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Re: Current Project Status

Posted: Sun Nov 02, 2008 10:27 pm
by dethklokdev
Im new to these forums and I cant wait until the patch comes out. Im not sure if my skills will help but here it goes im a spriter and a graphics designer I remember slowbeef posting up a forum at somethingaful saying that he needs graphic designer but that was about 2 months ago Im not sure if you still need a graphic designer or a spriter still but if you do you know where to ask.

Re: Current Project Status

Posted: Sun Nov 02, 2008 10:31 pm
by Artemio
We'll probably need your help when we finish decoding the graphics we'll be changing. Thanks for letting us know.

Re: Current Project Status

Posted: Sun Nov 02, 2008 10:41 pm
by dethklokdev
No problem man just doing my part so everyone can enjoy a great game.

Re: Current Project Status

Posted: Mon Nov 03, 2008 6:29 am
by 87th
Are you planning on editing written text in the in-game artwork? I so, is there a practical need for it (do any puzzles rely on you reading text written on-screen?) or is it just to make the patch feel more like a professional localisation?

Re: Current Project Status

Posted: Mon Nov 03, 2008 7:37 am
by Marc
Yes, we are. It's not necessary, but it's something we want to do.

Re: Current Project Status (11/01/08)

Posted: Mon Nov 03, 2008 11:37 am
by slowbeef
Little Big Planet is like the enemy of this project to me. Is there a blue mullet in-game? I wanna make an Ingram Sackboy.

I might hold off on a status update for a bit - maybe until end of week. We're in a time of flux here - a lot's getting done, though the count hasn't changed much. I know that sounds odd, but apparently, a lot of the upcoming patch files are interrelated, so it might be a shotgun blast that majorly decreases the count... ...Or does nothing. We'll see.

Re: Current Project Status

Posted: Mon Nov 03, 2008 2:59 pm
by Omega579
Artemio wrote:We'll probably need your help when we finish decoding the graphics we'll be changing. Thanks for letting us know.
Let me know if you need my help too, I'm also an artist and graphics designer.

Re: Current Project Status (11/01/08)

Posted: Mon Nov 03, 2008 5:38 pm
by dethklokdev
Nice Omega if both of us do get to help we maybe can get the patch to come out sooner than expected .

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 11:17 am
by radical7dreamer
I am also a designer and graphic artist, I would be glad to help. I can decode any AVI, and replace each frame...

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 4:31 pm
by dethklokdev
If more and more people contribute Im guessing the patch will be done faster. :mrgreen:

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 5:09 pm
by slowbeef
dethklokdev wrote:If more and more people contribute Im guessing the patch will be done faster. :mrgreen:
That's right! ...Anybody here good with PSX disassemblers? I kid - we might need some graphical assets in a bit, just depends on how things go in the next couple weeks.

We're coming along pretty well. Honestly, Marc sort of hit me with a ton of new patch materials, and it's taking me a long time to playtest it to see what works and what doesn't. The bad news is, of course, new issues crop up the more you get to play. The good news is, well, I get to play a lot more of Policenauts. We hit a couple of issues, but it took me a couple of hours of playtime to get to them. That's straight, uninterrupted playtime in English, mind you - which means things are starting to work nicely. New bugs are fewer and farther between, is what I'm getting at.

I'd still like some more time before I go back to metrics, though - i.e. exactly where we are and about what's left until the next milestone. Artemio and I have made some good progress in terms of beta features as well, so right now, it's sort of a whirlwind of development and I think when the dust settles, we'll have a clearer view of where we are. I'll try to get a clearer update to you guys on the weekend.

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 5:46 pm
by dethklokdev
Thanks for keeping us updated Slowbeef

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 7:04 pm
by Jack Stern
I have no problems to wait for an overall status progress, but... We need some eye candy guys, could you upload some pics with translated dialogues or the screens when a character with his/her voice-actor appears, with the text translated?

Thanks in advance

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 7:44 pm
by epitaph
Jack Stern wrote:I have no problems to wait for an overall status progress, but... We need some eye candy guys, could you upload some pics with translated dialogues or the screens when a character with his/her voice-actor appears, with the text translated?
I should probably let the team speak for themselves, but from what I understand translations of the telops (i.e. the text that displays the name and voice actor of a character) have not been incorporated yet as those are stored in a proprietary binary data format which has not been reverse-engineered yet.

Personally, I expect the process of reverse-engineering that format will be what ends up taking the longest out of all currently remaining tasks, as reverse-engineering a binary format for which there is no documentation whatsoever can be extremely difficult.

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 8:27 pm
by Artemio
You are right epitaph, and it is indeed taking way longer than we expect. We thought we had figured itout. But it turned out that we only did so partially.

But hey, I can share this with you guys. Here's the HOME telop from the intro decoded as ASCII:

Code: Select all

123     222   4255555526    715       123   8295555555
223     222  524      A21  72217     22127 629
21B     222 929        729 217527   626929 225
123     212 925        725 524C27   173615 215
22276774222 529        729 92D 52E E22 329 22967777777
223     222 929        729 513 F29E95F 329 229
21B     212 925        715 923  92222  325 125
123     222  524      A22  92B  F212F  329 629
223     222   4255555526   923   624   325  E195555555
We are still working on it, and on the right track.. but a ton of work needs to be done.

