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Author Topic: Developer Tools  (Read 4484 times)
Dimdu
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« Reply #100 on: May 09, 2010, 11:10:15 AM »

So.... I put VirtualMachine in my PC, and I install the Windows XP. I update the system and put NET Framework 3.5, Visual C++ 2008, Directx 9.0, Java, FlashPlayer, and don't work.

Someone know what is missing?
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Tempus
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« Reply #101 on: May 10, 2010, 11:57:55 AM »

No idea. I certainly don’t have all that crap on my XP VM and it works fine. The program was made in VB, if I remember correctly.
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« Reply #102 on: May 23, 2010, 12:42:46 PM »

Tempus, could you tell me all you know about GDLG section?

We know that this section has text encoded by 0x8D, but I need to know more about this section. In Readme file there isn't information enough.

Thanks a lot.
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« Reply #103 on: May 23, 2010, 09:45:09 PM »

http://www.chronometry.ca/GDLG.pdf


I’m not certain if this represents all the data we found on gdlg sections, but it is fairly comprehensive. I think certain other values were discovered. Largely, I had no need to use any gldg sections and merely replaced the string tables.
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« Reply #104 on: May 24, 2010, 12:36:53 PM »

Good file.

I want to know about GDLG section because there is a thing that you "maybe" don't know about files translation. If in japanese RSL there are english text, when you translate the file to other language, the english text isn't translate. So, you have to edit, by hand, the GLDG section on RSL traslated.

Ex:
We take Menu_option (there are more RSL with the same problem), in the japanese RSL there are "ON" & "OFF". Now, I'm going to translate that file. I obtain the RSL with all text translated minus "ON" & "OFF" (don't tell me why). Then, If I want to change these words, I have to edit GDLG section and replace "ON" and "OFF" by its spanish translation.

All above it's right, but "the problem" comes when I put more letters than there was at first, the RSL file becomes invalid.

For all this, I needed to know about GDLG section, for finding the way of putting more letters without doing RSL invalid.

This post will be usefull to others translation when they come at this point.

If I find the way, I'll tell it.
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« Reply #105 on: May 24, 2010, 09:00:51 PM »

Oh, haha. There are some ASCII control codes that we needed to skip, so Clayton set the program to skip all ASCII entries. That indeed could be a problem!
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« Reply #106 on: May 26, 2010, 12:48:33 PM »

So, it's issue of translation program, you knew it but you didn't tell we anything in Readme file about that. This is not done (i'm in sarcastic mode)

Don't worry about that, I found out that translation tool isn't perfect time ago, but it would be good telling that to other translations staff for they learn it.
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« Reply #107 on: May 27, 2010, 11:31:07 AM »

What exactly do you expect from me, Benja? I didn’t write the tools, and the last time I discussed these limitations was when Clayton was still working on it in September. You are free to reverse the game’s formats and write your own tool, as you please. Most, and by most I mean nearly all, translation projects never release tools at all. On top of that, this was everybody’s first translation project. I didn’t even know any programming until November.

If you want to ask questions, feel free, and I will apologize if I neglected to mention them earlier. However, if you just want to make snarky comments at me for not handing you a professional level tool that translates the game for you and walks your dog then take a hike and don’t come back.
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« Reply #108 on: May 27, 2010, 02:29:26 PM »

Nothing Tempus, I think that I expressed wrong. I know that a game translation it's too difficult, I also know that you (and your staff) could have not released the tools, however, you released the tools and we (I think that I'm speaking by all translation projects) have to say to you "Thanks a lot".
I said it in all my posts, "We appreciate your time" and NOW I'm serious. Without your tools and help we never could have started our translation project.

My sarcastic mode was an ironic mode, but it seems that I expressed myself wrong, sorry.

I only posted these comments because I needed help with GDLG header (you gave me a very good doc about it) and for advising to other translation projects about ASCII texts in japanese RSL, nothing more.

I hope to have solved this misunderstanding. And if you have in mind releasing a new version of your patch, you can contact me (if you need it) and I'll help you to solve several bugs that are solved in our spanish translation.

Regards.
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« Reply #109 on: June 05, 2010, 10:38:35 AM »

Hi, I have a question about images extracted from RSL by Zetsubou form.

I get images correctly but they're exceeded by blue color.

