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  1. crazycatz00
    Either no-one over there knows enough to help, or they just don't care enough to bother. Requests go ignored often, but was worth a shot.It's still up, though, they might surprise me.

    As for now, instead of modding the font I'm going a different route and am trying to mod the character heights. The English font is shorter, which is why it doesn't align in the Japanese version. If I can find where it decides the height, I might just be able to make the original English font work. I'm pretty sure it's decided in the ELF file, so anyone who knows MIPS assembly can help if they want o_O (If you're up to this, I have a partially labeled dump for ps2dis; PM or something).

    Edit: Narrowing down on where it loads the font. Found about where to change how much space is between 2 displayed lines (not what we want), but I think I'm closing in. Also crashed the pcsx2 virtual GPU a few times.... lol. I'll try to continue in the next few days.
    Post by: crazycatz00, Jun 23, 2013 in forum: Code Vault
  2. crazycatz00
    I can't figure out kanji.knj, sorry guys. It seems to be a PS2-specific format, not KH1-specific, so I can't decompile the game for help. On top of that, the order in which pixels appear makes no sense to me.
    The not-so-bad side is this font does have all the capital English characters, just not lowercase. Until some fix can be found, this will have to do.
    For anyone messing with strings in either the FM or US version, I have tools here that might help: http://crazycatz00.x10host.com/KH/.

    Used those tools to pull the Ansem reports from the English version, and to type the FM-only ones out. View attachment 36221 (Everything fits fine with lowercases -.-)
    For now, I'll try a different approach with this darn font.
    Post by: crazycatz00, Jun 22, 2013 in forum: Code Vault
  3. crazycatz00
    Got pulled away from my main computer. Data's fine, just on a different computer. I'll be back by this weekend.

    New thread may be good. Did look quickly at this thread (http://forum.xentax.com/viewtopic.php?f=10&t=10231), and looks like the formats are different. "the new MDLS files seem to be a combination of everything", ".GTF files contain the textures. It's a format specific to the PS3."
    Also, laughed at this: "Interesting, the textures have the exact same size as their originals. So much for HD."
    The hurdle here: you need a jailbroken PS3 to decrypt the HD game files. That I do not have. (darn you, 3.56!)
    Post by: crazycatz00, Jun 11, 2013 in forum: Code Vault
  4. crazycatz00
    Heads up: I'm won't be able to access my workplace related to this game, so no progress from me for a while. Sorry. :\
    Also, the forum I asked about the font at has yet to respond, too. Either no-one has any interest or they're quiet about it. I did figure it out a little bit, but I still have no idea on the order of the pixels. It makes no sense to me.
    Let's say the image is 2 rows of 8 pixels:
    0 1 2 3 4 5 6 7
    8 9 A B C D E F
    Gong from 0 to 16 in the data, the pixels are filled similar to this:
    0 C 1 D 2 E 3 F B 7 A 6 9 5 8 4
    Now, this isn't exactly what it does, but is similar. That direction change in the middle really has me confused. ><
    Post by: crazycatz00, Jun 4, 2013 in forum: Code Vault
  5. crazycatz00
    No idea. Guess we'll find out when we get there.

    As for the font, I'm making progress. I found the routine that loads the font in the ELF, and from there found where it loads it to in memory (0x00495280 -> 0x004D59E3). So now I can change values and see how it affects the font as I do it.

    As for knowns right now
    • the font is not transformed in memory, it's the same as the file (so it's probably PS2 swizzled or w\e texture-people call it)
    • It probably has a width of 256 pixels, height unknown
    • Picture data IS 256*1024 bytes
    • After pixel data is a block that tells the game how wide to make the characters (Signed byte per character; aka 0x00 = no width, 0x7F = max width; 0x80 = max negative width)
    These are mostly so I don't forget myself, but figured they might be interesting for others. :P
    Post by: crazycatz00, Jun 2, 2013 in forum: Code Vault
  6. crazycatz00
    Calm down, people stalk the forums all the time; Your other post isn't even an hour old. ;P

    We'll get this into English one way or another. I asked on a hacking forum if they could help with the font, and I'm still going at it myself.
    As for helping, there's not much you can do if you can't program or reverse engineer in some way. Even changing the text requires hex-editing for now. Maybe once we actually get some things really rolling, you can play-test and such; look for bugs in the translation or the game.

