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Messages - Elyk

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1
Translation project / Issues Thread - Report any problems here
« on: December 02, 2015, 04:13:37 AM »
https://docs.google.com/spreadsheets/d/1SLK4nfg4vhJG5zdZsG1g1Z04zDeD95Yd39hQPoJKwiM/edit

Please report issues you find either in the above document (preferably) or within this thread.

What kinds of issues are we looking for?
-grammatical errors
-translation errors
-inconsistencies
-outdated or inaccurate item/skill/ability descriptions
-word wrap/textbox overflow (we know about abilities being messed up already)
-anything else that is our fault and rubs you the wrong way

2
Touhou Puppet Dance Performance / Re: How to buy TPDP and work BuddyDRM
« on: November 28, 2015, 05:41:59 PM »
Oh, you should be okay then. I don't know what the issue would be.

3
Touhou Puppet Dance Performance / Re: How to buy TPDP and work BuddyDRM
« on: November 27, 2015, 09:50:03 PM »
I bought TPDP yesterday (with the news of the translation being finished), but I'm stuck after the initial download - I can't even launch BuddyDRM. When I try, it shows an error dialog with a bunch of question marks and a pointer (0x00010006).

I run Windows 8.1 (though I can also try my XP machine) and I already have the regional setting to Japanese.
Do you have region settings set to Japanese or system locale set to Japanese? You need your system locale set to Japanese for non-Unicode languages.

4
Touhou Puppet Dance Performance / Re: Analysis of the Map files
« on: October 04, 2015, 07:15:49 PM »
Thanks. That cut my trip through Hakurei Cave down to only 3 hours.

5
Touhou Puppet Dance Performance / Re: Analysis of the Map files
« on: September 27, 2015, 09:13:23 PM »
Posting this here cause it is relevant to maps...

Finally got around to uploading all the map files to imgur if people want to play with them. Posting a shortened version of the imgur album link.
http://goo.gl/q02xZj
Can you upload these in an archive? Imgur shrunk some of the larger maps such as Hakurei Cave to the point where the warp values are unreadable.

6
Touhou Puppet Dance Performance / Re: Analysis of the Map files
« on: August 30, 2015, 03:02:21 AM »
After the translation patch is finished I'd like to talk about the map stuff you have written because I'm interested in how far we can push modding.

7
Translation project / Re: Translation "status"
« on: August 09, 2015, 07:25:14 PM »
The script to handle dumping and inserting strings into the .exe has been completed (until proven that it doesn't work). The strings are currently in the process of being translated.

Update: First reinsertion has happened, it is now being tested.

8
Translation project / Re: [1.34] Translation Release Thread
« on: June 25, 2015, 12:25:17 AM »
The problem isn't nearly as complex as you are making it out to be. Here is a pretty good article about hex editing strings.

It sounds like you think that the strings are embedded in the machine instructions but that's not true. They are easily visible just by scrolling to the read only data section in any hex editor that supports SHIFT_JIS, such as MadEdit. Editing them directly is trivial and was how I was able to quickly edit the few battle strings which actually are translated in the most recent release. Where the problem becomes more complex is when you cannot fit the English string into the Japanese string's slot. The article I linked covers how to handle this. It involves doing some math and diving into the instructions to edit the pointers.

The real problem though lies in the fact that Hemo updates the game frequently. The game hasn't even been out for five months yet and we are on version 1.34. Directly editing the .exe won't work because we'd have to manually find and edit everything all over again. I'm in the process of writing a set of applications and scripts that handle this problem.

The first step is finding and dumping all of the strings. The process I am using is as follows:

The section .rdata, is where all of the read only data (in other words, the strings) are stored. It is also the last section in the binary so I just allow the program to loop until it reaches eof. I have already created and run this. It produced a .csv with about .75k strings in it. The idea is that I can pass this .csv off to somebody who will handle the translation.

Here are some snippets of the output:
Quote
[Offset], JP String, EN String
...
...
...
[0x40aa12],"の封印を解いた・・・",""
[0x40aa2a],"を人形箱に入れた。",""
[0x40aa3e],"%sは 倒れた!",""
[0x40aa4e],"相手の %sは 倒れた!",""
[0x40aa66],"バリアオプションは 壊れた!",""
[0x40aa82],"相手の バリアオプションは 壊れた!",""
[0x40aaa6],"気象が %sになった!",""
[0x40aaba],"気象が 元に戻った!",""
[0x40aace],"地相が %sになった!",""
[0x40aae2],"地相が 元に戻った!",""
[0x40aaf6],"Lv.%2u",""
[0x40aafe],"%6s/%6s",""
[0x40ab06],"%d:%02d",""
[0x40ab0e],"Lv.",""
[0x40ab12],"EXP+",""
[0x40ab1a],"PP+",""
[0x40ab1e],"x",""
...
...
...
[0x410b38],"タ",""
[0x410b3c],"@チ",""
[0x410b40],"ネツヘフフフフフ・囮劔劔・333333・ヘフフフフフ・",""
[0x410b67],"タV@UUUUUU\@",""
[0x410b77],"€l@",""
[0x410b7d],"・)@ク・Qク・",""
[0x410b8f],"@@",""
[0x410b97],"`蓮",""
[0x410ba0],"Bタ",""
[0x410ba4],"0B",""
[0x410bb0],"F@",""
[0x410bb4],"狠",""
[0x410bbf],"@m@",""
[0x410bc4],"jテ",""
[0x410bcf],"@mタ",""
[0x410bd4],"沓ヘフL?",""
...
...
...
[0x423348],"Gソ",""
[0x42334b],"ヒソ",""
[0x42334e],"kJユ|dUェ ユUVテ2スソ!・QェQソU ソ   {ソ9K   ソ)s&ソ!{SソY{SェトA{RソY{Rソ・ソ!{ソ!Kソ!{]ソ・ソ!{\ソY{\ソ_ソ!{_ソq{ヌソe・ソ",""
[0x424206],"/QZソ   ;ソ /Pユs覬ソ8/Sェ/ユSソ8/RZ*Rソ8/]ユs訃ソ8/\ェ/ユ\ソ8/_Z*_ソ・ソ #ソ・ソ{ソ #Wユ|ソh#ソ",""
[0x424259],"ソソ",""
[0x42425c],"ウソ0#ソ匂ク ソホ/
ソaロ!ソ9檸+ソ?   ソ",""
As you can see, I have a chunk of valid data there and then a big chunk of garbage. A good percentage of the 7.5k strings are garbage like this but there really isn't any way to tell whether or not you're grabbing something that you're looking for. I've determined that the best way to go about it is just grabbing everything at once and letting people edit which lines they want.

