kouji
The way he shouts his attacks, for one.
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>>13344600
No.
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>>13344457
>>13344600
The only problem with classic Kouji is that they recorded some of his dialogue weirdly here, and that's a problem with a lot more than him (Kento gets hit with it occasionally too)
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Bump
Bump
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Up you go
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Back to the confort zone.
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Getting there...
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Up
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Hey, Dash. I was running some tests, and found where 資金 is used in the post-battle capture menu. It's when you choose to convert all captured units to cash.

資金00000 > 00000になります (with 00000 taking the place of actual cash amounts)

I'm assuming it's set up similar to the "There are still ___ units that can act." message, so changing 資金 into something longer than two kanji spaces will likely cause it to overlap the displayed cash values. I'm just going to leave that and になります alone, for now.
>>
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Trivia of the day. Trying to translate this line from Rock:

「なるほど、なるほど。
こりゃひと波乱来そうだな」

I found that 波乱万丈 (haranbanjou) means "stormy and full of drama". Does this ever come up in Daitarn?

>>13393102
Considering our new characters are roughly half the size in width they used to be, I'm assuming you can change 資金 for up to 4 normal characters (or more if there's "thin" ones like I, J or L).

I wouldn't worry about the になります part, seeing how the string doesn't have any empty spaces at the beginning. Most probably its start position is static, placed on where the game expects the numbers to end, so it won't overlap with the numbers (although you could end up writing out of the window if you're not careful).

The funny thing is going to come from the numbers themselves, since now that they're thinner, we'll most probably go from this:

資金00000 > 00000になります

to somthing like this:

資金00000 > 00000 になります

We'll have to tweak some XY positions manually after the messages are translated so that the menus don't look awfully weird.
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>>13395701
Well, I guess we can use an abbreviation of whatever we decide to use for GC's cashdollarbucks, or if it's not too hard to alter the X/Y position of the money counter, we could alter the line entirely to work better in English. I guess we can worry about that later; it's not a big deal.
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more progress less gay shit please
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>>13407465
Shinobu and Sara are gay, now? News to me.

Progress would be nice yes, but thread staying around is nice too.
>>
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>>13407465
Here, have actual gay shit.
>>
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>>13413267
Why "CBF" crew?
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>>13415487
Cyber Beast Force?
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>>13415706
>>13415487

That exactly!

And seeing the tripfags of the thread that actually matter don't seem to mind, I'm returning to the Shinobu/Sara posts!
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Guys get back to work, I feel like all I'm doing is wasting thread image space.
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>>13407465
I wish I had an Akimi/Fairey pic to reply to you with, but no such thing seems to exist, so just have this random art.

I was doing a thing for the last couple of weeks, but it's done today, so I'll set a goal to translate at least one entire stage over the weekend, maybe two if possible. If I can do two I might just release a new batch.
>>
>>13431104
Sadly not a whole lot to do on my end. I'm awaiting the translators/editors to get all their work submitted and then I can insert it fully into the game.
>>
>>13431143
>I wish I had an Akimi/Fairey pic to reply to you with, but no such thing seems to exist

Well, it exists, it's just not particularly well-drawn.

Also, did we ever decide on a final name for Raijin-Oh's badevilwicked empire? I didn't know if you were sticking to Jaaku, Evil, or what. I had Jaaku rendered as Dark (mainly as a placeholder) for Jaaku Satan and its weapons.
>>
>>13434516
The Anime Midstream has it as Jaaku, so why not go with that?
>>
>>13434545
Mainly because I can never seem to remember that Raijin-Oh has an actual US release. Also, I didn't know what names they were using, either.
>>
>>13434545
>Raijin oh has english subs
are they any good?
>>
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Super Robot Wars AP demo patch is now available! Play episodes 1-4 and feed the translation team with awesomeness (or just plain suggestions):
http://www.mediafire.com/download/p4kw0glubcdc79u/SRW_AP_2015-10-31_v033sh_DEMO.zip

Description here:
http://www.romhacking.net/forum/index.php/topic,19055.msg290220.html#msg290220
>>
>>13435882
Congratulations. Still more public progress than @.

I had a day that I planned on devoting to resuming decompilation of decompression. It didn't happen. Now I'm freaking busy searching for a new home. It's a pain.
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>>13435882
Nice.

Just reporting a typo: Lamia super route. Should be "Super Robots" I believe.
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>>13439363
Oops - thanks! Very true.
Fixed in the next version to come.
>>
And released, for good measure.
>>
>>13442021
Nice work, guys.
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>>13338331
>as there's no enemy units from that show

Wait, doesn't Bloody God show up in something from Baxinger?

>>13431143
There's this, I guess.

>>13435144
>are they any good?

They're goddamn expensive is what they are.

But they're official, so they're probably pretty solid.
>>
>>13444465
>They're goddamn expensive is what they are.
>But they're official, so they're probably pretty solid.
Do you think they're on bakabt by now or they're not done yet?
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>>13338331
>but I barely have... 2? episodes
1, actually. At this point, pray very hard that Crinn will promptly get up to that point.
>>
>>13444929
People are waiting a little, since Anime Midstream is a fledgeling company.
>>
up
>>
>>13448924
Thanks
>>
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Don't go down!
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>>13435882
Late congrats! Always good to see your progress. Sorry for not answering my messages, I'm kind of going through a phase...

>>13437530
Apartment hunt, eh? It's even nicer when you realize you might have signed a contract for one that isn't letting you save up as much as you wanted and have to start the search again... Best of luck, man.