    That does remind me, though: How are we going to distribute the patch, when we're at that stage? If we do the ISO as a whole, then it would be outright illegal. PPF-O-Matic maybe?
    Post by: crazycatz00, Jun 2, 2013 in forum: Code Vault
  7. crazycatz00
    So ya.... this kanji font is killing me.
    As far as I can tell, it's not like textures in models. Models look like they use pallet images, but I'm pretty sure the font doesn't. The fonts are normally just grayscale pixel data, and the game colors it on-the-fly as it needs to. In addition, I was able to pull this out using TexMod (it modifies DirectX textures), to have an idea what the English kanji.knj looks like: View attachment 36093 This would be the top of the font, with an artifact from the title screen on the corner there.

    Still working on its format atm...
    Post by: crazycatz00, Jun 1, 2013 in forum: Code Vault
  8. crazycatz00
    Text in the journal, text in speech-bubble cut-scenes, and subtitles are using the "kanji.knj" font.
    A simple way to tell, assuming sysfont is the only file changed: If it shows as Japanese characters, it's kanji.knj. Our modded English font has no Japanese characters in it at all.

    0.o ... I hate 3D formats... :P
    But thanks, I'll have a look at this later!
    Post by: crazycatz00, May 24, 2013 in forum: Code Vault
  9. crazycatz00
    No, extract the file and edit that. Or use my attached file.

    Edit:
    Found a 2nd font in the game, "kanji.knj", used for journal entries. It seems to be a different format then the sysfont (and evt-font from KH2), so I can't edit it yet. (and the English one cuts stuff in half, of course -.-)

    Edit: Attachment deleted.
    Post by: crazycatz00, May 22, 2013 in forum: Code Vault
  10. crazycatz00
    Which, the ELF? It's in the ISO, not the IMG. "SLPS_251.98" for Final Mix. "SLUS_203.70" for US version.
    Post by: crazycatz00, May 22, 2013 in forum: Code Vault
  11. crazycatz00
    Been busy lately, so I haven't been able to get a whole lot done. But I do have this, which should speed up changing text:
    http://crazycatz00.x10host.com/unrelated/string mapping KH1.html
    This is a webpage\program that converts from normal characters to hex for KH1. Also has buttons that match the font, for the more unusual characters. Basically, type in the top, it gives you hex in the bottom. Or give it hex in the bottom, and it gives you text in the top.
    Do note this is aligned with our modified font, so it's not much help for reading the original text files.
    Ohh.. And if you find a bug with it (button not working, wrong characters in-game, etc), do tell! :D

    At the moment, we should be able to hex-edit the strings in the ELF file (SLPS_251.98). Unfortunately, you can only make the strings longer if you know what you're doing, and you're still limited a lot then. But it's a start at least.

