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(02-29-2016, 06:43 AM)Devina Wrote: [ -> ]I wanted to ask about the FMV fix you made for KH2. How did you do it? Did you extract all the FMVs, crop them in another program, and then re-insert them? Or did you make a code for it?

Kingdom Hearts: ReChain of Memories could use something similar. The current FMV code in the widescreen archive is glitchy.

I changed how the game renders them. In particular, I'm changing a GS sprite's coordinates and size as set in the GIF packet.
The actual PSS files don't need to be changed whatsoever for this. Wink

I might be able to take a look at Re:CoM sometime, though not at the moment. If Square used the same method there as in KH2, it should be an easy patch.

(02-29-2016, 06:43 AM)Devina Wrote: [ -> ]I'm also curious as to what the "font space fix" is you mentioned on your site. What is it exactly? Can you please go into detail?

The space character is handled specially in the KH2 font system, whereas it literally just skips X pixels (versus most characters which must either render, or do some function call). Unfortunately, the space's width was apparently a constant when they built the game, as each separate font rendering section has its own width. Or to put it another way: space characters can have a certain size in the journal, which is different than in menus, which is different than in subtitles, which is different than in map names. And, of course, the space character has a different width in the Japanese game (Jpn & FM) than Latin games (Eng, Ita, etc.).

This only really matters for the translation patches, though, since they have to change the fonts and font rendering parameters as well. It just makes it so "A simple sentence." doesn't look like "A    simple    sentence."

(02-29-2016, 06:43 AM)Devina Wrote: [ -> ]And about the "lower subtitles" code. What is the exact value you used in your patch?
Yours is slightly lower, and I'd like to be consistent. Currently, the one in the archive is "240a018a". I assume the last two digits you used are lower?

Code:
201ac8d8 240a0190
This value puts the subtitles exactly the black border's height lower, thus the same distance from the video edge as before (assuming you remove the borders, ofc).
Quote:I changed how the game renders them. In particular, I'm changing a GS sprite's coordinates and size as set in the GIF packet.
The actual PSS files don't need to be changed whatsoever for this. Wink

I might be able to take a look at Re:CoM sometime, though not at the moment. If Square used the same method there as in KH2, it should be an easy patch.

Yes, please take a look! There's some other games which could use FMV fixes, especially Rule of Rose and Xenosaga 3.

Also, I know on your site, it says, "Note that the purpose of this patch is not to remove all Japanese, but to get everything into English. In cases where text is in both English and Japanese, it will not be changed."

[Image: gfs_80216_2_5.jpg]

Why not offer the English area text as an optional download then on your site, at least?

EnglishMapRev3.kh2patch 480.2 MB

mega:///#!gAETgRzD!8JzNoiC7hVtTuetjdJj5JIjunCvpam4D9FQ-n1MeBTY

I tested it and it works perfectly fine with your translation and patcher.

Or better yet, do you know if it's possible to disable area text entirely?
I think it's a little annoying having to look at massive white text on the screen for EVERY area for 2 seconds.

Altho, I guess the most ideal thing would be an in-game option (like how you did it for the Dual Audio), where you can select if the area text is English, Japanese, or off. Do you know if this is possible?
(03-01-2016, 02:54 AM)Devina Wrote: [ -> ]Why not offer the English area text as an optional download then on your site, at least?

I tested it and it works perfectly fine with your translation and patcher.

Or better yet, do you know if it's possible to disable area text entirely?
I think it's a little annoying having to look at massive white text on the screen for EVERY area for 2 seconds.

Altho, I guess the most ideal thing would be an in-game option (like how you did it for the Dual Audio), where you can select if the area text is English, Japanese, or off. Do you know if this is possible?

Mostly just because that isn't my patch, so I won't link to it unless its creator allows me to.

As for disabling it:
Code:
// Disable image map names
00149B52 00000000
// Fallback text duration, in frames (float; 60 frames = 1 sec)
2036B3B0 00000000

The first line makes the images not show up, thus you get text instead. The second makes the text show for 0 seconds.
By default the text shows for 2 seconds, and look like this: [attachment=59271]

As for in-game options: They're very limited. I can only replace existing ones, which also makes what it originally controls unchangeable. So it would need to be something mighty useful to change on and off in-game. ^^
Quote:Mostly just because that isn't my patch, so I won't link to it unless its creator allows me to.


Sora6645 made it (I assume), and they publicly linked it in a YouTube description:

https://www.youtube.com/watch?v=vLr91ehKlJE

So I assume they'd be totally fine with it, as long as you credit them and leave a link to their YouTube channel. You don't HAVE to, but I think it's worth it. I, for one, don't like having to look at huge Japanese letters EVERY time I enter a new area in the game, because it breaks immersion and reminds me that I'm playing a fan translation.

And thank you very much for the code! I'll include it in my widescreen archive (disabled by default, of course.)

And as for the in-game option thing, yeah, it would be ideal of course, but I'm fine with the 480mb English text patch, as well as the code you just did.

I think everything I wanted to ask you is covered now. Thank you for your time. Smile

If you make any future Kingdom Hearts patch stuff in the future, please let me know.
Does anyone know how to disable HUD elements in a game? A step-by-step guide or something to locate the sprites and disable them?
(03-01-2016, 12:12 PM)PyreLight Wrote: [ -> ]Does anyone know how to disable HUD elements in a game? A step-by-step guide or something to locate the sprites and disable them?

It's absolutely not consistent. Which game are you referring to, and why?

I know some like to disable HUD to take environmental screencaps.
Valkyrie Profile 2. It's locked behind anti-cheat system, so Cheat Engine is not a good way to address it, I think.
Along the same lines - can anyone give any tips on rescaling (un-stretching!) 2D HUD elements?

I'd really like to try this for Enthusia (for example). I got as far as finding a few memory addresses that can move HUD elements, which feels like a good starting point. But I need some sort of strategy to make any progress from here.
On Valkyrie Profile 2, you can disable the HUD by pressing R1, but it only works outside combat.
(03-02-2016, 11:44 AM)Chr0m3 Wrote: [ -> ]On Valkyrie Profile 2, you can disable the HUD by pressing R1, but it only works outside combat.

Thanks, but yeah I was mostly referring to combat scenarios in which I want to disable the intrusive HUD.

This: [Image: pcsx22016-03-0202-39-81k2y.png]
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