>>13444465
There's no battle dialogues for Bloody God, so I'm assuming he boards a ship but doesn't count as a captain. Notice how not!Charles Bronson's stats are all messed up.

>>13446810
If he really is back, that's good enough for now.
>>
>>13457209
>Apartment hunt, eh?
No. Out to buy a house of my own. Planning on being a landowner soon.
>>
>>13457209
He's fighting off ninjas again and I haven't heard from him in 2 weeks...
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>>13457499
Oh no, not again. Is him and Dancouga Nova the things they hate the most?
>>
>>13458893
bump again
>>
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Another bump.
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Little question. Birdy supposedly talks like a bit of a baby-doll and her lines are meant to sound a bit like kiddy talk at times (or that's the impression I'm getting).

In this line:

「うふっ、がんば、がんば!」

the "gamba" is an infantile way of saying "go for it".

I'm not familiar enough with little kids speaking in English to know if there's a kiddy version of "go for it", so help please?

>>13457382
Oh wow. Big step forward, congratulations!

>>13457499
He'll be fine. A glove with claws and a mask if all he needs to be on equal terms with them.
>>
>>13469745
>Oh wow. Big step forward, congratulations!
Thanks. Unfortunately, that's where my free time is going these days.
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>>13469745
>infantile way of saying "go for it".
I guess that's in the meaning where you're rooting for someone? How about just "Go, John!" ?
(Stuttering is a thing, too,but that's a bit bothersome.)
>>
>>13469745
>I'm not familiar enough with little kids speaking in English to know if there's a kiddy version of "go for it", so help please?
"Go get 'em" works fine.
Stuff like these don't really need to be done case-by-case. It's just style. As long as you translate it enough times that someone paying attention catches that "She's talking in an infantile way like moeblobs do" then you've done your job.
>>
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What is the latest & greatest on MXP?
Is there any opportunity or need for help there (other than translation-wise)?
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Been away for a long time, has anyone maybe picked up work on srw d?
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>>13479060
Don't think so, /SRWG/ might have more.
>>
I'm going through the pain-in-the-ass patching process, what specific files do I need? There's like five different start.dols, I grabbed the one in the base Edited Files directory and don't know if that's what I need.
>>
>>13482251
It should be the newest one, in this case "StartDOL v3 edited.7z".

>>13475063
MXP remains abandoned until some more stuff is finished in GC or the guys who wanted to give a spin to translating parts of it come back with news, sorry.

What I can tell for sure is that there was a problem with the battle script editor that needed to be corrected.
>>
>>13485048
Are you sure that it's up to date? There's just a tiny .bin in there, much smaller than the default.
The other start.dol is also way too small, it seems like
Do I need to dismantle the default one and the v3 one and put them together or something?
>>
>>13486115
Oh, no, the loose start.dol is 3 MB not 3 KB, I'm dumb.
Still don't know what to do with the v3 one though.
>>
>>13486115
>>13486136
My bad, the 7zip file contains a bin file with the edited strings that go inside Start.dol (I didn't even bother to look at the contents of the 7z file, sorry).

The one you need is the Start.dol in the base Edited Files directory. Notice how the difference in upload time with the 7z file is just a couple of minutes.

Ignore the folder "Bring's Start.Dols", that was a temporary thing to pinpoint a bug back in the day.
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up
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Well, I've got bad news and good news.

Bad news is, my PC's reporting a primary hard drive failure, and there's not much I can do about it. I don't have another PC to fall back on, at the moment, but I'm working on that.

Good news is, nothing related to the project will be lost, because we've been uploading pretty much everything to Mediafire, and the new stuff I've been working on is safe on a secondary drive and a USB stick. I'm not saying that's a foolproof failsafe, but it's good enough.

I think the only thing that's (probably) gone for good is the revised texture set I was working on when we found out how to lengthen names in order to give us more space for texture replacement. So, nothing important.

Honestly, though, I'm guilty of not working on the project that often nowadays, due to other stuff getting in the way, and the fact that my toaster isn't all that great at emulating GC games in the first place.
>>
>>13499839
>Honestly, though, I'm guilty of not working on the project that often nowadays, due to other stuff getting in the way
You and me both.
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>>13499839
>my toaster isn't all that great at emulating GC games in the first place
Get a Wii?
You could play Sakura Taisen too!
>>
>>13501129
Well, I have a GC and a Wii, and own a physical copy of SRWGC (I have the US-released Sakura Taisen on the PS2, as well). I meant in terms of working on the project.
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Bump.
>>
Up!
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>>13499839

doing more than i am :P

and however other many lurkers like me that are just waiting
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>>13505746
>and however other many lurkers like me that are just waiting
Lurk lurk!
>>
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>>13499839
It's about time to get a new toaster, man. Preferably one that can run Fallout 4.

Don't stress too much over having other stuff to attend to lately, we're all in the same boat sadly.

I was thinking of working a bit on the textures once battle dialogues are done, which hopefully will be soon. I'll need a hand for that.

>>13503986
lol
>>
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Anybody know where in CCA this dialogue came from (if it's even from CCA)?
>$s20何$s100………$s20!?$n人が人を粛正できると思うな!シャア!$n

>$s20アムロ!なぜわからん!$n人類を粛清するには$n誰かがその業を背負わねばならん!$n

Pretty sure at least one of them is when they're fighting on Axis, but I don't want to scrub through the whole fucking movie to find like two scenes.
>>
>>13515250
I don't know if it's from the movie or not, since it's been a very long time since I watched it (and I watched the dub, at that).

