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Project Diva Extend - Translation (patch 0.4-r2 available)

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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby codestation » Thu Jul 12, 2012 3:52 pm

Currently I am at work and cannot read the whole page or download anything for now. Do you still need the decompiler? I can do one tonight when I go back to home.

I gave a quick read to the posts but still I don't know what offsets are wrong and what are the ones that you already fixed. You could put all the ones that need a check in a list so I can verify them in IDA?

I will re-read this page tonight to check if I am missing something.

edit: finished the extractor/decompiler, the source code is also in github.
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby Nightsail » Sat Jul 14, 2012 12:51 pm

codestation wrote:edit: finished the extractor/decompiler, the source code is also in github.

omg you are awesome. :D

I shall be re-checking my old versions against my current one, and keeping this tool safe. This is a blessing! :D THANKS!

Edit: It doesn't love me; it gave me an empty txt file and crashed. "divaextract.exe has encountered a problem and needs to close." The only thing the Windows error message gave that looks helpful is "Offset: 00003a49" and I'm not sure what to make of that. :? Sorry.

codestation wrote:I gave a quick read to the posts but still I don't know what offsets are wrong and what are the ones that you already fixed. You could put all the ones that need a check in a list so I can verify them in IDA?


I could try making a better list of what offsets I still need, and tell you exactly how to bring those up, in-game, to find them faster. Also, does it help to have the text typed here, and not just in a picture? Or should I skip trying to figure out the kanji, and just post screencaps?

-- There's some missing offsets in the Ad-Hoc mode, but I'll dig those out later. (One of them is easy... ホームに戻りますか? This one is asking if you really want to leave the Ad-Hoc mode and return to the home menu.)
-- There's a line in the Start A New Game screen asking if you want to install the game's data to the memory card. (the line just after the one at !x08953C2C)
-- There's a whole screen (6 lines) when you make a new game, successfully import your PD2 system data to do that, and it tells you it's awarding you the Miku Pop 2nd Room Item.
-- After, there's another screen (4 lines) asking if you want to enable auto-save, and another screen (6 lines) asking you to save your new system data so it can do the auto-save thing (just after I said yes, enable auto-save.)
-- And then there's most of the screens you see when you go to the title screen and choose Game Data Install. (the Game Data Install lines all have screencaps, at least, I think: they're the gray screens in this post I made. I should try actually installing the data to see what it shows me once I do. Hmm. And most of the other lines I mentioned, I capped too, in the posts above that one. Thank you SO MUCH for the prxshot plugin, btw! :D)

I can tell you that the block of offsets !x088668E0, !x088668EC, !x088668F8, !x08866904, !x08866910 and !x0886691C seem wrong; I translated them, but they don't show up translated in-game.

But the big problem I see right now is that for some reason, in Edit Mode, when you go to change the lyrics' text color (load/make new Edit data, Edit TOP mode -> Stage -> Lyrics) it does one of three things.

1 -- it will show Japanese for the sample text (a kanji character, and then することができます。 ...if I copied it correctly.)
2 -- it will show "00000000000123456789abcdef" (maybe with more 0s) for sample text, or
3 -- the game will crash instead of loading the sample text and color list. I have no idea what makes it do any of those; I don't think I had any other offsets un-commented, I just changed text for offsets that were already in use, and moved a few other offsets to put those lines with others more closely related. (two or three lines, maybe.) Could it be those offsets above that are incorrect, that's making it do this? Or having moved those other offset lines?

My divaext_translation.txt file (which shows the "0000000123456789abcdef" text) is in the zip on mediafire that I linked to in my last post, if that might help. I really have no idea why it's behaving like this. It's doing great otherwise, and I am so close to being done with the offsets that've been found already.... :|
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby codestation » Sat Jul 14, 2012 7:15 pm

Nightsail wrote:
codestation wrote:edit: finished the extractor/decompiler, the source code is also in github.

omg you are awesome. :D

I shall be re-checking my old versions against my current one, and keeping this tool safe. This is a blessing! :D THANKS!

Edit: It doesn't love me; it gave me an empty txt file and crashed. "divaextract.exe has encountered a problem and needs to close." The only thing the Windows error message gave that looks helpful is "Offset: 00003a49" and I'm not sure what to make of that. :? Sorry.


Maybe is a windows-only problem, i only cross-compiled it without giving a proper test since i didn't had a windows machine at that time.
Anyway, i ran the extractor in the 2 .bin files and put them in the attachment.

Gonna check the rest of your post tonight.
BTW, i have an idea: i could make a little script to modify the translation files by putting a number before every line of text, for example:

Code: Select all
!x0895264C [3512]引継ぐことができます。


And a second one to remove the tags. That could help to reference the lines with the game better?
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby Nightsail » Sat Jul 14, 2012 8:10 pm

codestation wrote:Maybe is a windows-only problem, i only cross-compiled it without giving a proper test since i didn't had a windows machine at that time.

Probably. Windows can be a jerk. :roll:

codestation wrote:Anyway, i ran the extractor in the 2 .bin files and put them in the attachment.

