Gaming Sol Trigger - English Translation

zero_g_monkey

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I didn't know there was a Chinese translation (but I'm not surprised there is). They do some really good work and their tools usually are amazing (though a little confusing to use [zero no kiseki]). If you have a link or can tell me what to search for, I would love to check out their work.
 

JamRules

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I've added an initial vwf hack into the eboot so letters can be spaced individually.
Floats are loaded from a table added to the end of the eboot, some may realise these are weird values because these are used to minus from 15.0f. The code just loops looking for a match, maybe not the best but it's simple.

sol-vwf.png


The effect is somewhat minimal but it was interesting to add.
Some comparisions.

comparison-2.png


comparison.png


Still have to left align the font sheet and set the proper values so that it appears as it should.
 
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darekasan

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I didn't know there was a Chinese translation (but I'm not surprised there is). They do some really good work and their tools usually are amazing (though a little confusing to use [zero no kiseki]). If you have a link or can tell me what to search for, I would love to check out their work.

Here's their page:
http://www.pujia8.com/library/644/
 
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zero_g_monkey

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There are a few ways that this can be approached.

1) The quickest - There is an image that matches the background of the character profiles (only it is a different color). If the exact color is not a problem. It is possible to recreate the other stuff.
2) More professional - Completely create fresh resources. Honestly, this is the way I would go but it will take some time but by doing this, the option of using layers in photoshop make it easier to update the stuff. That is how I am doing 95% of my other image work for games.

It all just depends on the time you guys want to spend on this. I don't mind working on it one bit since I have spent a lot of time looking at this thread trying to figure out how a VWF works for my own projects (and hopefully, when I get some time to test it, I may have found some tables that are used for window size manipulation in Zero no Kiseki). For now, I am gonna work on creating new resources.
 
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darekasan

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Thanks a bunch! I would definitely go for the second option, but I'm a complete newbie at PS...
I used the asset that matches the bg to create the image at the end of this post: http://soltriggerenglish.wordpress.com/2014/10/14/progress-update/
It's still not something I am comfortable with releasing, of course, but I'm afraid nothing I do can make it into a perfect replica.
 

zero_g_monkey

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Right now I am trying to figure out where the color table is stored in the images. Gonna see about using the clean image that is pink (I believe) and replace the appropriate colors with the ones that match from the blue version. I had to search a while to find an image of the Chinese version. That did look pretty good. The blank-ish image you did was pretty good. What method did you use to get rid of the dialog stuff? Pixel by pixel or a mass tool like lasso or something? I am also trying to run it through some filters to see if something like a photo filter that changes the color will be a way to create at least a base match.
 

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I did it pixel by pixel, but the overall picture was just too dirty, so I scrapped it. The one I linked above was done completely from scratch - all colours, assets, etc. That's why it looks weird, haha.
 

zero_g_monkey

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Sadly, the image is gonna look a little strange. Right now I am working on just getting a good base background and then build it up from there. I "think" this is pretty close but I will post it for you guys to decide on. The colors I am trying to match up are the ones that are in the red circle to the overall blank image. Let me know if this will suffice or does it need more tweaking. I know the stuff like the shadow effects and stars are not in the base image (but those are nothing to put into it after getting the best possible base image).

cha_int00.png


main_bg_00_blue.png


main_bg_00.png


This is how the original image looked before working the colors.
 
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darekasan

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Hey, nice work! Yeah, that's the image I used, too. While it has a better resolution than the one shown in-game, it has assets that the original does not, but I think I know of a way to get rid of them. But yeah, the colours match very nicely! Sorry for the trouble, mate!
 

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Which assets are you referring to?

It's no trouble. I like having something else to do so I can take my mind off of my own projects. It helps clear the mind. (Which I could really use right now because I am trying to track down some elusive text in the eboot that just doesn't wanna accept the pointers I gave them.)
 

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It's not exactly the same but here is a sample of something I have been working on. Trying to get those shadows created somehow. But then again, I think this looks reasonably cool. I will leave it up to you all. Everything is easily manipulated (except for stuff that may not be there - haven't figured them out yet.)

I just noticed the character overlay is blue and not white. LOL!

EMA.png


Original.png
 

darekasan

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Thanks again! That looks really good.

By assets, I meant the individual patterns the image holds (floral patterns, curves that span across the image, stars, the shading at the top and bottom, etc.).
I don't know how to make them from scratch, so I just imported them from the original.

By the way, if you want my PS files, I'll PM them to you. Maybe they'll be of some use to you. :lol:
 
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