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  #31  
Old 2008-01-23, 04:41
Rasqual Twilight
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It was really dumb. Files without the AHX footer are good ole' ADX voice files. Seems like the MZX decompression was not wrong after all. Doh!

Now, I don't know what to do with files that carry the .mzx extension (e.g. SEEN7500.MZX). Any hints?
Edit:
Oh well, don't need the hint anymore. XOR(0xFF) on uncompressed data will do the trick!

Edit2: It seems my decompressor implementation for mzx is crashed by certain CLANNAD SEEN*.MZX files. Attached to post.

Edit3: http://rsk.twilight.free.fr/ps2/ (Latest is test2-2008-0123.rar)
Attached Files
File Type: zip tomoyo-SEEN0628.MZX.zip (17.1 KB, 285 views)
File Type: zip mzx_clannad_NG.zip (84.3 KB, 276 views)

Last edited by Rasqual Twilight; 2008-01-23 at 09:12.
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  #32  
Old 2008-01-23, 08:02
velocity7
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Awesome work. We're getting there!

We'll need to parse the data so that it gets into a format much like the CLANNAD SEENs at the moment.
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  #33  
Old 2008-01-23, 10:40
dsp2003
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Rasqual Twilight, good job! ^_^

P.S. Good piece of code for educational needs, nya! ~_^
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  #34  
Old 2008-01-23, 12:07
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The Seens have all been extracted 2months ago(Oops!) by Dwing I mentioned...And I did my effort to convert it into PC style ,Which seems to run alright...

here's all extracted PS2 style Seen files(using UTF-8 encoding)
http://hkuclion.googlepages.com/TA_PS2_SEEN.rar

And here's my convertion of File Seen0628
http://hkuclion.googlepages.com/TAPS2toPC_Seen0628.rar
in it,Seen0628.ke and Seen0628.utf are PC style Seen files,and Seen0628.TXT is seperate bytecode file.Place Seen0628.TXT in PC TomoyoAfter's Folder and run the program,then the content's of the first day(which is in Seen0628) will be of PS2's.

I have almost converted all different seens and now they are being tested,if everything goes well,I believe I will publish them in just one or two month.
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Last edited by hkuclion; 2008-01-23 at 12:18.
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  #35  
Old 2008-01-28, 01:42
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Minagi Minagi is offline
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Thanks to Rasqual posting his program (your code is difficult to read btw D:), I was able to learn more about the format and code my own tools.



Very irritating and I still need to work on it more, but I feel like sharing my progress since I worked hard on it. XD;

By the way, Rasqual, as I noted on your wiki entry, _MXNP(*); is the function to display the names. The names are hard coded into the SLPM file, this is what I got (and it seems correct):

char *names[39] = { "朋也", "智代", "声", "鷹文", "親方", "初老の男", "智代・朋也", "女の子", "とも", "先生",
"女性", "初老の女性", "主婦A", "主婦B", "管理人", "母親", "クマ", "パンダ", "主婦", "河南子",
"男", "影", "子供", "キャプテン", "部員", "有子", "書道の先生", "村人", "老婆", "少女",
"医師", "男子生徒", "小川", "女生徒", "直幸", "側近", "父親", "医者", "老人" };

The 智代・朋也 part, while it may look weird, is correct. It's used when both Tomoyo and Tomoya call out for Takafumi at the same time in SEEN0707.

Another thing I noticed was I *believe* _VPLT(*,*); is the function to play voices.

Last edited by Minagi; 2008-01-28 at 01:44.
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  #36  
Old 2008-01-28, 03:29
Rasqual Twilight
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To Minagi/M-Nagato:
Thanks for figuring this out. If you would please, feel free to modify the wiki pages you think are relevant (-it's a wiki after all-).
_VPLT is linked to voices, indeed. I didn't include it, as I wanted more details on the method used by cps2 to map voices. It seems it uses map.txt for this task, but the details of how it was generated are not disclosed. Maybe manual work.