The current hangup is that the offsets are being reported incorrectly. I'm not sure why and the margin of error isn't consistent over the course of the output. Once I figure it out then I'll be ready to share the .csv with people so they can begin editing. I have some ideas but haven't gotten around to working on it again between coursework, my day job, and being too tired during the few free hours I get.

The second step involves placing the new EN strings into a new section of the .exe and then correcting the pointers in the instructions. As I mentioned already this involves doing a bit of math which is trivial. The hard part will be searching for the correct pointer so I can edit it but I imagine that won't be too difficult. Once I am confident that the reported offsets are the correct ones I'll be able to move on to this step. There isn't any sense in performing a search when you find the right spot but report the wrong value.

Now for the final step. A script will need to be written to copy over the translated elements from the old .csv to a new dump. This will likely be trivial.

Down the road this will provide much faster patch updates in response to Hemo's updates. We will be able to just create a new dump, bring our changes over, translate the new/changed strings if there are any, and then push it into the game.

This ended up being a pretty long post but hopefully it answers your question. Even if it isn't it was useful for me to gather my thoughts on things.

9
Translation project / Re: Translation "status"
« on: June 11, 2015, 11:10:04 AM »
I was able to create a working build last night so I can safely say that there isn't an issue with the game not accepting the files.

10
Touhou Puppet Dance Performance / Re: RNG seeding and manipulation
« on: May 25, 2015, 09:58:57 PM »
Seeing as this is a PC game my guess is that he seeds random() using your system clock. That is the most common method.

11
Touhou Puppet Dance Performance / Re: BGM of this game??
« on: May 02, 2015, 05:26:31 PM »
The sound track will be released during this year's Reitaisai.
http://projectshion.xxxxxxxx.jp/ATG1/

12
I found another change in 1.32 I honestly cant figure out why they made this change or if they even did and instead this is controlled by some other factor.

In the cave on the way to hell the first required trainer has a Parsee Defense. In version 1.31 that Parsee had the Poetic Justice ability, but for some reason in 1.32 that Parsee has the Metallurgy ability.

Changes like this seem to happen every patch for no good reason so I am wondering if it has to do with how the game is programmed maybe? I know its not RNG cause I can run the same version 100 times and always get the same stats and abilities on trainers so it is only changing on differing versions. Unless it is RNG seeded on the moment you patch or install the game which would be ridiculous.

Anyone that has been going through the files doing the translations come across anything that might shed some light on this? At least in terms of speedrunning these constant alterations is making it seem impossible to make a route for the game until the patches stop or at least slow down.

Also I assume there are other Ability/IV changes on trainers that I haven't seen yet but that is just the one that I noticed. Also this isn't the first time I mentioned changes like this as I noticed something similar when I changed from 1.19 to 1.30.
I have begun looking into this. The trainer files depend on the doll database which means that there can be no illegal abilities/skills/styles. In other words a balance change to a puppet (which there have been several of recently) gets mirrored on all instances of them on trainers.

13
Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 19, 2015, 10:56:09 PM »
Dynamic level scaling. Grinding in pokemon games is ridiculously overpowered. It breaks the difficulty curve when you can just spend some time to train your party in the grass to be able to beat the next leader. I think that there should be something that reads your party's highest level and then sets the enemy leader's party to be 10 (or however many levels you think are good(maybe like 25 levels for E4)) levels above it.

14
Touhou Puppet Dance Performance / Re: English skills/items/abilities
« on: February 11, 2015, 03:54:57 PM »
AppLocale has been deprecated since Windows Vista. The best way to fix the issue is to change your system locale to Japanese.

http://fuwanovel.org/faq/setting-windows-to-japanese-locale
Quote
This process is completely harmless to your computer! It can be reversed at any time!

All you have to do is complete the same steps but select English (United States).

After changing the locale to Japanese your forward slash (\) may turn into a yen symbol and some installers may be in Japanese. This is normal. Everything else will still display in English.

15
Translation project / Re: Translation "status"
« on: February 01, 2015, 11:19:30 PM »
The release date estimate from me was never "soon" and anyone that you saw posting it was misinformed as to how much work there was left. This is a ~25 hour long game.

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