Search Results

  1. root670
    There's source code on the original JP KH disc? Where is this located? I've taken a look at the files using crazycat's extractor but it looked fairly similar to the contents of the US version.
    Post by: root670, Jul 13, 2015 in forum: Code Vault
  2. root670
    Excelent work! Glad to see the patch is still being worked on. What parts of the ELF needed to be modified to remove the widescreen borders in cutscenes? Perhaps this could be converted to a CodeBreaker/Action Replay code for use in the US release.
    Post by: root670, Mar 7, 2015 in forum: Code Vault
  3. root670
    Yes, and the install feature is also in the non-FM version.
    Post by: root670, Aug 5, 2014 in forum: Code Vault
  4. root670
    PCSX2 had a known bug for about two months that causes KH to crash at various points, but it has recently been fixed. Here's the commit log from May 6:
    Source: https://github.com/PCSX2/pcsx2/commit/0bf7a35a538fd89cca34b721156222e6f24dc93f

    Unfortunately the buildbot is currently broken (no new builds past the end of March), so you would need someone to compile it for you. Alternatively, try an older version since this issue was recently introduced.
    Post by: root670, May 20, 2014 in forum: Code Vault
  5. root670
    Post by: root670, Mar 20, 2014 in forum: Code Vault
  6. root670
    I saw the "Let's break" videos on YouTube where they were modifying the game on the fly using some kind of a hook with PCSX2. This inspired me to figure out some of the values they're modifying, so here's some new codes. Try playing with the values to get cool effects:

    Game Speed (Floating-point values)
    202B6240 3F800000

    Game Speed 2 (Independent from the one above, but seems to affect things differently)
    202B622C 3F800000

    60 FPS Mode (Probably already posted)
    202B624C 00000000

    Screen Color Codes - All default to decimal value 128
    Screen R Tint
    202B64B0 00000080

    Screen G Tint
    202B64B4 00000080

    Screen B Tint
    202B64B8 00000080

    Depth of Field Codes
    Enable Depth of Field Camera
    202A0630 00000001

    Depth of Field Length
    202A0638 00002710

    Toggle Reverse Depth of Field (Closer items are blurry)
    202A0634 00000001

    "Ghosting" Fade Effect (Used in cut-scenes and when dying)
    202B6244 00000001


    Enjoy!
    Post by: root670, Oct 23, 2013 in forum: Code Vault
  7. root670
    Sure, here you go:

    Fly Anywhere (R2 On, L2 Off)
    FAEX-JP84-TT9FH
    8FYH-PVN3-VRKWT
    V364-U3K7-CJ0A6
    8REF-MQZ8-Z1WRW
    CWJA-7BZW-E29EF
    03AH-5PBC-9K2T7
    03AH-5PBC-9K2T7

    Also, if you use Omniconvert and set the game ID to 029E, it should work for you in the future.
    Post by: root670, Sep 13, 2013 in forum: Code Vault
  8. root670
    Save hacks for BFSD are almost ready, but they haven't figured out the disk_hash_key yet. Until they have that figured out, you can't encrypt/decrypt the save. Almost there though http://ps3cheating.net/kingdom-hearts-hd-1-5-remix-blus31212/
    Post by: root670, Sep 5, 2013 in forum: Code Vault
  9. root670
    Yup, 1.5 is "out there" right now ;) hint: proton
    Post by: root670, Aug 30, 2013 in forum: Code Vault
  10. root670
    I've got a CFW PS3 but need to find a reliable FTP app to transfer the MSELF files back to my PS3. Once they're transfered I can decrypt them. Problem is the FTP server on my PS3 kicks me off after transferring a few files. Sounds easy to fix, but I haven't had a chance to look into it.