Tempus, Do you know the way for edit these images and getting real color?
I used several techniques but I didn't get the real color.

Thanks.
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« Reply #110 on: June 05, 2010, 11:28:59 PM »

What format is it in? If you don’t know what the format is, paste the GCT0 header in 0x10 aligned lines in a code tag, please.

Code:
Example:

01 23 45 67 89 01 23 45
01 23 45 67 89 01 23 45
01 23 45 67 89 01 23 45
01 23 45 67 89 01 23 45
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« Reply #111 on: June 06, 2010, 09:12:01 AM »

I know format, it's 0x0E (CMPR/S3TC).

You can see an example(Menu_Photo background): http://img444.imageshack.us/img444/3659/photow00.png

When you were extracting images from RSL, did you see images with more blue color?

Thanks.
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« Reply #112 on: June 07, 2010, 09:43:22 AM »

This is because Zetsubou has a bug! We used our own CMPR decoder which only runs from MATLAB. Trying to think of non-MATLAB solutions, you might try Wii.py? I’m not really sure what other good decoders are out there - CMPR is a pain.
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« Reply #113 on: June 18, 2010, 04:24:11 PM »

Tempus,
Can you help me please?
Our team is working in the tools and  we do not understand how to convert "TXT files" into "RSL" ones. Could you tell us how we do it? Also, in which folders should "RSL path", "Japanese Path" and "English path" be?

Thanks a lot Smiley
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I´m brazilian, sorry for my english...
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« Reply #114 on: June 19, 2010, 08:47:48 AM »

Yeah.... I finally could do the tool work in my PC, and I don't understand what exactly is the function of it.

Please, help us.
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« Reply #115 on: June 19, 2010, 07:23:05 PM »

RSL path contains the RSL files you’d like to translate. Japanese Path is the Japanese script txts, and English path is your script txts. If the program finds files with the same name in RSL Path, Japanese Path, and ENglish Path (excluding extension), it’ll translate them. It will output a log with any errors.
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« Reply #116 on: June 21, 2010, 11:49:49 AM »

Hi tempus.
I am trying to make an italian translation from yours but I had some problems with yout tool. I translated all MENU files and I am trying to import them inside your project. I placed the paths in that way:

RSL Files ==> English RSL files
Japanes Files ==> Japanese Scripts txt files
English Files ==> My Italian txt files

But when I extract dialogs from my new RSL files I find them still in english. I don't know what I have to do. I am avoiding italian accents (like è, ò, à, ù, ecc.). So your fonts should be fine. Please let me know what is wrong. Sorry for bothering but I am doing all by myself.
Thanks for any kind of answer and for your english patch!
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« Reply #117 on: June 21, 2010, 12:48:08 PM »

Use the Japanese RSL files.
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« Reply #118 on: June 21, 2010, 02:40:38 PM »

I am sorry but I can't find them. Where are they placed?
I downloaded developer tools files and last english patch too, but I can't find them. Sorry for bothering...
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« Reply #119 on: June 22, 2010, 05:31:15 AM »

Ryoga88 , you not understand, you need the RSL files from Japanese game, you need dump (Extract) the original japanase game and use those RSL files. Use WiiScrubber for this.

The RSL files from English Patch really don't work in FF4_Translate.
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« Reply #120 on: June 22, 2010, 06:20:03 AM »

Thanks I'll try as soon as I can
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« Reply #121 on: June 23, 2010, 07:21:56 AM »

Tempus, it's possible to modify the FF4_Translate to make him read the our characters (à á ó...)?

And other: What RSL file is responsible for the Fonts, in you case, the English Fonts? To make the game read you characters?
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« Reply #122 on: June 23, 2010, 10:37:02 AM »

I have another question...
In file ITEM1005 there's written :
0;Hospitalization Record
1;Provisional text
2;Please replace with the correct text

This text file have to be in this way or it hadn't been translated in english too?

Thanks for any answer
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« Reply #123 on: June 23, 2010, 01:49:47 PM »

You can ignore those.
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« Reply #124 on: June 24, 2010, 05:51:38 AM »

I trasnlate some files, and in the game not apper the "space", all word apper together, without space.

I do same think if the English Script and have the same problem....

Someone know what is wrong?
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