On my side, I've been trying to have the .mzp graphics converted to png (and forth), if only to get the same graphics as the .g00. I've also collected samples from Baldr Force EXE and Equilibrium in addition to the CLANNAD/Tomoyo ones, so if anyone needs them, just send me a PM.
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  #37  
Old 2008-01-28, 06:50
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Well,here List All that I have known
Code:
_ZZ      set Entrypoints
_CALC    calculate
_DDAT    displayDate        <known>
_STTI    setTilte           <known>
_CALN    calendar           <known>
_STBG    setBackground      <known>
_FADB    FadeBackground     (style[,time,??])
_MXNP    setName            <known>
_ZM      displayText        (text)
_WTKY    waitKey            <known>
_VPLT    voicePlayT         koePlay(koe,character)
_SEL     select             select(first,second[,third])
_IF__    if                 (condition)
_IFJP    ifJump             (*lable)
_EIF_    elseIf             (condition)//must follow ZY immediately
_ZY      setLable           (lable)
_WTVT    ???                //I neglected this
_SEPL    soundEffectPlay    wavPlay(sound)
_SELP    soundEffectLoop    wavLoop(sound,channel)
_SEFD    soundEffectFade    wavFadeOut(time)
_MPLY    musicPlay          <known>
_MFAD    musicFade          bgmFadeOut(time)
_MSTP    musicStop          bgmStop
_PLDB    PreloadBack        (image)
_PLDS    PreloadChara       (image)//I neglected this
_JUMP    Jump               <known>
_CHCL    ?changeCalendar?   //guess,But in PC version,you need to write this out
_SHAK    shake              shake(style)
_FADF    fadeFront          (style[,time,??])
_GOTO    goto               goto(@lable)
_WTTM    waitTime           wait(time)
_T007    specialCase        op<1:Sys:00366, 0> (0)
_T008    specialCase        PauseCursor (0)
_T009    specialCase        HideSyscom
_T015    specialCase        op<1:Sys:02502, 0>
_T016    specialCase        op<1:Sys:02402, 0>
_MCOF    hideCursor         HideCursor
_MVPL    moviePlay          movPlayEx(movie,x1,y1,x2,y2)
_MVPK    moviePlayK         movPlayExC(movie,x1,y1,x2,y2)
_ETXT    editText           farcall_with (9070, 1)
_SPIA    specialCase        farcall_with (9061, 0)
_CLOS    closrMessage       <known>
_ETIT    editInit           farcall_with (9070, 0)
_ETMD    editMode           farcall_with (9070, 2, mode)
_ETSR    edit??             farcall_with (9070, 4, 1500)
_ETWT    editWait           farcall_with (9070, 9, time)
_ETFL    editFrameLoad      farcall_with (9070, 6, frameNum, wordLength)
_ETCM    editCommand        farcall_with (9070, 10, endingLength, waitTime)        
_ETCL    editClear          farcall_with (9070, 11, waitTime)//if next command is _ETFL,here need a extra farcall_with (9070, 1)
_ETLS    editLoadStyle      farcall_with (9070, 3, style)
_WTK2    waitKey2           <known>
_VPLN    voicePlayN         koePlayEx(voice,chara)
_WNTY    WindowNotify       TextWindow(type)//type convertion PS2->PC : 2->10
_MCON    showCursor         ShowCursor
_EVTN    eventN             //this is Ending,can be partially modified from 6000
_EVT0    event0             //eventAfter Ending,just loop background of CG64[a-c][e-f],need own script
_RTMN    returnMenu         ReturnMenu
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  #38  
Old 2008-01-28, 07:02
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Quote:
Originally Posted by Rasqual Twilight View Post
_VPLT is linked to voices, indeed. I didn't include it, as I wanted more details on the method used by cps2 to map voices. It seems it uses map.txt for this task, but the details of how it was generated are not disclosed. Maybe manual work.
Hoping you can figure this out.
PS:maybe ExtraData1.07 I mentioned can help you figuring out the file structure.And I wonder if this is also a SIMPLE XOR encryption as LB's Seen
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  #39  
Old 2008-01-28, 19:34
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I just have to ask.

Are you guys planning on releasing this on the pcsx2 emulator or as some sort of engine overhaul for the PC itself? Just asking since working with the pcsx2 will require a fairly mid-high range PC and one of the great things about VN's is that you can play it with almost any Windows computer, like Starcraft.

