the unreleased code veronica x for dc

Discussion in 'Sega Dreamcast Development and Research' started by truemaster1, Jul 31, 2016.

  1. japanese_cake

    japanese_cake Spirited Member

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    Hi there,
    Sorry to come late on this topic! I think all the explorations that have been done so far need a little bit of structure. I propose first to explain the desired outcome (for instance re:cvx 1/with or without subtitle, 2/with vga/60hz, etc.). I worked on other capcom titles like dino crisis and I think the internal game structure is close to RE:CV. So from my experience, if you want to have RE:CVX with subtitles, I would recommend to work with an existing version of RE that plays subtitles like PAL-DE, PAL-IT, PAL-ES, PAL-FR. Otherwise PAL-EN's 1ST_READ.BIN should be fine.
     
  2. truemaster1

    truemaster1 Enthusiastic Member

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    hello and thanks for taking the time. lets speak first about the english version since the things are little more easy. and later will speak about non english languages. they are 2 versions of recv. the first that is released wordwide on dc only. and the recvx that released worldwide on ps2 gamecube. the dc release was only japanese. the 2 versions are identical exept a model haircut and some extra videos. so i use as a base an ntsc-u 1st version and add from the japanese 2nd version the files that give the extra videos. now we have 2 problems if i use the cvx japanese 1st_read.bin the english texts have big spaces and even get out of screen. the files we found by progresing in game arent show english but japanese. but the extra videos will play correct. including fmv 21 in 2nd cd if we use the usa 1st_read.bin everything about english language will be correct. but some effects during the extra cvx videos will not displayed. and the extra fmv the number 21 in 2nd cd will not play at all. the 1st_read.bin modififications need are either make japanese 1st_read.bin display everything about english texts corect. or make usa 1st_read.bin handle correct all the videos with correct effects.
    about specific non english languages versions we try do do the above but with the correct language per version. also my non english moded recvx are use as base files from each version. example for francais the base is from france version add the extra files from the japan version and make some modiffications on afs files. wheats means that every version files are not ment to get mix with another.
     
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  3. truemaster1

    truemaster1 Enthusiastic Member

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    @japanese_cake
    i found a way to help you more, i hack the way the game is progressing so with a very little game play you can watch all the extra cvx videos.
    when watching you may notice that the sounds are wrong this happens because we load the maps in inappropriate time orload disk 2 videos on disk 1. 1st dont forget about file names rename to R0 zero not o when using usa bin example R0_0000.rdx,. if use japan bin rename to RM example RM_0000.rdx.
    now extract gd1 and gd2 for gd1 rename these rdx as folowing 1002 as 0010 from gd2 9321 as 1020, 9340 as 1130 and put them in gd1 data folder, delete all other rdx from extracted gd1 and create a selfboot lets cald it cd1 now to gd2 delete all rdx files exept 9091 9350 9360 9370 and create a selfboot lets call it cd2. now fire up demul emulator with cd1 start new game go to items equip the lighter skip the video exit the prison you will exit from a wooden door if you try to get inside that door a cvx video will play after the video now go in that door another video will apear (basicly its from cd2 the 9321 video you renamed to 1020) after the video a boss fight will happen you cant win it you dont have weapons. loose and choose retry. do again the same thing but dont go back to the wooden door go down turn right and go down to the stairs a new video will happen after it ends it will ask for disk 2 put disk 2 and its all videos now untill the game ends. using both bins you will see the missing grafical effects when using usa bin.
     
  4. megavolt85

    megavolt85 Peppy Member

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    Code:
    magic AFS     count 31
    no_name_1.pvpl        offset 0x00008000     size 1057984
    no_name_2.pvpl        offset 0x0010A800     size 525408
    no_name_3.pvpl        offset 0x0018B000     size 1225792
    no_name_4.adx        offset 0x002B6800     size 211194
    no_name_5.pvpl        offset 0x002EA800     size 970784
    no_name_6.pvpl        offset 0x003D8000     size 532064
    no_name_7.adx        offset 0x0045A000     size 260910
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    ;)
     
  5. carlos andre

    carlos andre Member

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    What kind of image graphics does resident code veronica contain?
    Example: Resident evil 1 and 2 contains the TIM format.
    If they know, how do I extract graphics with text within the image?
     
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  6. IlDucci

    IlDucci Site Supporter 2015

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    Code Veronica uses a custom format that uses a TIM2 similar concept, wrapped in a PVR Twiddling.

    At least the few textures I could open with a couple of tricks, the textures are 4bpp or 8bpp palletized textures with a 32bpp palette (This would be the TIM2 part). Yet the entire texture has a PVR Twiddling.

    This game would require a custom texture extractor/importer in order to change the needed textures, and also something like OPTPIX ImageStudio, which allows creating TIM2 images with 32bpp palette support (For the record, Photoshop only allows for a 24bpp palette).
     
