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Форум » The Legend of Zelda — основные игры » Majora's Mask » Majora's Mask ROM edit (N64 / 3DS) (Discussion in English)
Majora's Mask ROM edit (N64 / 3DS)
Aymende7Дата: Воскресенье, 19.03.2017, 20:24 | Сообщение # 41
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to save the texture file (png) to ctpk you need a foulder contain .xml files generated by ctpk tool while dumping textures from ctpk
but i dont have a ctpk file 
png2bclim works i can now save png file in bclim file container 
this batch convert ctpk to ctxb
what about bclim to ctxb?
or bclim to ctpk
 
FoX_XoFДата: Понедельник, 20.03.2017, 20:48 | Сообщение # 42
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1. See it. Red bytes is bclim header (end texture file).
2. Cut header.
3. Add for texture(without header) CTXB header from original ctxb file(72b begin file: 0x0 - 0x48).
4. If original and generated (from original not edited png) ctxb is identical or very same (for ETC1A) then goto 4.1 else 4.2.
Sizes original and translated files may be equal always.
4.1 Repeat 2-3 for translated png and be happy.
4.2 Something went wrong. Compare files from 4 and change Texture format or util. Repeat 2-4
...
...
Profit!


Веру, партию, науку запросто приму, чем терпеть такую муку — думать самому. (Ц)

Сообщение отредактировал FoX_XoF - Понедельник, 01.05.2017, 21:19
 
Aymende7Дата: Вторник, 21.03.2017, 23:15 | Сообщение # 43
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i don't know why but png2bclim can't save bclim files in ETC1A4 format  wink
 
Aymende7Дата: Вторник, 21.03.2017, 23:16 | Сообщение # 44
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Прикрепления: 0888826.png(64Kb)
 
FoX_XoFДата: Вторник, 23.05.2017, 19:20 | Сообщение # 45
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+ thread )

Веру, партию, науку запросто приму, чем терпеть такую муку — думать самому. (Ц)
 
AroenaiДата: Среда, 24.05.2017, 06:52 | Сообщение # 46
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Hi guys, I'm using Google Chrome's "Translate to English" option so I can read this site.

I'm working on a set of patches here for the Gamecube roms: http://krikzz.com/forum/index.php?topic=5161.0

Eventually I'd like to port the Russian translations, but at the moment I'm working on porting the "MM (T-BR)(Projeto BR)(1.1)(2008)" patch to the GC roms (to keep the original 60hz speed and be compatible with M-PAL) and came across this post: http://zelda64rus.ucoz.ru/forum/32-113-3#21214

Can someone explain this "Brazilian Bug"?

btw, if anyone is interested we have added 20 additional characters to the font on the OoT PAL/Europe GC roms. (matches full font from MM PAL + 4 for Brazilian Portuguese) MM PAL GC is limited to an additional 4 characters on the font, due to space limitations.


English speaker only, using Google Chrome to translate
 
AntonДата: Среда, 24.05.2017, 08:25 | Сообщение # 47
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Aroenai, Russian MM N64 needs a lot of rework. I'm editing it's text right now. After that - grahics will be edited. And then we'll make a new patch.
For now it's incompatible as GC ROM, IIRC...


Dan Owsen: When I translate a game, I work with a translator, so I don't have to be fluent in Japanese. I understand a little but I couldn't do it alone.
 
AroenaiДата: Среда, 24.05.2017, 17:48 | Сообщение # 48
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I know it's not compatible, but making it compatible is fairly easy considering I've already been porting things between all 10 versions of the MM roms... really I'd just need the raw textures and the names of what they replace. The Brazilian translation port is just taking a bit because I'm cleaning out all the extra spaces they added before the end marker characters, and there's a lot of entries to correct in the text id table for the length after removing those.

English speaker only, using Google Chrome to translate
 
FoX_XoFДата: Среда, 24.05.2017, 18:26 | Сообщение # 49
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"Brazilian Bug" are errors from his Eng table:
0000FEFFFF0005FFFFFFFF=[05FFFF]
0601FEFFFF0005FFFFFFFF=[05FFFF] => [FE05FF]
060114FFFFFFFFFFFFFFFF=[060114]
0601FEFFFF0014FFFFFFFF=[060114] => [06FE14]
060132FFFFFFFFFFFFFFFF=[060132]
0601FEFFFF0032FFFFFFFF=[060132] => [06FE32]
060164FFFFFFFFFFFFFFFF=[060164]
0601FEFFFF0064FFFFFFFF=[060164] => [06FE64]
060196FFFFFFFFFFFFFFFF=[060196]
0601FEFFFF0096FFFFFFFF=[060196] => [06FE96]
This bug table attached.
But it project from 2011 or 2013 for Legend of Zelda, The - Majora's Mask (U) (V1.0).z64 64Mb, and I did't saw this translation.

Цитата
I'd just need the raw textures and the names of what they replace.

Bingo, but is WIP. )


Цитата
if anyone is interested we have added 20 additional characters to the font on the OoT PAL/Europe GC roms.

Yes. It interested.
Прикрепления: table_eng_krup.tbl(23Kb)


Веру, партию, науку запросто приму, чем терпеть такую муку — думать самому. (Ц)

Сообщение отредактировал FoX_XoF - Среда, 24.05.2017, 18:58
 
AroenaiДата: Среда, 24.05.2017, 19:56 | Сообщение # 50
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Those look like message headers, which means they're not very useful without file offsets because you can have multiple text id's with the same header values.

Http://wiki.cloudmodding.com/mm/Text_Format


English speaker only, using Google Chrome to translate
 
FoX_XoFДата: Среда, 24.05.2017, 20:41 | Сообщение # 51
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Цитата Aroenai ()
they're not very useful without file offsets

This only table for Kruptar7 project.  ) All pointers and alignments there are in the project.

In translation 2008, pointers were not recounted.




And in the project 2011 or 2013 they were going to do it, but I did not saw this translation.

Example
Прикрепления: 8101814.jpg(28Kb)


Веру, партию, науку запросто приму, чем терпеть такую муку — думать самому. (Ц)

Сообщение отредактировал FoX_XoF - Среда, 24.05.2017, 20:43
 
AroenaiДата: Среда, 24.05.2017, 21:00 | Сообщение # 52
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"06 01 32 FFFF FFFF FFFF FFFF" looks like a message header (box type, position, icon, etc.)

The table would look like: 0120 0000 07 000123 (text id and offset made up)

I'm confused what the Brazilian Bug is if the fix involves the message headers.


English speaker only, using Google Chrome to translate
 
FoX_XoFДата: Среда, 24.05.2017, 21:35 | Сообщение # 53
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Цитата Aroenai ()
(text id and offset made up)

There is no this error in the translation of 2008. )))
You talk about the table of pointers, but I'm talking about the table of
symbols and codes (HEX): colors, icons, windows, sounds and otherthings.
These are different tables.
This table is only needed for a project made for Kruptar7 (Fan translation program):
They have same names given to different codes, i.e. аt the reverse transcoding, codes with the same names were replaced with those that are located in the table first.
This is fraught with the wrong dice, pictures and other things in the text. Once again I repeat, this project is 2011 or 2013 and I do not know if they brought the translation to release.


Веру, партию, науку запросто приму, чем терпеть такую муку — думать самому. (Ц)

Сообщение отредактировал FoX_XoF - Четверг, 25.05.2017, 16:30
 
Форум » The Legend of Zelda — основные игры » Majora's Mask » Majora's Mask ROM edit (N64 / 3DS) (Discussion in English)
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