Thank you! :D

codestation wrote:BTW, i have an idea: i could make a little script to modify the translation files by putting a number before every line of text, for example:

Code: Select all
!x0895264C [3512]引継ぐことができます。


And a second one to remove the tags. That could help to reference the lines with the game better?


So I can see exactly what lines are where, in-game? It might help, but it might make some lines a little too long, past the 50-character limit, or however long it is -- and it would only work on offsets that are already found. When I'm not sure if a line in the file is the one I see in the game, I mark it myself when I need to -- like,

Code: Select all
!x0884D36C する (*)1
!x0885D214 する (*)2
!x0884D384 しない (*)3
!x0885D22C しない (*)4

So, after I found them in the game, I figured out which was which (1 and 3 showed up together, and 2 and 4 did too) I translated them like this:

Code: Select all
!x0884D36C Auto-Blink
!x0885D214 Interpolation ON
!x0884D384 Stay Open
!x0885D22C Interpolation OFF

It works for me. (It's not the literal translation, obviously ("do this" and "don't do this") but it makes using those parts of Edit Mode much, much easier -- no guesswork.)

If you would find a script to number the lines useful, then please go for it! I'm content to keep re-compiling the translation.txt file to reload and check it in-game whenever I'm not sure.
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby codestation » Sun Jul 22, 2012 11:59 pm

I can tell you that the block of offsets !x088668E0, !x088668EC, !x088668F8, !x08866904, !x08866910 and !x0886691C seem wrong; I translated them, but they don't show up translated in-game.

They aren't "wrong", is just that there are more than one reference to that string

Code: Select all
!x088668E0 Change the module A to be used in the Edit.
!x08866AEC Change the module A to be used in the Edit.
!x088668EC Change the module B to be used in the Edit.
!x08866AF8 Change the module B to be used in the Edit.
!x088668F8 Change the motions to be used in the Edit.
!x08866B04 Change the motions to be used in the Edit.
!x08866904 Change the items to be used in the Edit.
!x08866B10 Change the items to be used in the Edit.
!x08866910 Change the background to be used in the Edit.
!x08866B1C Change the background to be used in the Edit.
!x0886691C Change the effects to be used in the Edit.
!x08866B28 Change the effects to be used in the Edit.
!x08866928 Change the button sounds that are used when playing.
!x08866B34 Change the button sounds that are used when playing.


There's some missing offsets in the Ad-Hoc mode, but I'll dig those out later. (One of them is easy... ホームに戻りますか? This one is asking if you really want to leave the Ad-Hoc mode and return to the home menu.)
-- There's a line in the Start A New Game screen asking if you want to install the game's data to the memory card. (the line just after the one at !x08953C2C)
-- There's a whole screen (6 lines) when you make a new game, successfully import your PD2 system data to do that, and it tells you it's awarding you the Miku Pop 2nd Room Item.
-- After, there's another screen (4 lines) asking if you want to enable auto-save, and another screen (6 lines) asking you to save your new system data so it can do the auto-save thing (just after I said yes, enable auto-save.)
-- And then there's most of the screens you see when you go to the title screen and choose Game Data Install. (the Game Data Install lines all have screencaps, at least, I think: they're the gray screens in this post I made. I should try actually installing the data to see what it shows me once I do.

Well, i am working on a batch of 53 new strings that i found right now, one of these has "ホームに戻りますか?" included, maybe the rest that you are mentioning are in there too