    Btw, if anyone has docs on any of the KH1 formats, I'd appreciate it. Seems apart from the 3D models, not much else has been explored through; and even those don't seem to have a ton known.
    Post by: crazycatz00, May 21, 2013 in forum: Code Vault
  12. crazycatz00
    Been quite busy lately, haven't had much time for hacking around. (Also hitting some bad TLD misses in KH2FM, really frustrating me -.-)
    I can confirm a lot of text is in the ELF itself, which is bad for us. That means we're limited to hex-editing, unless someone knows how to change string lengths in ELFs (I sure don't).
    For those interested, I have some of the English KH2 font mapping:
    Code:
    01 = <Space> (True for all fonts)
    21 = 0
    22 = 1
    23 = 2
    24 = 3
    25 = 4
    26 = 5
    27 = 6
    28 = 7
    29 = 8
    2A = 9
    2B = A
    2C = B
    2D = C
    2E = D
    2F = E
    30 = F
    31 = G
    32 = H
    33 = I
    34 = J
    35 = K
    36 = L
    37 = M
    38 = N
    39 = O
    3A = P
    3B = Q
    3C = R
    3D = S
    3E = T
    3F = U
    40 = V
    41 = W
    42 = X
    43 = Y
    44 = Z
    45 = a
    46 = b
    47 = c
    48 = d
    49 = e
    4A = f
    4B = g
    4C = h
    4D = i
    4E = j
    4F = k
    50 = l
    51 = m
    52 = n
    53 = o
    54 = p
    55 = q
    56 = r
    57 = s
    58 = t
    59 = u
    5A = v
    5B = w
    5C = x
    5D = y
    5E = z
    5F = !
    60 = ?
    61 = &
    62 = %
    63 = +
    64 = -
    65 = x
    66 = /
    67 = *
    68 = .
    69 = ,
    6A = -
    6B = :
    6C = ;
    6D = ...
    6E = -
    6F = --
    70 = ~
    71 = '
    72 = "
    73 = ..
    74 = (
    75 = )
    76 = [
    77 = ]
    78 = (
    79 = )

    I'm going to try to see if there's text in a few other files, but I'm afraid most of the game's text might be in the ELF. (Not sure how much is atm.)

    Also... I just had too :p : View attachment 35968

    Possible, depending on how they coded the game. I've heard that some games regulate their-self (where this is possible) and that some games rely on the CPU speed (where it's not possible). Not sure how Square did it.

    Again, possible to port it. You would just need a team big enough with the right skills. As for high-res on PCSX2, try upp-ing the texture resolution in GSdx; that's your best bet.

    Easiest way: Wait for this to come out: http://psx-scene.com/forums/f293/controller-remap-project-110854/ (There was an automated program being made, at some point).
    Post by: crazycatz00, May 5, 2013 in forum: Code Vault
  13. crazycatz00
    Thanks for reminding me, attached IMGReplace (main IMG, not the extracted ones) that can add files even if they are bigger then the original (with buffer). It does this by appending to the end of the ISO, and correcting the IDX as such. (This also means each time you do this, the ISO gets bigger.)

    Same program here; it was that or a 32-bit Photoshop plugin (I only have the 64-bit for size reasons).

    I haven't really checked, but I'm assuming at least the Gummi-ship stuff is there.
    If most of the text is there, we're going to have problems with this patch....
    Actually, you were hex-editing most of this stuff... the ELF is guaranteed to be non-compressed in the ISO, so I wouldn't doubt if most of what you got was in there.

    Edit: Deleted horribly outdated attachment.
    Post by: crazycatz00, Apr 25, 2013 in forum: Code Vault
  14. crazycatz00
    Got some extractors and packers for the IMG and BIN files (only works on the ones that are paired).
    Gonna finish them up, expect them later.
    Also going to post the updated main replacer that can replace files bigger then the original (with buffer).

    Edit:
    And here's the tools. Drag and drop files onto them. Heads up, title.img is actually structured like a BIN, so use the BIN(IMG) tool on it.

    I also have some unfortunate news. At least some of the strings are in the ELF file (SLPS_251.98) itself. For example: "E6 19 2D EF 19 24 19 06 19 10 FF 76", which is the Japanese equiv. of "CATERPILLAR-G", is in there. We can't change string sizes in the ELF, so we're stuck with what it gives us + any extra nulls that may be there (maybe).
    Square really hard-coded some stuff in this game.....
    Post by: crazycatz00, Apr 25, 2013 in forum: Code Vault
  15. crazycatz00
    So I was looking for a way to allow changing the IMG file without size limits, similar to the KH2 extractors. Doesn't look like it's going to happen.
    The biggest problem is that some offsets seem to be hard-coded in the game (for files not even in the IDX file); these files also happen to be after the IMG, so I can't touch its size.
    I might be able to make it append to the end of the whole ISO, then just point the IDX there. This will definitely make the ISO bigger, and create unused parts in it (where the file used to be). I'll see if I can get this working, where the program asks you before it does this.
    ---
    What do ARD files do? Do we know? Trying to get a feel for what does what.
    Post by: crazycatz00, Apr 18, 2013 in forum: Code Vault
  16. crazycatz00
    Text is in EVM files? K.
    Original size is only one part, repetition is another. A larger file that's highly repetitive will compress better via this method.
    As for moving stuff, I probably could, but I'm not sure how ISOs work internally; I'm not sure if it will create a problem. I'll look into that sometime.

