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> Elvira Mistress Of The Dark:, a qualcuno interessa tradurlo?
TheRuler
messaggio24 Jul 2017, 19:52
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Nice analysis Maarten! ;P

Here you can download the spanish VGA translated files. Maybe you can figure out looking at differences.
It seem they changed the references in the index at the start of the file and the bare blocks. The frames you've just found.

Aren't the icons into ICON.DAT also?


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Nyerguds
messaggio24 Jul 2017, 21:37
Messaggio #152



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ICON.DAT is a very simple range of 24x24 1BPP images.

The only text on it to adapt seems to be a bag of salt on frames 386 and 387, about 9266 pixels down on the image.

I can convert it, but I kind of hacked the load and save code into a different tool of mine right now, so not sure if I want to release it. (It was literally like, 5 lines of code.) But give me an edited version of that png and I can convert it back for you.

Messaggio modificato da Nyerguds il 24 Jul 2017, 22:18
Files allegati
File Allegato  ICON.png ( 20.95k ) Numero di download: 36
 


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TheRuler
messaggio24 Jul 2017, 23:01
Messaggio #153



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Thanks Maarten, do not bother to create an editor for this icon file. There are almost 4 pixels to change since the italian for "SALT" is "SALE".
It is a 24bpp, 3 bytes for each row, so I made a raw patch. Pun intended. XD

in ICONS.DAT we have to find this HEX sequence:

0CDB100BABB00C8BB008A8B0

and replace it with this one:

0CDB880BABB80C8B9808A888

Did not tested graphically but it should do the trick since the first sequence actually exists in the file.
Files allegati
File Allegato  Elvira_salt.png ( 19.17k ) Numero di download: 6
 


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Nyerguds
messaggio24 Jul 2017, 23:27
Messaggio #154



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It only edits one of them, though :P

Slightly different edit, on both of them:
1: 01ABA0048BA000A8A0 -> 01AB60048B2000A900
2: 0BABB00C8BB008A8B0 -> 0BAB700C8B3008A910

I made the L a bit shorter so the E at the end is easier to recognise on both images.



Messaggio modificato da Nyerguds il 24 Jul 2017, 23:29


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TheRuler
messaggio24 Jul 2017, 23:37
Messaggio #155



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Perfect!


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Nyerguds
messaggio24 Jul 2017, 23:47
Messaggio #156



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CITAZIONE (TheRuler @ 24 Jul 2017, 16:55) *
You have full PM mailbox.

Why can I only keep like, 25 messages or something? I don't like throwing away correspondence. I hate not having my sent messages, either. n9.gif

You could just email me; it's just my nickname @gmail.com

Messaggio modificato da Nyerguds il 24 Jul 2017, 23:50


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TheRuler
messaggio26 Jul 2017, 19:32
Messaggio #157



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I tried to open VGA files with TILEDGGD and it actually displays something with wrong palette. Isn't it a 4bpp graphic?


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Nyerguds
messaggio29 Jul 2017, 10:57
Messaggio #158



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Yes, they're 4bpp, as you could've seen on the screenshot I posted. That's why I used a grayscale palette; I don't have the colours to use for it.

TiledGGD uses the file itself as palette by default, and can be told to use a different file for it, but even for stuff containing a palette of its own you need to point it to the correct offset and tell it what colour format to use. If I can be bothered I usually use a grayscale png file as palette in TiledGGD since png files' palettes are easy to find at the start of the file :P

Messaggio modificato da Nyerguds il 4 Aug 2017, 23:03


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TheRuler
messaggio31 Jul 2017, 16:54
Messaggio #159



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OOOOOOO benebenebene, Maarten ha fatto il miracolo.
Sto testando i VGA e ho trovato questo testo. Micartu, come lo traduciamo?
Infinito, imperativo o sostantivo?

BLOCK - BLOCCA, BLOCCARE, BLOCCATA
PARRY - PARA, PARARE, PARATA
LUNGE - AFFONDA, AFFONDARE, AFFONDO
HACK - ATTACCO INFORMATICO, ATTACCO HACKER ghgh.gif


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Micartu
messaggio31 Jul 2017, 20:00
Messaggio #160



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Block= Blocca
parry = schiva
Lunge = affonda
hack = fendente (taglia)

ma dubito ci stiano, quindi metto tra parentesi delle opzioni

Grandi ragazzi! E le scritte finali dell'ending?


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TheRuler
messaggio1 Aug 2017, 08:39
Messaggio #161



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Per mantenere l'imperativo su tutti e 4 i verbi, so che è bruttarello, ma non sarebbe meglio "fendi"?

Oppure

BLOCCO (BLOCCATA)
SCHIVATA
AFFONDO
FENDENTE


Non ho trovato la schermata di fine gioco (ma l'ho vista su youtube) e neanche il menù in alto a dx e sx con i verbi. Probabilmente fanno parte di una immagine non a 4bbp e quindi ancora non decodificata.
Ho notato che tutte le immagini piccole in sovraimpressione sono state fatte a 4bbp mentre quelle statiche più grandi probabilmente a 8bbp. Forse per mantenere una buona fluidità durante le animazioni. Difatti le immagini grandi sono sempre più colorate e messe per ultime (tipo il falco che attacca, quando in volo è composto da immagini piccole a 4bbp, quando attacca una sola immagine grande, finale).