Rough translations:

>何!? 人が人を粛正できると思うな! シャア!
What!? A single person doesn't have the right to enforce others, Char!

>アムロ! なぜわからん! 人類を粛清するには誰かがその業を背負わねばならん!
Amuro, why won't you understand!? Someone MUST take on the burden of purging humanity!
>>
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Working on sub-stage 21. I'm now determined to do at least one file per day, though this will vary according to their lengths (some can be as long as 300 lines or so, but that's rare).
>>
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>>13521001
Hey Oppai, looks like you need to get an update of the editor. The latest version is 1.3a, grab it here:

http://www.mediafire.com/download/mbg841dmcforela/SRW_GC_Script_Editor_v1.3a.7z

This version has some corrected speaker names, a couple of characters from Japanese converted correctly, automatic length check and corrects a mistake when overwriting files. Please start using it to avoid problems later.
>>
>>13521527
Oh, okay. Sorry I missed this update, for a while back there I really wasn't paying attention.
>>
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>>13522529
Friendly and happy eyes are watching over you, Oppai. (Especially Dash, but not only!)
>>
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>>13524158
>>13524157
Damn, we posted 15 second apart!

Bumpmind
>>
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Bump with a little question.

After a successful dodge, Birdy will compliment Blues with a:

「スルドイ!
よくわかったわね、
ホームズくん!」

which I'm translating as

"That was sharp!
You really got it
figured out, Holmes!"

And it's immediately answered with an "elementary, my dear Watson".

So, question for all of you Sherlock fans: is there any typical line that Watson uses right before the "elementary" retort (in the movies, since the full thing is supposedly never used in the books)?
>>
>>13536896
No idea.
>>
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>>13536896
>is there any typical line that Watson uses right before the "elementary" retort (in the movies, since the full thing is supposedly never used in the books)?
I haven't watched everything, but I don't remember that in any Sherlock material I've watched. Any compliment about intelligence would result into an elementary response. Your proposal already captured that. You might want to use a question to make it feel lighter, though?
"That was sharp!
How did you figure it out, Holmes?"
(or How did you guess this one out?)
>>
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A little help from the Japanese speakers. There's this hit line for Rock:

「ちきしょう、バータレが!
もう!」

I'm having no luck finding "バータレ" in dictionaries, but it doesn't seem to be that uncommon.
>>
>>13540531
He never actually says 'Elementary, my dear Watson' in the canon, amusingly enough.
>>
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Page 10? What.
>>
Heads up, Dash.

I don't actually remember what version the last StartDOL I uploaded was. Let's say it was v3, and call this one v4.

http://www.mediafire.com/download/nn0yxydcb8b3c3o/StartDOL+v4.7z

I didn't mess with the name entry section that much, because I figured it would need some custom tweaking later on, anyway.
>>
>>13551041
Hey, good to see not everything was lost when your toaster decided to go kaput. I'll test it out this evening. If you're still looking for a replacement machine, remember tomorrow is Black Friday
>>
>>13551962
Actually, I'm still using the same PC, for the moment, but I'm prepared if it decides to die on me. I bought a cheap PC to serve as a backup in case something happens. Honestly, if I find a graphics card for the cheap one (and a better power supply), it might be decent for GC/Wii emulation.
>>
>>13544872
Baidu says it's "bar sauce", but that's probably not it.
>>
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>>13552606
Some results shown here. The text displays nicely most of the time, although aligning some stuff like the black screen text will need a bit of tweaking.

As you'll notice, it seems like one of the (many) "Is that okay?" lines didn't manage to get into the program. I sort of remember one of them not having any pointers that I could tweak, so it's all a matter of touching it directly in Start.dol later, no problem for now.
>>
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>>13552606
>>13554377
And an old friend of ours. Strings in sections "Unit Abilities" and "Pilot Skills" *must* be in SJIS or some of them will not display correctly.

At least the "Separate?" line in "Extra Menu Strings" seems to be affected as well. I haven't got to testing the selling menu (at the end of a stage) yet, so more conclusions during the weekend.
>>
>>13544872
バータレis short for バカタレ(idiot, moron, imbecile). There's a reason why you write this in katakana, but I can't remember now.
>>
>>13554377
It's also hard to tell which of those black screen messages are connected to each other, so the wording needs to be changed a bit, too. When I was translating those in the editor, I was doing it line-by-line, unless it was really obvious that they were supposed to be connected.

I wonder how much trouble it's going to be to get those skills and such to display correctly.


>>13554502
Lots of informal words like that are written in katakana. What's strange is that if you look up バータレ nowadays, you're probably going to see it as an abbreviation for Burning Productions Talent. Burning Productions is apparently one of the biggest talent organizations in Japan, and is backed by the Inagawa-kai crime syndicate, the third largest Yakuza organization.
>>
>>13554711
>Burning Productions Talent.
I guess they're called that because they would burn down any production that tried to get in on their turf. I'll let myself out now.
>>
>>13544872
>>I'm having no luck finding "バータレ" in dictionaries, but it doesn't seem to be that uncommon.

Google google google
https://www.google.com/search?q=%E3%83%90%E3%83%BC%E3%82%BF%E3%83%AC&oq=%E3%83%90%E3%83%BC%E3%82%BF%E3%83%AC&aqs=chrome..69i57.304j0j1&sourceid=chrome&es_sm=91&ie=UTF-8#q=%E3%83%90%E3%83%BC%E3%82%BF%E3%83%AC%E3%80%80%E6%84%8F%E5%91%B3
>>
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>>13557162
Oh, nice!
>>
>>13557162
That reminds me. I still think we should go with Mogami Heavy Industries instead of "Best," and if a pun related to the name pops up, we could just make it known for that scene.

