Dragon Quest 5 For Ps2 Translation news on my translation
#1
Posted 25 August 2004 - 12:00 PM
monster names 95%
spells 40%
items(including weapons and armor) 50%
menus 90%
here are some things that are not close to completion yet.
hacking font to make variable witdh
hacking into the compressed battle script
hacking the compressed dialougue
all the compression in this game appears to be lzss and come in a million different formats. if any of you guys know anyone or can help me crack this junk let me know.
ohh yeah i already have tools written for extracting the items and spells and all the small font stuff.
heres my site that i havent updated in a while....
http://www.angelfire.../ultra/games31/
#3
Posted 25 August 2004 - 10:26 PM
#5
Posted 26 August 2004 - 12:48 AM
Game I beat before this: Bowser's Side Story
Next Game(s) I will play: Onimusha 3
PSN tag: Pendy55
#8
Posted 26 August 2004 - 02:43 PM
Character Level: 12
Thief Level: 2
HP: 234 MP: 116
STR: 42 (+265) INT: 136 VIT: 68 (+170) AGI: 112 DEF: 55 (+260)
Total Exp: 731 / 1000
Gold: 33458
Weapon: Wind Boomerang (+265 ATK, attacks all enemies)
Head-gear: Platinum Crown (+50 DEF, +100 VIT)
Armor: NONE
Shield: Silver Shield (+70 DEF, +70 VIT)
Acessory: Sacred Amulet (Immunity to Defeat family spells)
Spells known: 28 cleric spells.
Cleric class Mastered!
#9
Posted 26 August 2004 - 03:11 PM
mattym3, on Aug 26 2004, 03:59.38 AM, said:
I'll kind of help you answer the later question. most likely either he'll released the whole translated game over an FTP server or something like that or release some kind of a PPF. The later will be kind of like most rom translations. If you want check out a few of the Japanese PC or PSX translation in case your kind of wondering how a CD translation works.
Alamone already attempted LA Pucelle or whatever it's called before it was announced for a US release. He got fairly far in the project but don't remember when exactly he dropped the project. Personally unlike the 8 and 16 bit games there not that many RPGs that don't get english releases.
Till there's a good PS2 emulator with a trace debugger he's probably not going to get very far on the actual in game dialogue. I remember someone posting about DQ5R translation project at a few other sites already. With all the LZ variants that there are it's going to be hard to crack for a while. Plus he mentioned the battle script is compressed and generally most RPGs even if the in game dialogue is compressed the non dialogue 8X8 stuff generally isn't compressed.
#12
Posted 26 August 2004 - 10:02 PM
once again... thanks everyone for your inspiration. i just want to let everyone know that im serious about this so please try to find some people who can help..
ohh yeah...you'll get you name in the translation credits.... :whoa:
#13
Posted 27 August 2004 - 02:30 AM
Game I beat before this: Bowser's Side Story
Next Game(s) I will play: Onimusha 3
PSN tag: Pendy55
#16
Posted 27 August 2004 - 10:45 AM
Pendy, on Aug 27 2004, 02:30.47 AM, said:
Well all the Snes Dragon Quest games use Hoffman compression. I don't think the NES, MSX, and GBC ones have compression but I've never looked at them myself. I know there are scripts and table files released for the NES and GBC. Someone also was translating the MSX Dragon Quest 2 and was just using the NES english scripts and didn't look like that one had compression either.
For the person working on the project. Do you even know for sure right now that the game is using some kind of LZ? Have you look at if the game might use Hoffman compression like the Snes ones did?
#17
Posted 28 August 2004 - 10:58 PM
contained in this zip are the decompressed files. and byuus work including a decompressor. check it out if your interested or know anything about this.
ohhh yeah...in reply to above, byuu (who even translated the sfc version) seems to be pretty sure that this file is LZSS.
DQ5 Remix translation
#18
Posted 29 August 2004 - 12:36 AM
rpgking, on Aug 25 2004, 09:41.06 PM, said:
I believe it is supposed to push the actual game data to the outer portion of the disk for better access rates and speed.
Quote
Isnt it Huffman? /nit picking
Enix is crazy with the way they save data. I found basic stat date (strength, agility intelligence, etc) saved in 2 locations. One set was even spaced with a 0 byte between them, yet they saved HP by having 1 byte for 0-255, and another byte SHARED between 4 characters, each getting 2 bits.
00 = 0
01 = 256
10 = 512
11 = 768
Then add to the first byte for total HP/MP (both current and max)
I'm not sure which game/port that was exactly but it was something i had fun figuring out.
lol
BTW, good luck with the DQV translation patch. I definately want to play that game one day.
#19
Posted 29 August 2004 - 06:26 AM
#20
Posted 29 August 2004 - 01:27 PM
But wouldnt a null file compress well? Assuming it is padded with 0's or 1's and not some random assortment of numbers?

Sign In
Register
Help

MultiQuote








