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Author Topic: Developer Tools  (Read 4528 times)
Tempus
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« on: January 27, 2010, 07:05:46 PM »

Here are some not noob friendly dev tools, scripts, and very faint documentation. Someone may still find it useful.


« Last Edit: March 31, 2010, 11:05:18 PM by Tempus » Report to moderator   Logged
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« Reply #1 on: January 27, 2010, 11:07:11 PM »

What are these for?
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« Reply #2 on: January 28, 2010, 01:23:15 AM »

People who want to screw around with the game script.
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« Reply #3 on: January 28, 2010, 04:58:57 AM »

HAhah awesome! Thanks Tempus XD
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« Reply #4 on: January 28, 2010, 06:23:56 AM »

Thankyou for posting these Tempus. Smiley
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« Reply #5 on: January 28, 2010, 11:12:40 AM »

Thanks a lot, it'll be usefull for us.
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« Reply #6 on: January 28, 2010, 11:40:14 AM »

Thanks I guess but I want to know how to use it exactly sorry to ask I've never done that type of thing before.
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« Reply #7 on: January 28, 2010, 05:24:44 PM »

I left some instructions in the readme. It was never designed for ease of use - it’s just some minimal function tools we put together as needed to cover just the sections we needed to change. It doesn’t cover 1/4 of our knowledge of the game, since the rest was never necessary for the project (or easier to do by hand once than to write up a script.).
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« Reply #8 on: January 29, 2010, 12:57:35 PM »

Tempus, is necesary to create a new BMP dictionary with new codes or it's simply a reference?

And another thing, with latin encoding (ex. 'á'é'í'Ñ'), although we rename files (ex. 'á'->'E1') will we have any problems after?
Thanks.
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« Reply #9 on: January 29, 2010, 01:28:39 PM »

It should work for all UTF-8 codes. If not, it should work for all single byte characters in UTF-8. If not, I’ve asked Clayton to go over the source, clean up the debugging stuff and tidy the comments so we can release the source to the tool.

The BMP dictionary can be used as is for all available characters. You can redo them to change the font as desired. Any characters not included in there must be added by you if you want them to appear in game.
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« Reply #10 on: January 30, 2010, 06:26:43 AM »

Tempus, could you explain how we can convert Image Chapters to RSL files?

Thanks.
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« Reply #11 on: January 30, 2010, 10:14:21 AM »

Save your chapter images as pngs. Get GxTexConv from DevKitPro. Convert to CMPR/S3TC format. Open the TPL and delete the first 0x40 bytes. Find the Gct0 section with the same dimensions. Replace the data in the GCT0 at offset 0x40 from the magic (in other words, the GCT0 also has a 0x40 length header) with the data left in your TPL using a hex editor.
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« Reply #12 on: January 30, 2010, 01:53:16 PM »

So this is still Project Zero 4-only?
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« Reply #13 on: January 30, 2010, 02:09:59 PM »

Excuse me Tempus, We are a bit noobs in this subject.

I've already done TPL file with gxtexconv and CMPR format (with option colfmt=14).

Now, I open TPL with my hex editor and I can see this in first 0x40 bytes:
Code:
00 20 AF 30 00 00 00 01 00 00 00 0C 00 00 00 14
00 00 00 00 01 E0 02 80 00 00 00 0E 00 00 00 40
00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 01
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

I delete these bytes, but I don't know continue.

Must I find out a section called GCT0 with same width?

Could you explain with more details the process, please?

All you can tell us it'll be very useful.

Thanks
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« Reply #14 on: January 30, 2010, 02:50:16 PM »

Benja - that’s 0x50 bytes. 16 bytes too many.

Open one of the chapter files. The images are named properly, or you can look in the chapters folder for the names. Open one of those files. There is only one GCT0 section in those files.
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« Reply #15 on: January 30, 2010, 04:30:47 PM »

Sorry, I pasted it twice last line.

At the moment, I've deleted first 0x40bytes. I've compared my TPL file and TPL file from your developer tools and they are exactly equal (I used diff command).

I follow without to know where is the GCT0 section, what can it to contain?

Do I need to find this section for converting TPL to RSL? Huh?

Thanks for your dedicated time
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« Reply #16 on: January 30, 2010, 05:41:02 PM »

Open the RSL of the same name, and do an ASCII search for GCT0. Those are the first four bytes of a GCT0 section.
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« Reply #17 on: January 30, 2010, 05:46:58 PM »

Tempus you deserve some kind of... I don't know. Chocolate box, holiday... awesome award.

I won't ever do anything with this (I just like being nosey and poking around, I guess), but thank you for posting, being so helpful and working so hard.
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« Reply #18 on: January 31, 2010, 03:50:34 AM »

Open the RSL of the same name, and do an ASCII search for GCT0. Those are the first four bytes of a GCT0 section.

Ok, I've opened RSL Chapter File from your translation patch and I found out the GCT0 section.

This section contains:
Code:
47 43 54 30 00 00 00 0E 02 80 01 E0 00 00 00 00
00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 CA 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Must I delete this section and replace the rest code by my TPL code?

PS: Must I open your RSL chapter of translation patch or RSL from original disc?

Thanks.
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« Reply #19 on: January 31, 2010, 06:24:06 AM »

No. Select the next byte after those bytes, set your hex editor to overwrite mode, and paste in the TPL image data.
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« Reply #20 on: January 31, 2010, 10:50:17 AM »

Ok, Must I mantain the last 0x32bytes from RSL files when I paste in the TPL image data?

Have we to repeat all this process with all images of image replacement folder?

Thanks for your patience
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« Reply #21 on: January 31, 2010, 01:48:45 PM »

You do need to keep the last bytes.

You only need to repeat this step for images you want to replace which AREN’T in the Image replacements folder. Image replacement folder can be handled with the tools.
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« Reply #22 on: January 31, 2010, 02:23:23 PM »

Could you explain which is function of UPD files?

I obtain this format when I import image translation in one RSL (with the same name). I've examined this file but it's identical to RSL father file Huh?

Thanks, we apreciate your dedicated time.
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« Reply #23 on: February 01, 2010, 12:11:40 AM »

It is the RSL with swapped images produced by the tools. Aribitrary extension was added to prevent overwrites - remove the .upd and it functions as a normal RSL with your modifications.
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« Reply #24 on: February 01, 2010, 05:06:18 AM »

Benja,Can you send the “GxTexConv” to my email,so8610@gmail.com
Sorry,my english is poor.
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