"Mogami doesn't mean 'Best' for nothing!" or something like that.
>>
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>>13559071
I like "Best Heavy Industries", but that could be only me.
>>
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Some more testing done. Strings for the battle capture menu seem to be working just fine. Please ignore the little fuck-up with the numbers in that one screen, we'll get to that later.

Also please ignore the fact that having reduced blank spaces to less than half their original width makes the "remaining units to move" text look pretty bad (although this confirms the way that line works in the game - the number has a fixed position).

Writing "Separate?" in SJIS in the "Extra Menu Strings" solves the problem indeed. I'm uploading a version of the file Steve uploaded with the conflictive strings in SJIS. Make sure to make your next changes on this file, Steve:

http://www.mediafire.com/download/kvk8fw81fvb4d4p/StartDOL_v4_corrected_strings_%28SJIS%29.bin

I also found that I had messed up one line for Kai (support attacking Hayato), so I updated the battle lines for Gundam 0079.

>>13554502
>>13554946
Ah, thanks. I forgot I could google using "meaning" in Japanese as well.

>>13559071
>>13561070
I'm a bit partial to Mogami as well, but just because of real-life Japan-based companies not translating their names when they go international.
>>
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And I found the cause of the "Is this okay?" lines not being displayed in English. I had missed a couple of pointers for some reason. I'll have to take a look and see if some other issues are not caused by the same thing.
>>
>>13561475
>>13563763
Grabbed v4v2.

What do you think I should work on next? BGMs? The opening / ending rolls are more Oppai's territory, and we should probably leave the staff / cast for later on, anyway.
>>
>>13563808
Yep, definitely the BGMs. I think the search menu and the opening roll can be taken straight from what you already did with the texture replacement method.

About the staff / cast... yep, better leave it for later, since that can easily grow out of our current available space. If Bring manages to find a way to decompress the game's original font and compress it back after editing it, we'll have more than enough room left for it.

And then there's the stuff for the name entry screen, which shouldn't pose a problem.
>>
>>13563914
Done with the BGMs (I had most of them stored in a text file beforehand), but I'm not quite sure what to do with LETSU. The lyrics for it use 烈 (Retsu), and translating that single kanji's going to sound weird as hell as a song title. Leaving it alone, for the time being.

OH! OH! BAXINGERRRRRR!

Also, the title for one song is 福音, which can be either "good news," or "gospel." I don't know the context, so I'm leaving it as the former, for now.

http://www.mediafire.com/download/mxerfirdws79ecu/StartDOLv5.7z
>>
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>>13564217
The BGMs display nicely except for STORM, for some obscure reason. Writing that specific BGM name in SJIS solves the problem, but don't ask me why the others are unaffected...

My two cents about BGMs: I'd leave the songs that were originally written in capital letters as such (like CHARGE THE SOUL OF FIGHTERS) and, even though the translation is correct, I'd change "Like Melos" into "Run Like Melos". Just because it sounds better (to me).


Also, more fixes! The "yes" and "no" messages in the pilot change menu were a case of missing pointers AND wrong strings being used. Seriously, I have to wonder why is there so many duplicates of the very same strings in this game (I'm looking at you, "is this okay?" string).

They needed to be in SJIS too AND suffer from fixed XY coordinates that can be tampered with easily.


Here's your updated v5:

http://www.mediafire.com/download/mele688d96d3cae/StartDOLv5_corrected_strings_%28SJIS%29.bin

I'll go search for more missing pointers now, maybe I can fix the terrain and default character names as well.
>>
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>>13566057
I managed to fix the terrains in the "Pilot Change" menu (again, pointers missing), but the "Name Entry" menu will have to remain tricky (it won't show the translated name until we select "Default").

I've updated the v5 again with the translated terrain types because during testing I realized they had to be in SJIS as well, but feel free to change them to something more to your liking (like using "Ground" instead of "Land", for example).

I also found where some other translated strings showed up during testing. Notice that there's still some strings that remain untranslated because they have no associated pointers and thus were not included in the program (like the "remove all" option). These will be dealt with later.
>>
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Great work, guys, keep at it!
>>
Yeah, it's good to see such engaging activity!
>>
>>13571243
lol who's on the middle?
>>
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Emergency bump!

Busy week, sorry.
>>
>>13578470
Isn't that in one of the Zeon "landing pods" during an intro for one of the series?
>>
>>13578564
That image? That's from Evangelion as far as I'm aware.
>>
Up you go
>>
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>>13585270
Thanks for the bumps. I've got a paper submitted. I'm setting time aside tomorrow for another attempt at cracking the decompression algorithm.
>>
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Keep it up!
>>
>>13587693
Do you want to decompress compressed data? What pretty much always works is to simply step through the decompression routine and translate it to equivalent code of the language of your choice. If you also want to recompress, you need to understand it too ofc, but even that is much easier from high language code than from ASM.
>>
>>13588898
We need to recompress as well. So I need to reverse engineer the compression algorithm from the decompression algorithm.

