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Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 1:29 am
by The Spoony Hou
Please, just ban him.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 3:08 am
by Pizuz
Well, some sort of document of what has already been done would be handy. For example: Where does the game store the text? Does it load the entire bunch of strings at once or are they fetched in smaller portions (and where can I find those)? Did you change the character map and where does the game store it?

An information page like that would make it a lot easier for people willing to take this over without having to reinvent the wheel.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 12:15 pm
by Henry Spencer
To be honest, Marc, I'm surprised the guy has survived this long.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 2:12 pm
by MetalGearAlex
I'm 19.

and like many other posters before, have offered to pay/donate money for this if it could help.
that's how much I want this project to be done.

there are too many oddities/vagueness with the project, sorry.

I actually wish I could do something constructive, but all I can do is stand by and watch/complain.

make jokes too.

but...
I check this board anyway in the hopes you guys might have found a solution to this barrier.
there's an answer to every barrier, find it!

DON'T BAN ME. I leave and return every month anyway, so it doesn't really make a difference. I just want to be a part of the action!

:(

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 5:35 pm
by Marc
You've had ample chances, Alex. You always thought you could come back and simply apologize, then it wasn't long before you carried on with your immature ways.

Fool me once, shame on — shame on you. Fool me — you can't get fooled again.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 10:13 pm
by Junker Gear Snatcher
First of all.

I'm not sure donations are allowed (doesn't that cause some sort of copyright/cease and desist order?)

Regardless, they've said they're not accepting donations.

Secondly, they'll doing this in their spare time. Free. Without complaining/whining. Which is more than I can say for you, joking or no.

Third, most people that undertake these kind of projects give up before now.

Fourth, they're coding for the Playstation which isn't an easy system to re-assemble.

And last but not least, you're not funny. And it's not that your jokes are "lame." They're rude, unwanted, inconsiderate, and also hurtful to this community, I think I can speak for all of us when I say "We don't want to be remembered as a community that inconsiderate and rude."

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 10:47 pm
by Anubis
"Awesome Speech Marc"

I know how hard it is, to put food on your family.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 11:23 pm
by seraphssavior
I know how hard it is, to put food on your family.
This may not be the best time for jokes, but food on your family? Hell, I can go throw chips at my sister right now, it's no skin off my back...Completely kidding, but a funny typo, nonetheless.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 22, 2008 11:56 pm
by Marc
seraphssavior wrote:
I know how hard it is, to put food on your family.
This may not be the best time for jokes, but food on your family? Hell, I can go throw chips at my sister right now, it's no skin off my back...Completely kidding, but a funny typo, nonetheless.
It's another Bushism (along with my "fool me" line).

Re: Current Project Status (English Screenshots & Trailers)

Posted: Wed Jul 23, 2008 12:30 am
by seraphssavior
It completely flew over my head, but makes sense now.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Wed Jul 23, 2008 9:40 am
by James_The_Stampede
Image
I just want to tell you both good luck. We're all counting on you.
Marc wrote:
seraphssavior wrote:
I know how hard it is, to put food on your family.
This may not be the best time for jokes, but food on your family? Hell, I can go throw chips at my sister right now, it's no skin off my back...Completely kidding, but a funny typo, nonetheless.
It's another Bushism (along with my "fool me" line).

Re: Current Project Status (English Screenshots & Trailers)

Posted: Wed Jul 23, 2008 6:48 pm
by JimboKudo
Ahh, that makes me remember just how awesome airplane! is.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Wed Jul 23, 2008 8:50 pm
by RandommodnaR
Anubis wrote:I know how hard it is, to put food on your family.
Oh god. I just imagined a guy force feeding his family.

INTERNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEETZ! :x

Re: Current Project Status (English Screenshots & Trailers)

Posted: Wed Jul 23, 2008 10:07 pm
by Junker Gear Snatcher
Anubis wrote:"Awesome Speech Marc"

I know how hard it is, to put food on your family.
I see... can't afford a table, eh?