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TheRuler
messaggio1 Aug 2017, 08:42
Messaggio #162



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CITAZIONE (Nyerguds @ 29 Jul 2017, 11:57) *
Yes, they're 4bpp, as you could've seen on the screenshot I posted. That's why I used a grayscale palette; I don't have the colours to use for it.

TiledGGD uses the file itself as palette by default, and can be told to use a different file for it, but even for stuff containing a palette of its own you need to point it to the correct offset and trll it what colour format to use. If I can be bothered I usually use a grayscale png file as palette in TiledGGD since png files' palettes are easy to find at the start of the file :P


I think do not having a palette wouldn't be a problem, as long as I use the same "grey", right?


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Micartu
messaggio1 Aug 2017, 14:21
Messaggio #163



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I tuoi suggerimenti di traduzione rullo sono perfetti elimina quello tra parentesi vi avevo scorciati perché pensavo non ci fosse abbastanza spazio. Attenzione a fare delle prove perché questo gioco contiene sia la ega che la vga.


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Nyerguds
messaggio2 Aug 2017, 15:38
Messaggio #164



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CITAZIONE (TheRuler @ 1 Aug 2017, 09:42) *
CITAZIONE (Nyerguds @ 29 Jul 2017, 11:57) *
Yes, they're 4bpp, as you could've seen on the screenshot I posted. That's why I used a grayscale palette; I don't have the colours to use for it.

TiledGGD uses the file itself as palette by default, and can be told to use a different file for it, but even for stuff containing a palette of its own you need to point it to the correct offset and trll it what colour format to use. If I can be bothered I usually use a grayscale png file as palette in TiledGGD since png files' palettes are easy to find at the start of the file :P


I think do not having a palette wouldn't be a problem, as long as I use the same "grey", right?

Yeah. The graphics don't contain a palette, so only the indices matter anyway. So if you use the same values for background and for text it should work fine.


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TheRuler
messaggio2 Aug 2017, 19:38
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As Gufino suggested, the palette should be in the odd files. Plus some other mysterious data... XD


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Nyerguds
messaggio3 Aug 2017, 07:28
Messaggio #166



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Well, it doesn't matter much. As I said, with paletted formats, only the indices matter, so you don't really need their original palette to edit them. The tool doesn't have any advanced mechanisms to go looking for palettes in other files. The most advanced I implemented in some types (like Dynamix SCR, and the C&C64 terrain tiles format) is opening a file with the same name but a different extension to load as palette.

Messaggio modificato da Nyerguds il 3 Aug 2017, 09:41


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TheRuler
messaggio3 Aug 2017, 20:41
Messaggio #167



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I had to stress on the second sentence.
Maybe the other data could be some sort of external index or images information. Could it be?


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Nyerguds
messaggio29 Aug 2017, 08:36
Messaggio #168



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Not sure. I took a look at the uneven files, but I didn't find anything palette-like in there. And the currently unviewable frames in the even files are clearly compressed (there's a bit marking them in the header), but I have no idea what kind of compression they use.

Unless you really need access to the compressed frames as well (I could check if their data is changed in the Spanish pack) I might just make a small tool to extract / replace frames in the existing VGA files, rather than doing full conversion. It'll save me a load of headaches.

Messaggio modificato da Nyerguds il 29 Aug 2017, 10:18


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TheRuler
messaggio29 Aug 2017, 14:45
Messaggio #169



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I think some of the compressed images actually contain text to be translated.
Hopefully, if we extract the image and then write it back in uncompressed format, would probably work.

Spanish translated files have the compressed frames modified.


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Nyerguds
messaggio29 Aug 2017, 14:54
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Bah... it's annoying enough that the format contains empty frames. Like, 0x0 pixel entries.

Guess I'll have to see if I can disassemble the exe then and find their decompression method.

Messaggio modificato da Nyerguds il 29 Aug 2017, 14:55


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Nyerguds
messaggio3 Sep 2017, 18:52
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Tomsons26 suggested I check out the ScummVM code used for Elvira, and I think I found the decompression code in there. I'll still have to see whether it works though, and if I can make a compression system too.

https://github.com/scummvm/scummvm/tree/master/engines/agos

Messaggio modificato da Nyerguds il 4 Sep 2017, 00:53


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TheRuler
messaggio3 Sep 2017, 19:10
Messaggio #172



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Thought you were already aware of that code. Sorry I did not mention it before.
CITAZIONE (Nyerguds @ 3 Sep 2017, 19:52) *
and if I can make a compression system too.

You know, it would probably works as uncompressed too, but who can stop you... XD

Thanks for the update Maarten.


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Nyerguds
messaggio4 Sep 2017, 07:39
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Well yes, but if it's something fairly easy I'm still adding it ;)

First step is to fix up frames and frames palette support in the tool anyway. It's still a bit of a mess.

Also, ideally, I'd like to implement the "save options" dialog first as well, to allow giving custom save options per type.

But, anyway, I'm working on the tool again blush.gif

Messaggio modificato da Nyerguds il 4 Sep 2017, 10:17


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TheRuler
messaggio4 Sep 2017, 10:57
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Nyerguds
messaggio4 Sep 2017, 18:08
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Biggest problem is that the code is for an engine used for several games, and all functions are a giant confusing spaghetti of different code paths for all of these games together. I still haven't managed to figure out which function is actually the decompression code for Elvira... n7.gif

Messaggio modificato da Nyerguds il 4 Sep 2017, 18:10


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