The Legend Of Heroes Zero No Kiseki Trainer
The Legend of Heroes. What can be said about these games for people who are not already familiar with the series.
So far, as it stands, there has been 3 different universes in the series since it originally broke from the Dragon Slayer flagship. Script Translation - 60% (as of a few weeks ago)Miscellaneous Files Translation - 100%Script Insertion - No formal insertion has begun.
Just private testing stuff.Miscellaneous File Insertion - About 40% (a lot of testing going on while insertion is taking place).Other random BS - Right on track!We all have to take a break from this game sometimes. It is large and in charge! It requires a keen eye for details and patience. We are working hard on it though.Formal Team Memberszero g monkey (zeromonkey) - Various positions but looking forward to writing the script and QCflamethrower - programming and getting my ass out of a bindGuren no heya kara - translation machineyangxu - translator and youtube connoisseurSkyWeise - graphics guy and lord of the domain (hosting)We also have various other members on our team who jump into the fray when they are needed. I'm not gonna name them all because I have been sitting here for an hour and don't want to sit here much longer.If you didn't see the announcement before, get your copy of the Japanese PC release if you want to play it on the computer. We are working on that one too! Translators down the line are mainly what I am trying to stir up.
Like we all know. There is a lot being said in these games. Some tools for extraction and insertion would be nice that could auto update the pointers but not mandatory. So far, I haven't come across anything in the game that I can't do with my old hex editing skills. I don't think there is any code in the game that will need changing but I haven't dug that deep. Down the line could possibly use some help with image editing if I can't figure it out on my own. I've worked on games for 16 years so this isn't anything new.
Just taking the jump from single file roms to multiple file discs. Make any more sense than original post? Where are the pointers? I started having a look, but this format is entirely different to Brandish. The strings themselves are built into the script, rather than all at the end.
There seems to be a whole bunch of tables in the script files with weird values all over. I can't see any values that actually match the string lengths yet though. Some strings are broken up by nulls as well, without anything that seems to start a new one, so doesn't seem to be that either, although maybe.
Zero No Kiseki Fan Translation
There's a lot of absolute values in the file too, so modifying length seems to be pretty difficult manually.How are you modifying the files so far? Been looking into the dialog files and there is a bunch of stuff there. Working on nailing down a definite starting point to find the pointers.As for the files containing stuff like weapons, items and monsters they each have a different setup.The items/weapons etc are stored in tttxt.dt and tittxt2.dt - pointers are as follows. At the beginning of the file is a table with the value that leads to the item BUT there is actually two more pointers for the actual item name and one for the description. If you open tittxt up in a hex editor you can see at position 14 is the pointer for the first item (not sure what it is because its just a bunch of numbers) which is 24 04 (reverse it) to 04 24. It will point to the following hex below. PPSSPP just recently began being able to actually run the game.
Use to lock up or not even get past the Falcom logo. I wish I could remember how to do programming but a car accident kind of scrambled my ability to remember much. Being to do stuff like breakpoints and all that would be helpful for other stuff I am working on. Right now though, all others have been put on hold till I get to my first roadblock in this game.If you wanna do a search for the opening dialog in the game use - 82C782A482BE8148 in file m3000.bin in the scena folder. That is the uncompressed one.
It shows up twice in the file. There is some minor differences in the preceding code with it. Will have a look and see which one matters if you edit the dialog later.
Got errands to run now. It is definitely a lot more involved but considering the age difference between to two I can see why. Should be some good fun messing with this game. In the Garghav saga games, Falcom used a lot of files inside of single files. I have been trying to see if that is what is going on with the dialog stuff. With the other games, you could tell it was a new file inside of it by the TYO header. So far I haven't seen a header but I have been mostly concentrating on getting the 'easy' stuff done up first (stuff in the text folder and eboot).
The 0x2 opcode is a real killer. It's variable-length and I can't figure out how to get the right length. It always ends with a dword for a jump location (it's a conditional jump I think), but other than that, the length of it varies hardcore.
The Legend of Heroes VI - Sora no Kiseki The Legend of Heroes - Trails in the Sky (XSEED) The Legend of Heroes VI - Sora no Kiseki SC The Legend of Heroes - Trails in the Sky SC (XSEED) The Legend of Heroes VI - Sora no Kiseki The 3rd The Legend of Heroes - Trails in the Sky The 3rd (XSEED - tentative title if they release it) Crossbell Arc.