Re: Current Project Status (English Screenshots & Trailers)

Posted: Thu Jul 24, 2008 10:00 am
by X_Lupin
Brb, putting food on my family.

Image

Re: Current Project Status (English Screenshots & Trailers)

Posted: Sat Jul 26, 2008 2:33 pm
by hyperblue
The discussions on text fitting and memory issues have made me curious about the PlayStation platform versus the Saturn.

A question for the programmers: In your opinion, if this project had been developed for the Saturn platform, would the same text fitting/memory problems exist? I remember some games for the Saturn required more memory and RAM carts were sold to accomodate this (i.e. XMen Vs. Streetfighter).

Re: Current Project Status (English Screenshots & Trailers)

Posted: Sat Jul 26, 2008 8:07 pm
by fairuza
fitting new text into an already compiled game is a *potential* problem for any game (or any software) on any system/console. you are forcing new data into an already "closed off" space.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Sat Jul 26, 2008 10:15 pm
by JimboKudo
I actually asked that same question WAY long ago (like page 45), and, unfortunately, fairuza's right.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Sun Jul 27, 2008 5:03 am
by Pizuz
fairuza wrote:fitting new text into an already compiled game is a *potential* problem for any game (or any software) on any system/console. you are forcing new data into an already "closed off" space.
The good thing is that you usually open a lot of space in other places, for example by reducing the amount of characters used from 5000 to approx. 80 or 100.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Sun Jul 27, 2008 3:11 pm
by hyperblue
Pizuz, so what you are saying is that one must be creative in deleting existing data in order to fit what needs to go in?

Re: Current Project Status (English Screenshots & Trailers)

Posted: Sun Jul 27, 2008 4:15 pm
by Pizuz
hyperblue wrote:Pizuz, so what you are saying is that one must be creative in deleting existing data in order to fit what needs to go in?
Yup. I don't think it is much of a problem. One page before it was stated that Policenauts used a palette 5000 characters. Each character takes up 10x10 = 100 bytes (If they use 8bpp). This means that 500KiB are taken up by the character palette. Since the English translation rids us of all those Japanese characters leaving us with 2x26 letters (small and capital) and maybe twenty special characters. We might be able to get 400KiB of free memory here which is more than five times the size of the entire script (also said one or two pages before).

What a hacker basically has left to do is moving the text to that space and modifying the text processing pointers accordingly.

P.S.: If the characters are encoded in 1bpp, we'll still be able to secure 60KiB for the script.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Mon Jul 28, 2008 10:59 am
by slowbeef
What if the character palette is stored in a completely different place? I mean, when you decompose the ISO, you get a bunch of DPK files - won't your new English have to reside in the same file as the current character data?

I guess what I'm getting at, what if the character palette is in font.dpk, but your character data is a different file like data.dpk? Can the text pointers go to a completely different file? I guess it would still be the same issue either way though; you'd just have to find somewhere else to put it.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Mon Jul 28, 2008 5:35 pm
by Gillian_Seed
I just want to post a quick "Good luck" to the people working on this again.

It seems like the discussion is grown a little, so I really hope some more people who know what they're doing can get involved and help.


がんばってね! ^_^


Also, the bushisms are hilarious. :grin:

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 29, 2008 9:10 am
by X_Lupin
slowbeef wrote:What if the character palette is stored in a completely different place? I mean, when you decompose the ISO, you get a bunch of DPK files - won't your new English have to reside in the same file as the current character data?

I guess what I'm getting at, what if the character palette is in font.dpk, but your character data is a different file like data.dpk? Can the text pointers go to a completely different file? I guess it would still be the same issue either way though; you'd just have to find somewhere else to put it.
I think what the team has been saying for these last few pages, is that the hacker knows what to do, but he just doesn't have time to do it.

Theoretically, if there was another talented hacker with time on his hands, the project could be done toute de suite.

Re: Current Project Status (English Screenshots & Trailers)

Posted: Tue Jul 29, 2008 11:23 am
by Marc
X_Lupin wrote:I think what the team has been saying for these last few pages, is that the hacker knows what to do, but he just doesn't have time to do it.
Correct.