SFIII Translation Project: V14 recoded - please test

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V14 recoded - please test

Post by 31416 »

I recoded the SF3 V14 translation with my own compressor and now the files have much more space fot the script:
  • s1: from 5.185.508 bytes to 3.012.064 bytes
  • s2: from 5.571.440 bytes to 3.207.000 bytes
  • s3: from 5.212.192 bytes to 2.943.948 bytes
  • pd: from 1.059.972 bytes to 311.712 bytes
Anyone can test the game with the new files to verify that everything works fine?

The new files: http://www.fileden.com/files/2010/5/7/2 ... by_CUE.rar" onclick="window.open(this.href);return false;

I'm finishing too a tiny and simple ANSI text editor.

CUE
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Re: V14 recoded - please test

Post by knight0fdragon »

from what I have been playing with, it looks good, Id recommend switching to this when finished
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Re: V14 recoded - please test

Post by legalize freedom »

I'll give it a look.

What exactly does this affect?

Is it simply a tighter compression that allows for more characters within the same required file size?
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Re: V14 recoded - please test

Post by 31416 »

SF3Translator uses a non-optimal compression and now I'm using the same compression that's the original game use, and you can add more text because now their size does not exceed 41KB (the limit is 64KB).
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Re: V14 recoded - please test

Post by legalize freedom »

Sounds good. I'm anxious to check it out.

PM me your email when it's ready to go so we can exchange ideas.

Thanks for your effort!
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Re: V14 recoded - please test

Post by Swalchy »

31416 wrote:SF3Translator uses a non-optimal compression and now I'm using the same compression that's the original game use, and you can add more text because now their size does not exceed 41KB (the limit is 64KB).
Dude - you're my new love.

Unfortunately, this won't solve the fact that we can only have 255 characters max on screen at one time.

It does however mean that poor LF won't have to go through the files deleting 'unnecessary' stuff in order to keep the file size down.

Would you, 31416, possibly be able to figure out how the hell they replaced Japanese characters for Icons in the USA and PAL versions of Scenario 1? Because I'm thinking that the Status Screens may now be able to be completed :)
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Re: V14 recoded - please test

Post by 31416 »

Swalchy wrote:Unfortunately, this won't solve the fact that we can only have 255 characters max on screen at one time.
You no need add more characters in a screen, just split the long texts in two or more paragraphs with the code 02 ("end line without arrow" in SF3Translator) with the new tool. You can see an example in http://forums.shiningforcecentral.com/v ... 34&t=24054" onclick="window.open(this.href);return false;
But there is a limit: each coded line can't exceed 255 bytes because that value is stored in 1 byte.
Swalchy wrote:Would you, 31416, possibly be able to figure out how the hell they replaced Japanese characters for Icons in the USA and PAL versions of Scenario 1? Because I'm thinking that the Status Screens may now be able to be completed :)
Call me CUE (31416 is a old nick used to register in forums).
I never played SF, can you post some images? These characters are really texts or graphics?
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Re: V14 recoded - please test

Post by knight0fdragon »

the icons were seperate images not included inside the x5bin files, they are graphics. but its not stopping people from designing BW icons
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Re: V14 recoded - please test

Post by 31416 »

New tools released: http://www.fileden.com/files/2010/5/7/2 ... ls-CUE.rar" onclick="window.open(this.href);return false; (soon in RHDN).


CUE
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Re: V14 recoded - please test

Post by Sir_Dantares »

31416 wrote:New tools released: http://www.fileden.com/files/2010/5/7/2 ... ls-CUE.rar" onclick="window.open(this.href);return false; (soon in RHDN).


CUE
Gracias CUE, por aquí también. Funcionan a la perfección.

Un saludo, genio.
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Re: V14 recoded - please test

Post by legalize freedom »

As far as I can tell this is all done through command line which is not very feasible for the number of files involved.

Can we anticipate development of this functionality in a windows form (UI)?


Also this appears to be used to recompress an existing x5*.bin file. Is the full intent of this to be used on the bin files after they have been created with the translator program simply to take what is there and recompress with a different/better method?
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Re: V14 recoded - please test

Post by 31416 »

What? The game has only a few files, ~80 in each scenary. I worked with +1200 files in some games (Radiant Historia for Nintendo DS).

You can speed up your work using batch files.

To extract the TXT/RAW/FNT files, "extract.bat":

Code: Select all

@echo off
"%~dp1sssss.exe" "%~1"
pause
To insert the TXT file using the FNT extracted, "insert-e.bat":

Code: Select all

@echo off
"%~p1x5-coder.exe" "%~dpn1.fnt" "%~1" "%~dpn1.new" e
pause
(you need another batch with the 'j' switch and another with the 'x' switch).

Steps:
1.- to extract the text file, just drag&drop the X5 binary file into "extract.bat"
2.- now you can modify the text file using your favorite editor (ie, notepad)
3.- to create the new X5 file, just drag&drop the text file into "extract.bat".
4.- go to step 2 until all done


CUE
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Re: V14 recoded - please test

Post by Corsair »

knight0fdragon wrote:the icons were seperate images not included inside the x5bin files, they are graphics. but its not stopping people from designing BW icons

I can do this, but I'd need to know what sort of restrictions I'd be working with. Like, does the font table make use of more than a single color value, and how large the image would physically need to be?
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Re: V14 recoded - please test

Post by legalize freedom »

31416 wrote:What? The game has only a few files, ~80 in each scenary. I worked with +1200 files in some games (Radiant Historia for Nintendo DS).

You can speed up your work using batch files.

To extract the TXT/RAW/FNT files, "extract.bat":

Code: Select all

@echo off
"%~dp1sssss.exe" "%~1"
pause
To insert the TXT file using the FNT extracted, "insert-e.bat":

Code: Select all

@echo off
"%~p1x5-coder.exe" "%~dpn1.fnt" "%~1" "%~dpn1.new" e
pause
(you need another batch with the 'j' switch and another with the 'x' switch).

Steps:
1.- to extract the text file, just drag&drop the X5 binary file into "extract.bat"
2.- now you can modify the text file using your favorite editor (ie, notepad)
3.- to create the new X5 file, just drag&drop the text file into "extract.bat".
4.- go to step 2 until all done


CUE
Yes, I assume all this works very well, but I would also assume it would be a fairly small effort to wrap it in a friendly UI. It should be intuitive for the average user without much instruction, freeing translation teams to focus on the translating, not how to get the tools to work...
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Re: V14 recoded - please test

Post by knight0fdragon »

Corsair wrote:
knight0fdragon wrote:the icons were seperate images not included inside the x5bin files, they are graphics. but its not stopping people from designing BW icons

I can do this, but I'd need to know what sort of restrictions I'd be working with. Like, does the font table make use of more than a single color value, and how large the image would physically need to be?
You only get 1 color. But if done correctly you can have the left half be one color and the right half be another by using 2 different characters, maybe you can use the top and bottom as well with new line
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