That is what I'm trying to do, but the subroutine is pretty big.
http://pastebin.com/rHKD9Cxm
http://pastebin.com/sS68egwL
>>
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I'm working on moving my stuff to another PC. I'll be out of commission for a short time (not that I do much of anything, anyway). Have a bump.
>>
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>>13515250
If it's GC related, it's not CCA. GC uses nothing from CCA except three MSes (one of them with two forms, admittedly, but that's it) and one song.
>>
>>13598453
That's G-Gen Overworld, Matt.
>>
>>13515250
Missed this comment earlier, if you're still having issues with it (though I doubt it given that's from nearly a month ago) you could just search through the subs file rather than the whole film.
>>
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Page 10? What.
>>
I'm out this weekend. Next week should see some progress though.
>>
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UP!
>>
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>>
Up again
>>
Thanks for the bumps. No news on my front unfortunately.
>>
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>>
Can you translate Alpha 1 after this?
>>
>>13630960
I keep looking at this thumbnail and I can't stop seeing mpreg.
>>
>>13637537
It doesn't work like that. Each game is unique in it's structure and how to translate them.
>>
Up
>>
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>>13637537
How much you willing to pay?
>>
>>13642275
Bumping
>>
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THE RAPE TRAIN HAS NO BREAKS!

https://www.youtube.com/watch?v=N7pULmcQ7AI

...and it's a pain in the ass. Many lines made me scratch my head a lot with this one, but the battle quotes for the final show in the game are finally translated:

http://www.mediafire.com/download/8hzzwwruwd3osqm/Battle_Quotes_017_-_Galactic_Whirlwind_Sasuraiger_%28ASCII%29.7z

Some lines were edited for Braiger and Baxinger in the process, so you can redownload those or just get this file and skip the whole merging process:

http://www.mediafire.com/download/ggg2lbagwerab62/bpilot.pak.7z


With this, the (first pass) translation of the battle dialogue is complete! Yay!

Next stop, graphics!
>>
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>>13645350
Oh yeah!
>>
>>13645350
That's a great Christmas present.
>>
>>13645350
Congrats there. Crinn would be proud of you.
>>
>>13645350
awesome
>>
>>13645350
Keep up the good work!
>>
Page 10?
>>
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>>
Standard /m/ fag that just started Daltanious here, if it isn't any trouble may I ask what level is Daltan's assault on the Zaar Moon base? I ask this because this chart lists it as a unit in the game: http://www.gamefaqs.com/dreamcast/577291-super-robot-taisen-alpha/faqs/29673
>>
Gotta love my Decembers. Busy all day long.

Anyone excited for the sky3DS+ cart?
>>
>>13659935
I actually own a JP 3DS, so I grabbed legit copies of UX and BX.

The new (temporary) PC I bought is turning out to be pretty decent, and while I think it can probably run Dolphin pretty well (better than my old PC, at least), I'm too afraid to try it out. The power supply in this thing is a piece of junk, and I don't really know how to get a better one. It's something laughable like 250W, for whatever reason.

The power supply is oddly-shaped, since it's one of those weird HP PSUs, and there's not much room at all for extra stuff on the inside. Still, it does what I need it to, at the moment. I'm still in the process of moving and backing up files. I'm beginning to wonder if that was a false alert on the old PC, because that hard drive is still kicking, without any problems. For the moment, anyway.
>>
Page 10 bump

>>13660019
Ugh. That power supply smells like trouble.
>>
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Merry Xmas from Dancouganon!
>>
Merry SRW-X-mas!
>>
>>13664403
>>13665047
Thanks. Merry Christmas as well.
>>
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Merry Christmas to everyone!

I was exporting graphics to BMPs to send Steve to have fun with when I realized that

1) there's a ton of graphics files
2) some of them need a bit of trickery when exporting for image editors to recognize them properly

So I'll be tweaking our SCR editor slightly these days when family and friends allow for it.

Meanwhile, enjoy the holidays!
>>
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I was supposed to have a productive day today. It didn't happen.
>>
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>>
Dash, Could you help me take a look at some parts of the code.
Fire up Dolphin and put a breakpoint at 80242014. This is the first line of the decompression routine.
r2 (aka rTOC) should have value 8040cae0 That's the current location of the TOC in memory. It's all zeros for me. Is it the same for you?
The code references 8040cae0 - 5570 (aka 80407570). There's data in that area of the memory, but I don't see much of a pattern. Looking at it as a C string gives me the following nonsensical four character sequence "[End of Medium]! I"
>>
>>13677386
I'll give it a go later after work. Should I check it just at the startup or during normal gameplay?
>>
>>13677537
Just startup. It's accessed during decompression only.
>>
>>13677545
Just gave it a quick look and the register looks as expected. I'll take a look at the data area later and see if I can figure something out.
>>
>>13677545
Thanks. I think I figured out another bit of code that I found strange and didn't look over too closely. It's defining variables and putting them on the stack. Actually, because it's messing with the TOC, it looks like it might be glue code.

I found a nice guide that covers PPC. http://www-01.ibm.com/support/knowledgecenter/ssw_aix_53/com.ibm.aix.aixassem/doc/alangref/linkage_convent.htm

I remembered what it was that I was dreading. 0x80129078. Fuck that thing in particular.
>>
>>13677618
Oh, and a quick note. I've been reading up on the TOC. rTOC (r2) points to the current chunk of code's TOC. The TOC is a list of pointers to other places in the code. Whenever calling another chunk of code (like an external library), rTOC has to be updated to point to the new chunk of code's TOC.
>>
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Alright, time to venture into graphics territory. Some parts are really easy and some others are going to hurt, so we'll start easy.

I'm counting on you for this part Steve, but don't worry, you'll only have to deal with good ol' photoshop / gimp.