It goes byte and byte and does different things depending on what the byte is, but I can't find any real. 0x1e is always followed by 2 bytes, 0x7/0x8/0x9 are all simple bytes, 0x1 makes it jump out of the loop, and that comes before the dword jump at the end, but not always. Other 0x2 opcodes have no 0x1 byte in at all and just have a bunch of random 0x0s and others just end.0x70 is the same deal.
Probably more as well. Quite a few opcodes have jump locations in them, so fixing the script files is a really huge task.
In terms of needing to go through every opcode, finding all the ones which affect flow control, and fully mapping out the coding and data types for each one.Way too big for me, but I wish you luck. Really glad someone finally took a stab at those, wishing you good luck.
I'm gonna try to balance the quantity and quality. Since I am not a programmer, some stuff might be limited to me. But I definitely am gonna make for sure that I stick as close as possible to the original script as possible. These games have wonderful stories and plenty of value when done right. XSEED did a real good job with Trails (though they did leave some really cool orbs out of the game - you can use codes to get them but unfortunately they are buggy as hell and can screw your game up). I do plan on sharing all my work on the games in hopes that maybe somebody can take and use it for possibly the PS3 and PC versions.
I don't plan on sharing them for somebody to make a profit off of. I also feel it to beneficial that sharing the information might persuade others to take a stab at other Falcom games. There are some similarities in the games but also a lot of differences and the more information out there, the better chances we have of maybe catching up to Japan.I don't have an account at The Ancient Lands of Ys forums but if you do and want to send those interested parties this way, feel free to.As for the accident, it is permanent. Severe blunt force trauma to the head. Note to self, if you ever hear the person driving the car say 'Oh blank, we're not gonna make it'.
Hope you are not in the backseat with 4 cubes of soda. Those things are vicious when flying at the force of impact.
Don't count your luck out yet You're still alive and kicking (I was involved in a relatively clean car crash before and can't still get over that awful memory, I definitely can relate), and stranger recoveries from severe conditions happened before (the human brain is a mysterious thing indeed). Keeping hope and having your loved ones by your side supporting you can and will help you a lot (I'm not making this up)Thanks a lot for the trivia about the first Trails! Didn't expect Xseed of all people to remove content during localization (assuming it's not Falcom's fault). Tried looking it up but didn't come up with anything relevant, do you mind sharing specifics here? (apologies for the off-topic talk)You don't need programmers in the sense of someone doing assembly/hacking work on the game, since they are already localization-ready (correct width for English letters, etc). Custom Falcom graphical archive format, and Playstation PMF video formats are already detailed in the Brandish topic.The only hindrance is finding someone who could whip up a script extractor/insertor to automate what you already did by hex -really hope you're not using text editors, especially for fragile eboot files and the like-And the translation work first and foremost. Tried to load Trails up in a emu for a quick reference to what I was talking about the missing items.
It could be just something that was over looked. Here is the codes I made awhile back for the game. Gotta use real hardware to make them work I believe.
Also keep in mind they 'will' over write all your inventory. There is something that I missed in the process of making them that caused your inventory to be all jacked up. So don't save after using them. I left some out when I made this because I hate when trash items are left in codes but you can mess around with them if you know how to edit stuff with TempAR via the memory viewer. All the locations are generally bunched together.Currently I am trying to figure out to convert my text rips to spreadsheets for uploading to the internet since that seems to be an effective way of getting stuff translated. Any know of a good guide for that?
They are a mix of files created in regular old notepad (notepad is missing some of the characters) and madedit stuff. If you send me a sample I can try to help with that (putting the text in spreadsheets).
Copying/pasting text (with line breaks) directly into a spreadsheet program usually works, copying into one cell per line. If you want something fancier I have word and excel at work and know about macros; I could put something together for you. If you want to look at what we did for our Brandish project, there's links to our online spreadsheet in our thread.The other thread I am active in is. I don't want to get too sidetracked here but:Tom from XSEED posted that there was interest in localizing that game (Brandish) and our main translator G-Han stopped work on the project because of it (I kept going). Now here, I feel there is a real, actual chance of localization (but not anytime soon - I think mid 2016 is the earliest you'd see it). Because supposedly Trails in the Sky 2 is coming out in a few months. Assuming it's successful, the next game in that series that would be up for localization is this game (Trails 3 would likely be skipped).I feel Brandish will never receive an official localization which is why I kept working on the Brandish project.