All the code posted is making me dizzy...but I guess that means you guys are making great progress on this. Nice Job :-)
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  #40  
Old 2008-01-30, 01:02
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Minagi Minagi is offline
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Quote:
Originally Posted by Unregistered View Post
I just have to ask.

Are you guys planning on releasing this on the pcsx2 emulator or as some sort of engine overhaul for the PC itself? Just asking since working with the pcsx2 will require a fairly mid-high range PC and one of the great things about VN's is that you can play it with almost any Windows computer, like Starcraft.

All the code posted is making me dizzy...but I guess that means you guys are making great progress on this. Nice Job :-)
I personally want to release a PS2 patch, but velocity7 wants to release a PC patch. I guess it all depends on what happens, nothing is really set in stone yet as it's still in the planning stages. You never know, you might see 2 patches.

And as Rasqual put it on IRC, I'm planning for world domination.

Quote:
Originally Posted by hkuclion View Post
Hoping you can figure this out.
PS:maybe ExtraData1.07 I mentioned can help you figuring out the file structure.And I wonder if this is also a SIMPLE XOR encryption as LB's Seen
I'm not sure what all this talk about mapping is, but there isn't anything special about the voices. When it calls _VPLT(2,1), it's just playing the 3rd (0 counts as a file) file in the archive.

Last edited by Minagi; 2008-01-30 at 01:07.
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  #41  
Old 2008-01-30, 05:44
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Quote:
Originally Posted by Minagi View Post
I'm not sure what all this talk about mapping is, but there isn't anything special about the voices. When it calls _VPLT(2,1), it's just playing the 3rd (0 counts as a file) file in the archive.
Yes.Naming is already a solved problem,what occurs now is that it's not yet possible to convert the contents of the voice file to WAV format(or any other format that can be replayed)

My effort trying to convert failed,since there's great amount of noise after decoding the CRI format.
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Last edited by hkuclion; 2008-01-30 at 05:47.
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  #42  
Old 2008-01-30, 07:54
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Minagi Minagi is offline
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Quote:
Originally Posted by hkuclion View Post
My effort trying to convert failed,since there's great amount of noise after decoding the CRI format.
The voice files aren't hard to convert. You can use Rasqual's program to extract the mrg, manually edit out the first 7 bytes (up to the MZX part) or write a program to edit out the first 7 bytes, then extract it using mzx. The output files are weird .adx file which I wasn't able to convert using adx2wav but I was able to listen to them using DKZ Studio.

Edit: Just an example output. http://www.sendspace.com/file/jej5mm

Last edited by Minagi; 2008-01-30 at 08:19.
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  #43  
Old 2008-01-30, 11:16
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Thanks to Rasqual's program source code,I believe I can manage it somehow now.Trying~

----------Edit Line------------
Nothing can be more excited than this.Everything goes well.
I modified mrgo.cpp so as to skip the 7 bytes, and what's left is all done by batch converting...
Since Rasqual helped me so much, I would sent him a test version of current progress.
And the program will be sent as long as he sent me a mail .

And not later than a month(maybe sonner),I will upload the patch for PC somewhere
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Last edited by hkuclion; 2008-01-30 at 15:20.
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  #44  
Old 2008-01-30, 14:30
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Well, great, but I'm more interested in figuring out the image file format (.mzp) and the (cabinet-form) mrg file format which is somewhat similar. So far I've seen a bit of progress, although reversing without knowing where to look at (damn MIPS assembly) is a PITA.

I'm no asmodean, but I'll try my best.
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  #45  
Old 2008-01-30, 16:09
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Quote:
Originally Posted by RT View Post
Well, great, but I'm more interested in figuring out the image file format (.mzp) and the (cabinet-form) mrg file format which is somewhat similar. So far I've seen a bit of progress, although reversing without knowing where to look at (damn MIPS assembly) is a PITA.

I'm no asmodean, but I'll try my best.
There is already a software to extract all picture in allpac.mrg(usually in mrg and mzp format),
and the size for PS2 is 640*448,So when applying them to PC version,stretching is necessary,and lines become no so clear,but as tested,that's not a problem.
Also,CG mode must be re-written,since the CG table file--mode.cgm 's structure is not clear,I had to use method like SnowPE.
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