Here's the game's mission titles in indexed BMP format:

https://www.dropbox.com/s/63mi77pivd2nprf/Mission%20titles%20original.zip?dl=0

It's organized in pairs of BM6 and SCR files as you'll see. The ugly puzzle-like BM6s are from what the SCRs are made of AND the ones you need to edit. The good thing? Nobody ever said the BM6s had to be ugly.

I recommend you read this PDF I put up back when we figured out graphics so you get the general idea (because all the stuff about changing the transparent colour isn't needed anymore):

https://www.dropbox.com/s/b3j2bhbgswnv0p6/palette%20tutorial.pdf?dl=0

Most important rule to remember from that is how the image must be comprised of 8x8 tiles, but please read it and make all the questions you need to.

>>13677704
>>13679173
Sorry Bring, didn't get too far on that today. I'll try to take a deep look at it this weekend.
>>
>>13680048
>Sorry Bring, didn't get too far on that today. I'll try to take a deep look at it this weekend.
That's alright. I hit a roadblock on that block of code. I've been trying to approach it holistically like I did with the previous blocks of code, decompiling as I go. I need to sit down and force myself to translate the PPC into a more readable form, then worry about decompiling it to a higher level.

I did find out an interesting trick in the code though.
mr r12, r31 //r31 is a copy of r3, the first arg passed to this subroutine
mr r3, r30 //making arg1 for a new subfunction call
mr r4, r26 //making arg2 for a new subfunction call
mtctr r12 //copy r12 to count register
bctrl //branch to count register (with a link to get you back once the subfunction finishes)

This might be something like a function pointer.
>>
I've been working on this decompilation in a depth-first manner, so here's another routine that I've decompiled. Just wanted to run a sanity check, does anyone else agree with my conclusions.


result<r3> Advance_Pointer (ptr1<r3>, arg2<r4>) { //80407570 (offsetTOC), 0x25
<r3>--; //initial decrement so that pre-increment in loop begins from original value of r3
<r0> = lowest byte of r4 //highest 24 bits are cleared

while(true){
<r4> = *(++<r3>) //pre-increment. r3 is updated before writing to r4
if (<r4> == 0) {
if(<r0> == 0) {
return <r3>
} else {
return<r3> = 0
}
}
if (<r4> == <r0>) {
return <r3>
}
}
}

Analysis of subroutine:
increment ptr1<r3> until the value at that address equals arg2<r4> (which has been moved to <r0> during execution)
break and return null pointer if r3 points to an address with value 0, unless the desired value was also 0 (arg2 == 0).
>>
>>13681932
After sleeping on it and coming back to this, this subfunction is clearly a variation on indexOf(arg). It might be more accurate to call it addressOf(arg). You pass a pointer to some bit of data that is at some offset from the TOC as the first argument, and then the value you want to find as the second argument. The second argument is a byte (hardcoded 0x25 in the calling function, but not necessarily always). The pointer r3 advances one byte at a time until it finds the value that we want, or reaches null like in a C string. If it finds the value, it returns the direct pointer to that value, not an index. If it hits \0, and that's not the value that we're trying to find, it returns 0.
>>
Another function semi-decompiled. I still need to know more about what's happening above it to know what to do, but it's progress..

http://pastebin.com/SuSYv4gJ
>>
>>13684688
>goto

BAD CODE

BAD
CODE

MUST PURGE
>>
>>13684744
You realize what I'm doing, right? I'm decompiling PowerPC assembly into a vaguely C-like form. I used the goto just so I wouldn't have to have the two main functions that deeply nested in if statements. I used the goto as a pseudo-inline function.
>>
>>13684813
I'd nest it.

I mean it's your prerogative to do it how you want, but I'd nest it.
>>
>>13684857
Alright then.
>>
File: CBF party.jpg (352KB, 800x561px) Image search: [Google]
CBF party.jpg
352KB, 800x561px
Happy New Year, SRW GC translation thread!
>>
Happy New Year!
>>
File: CBF crew 06.jpg (275KB, 650x434px) Image search: [Google]
CBF crew 06.jpg
275KB, 650x434px
Ignore the year being 11 years off in the picture.
>>
Happy New Year everyone.
>>
File: GoodMorning[1].jpg (38KB, 494x640px) Image search: [Google]
GoodMorning[1].jpg
38KB, 494x640px
Good Morning! Night! Day!
>>
File: CBF crew 05.jpg (47KB, 500x235px) Image search: [Google]
CBF crew 05.jpg
47KB, 500x235px
>>
Maybe you lads would know best.

Did any Gihren's Greed game get an english patch? Even a menu patch?
>>
>>13701314
Nope. The only thing to help you is the GG wikia. It has lots of translated images as well as the story tree.
>>
File: 230443bahiljl04qlaxo0q.jpg (219KB, 750x599px) Image search: [Google]
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Happy new year, people!

Let's hope this one's at least as good as the previous one and all our projects (including this one) see positive advances!

...after we hit the gym to take care of what we've eaten in the holidays, at least.

Btw sorry for not checking your code yet, Bring, I'll try to get to it today.
>>
File: Shinobu x Sara 119.jpg (233KB, 553x790px) Image search: [Google]
Shinobu x Sara 119.jpg
233KB, 553x790px
>>
File: srwa3 title screen.png (567KB, 800x445px) Image search: [Google]
srwa3 title screen.png
567KB, 800x445px
Bumping with good news slightly unrelated to this project:

http://www.romhacking.net/forum/index.php/topic,21000.0/topicseen.html
>>
>>13708632
2016: Year of the SRW.
>>
>>13708632
I bet this will be done before Alpha.
>>
Interesting link!