But here it looks like there is an actual chance, even though it's not going to be anytime soon.Also I want to ask why you won't release unfinished patches. I released unfinished patches for Brandish (the latest one is unfinished too) because our hackers gave me the tools and maybe people will help with the project if I do so (but it didn't work). I may have found something that has to do with the pointers for the dialog. I'm having a little trouble figuring out if there is a missing link somewhere. What I have been doing is just trying to make the second dialog (Tio) replace the first one (Lloyd). The pointers (as far as I can guess) are located in the cclmmap4m3000.pre file.
They look something like this 01 00 CC CC '5B 18' 00 00 C0 17 00 and there is a table at the begining of the file that points to this. Maybe somebody can take a look at this and lend a hand. The part in the parenthesis is the pointer for the dialog in the scenam3000.bin file and cclmmap4m3000.mc1 (compressed version of previous m3000). Any help with this would be great.On a side note I managed to figure out a few of the meaning with the OP codes I believe with the dialog. See screens below.000F#11Pどうだティオ?- Text view5C 01 01 23 30 30 30 31 46 23 31 31 50 82 C7 82 A4 82 BE 81 63 81 63 83 65 83 42 83 49 81 48 - Hex view - This is where the pointers mentioned earlier point to. Goes for pointers after this one also.#0001F - This is an image for the face.
Tested changing it around with others. Works.#11P - Dialog box position.then the dialog.For the screens I changed the #11P to #12P (I think) and you can see the results.Tried see if the position of the #11P might affect the placement of the image but so far haven't made much progress due to about 1 billion distractions.
Hopefully this makes sense. Kind of rushed in posting it.
Ah nice one, had no idea about that file at all. Luckily though, since everything is contained within a single string (a single 5c opcode), including new pages of text, that's likely all that you need to update, since you don't really need to actually add anything.You still need to be careful of fixing jump locations though, because they're littered throughout the file. The files seem to have differing numbers of tables too, c0000 has a table at the start which points to map location names at the end of the file, m0000 doesn't have that. I'm still confused by the layout.There's a table at the start of the main script which point to various locations in the script. Now, I thought this was a table listing the different events, and it would run through one when that event triggered, but since you pointed out that other file I'm not sure anymore.In m3000.bin I believe the main script starts at 0x6f8, and it starts with 17 entries of pointers to places in the script below, which I assumed to be each event.
That also matches up with what the game reads as well, the first event in the game (which is at 0x2b77, the second-last entry in the table), ends at 0x30eb.I also don't know why events are split up so much. The first event is in m0000, but the next one, which is right through just 2 small areas, is in m0002. Why is it so split up like that? That just leads me to think there's barely any events and dialogue in the game at all. I'm no hacker but I'll do my best to help.I figured out something about m3000.preThose pointers seem to be 12 bytes long each. Or 10 bytes long each with two zero bytes of padding at the end.The entry in the pre files at 0x0C tells you where the table entry ends and the list of pointers begin.The pointer to the first pointer in the pre file is at 0x20 bytes (in files with dialog).-Confirmed using m3000.pre and m3002.pre. M3001.pre is an interesting case as there's no dialog in m3001.bin, so the pointer that 0x20 points to doesn't follow the standard format for a dialog pointer.In the header, the description of the first block always starts at 0x14 (in.pre files with dialog in them; in m3001.pre the entry at 0x14 is all zeros).Each block description is always 16 bytes long.I can't figure out the first two DWORDs of the block description.
The third DWORD says how many 12-byte pointers are in that block. The fourth DWORD says the address of the first pointer in the block.About the pointers themselves:That CCCC code (3rd and 4th bytes of each pointer) seem like they're a dead giveaway for dialog pointers. But I don't really know.
.: June 12, 2014Mode(s)Zero no Kiseki and Ao no Kiseki are two connected developed by as a part of the larger series. Together as a duology, they constitute the second story arc of the Trails sub-series, and take place three months after the end of and in a different country, Crossbell. The games star Lloyd Bannings, a rookie investigator within the Crossbell police force, joining three years after the death of his brother.Zero no Kiseki was released in 2010 for. In 2011, the game was ported to PC for release in China and Japan.
In 2012, it was later ported again for as Zero no Kiseki: Evolution, with improved visuals and full for the main story.Ao no Kiseki was released in 2011 for PlayStation Portable, and also ported to PC for release in China. It was also ported again for as Ao no Kiseki: Evolution, again with improved visuals and full for the main story and released in Japan in June 2014.