    Also, it seems kingdom.img has more files in it somehow. (I can't imagine that 1.1GB file isn't an archive)

    Also, just to throw this out there, if anyone compresses a file original to FM and it is "larger" (whether it replaces or not), please tell me the filename.
    Post by: crazycatz00, Apr 18, 2013 in forum: Code Vault
  17. crazycatz00
    That's it failing to find the IDX... always something.
    Added back in "KINGDOM.IDX" as a fallback if the internal one fails, so try this.
    Also, if you don't mind, can you check to see if your ISO contains the byte array "1D 17 00 00 01 00 00 00 DD A6 03 00" and at which offset? That should be the start of the IDX.

    Heads up, the replacer uses the same code to find the IDX; it will more then likely fail for you too. And since it patches the IDX directly, a fallback external file is harder to do (you would have to re-insert the file yourself).
    Post by: crazycatz00, Apr 18, 2013 in forum: Code Vault
  18. crazycatz00
    New Extractor and Replacer, with compression. Compression works as far as I can tell, but there might be a few rarer bugs left.
    I also changed how they work internally. They use the IDX from inside the ISO, no need to extract it. They also use that internal IDX instead of an extraction log, so no log file either. (The replacer makes another log file, but that's for a different reason)
    All you need now is KH.ISO.

    Man, just saw this now, sorry. -.-
    You can control memory allocation, but more indirectly. What you saw was this:
    Code:
                t=img.ReadBytes(size,sector); //Read file to memory
                if(flags&0x0001===1){t=decompress(t);} //If the file is compressed, run it through the decompressrr.
                File.WriteAllBytes(hash,t); //Write memory to file
    I didn't want to spend a while coding file-writing, so I just used the built-in .NET ones. Result being it loads the whole file. There are some >1GB files in this game, and that memory gets released when the runtime decides to do so.
    I could, if I really wanted to, read the file in chunks; but this won't work if the file is compressed (without a ton more work; the compression is wonky in this game), and this already requires a bit more.
    And I have no idea if this has to do with Garbage-Collection\Memory-usage, but these apps are running as .NET 2.0.

    On the up side, you don't have to extract the game every time to work on it.

    Edit: Removed horribly outdated attachment.
    Post by: crazycatz00, Apr 17, 2013 in forum: Code Vault
  19. crazycatz00
    Woo! Got the compressions function! In some cases, I can create an exact replica of the Square-compressed file, sometimes we just choose different flag bytes. Out of the couple files I've tried, there is no size difference at all. In copying SE's odd method, it also runs faster; from ~15 seconds for a 1 MB file to ~8 secs. :cool:
    This means we have the best chance of getting files back in, as we have their compression.

    I'll get the compression function into the file-replacer, and have a new version uploaded soon.

    I'll help however you'd like, but I know nothing of Japanese; Sorta limit's my usefulness in translating... :p

    KH2FM discussions are better left to Private Conversations, to not sidetrack this thread. But I'll take a look at it once I get the file-replacer for KH1 working.
    Post by: crazycatz00, Apr 17, 2013 in forum: Code Vault
  20. crazycatz00
    Hey, I'd rather ask then be stuck on something.
    Try "3E68955A.pnach". :p

    And my progress on the file replacer: I think I got the compressor. It's not very fast (about 10-15 secs per megabyte; I'm brute-forcing), and someone who knows LZ77 compression tricks would be able to write it so much better then I, but if the game accepts it I don't care honestly. On the up side, because I'm brute forcing it should produce the smallest output possible.
    Once I can confirm the game accepts it, I'll have updated tools posted. ^^
    Post by: crazycatz00, Apr 17, 2013 in forum: Code Vault