>>13709166
>I bet this will be done before Alpha.
That's not even a fair bet,is it? There should be uncertainties for a bet to be accepted.
>>
up
>>
File: Shinobu x Sara 117.jpg (87KB, 480x463px) Image search: [Google]
Shinobu x Sara 117.jpg
87KB, 480x463px
>>
I have some semi-bad news, good news, better news, and even better news in that order.

No progress on decompiling the code, but there's good news. I got CFW on a 3ds along with SRW UX. I cancelled my Sky3DS+ order before it shipped, so I saved that money. And best of all, it's not even my 3DS so I won't be losing time to UX and BX.
>>
>>13714847
>CFW on a 3ds along with SRW UX
Oh! So that works well?
>>
>>13717252
Yeah, I struggled for hours to get it working, but that was because the guides were sub-standard and I kept having to ask the /hbg/ thread on /vg/ for help. I also forgot to undo a DNS change that I made, after which I spent hours unable to update my emunand.

I'd recommend doing it now. There's speculation that the scheduled maintenance in the next few days will include a firmware update to fix the 10.3 vulnerability that allows you to downgrade. One of the risks of downgrading is that you can softbrick your 3DS (won't boot normally, but recovery mode still works). You can use recovery mode to update to 10.3 and try downgrading again. If they update to 10.4 and fix the vulnerability, a soft brick will force you onto a non-hackable version again. To be perfectly honest, they could hotfix it to 10.3.1 as soon as they figure out how to close the vulnerability.
>>
>>13717272
So I'm assuming you can't install/play 3DS ROMs yet? Only play games from other regions right?
>>
>>13717305
Yes you can, just convert them to .cia (eshop format) and install them with a cia installer. I've got UX, UX DLC extras, Luigi's Mansion, New Super Mario Bros 2, and Super Mario 3D land installed.

Luigi's Mansion is winning the competition for my time.
>>
>>13717625
Well shit. I might have to do that then. Could be really useful.

Anyone managed to rip sprites out of UX?
>>
>>13717272
Worth mentioning is that for those weary of firmware hacking, there's still the option of just running homebrew launcher in userspace which gets you through region lock apparently.

At least until that gets patched.
>>
If any anons are feeling brave and know how to enter a CIA file, feel free to try coming up with a translation patch for BX.
https://mega.nz/#!h5BETa6a!cBrOpbEXd_GwAic5mGg7v8Sg6UcKDCtfs1t4pP4ZCeM
>>
>>13720396
I like how nonchalant you are about that request.
>>
>>13717272
>Yeah, I struggled for hours to get it working, but that was because the guides were sub-standard and I kept having to ask the /hbg/ thread on /vg/ for help. I also forgot to undo a DNS change that I made, after which I spent hours unable to update my emunand.
Any link to these good questions? (Or is that not really authorized?)
>>
>>13721197
Well I know it'd be difficult and would want people to do it only if they feel it possible. I don't know how all this works but if people can crack up FE If and translate that I'm sure BX is no different.
>>
>>13722100
A fair point. That just shows you how little of us there are that care.
>>
Up.
>>
Posting in

B A S E D
A
S
E
D

thread
>>
File: Shinobu x Sara 118.jpg (55KB, 452x480px) Image search: [Google]
Shinobu x Sara 118.jpg
55KB, 452x480px
>>
>>13728166
I'd say it's slow as fuck, but I'm glad you think it's based.
>>
File: Shinobu x Sara 120.jpg (128KB, 680x645px) Image search: [Google]
Shinobu x Sara 120.jpg
128KB, 680x645px
>>
I beat Luigi's Mansion, got all the boos, got all the gems. The only thing I didn't do is three start every mission and I don't see a need to do that. I can focus on GC again and give my sister back her 3DS
>>
>>13738033
>give my sister back her 3DS
She does know that accidents happen and the console can be misplaced with ease, right?
>>
>>13740755
Yes, but there's no point being an ass about it. Also, the cast for UX and BX really don't do anything for me.

I've only seen three series from UX (the gundams), and 4 from BX (the three non-SD gundams and GaoGaiGar).
>>
>>13742735
>I've only seen three series from UX (the gundams), and 4 from BX (the three non-SD gundams and GaoGaiGar).
You should change that. Both games have some great series that you're missing out on.
>>
>>13742774
True, but between work, grad school, and this, I don't have a lot of time to devote to things like watching anime. This Luigi's Mansion binge was really unusual, I just needed some time off.
>>
File: Shinobu x Sara 122.png (461KB, 1000x1100px) Image search: [Google]
Shinobu x Sara 122.png
461KB, 1000x1100px
>>
Wisdom teeth extracted! Guess I'm going to be less wise from now on.
>>
>>13720396
Convert it into romfs format and I'll take a look at it.
>>
>>13746556
>Wisdom teeth extracted! Guess I'm going to be less wise from now on.
It's the start of freedom!
>>
>>13749471
Freedom. Sure. There's just not enough hours in the day for me to do everything that I'd like to do.
>>
File: Shinobu x Sara 123.jpg (162KB, 452x640px) Image search: [Google]
Shinobu x Sara 123.jpg
162KB, 452x640px
>>
File: Clipboard01.png (97KB, 690x657px) Image search: [Google]
Clipboard01.png
97KB, 690x657px
Off-topic post directed @Dashman
>>
>>13757140
Ah, so there's that other project you've been sleeping around with Dash.
>>
So Dash, are you interested in writing a little extraction tool?