Code: Select all

# Ad-hoc and others

!x089A1074 ルーム%2d
!x089A1128 ルーム%2d
!x089A11D8 Edit%02d
!x089A11FC Prof%02d
!x089A12C4 データ送信中...
!x089A137C データ受信中...
!x089A15D4 ユーザーの入室を確認しました。
!x089A1608 データを送信しますか?
!x089A16C8 退室しますか?
!x089A5888 退室しますか?
!x089A6AF4 退室しますか?
!x089A2B5C ホームに戻りますか?
!x089A2CA4 通信を切断しました。
!x089A3FF8 通信を切断しました。
!x089A4140 通信を切断しました。
!x089A4A6C 通信を切断しました。
!x089A2CD4 アドホックモードメニューへ戻ります。
!x089A2D58 アドホックモードメニューへ戻ります。
!x089A40C0 アドホックモードメニューへ戻ります。
!x089A4B68 アドホックモードメニューへ戻ります。
!x089A3590 エディットデータをロードできませんでした
!x089A3650 エディットデータの送信と一緒に
!x089A3684 プロフィールの交換を行うことが
!x089A36B8 できます。
!x089A36EC ※フレンドが、50人を超えた場合
!x089A3720 古いデータから上書きされます。
!x089A3784 プロフィールの交換を行いますか?
!x089A3918 ルームを検索中です…
!x089A436C ルームを検索中です…
!x089A3AB0 使用できるルームが見つかりませんでした
!x089A3F74 既に他のユーザーが使用しています
!x089A3FC8 ルーム接続に問題が発生しました
!x089A4064 送信側ユーザーがすでに入室しています。
!x089A4094 ルームに入室出来ないため、通信を切断し
!x089A4B3C ルームに入室出来ないため、通信を切断し
!x089A4504 入室できるルームが見つかりませんでした
!x089A4538 ルームを再検索しますか?
!x089A4A3C 正常に受信が完了したので
!x089A4A98 送信側のユーザーが退室しました。
!x089A4AB4 送信側のユーザーとの接続が切れたので退室します
!x089A4B0C 受信側ユーザーがすでに入室しています。
!x089A4CD0 エディットデータの保存
!x089A4CE4 データの削除
!x089A4CF8 メニューへ
!x089A52C8 セーブができませんでした
!x089A55A0 ルーム番号:%2d
!x089A670C ルーム番号:%2d
!x089A6FB8 ルーム番号:%2d
!x089A55B0 他のユーザーの入室を待っています。
!x089A6754 他のユーザーの入室を待っています。
!x089A55D4 エディットデータ送信と一緒に
!x089A6778 エディットデータ送信と一緒に
!x089A55E4 プロフィール交換も行います。
!x089A6788 プロフィール交換も行います。
!x089A71C0 プロフィール交換も行います。
!x089A5AEC 通信をチェックしています…
!x089A5D0C 受信側のユーザーが退室しました。
!x089A5ED4 データを送信しています…
!x089A616C データの送信終了処理中です…
!x089A6240 受信側のユーザーとの接続が切れました
!x089A6404 データの送信が終了しました
!x089A6430 ユーザーの退室を待っています…
!x089A6BB0 送信側ユーザーへリクエストを送信しています。
!x089A6DD8 このルーム%2d には入室できません
!x089A6E20 他のユーザーが既に入室しています
!x089A7134 送信ユーザー:%s さん
!x089A7158 楽曲名:%s
!x089A7170 エディット名:%s
!x089A7188 データの送信を待っています…
!x089A71A8 エディットデータ受信と一緒に
!x089A71E0 プロフィールの送信を待っています…
!x089A7638 データを受信しています…


But the big problem I see right now is that for some reason, in Edit Mode, when you go to change the lyrics' text color (load/make new Edit data, Edit TOP mode -> Stage -> Lyrics) it does one of three things.


Will check this when i get my psp back (i loaned it to a friend for a few days).
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby Nightsail » Tue Aug 07, 2012 4:12 am

Ahahahaha~ now it's doing a new thing:

Sample-lyrics-WTFagain.PNG
Sample-lyrics-WTFagain.PNG (147.43 KiB) Viewed 451 times


I don't know if I should just be amused, or what.

For what it helps: I'm running the game as a CSO file on my PSP3000. Want me to upload the current version of my translation file that did that? (I haven't gotten much chance to go through the new offsets, but it'll be coming along. :) Thanks again for all your work on this -- it's pretty amazing! :))
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby RadicalR » Mon Aug 13, 2012 4:39 am

This looks exciting! I wonder if there's any plans of backporting the tools to work on the older games too?
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby Nightsail » Mon Aug 13, 2012 5:03 am

RadicalR wrote:This looks exciting! I wonder if there's any plans of backporting the tools to work on the older games too?


The older Project Diva games, you mean? It already works on them. :)
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby codestation » Fri Aug 17, 2012 3:46 am

Well, i finally got the time (and my psp back) to merge your changes (not sure if i used your latest/better file). I am maintaining the beta tag until we can figure out those (*) ;)

pd-extend_patch-0.5_beta2.zip

I also tried to reproduce your crash/bug without success:
Image

Gonna test the translation for the weekend to verify that there are no crashes.

edit: updated patch, sample lyrics fix
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Postby Nightsail » Fri Aug 17, 2012 4:20 am

codestation wrote:Well, i finally got the time (and my psp back) to merge your changes (not sure if i used your latest/better file). I am maintaining the beta tag until we can figure out those (*) ;)


Sounds great to me! Hopefully I can work out the (*)'d lines to satisfaction soon!

I'm back to looking over the PD2 -> PDE save imports; something tells me that I'll have better luck re-writing the "here's what carries over" screens if I actually do a firsthand comparison between save datas and write my own list, more or less.

I'm amused that you're leaving the still-untranslated HUD direction icons the reddish-pinkish color, but quite pleased. Maybe we can put a bounty on finding them in-game? :D

And omg, you put my name in the autosave credits?

codestation wrote:I also tried to reproduce your crash/bug without success:
Image

Gonna test the translation for the weekend to verify that there are no crashes.


If you're using the version of the translation file I posted here last, you won't get a crash. (I'm still not sure what makes it crash in the first place...)

However, I can get it to show something unexpected, like in my screencaps, by doing this:

-- Be in Edit mode, and select a bar with NO lyrics already present.
-- Go to change the lyrics' text color, for that bar.

I think the key might be that it needs to try displaying the "Sample text" string in the lyrics' spot. That's where it keeps giving me random results.

I've had another friend also confirm that it gives them something odd, in that situation. They were using my latest version of the translation file too -- or at least, latest at the time. I've attached that copy of it here; maybe you can get those results by playing with this copy too? :)



Further thought: Do you think it would be more straightforward and understandable if I were to go through and change the mentions of "additional content" to "DLC content" where appropriate?
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