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 9:31 pm
by slowbeef
Jack Stern wrote:I have no problems to wait for an overall status progress, but... We need some eye candy guys, could you upload some pics with translated dialogues or the screens when a character with his/her voice-actor appears, with the text translated?
Imagine if Dave was saying "Policenaut Hacker" in the game when you look at my avatar. Does that count?

Also, screw graphics, I'm betting the summaries will be the hardest part of the whole thing. Why? Because Murphy's Law says something as miniscule to the whole project is that is what becomes the biggest problem.

Re: Current Project Status (11/01/08)

Posted: Wed Nov 05, 2008 10:19 pm
by dethklokdev
Ha Slowbeef youre right about that Law :mrgreen: and also Im pretty sure we dont need to see picures to see the greatness that is the patch.

Re: Current Project Status (11/01/08)

Posted: Thu Nov 06, 2008 10:27 am
by radical7dreamer
viewtopic.php?f=2&t=2239


its not the patch but eye candy

Re: Current Project Status (11/01/08)

Posted: Thu Nov 06, 2008 11:31 pm
by JimboKudo
Artemio wrote:You are right epitaph, and it is indeed taking way longer than we expect. We thought we had figured itout. But it turned out that we only did so partially.

But hey, I can share this with you guys. Here's the HOME telop from the intro decoded as ASCII:

Code: Select all

123     222   4255555526    715       123   8295555555
223     222  524      A21  72217     22127 629
21B     222 929        729 217527   626929 225
123     212 925        725 524C27   173615 215
22276774222 529        729 92D 52E E22 329 22967777777
223     222 929        729 513 F29E95F 329 229
21B     212 925        715 923  92222  325 125
123     222  524      A22  92B  F212F  329 629
223     222   4255555526   923   624   325  E195555555
We are still working on it, and on the right track.. but a ton of work needs to be done.
This is truly the best eye-candy that I've ever seen!! I mean, just look at it! *drool*

Re: Current Project Status (11/01/08)

Posted: Fri Nov 07, 2008 11:04 am
by slowbeef
So, let's see. Well, I made it through Disc 1 in English, so now there's like 7 more translation assets needed for Disc 2 if my count's correct. There's still a few bugs in Disc 1 we'd like to fix before I feel comfortable calling it at "Alpha", so here's da list.

- One shooting scene isn't displaying English correctly. I'm working on this currently.
- One word in the BCPD training room still shows up as Japanese - which is kind of odd and requires some investigation.
- One voiceover conversation goes over the space allocated in English, so we need to fix. I've been pushing this off and working on other stuff while Scarboy gets his computer issues squared away, 'cause I'd like his help on it.
- Summaries are still an issue.
- Think I found a bug in the original game, actually, so I might look into fixing that. I wasn't initially intending to do stuff like that when I started this project, but hey, no harm in looking.

Meanwhile, Artemio's still going on the telops, which are features for Beta.

So it seems like it's about 5 bugs, 7 issues until both discs are in alpha.

Re: Current Project Status (11/01/08)

Posted: Fri Nov 07, 2008 11:15 am
by krelian
haven' t posted in a while
glad to see the project is still up and running

TBH, I don't need any eye-candy. I have total faith in Artemio, Marc, slowbeef and the rest, and this is a gift we're receiving from them, not something that HAS to be done
When the patch is out, it's out

One thing I wanted to ask long ago and forgot about about it:
I hate emulators and wanna play the game, patched, on my (of course modded) PS2.
Are any of you guys gonna make a guide for people like me, with a legit copy of Policenauts and a PSX??
I guess we're the minority, but still I could use a step by step tutorial :D

Re: Current Project Status (11/01/08)

Posted: Fri Nov 07, 2008 2:18 pm
by radical7dreamer
well ull have to dump the CDROM into ISO, patch with the patch and burn another CD. U'll never be able to play the translated game with the orginal cd ^^

Re: Current Project Status (11/01/08)

Posted: Fri Nov 07, 2008 2:37 pm
by slowbeef
krelian wrote:Are any of you guys gonna make a guide for people like me, with a legit copy of Policenauts and a PSX??
I'm actually making it purposefully very hard to patch. In fact, you'll have to solve a series of riddles, each more cunning than the last, in order to play the game.

Re: Current Project Status (11/01/08)

Posted: Fri Nov 07, 2008 3:11 pm
by shidoni
slowbeef wrote:- Think I found a bug in the original game, actually, so I might look into fixing that. I wasn't initially intending to do stuff like that when I started this project, but hey, no harm in looking.
Quoi Quoi Quoi Quoi? Do tell, mr. Beef!

Re: Current Project Status (11/01/08)

Posted: Fri Nov 07, 2008 3:47 pm
by slowbeef
shidoni wrote:Quoi Quoi Quoi Quoi? Do tell, mr. Beef!
Vague version - Try loading a saved game if you see insects buzzing around. They should still be there in the scene you load up (where there are presumably, no insects buzzing around) until a new graphic shows up.

So you see some flies or something on Beyond, load a savegame to Earth and the insects have followed you home!

Spoilered for those who don't want more detail:
Spoiler:
The mosquitos/massquitos in the museum on Act 2 stick around if you load a saved game, even if the scene you're loading is completely different. You probably wouldn't normally encounter this since it's an action scene and who's gonna load a savegame then?