I have a file that has all of UX's audio aside from the voice acting (I've already got the voice acting extracted).
http://www.mediafire.com/download/u684zeb10le4r32/SRW_SOUND.bcsar

There's a partial map of the bcsar structure, but I'm not sure if it's enough to extract it.
https://3dbrew.org/wiki/BCSAR
>>
I'm on a UX kick, as you can see. I made a quick writeup of the file structure. Dash, if you want to take a look at it and give me your opinion.

http://pastebin.com/KHEVppXK
http://www.mediafire.com/download/x031r9trb9rvdng/arcBtlMsgDat.bin
>>
If I were to say that SRW UX is 2 MB of code and 1.04 GB of data, would that pass everyone's BS detectors?
>>
>>13759337
I'd believe that.
>>
>>13757140
Looking good. Sorry if I've been out of this project for some time, had to prioritize other stuff and the fact that my copy of the game's Disc 2 was corrupted didn't help much with the beta testing. What's the status on this?

>>13757795
Nothing better than waking up with an interesting hangover and finding out you forgot to return some calls.

>>13758990
If there's no mistakes in that analysis, it seems pretty standard. I think I can repurpose one of the extractors that we've done for GC and MXP with some minor tweaks.

>>13759246
I find it weird that the header wouldn't be a multiple of 16 bits in size, but I can't really tell what the last 4 bits could mean right now.

>Why would you mix endian-ness in your data structure?
Go figure, it's not the first time I've seen it in these games.

Anyway, we also have ECD files in the graphics section of GC (although ours seem to be compressed). A quick look didn't reveal much from them, only that they don't contain text and there's no palette. The princess is likely in another castle.

Could you upload the rest of the files? If text isn't compressed it will be easy to find and extract.

...unless they did it like in Alpha 2 / 3 and OGs...

>>13759337
Start.dol is about 3 MB and half of it strings, so there's that.
>>
>>13759619
>Anyway, we also have ECD files in the graphics section of GC (although ours seem to be compressed). A quick look didn't reveal much from them, only that they don't contain text and there's no palette. The princess is likely in another castle.

Uploading now. Also, the contents of the ECD section look compressed to me.

https://www.mediafire.com/folder/j7427awgaywpl/Extracted

It'll take a while to upload. If the folder doesn't refresh for some reason, you know how to get onto the account.
>>
>>13759619
>>13759668
Alright. Everything's uploaded except the voice acting files. Those are in .bcstm format, and I've already converted those to flac without too much trouble.
>>
>>13759668
I took a look at the files and christ, I see ECDs everywhere and not a piece of uncompressed text.

>>13759727
I looked around and it seems someone has worked already in extracting audio files in GBATemp:

https://gbatemp.net/threads/3ds-cwav-dumper.361437/

Have you tried that already?
>>
File: width128.png (93KB, 128x5022px) Image search: [Google]
width128.png
93KB, 128x5022px
>>13759619
Well, it's been a crazy week for our ac3 project, our programmer finally found time to look into disc 2 but because of one tiny file things didn't work out and I was left to my own devices again.

So I improvised and used all the text files from disc 1, since it has the text from both discs already, and patched disc 2 with that. It worked but there's about 30mb of .dat files that are missing from disc 1's text file so I'm not sure if all is a-ok, gonna have to test to know for sure.

So that's the main focus for now but we still need someone who can help crack the game's credits so that we can translate it. Someone from jpsxdec has laid the groundwork already, think you can give it a look in the future?
>>
>>13760226
>So I improvised and used all the text files from disc 1, since it has the text from both discs already, and patched disc 2 with that.
I'd say that's bound to produce funny results in the future, but if it nothing explodes, yay!

>think you can give it a look in the future?
You mean that image, right? I can imagine what's going on there. You're treating the whole credits as one big texture file, but it is actually a bunch of textures one after the other, each with a different width.

The moment the text becomes "blurry" is because you've reached a texture file that has either double or half the width of the previous one (most probably double).

Those "lines of noise" seen sometimes? Those are probably pointer tables.

If you upload the file from which this image was dumped, I'll try to find a moment to check on it
>>
>>13760274
I don't have any hard files unfortunately, but I can send the info dump via PM on romhacking, things like where to find these files, what they are (like you just said) and some pictures straight from the file/s.

Gonna send you a PM right now and get out of here :D, thanks for the patience OP
>>
>>13760319
I think my inbox has been full for quite some time, please post the info on the AC3 thread.
>>
>>13760402
Check your inbox again, if it were full it wouldn't allow me to send them (it was this way with esper). I'd rather not post on the thread for the time being.
>>
Man, what hapenned to /m/ that people seem to care so little? It breaks my heart, if I had one.
>>
>>13760154
>I took a look at the files and christ, I see ECDs everywhere and not a piece of uncompressed text.

Yeah, that was pretty much my reaction. Based off the filename, I think it's safe to say that that's the battle dialogue file. Just a shame that it's compressed. They couldn't make this be trivial for us.

>>13761196
>Man, what hapenned to /m/ that people seem to care so little? It breaks my heart, if I had one.
The hell are you talking about?
>>
File: CBF.jpg (87KB, 310x800px) Image search: [Google]
CBF.jpg
87KB, 310x800px
You guys are gonna need a new thread.

This lasted a good while though!
>>
>>13762884
A full three months. The second longest lived currently up thread on /m/ only lasted half that long thus far, and it's nearing its own bump limit.
>>
>>13762884
>>13762910
Yeah, but that just means that we're slow. Very slow.
>>
New Thread
>>13763820

New Thread
>>13763820

New Thread
>>13763820
Thread posts: 302
Thread images: 131


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