    I'll try to decrypt some of the files files one of these days and will report back my findings if it works out.
    Post by: root670, Aug 21, 2013 in forum: Code Vault
  11. root670
    Well, unless GSDX gets a major rewrite (which is very unlikely), we would still have to bring the texture resolution from 1.5 down to what ever it is in the original.
    Post by: root670, Aug 12, 2013 in forum: Code Vault
  12. root670
    If anyone cares, I found that *.img files with a world code in it's prefix (like dh or di) are where level textures are kept. The image format seems similar to the DPX as you can see here:
    [​IMG]
    If it's similar to model textures, maybe Crazykat's tool could be modified to dump/replace world textures with modified ones from 1.5.
    Post by: root670, Aug 12, 2013 in forum: Code Vault
  13. root670
    At some point, will the translated ARD files be replaced with PPF or delta patches? With the current way of doing things, you're distributing copyrighted content. Everyone's opinions on piracy aside, it's much easier for Square to nail a C&D on this if binary files are released instead of patches. We wouldn't want the work that's been done so far to be for nothing ;)



    He's using Tile Molester... yes, that's that's the real name :).
    Post by: root670, Aug 12, 2013 in forum: Code Vault
  14. root670
    Optix Image Studio is the "official" TIM2 converter in case anyone was wondering.
    Post by: root670, Aug 11, 2013 in forum: Code Vault
  15. root670
    The new ISO builder works great! Good work everyone :)
    Post by: root670, Aug 11, 2013 in forum: Code Vault
  16. root670
    For files that contain TIM2 images, you can use this tool to scan, extract, and reinsert textures in bulk. It was able to extract 14 files when I tried it on title.img and can reinsert all of them in one command. Pretty nifty, huh?
    Post by: root670, Aug 10, 2013 in forum: Code Vault
  17. root670
    Would it be possible to stretch the stat numbers in the font? I see that the spacing looks a little weird. Excellent work on the rest of the font so far!

    And just a random finding that might be useful: If you have a save from the US version and would like to load it in Final Mix, you can easily convert it with a pretty high success rate.
    1. Open US Save in PS2 Save Builder
    2. RIght click BASLUS-0370-0? and choose extract
    3. Rename the file you extracted to BISPLS-25198-0? (replacing ? with the same value in the original save name)
    4. Open a Final Mix save in PS2 Save Builder
    5. Delete BISPLS-25198-0? from the save and replace it with the file you renamed in step 3
    6. Save the save file and use any method to add it back to the memory card.

    This might lead to some save corruption, but If you just want to jump to a part of the game that you were in from the US version, this is worth a try. If you're using PCSX2, MyMC can be used to extract and inject saves from memory card files
    Post by: root670, Aug 6, 2013 in forum: Code Vault
  18. root670
    What sort of service should be used to allow for collaboration on this? It would have to be a site/tool that would host all of the text files extracted from the ARD files and allow multiple users to edit and comment on the files. Something like Git or SVN might be overkill, but would allow for some flexibility. Then again, DropBox is much more simple and allows for revisions and collaboration. Bottom line is posting little translations for individual files within this thread is going to get supper messy and ineffective very quickly

    Also, I have a feature request: comment lines in the text extracted from ARD files. So any line starting with # or //, for example, would be ignored by ARDedit.exe. Useful for keeping notes and rough translations I suppose...

    One more thing: I noticed that if you replace the first 145 lines in dh01.ard-8.txt from FInal Mix with all the lines from the same file's US version, it all matches up properly in game (provided the text formats have been converted with your tool and the 2 font files replaced with your custom ones). This leads me to think that many more can be "translated" like this, as long as the same cutscene exists in both versions and has equivalent text in the same sections.

    Why the Final Mix version contains 15 additional lines in dh01.ard-8.txt is a mystery, but it does NOT end with "Obtained Postcard." like others commonly do.

    Again, crazycat, your work is invaluable and I appreciate that you've been continuing to help and provide tools and information to help with the translation.
    Post by: root670, Jul 10, 2013 in forum: Code Vault
  19. root670
    He/me/us/them/everyone is currently tring to figure out how strings are stored in the ARD files. I don't think a consistent pattern has been found yet.
    Post by: root670, Jul 4, 2013 in forum: Code Vault
  20. root670
    I tested a code made with the controller remapper and it worked with CodeBreaker.
    Post by: root670, Jul 4, 2013 in forum: Code Vault