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  7. carlos andre

    carlos andre Member

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    Thank you for your help.

    I wonder if you know of any program to extract these images in TIM2 format.
    When you say: At least the few textures I could open with a couple of tricks, the textures are 4bpp or 8bpp textures palletized with a 32bpp palette (this would be the TIM2 part). What trick do you use? is very difficult? Can you give some tips?

    Thanks
     
  8. IlDucci

    IlDucci Site Supporter 2015

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    The trick was, I took a graphic (It was the title menu's background, can't remember which one was right now), took the graphical part and added a PVR header. Then I loaded it on Photoshop and because it was 1024x512 on 8bpp mode and could translate into 512x512 in 16 bpp mode, I could see it. That's it. I cannot see graphics that don't have a 2:1 proportion in 16bpp (the wrong) mode.

    That's why I'm saying someone needs to make a custom exporter/importer for this. There's PVR twiddler/detwiddlers and TIM2 exporter/importers in the net as open source code, so I don't know how hard would it be to join the pieces.
     
  9. carlos andre

    carlos andre Member

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    Thanks for the information.
    I will wait for some program that can help us.
    I can edit many texts in this game, except the texts embedded inside the images, but I will continue my researches, because I want to edit this whole game in Portuguese.

    Thank you for your help.............
     
  10. fafadou

    fafadou Gutsy Member

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    the subtitles are not embedded, but the main program for them is in the 1st_read.bin.

    Maybe you can try python if you familiar with it. i don't succeed but maybe you can.
     
  11. IlDucci

    IlDucci Site Supporter 2015

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    I do too want to fix the Spanish translation, which was one of the most atrocious in the entire saga. The cutscene subtitles are inside the RDX files, the only thing that's graphical is the files in the japanese version and the menus.
     
  12. fafadou

    fafadou Gutsy Member

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    For me the subtitles and the documents are in some files, I think you have right. Maybe the rdx files can be opened by python. Do you how extract them ? But maybe it's more simple to copy.
    Truemaster use the US 1st_read.bin for create the RECVX english version because when he used the japanese 1st_read.bin the subtitles and the documents are not good. But with the 1st_read.bin Us the french is almost good expect à, ç, è etc... I think there is something to change in the 1st_read.bin jap for the translation. I hope japanese cake will find it.
     
    Last edited: Jan 12, 2017
  13. IlDucci

    IlDucci Site Supporter 2015

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    The basic texts are in SYSMED.ALD. 99% of the rest is on the RDX. Use PRSDEC to decompress them and Puyo Tools to repack them. When decompressed, the format should be simple enough (I researched it, but not good enough) so you guys can break it and translate the contents. As a matter of fact, that would be my way to translate Code Veronica X to English, rather than pasting the NTSC-U files. The only thing that would need hacking is the centering of the texts, which is located inside the RDX. Should be some simple byte changing.

    The remaining 1% of the texts are near the graphics files (VMU related) and some of them in the 1ST_READ (The only one I saw was a "RETRY?" line, probably for Battle Mode).
     
  14. truemaster1

    truemaster1 Enthusiastic Member

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    but why?? having the ntsc-u files, the extra rdx that gives the x contents from the japanese x version, and the movies from the x version the game plays fine. only some small issues with the x videos those in the rdx files, but the game is overall ok as it is. that we want now is those videos to play ok the 1st bin from the japan x game handle them correct, and the ones from usa rdx. but the japan bin giving problem with texts. where the usa bin shows corect text. that you suggest is a full conversion from a virgin japanese x to another language i thing the easier is to make usa bin to handle the extra videos correct. or make japan bin shows correct text. exept the extra videos that x version gives the whole game is the same thing. between versions. so why to go for a full conversion??
     
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  15. fafadou

    fafadou Gutsy Member

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    So, for you, changing the centering bytes of the japanese rdx with the data of the ntsc-u rdx , and include the ntsc-u sysmes.ALD file with the 1st_read.bin japanese ; may be an issue for an english translation ?
     
  16. truemaster1

    truemaster1 Enthusiastic Member

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    japanese 1st_read.bin as it is now is not compatible with english. where the usa 1st_read.bin is ok with every text
     
  17. IlDucci

    IlDucci Site Supporter 2015

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    That's why my idea was to translate the Japanese version, rather than modifying the USA version, to keep the compatibility with the new effects.
     
  18. truemaster1

    truemaster1 Enthusiastic Member

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    youre not wrong. but hacking almost all files sounds more dificult than patching only the 1st binary.
     
  19. carlos andre

    carlos andre Member

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    Are the texts in resident code veronica in Japanese more accessible than English?
    Can anyone provide a link to the whole game in Japanese?
    This game is the most difficult I found to edit for Brazilian Portuguese

    Thank
     
  20. americandad

    americandad Familiar Face

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    The text system is completely different in Japanese. The easiest place for you to start would be the spanish version.
     
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