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Chase-san

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Posts posted by Chase-san

  1. I ran my calculations on their latest git, rather then the latest patch. It's a decent for comparing.

    Main we have about the same percent translated, not to say we have the same things translated. But in total, about the same amount. For story we have about 8% ahead of them at the moment, but they have been working hard far as I am aware. So they will probably catch up eventually.

  2. A beta release, I do not own white 2 so I cannot make a white 2 patch okay?

    This is from the private dev git is being used at the moment. We are about 2% total ahead of PSN, 8% in story (30% vs 38%) and about 0.3% in main (both about 74%).

    Assuming everything took and worked as expected of course. As I mentioned before, I do not make the patches usually.

    Most of the team have been off busy with life, so we haven't had much time to work on it, but as always we have a decent amount of work done.

    It is trimmed only. Sorry about that. We have a large patch of changes from a private contributor who only wanted to be referred to as Acyd. So thanks to him.

    Also did some work on the pokedex, having gained permission from someone who had translated the pokedex to use their translations. I never got told who, but I did get a copy of the translations to be used, so hopefully we can get credit where it is due.

    This is a development release, meaning if it doesn't work for you, go back to v4.

    Beta 4.1 Developer Release

    Changelog so far:

    Pokedex translations (unknown! please let me know!)

    Seven Sages (acyd)

    Random misc chat dialog around the game (me)

    Unity Tower stuff (acyd)

    More stuff at the beginning (acyd,me)

    Minor Entree stuff (acyd)

    minor PokeStar stuff (acyd)

    Pretty much all black city/white forest stuff from people who move to them (me)

    lost-and-found (acyd)

    Decent amount of before and after battle chat text (me)

    More Entralink stuff (acyd)

    Minor Fes Mission stuff (acyd)

    Pokedex route search (acyd,me)

    Other misc translations (acyd,me)

  3. 50% translated, heh, no so sure that is accurate. Calculating an actual % is not a simple task.. well actually it is, now that I think about it. Let me give it a try. I will write a program to analyze the actual text and give me some HARD numbers on the matter. WITH SCIENCE.

    Using the very latest of this very second git pull from each.

    PP Main: 43642 lines out of 60405 total lines translated: 72.248986%

    PP Story: 4318 lines out of 13085 total lines translated: 32.999618%

    PSN Main: 42476 lines out of 60406 total lines translated: 70.317518%

    PSN Story: 2109 lines out of 13087 total lines translated: 16.115229%

    PP Total: 65.26058%

    PSN Total: 60.66564%

    So yeah, okay they are over half done. But so are we.

    So PP is about twice as far on a % basis on the actual translation of the story narc. The other one is a wash and we are about even % wise. But PP does try to aim for accuracy.

    I also notice they seem to have had a handful of extra lines sneak into their translation files, they have 3 extra lines total then we do.

    The god awfully simple program I use to calculate this.

    ----

    Which leads me to a status update...

    We have a boatload or two of misc story text translated and a good bit of the normal text even more translated. You can expect a lot more of the things trainers say after battle translated, signs, championship text, menus, etc etc etc. To be translated.

    Just spent 6 or so hours on merging Kaarosu's translations, and I also tackled a number of rather impressive bugs in the system and weirdness should be much less... hopefully. Always a chance something we did completely broke it.

    As for the patch well. It should be incoming sometime before the actual US release. But when exactly, I can't say. I don't make the patches. I just help translate. (and write programs, i'm good at that).

    Edit: It is being tested now as I understand. But that means nothing if we find bugs.

  4. What GUI you use doesn't matter. An xDelta patch is dumb (that is, it is unintelligent). It knows nothing about NDS files. Trimmed or otherwise.

    xDelta changes one thing into another based on a binary diff (difference). It will ALWAYS trim the rom, no matter what magical chanting or voodoo you use during patching. Because the original binary diff was done on a trimmed rom.

    But aside from that. The xDelta Lite Patcher uses xDelta 3.0.0z where as the old xDelta GUI uses xDelta 1.1.2 the two versions are not compatible at all and barring divine intervention neither will ever support the others patch files.

  5. Added the source for anyone who wants to try and work on this. I am not giving support on how to use it.

    If you don't already know how, or you cannot figure it out on your own, you really shouldn't be messing with it in the first place.

  6. I have a problem. When I am trying to make Pokemon shiny' date=' I generate it to male and it turns out female. I put it to female and it goes to female again. How do I get a male one?[/quote']

    No idea, must be something wrong with my gender number for that pokemon or I screwed up a toggle in the code.

  7. unfortunately Codr said he wasn't going to be helping him. i just got a reply from him saying so

    Pretty much means I will not make a PPSE-DS for black and white.

    To even consider it I would like at the very least.

    Needed for Black and White PPSE-DS:

    Working code in some language for b/w checksum fixing, or a REALLY good description.

    All information on the change in pokemon data structure between 4th and 5th generation.

    Verified addresses in the save of pokemon, items, and trainer data values.

    A little information on the text format.

    These would help

    Item Index/Name lists.

    Pokemon Index/Name Lists.

    Race Information List (base stats)

    Pokemon Sprites for 5th gen

    Any other relevant information.

    Also alternatively one of these:

    Interest in playing B/W more and a kick in the head to get me started.

    OR

    Some other incentive to do so.

    I add this last part because I haven't really played much into black and white and kinda lost interested after that big city with the bug gym. (can't even remember the name)

  8. Well, while I have black and white. To make PPSE-DS for it I would rather like to have the support of Codr, so bug him. :)

    If he agrees then its, a possible maybe yes. As for blackmail, well. Whatever you like. :)

  9. its possible that the program got segmented when transferring over, try backing up reformatting and moving everything back (but otherwise there are no really signfigicant changes, aside from moving to libfilesystem and an updated libnds/toolchain, and I cannot do anything about any of those 3). The old lib I was using efs lib, stopped getting support awhile ago, same with ulib.

  10. [edit by evandixon] The important images are gone. So this article won't help much. However, in a below reply, M@T has provided a tool to do this for you. It even comes with B2/W2 support now! http://code.google.com/p/pokemon-signature-editor/

    [original post]

    Here is an example of my heart gold!

    super_sig.png

    Cute isn't it!? I think so, and this trick is what I will be showing you today.

    Limitations:

    The signature field only has 2, count them, 2 colors, black and white. Meaning no full color images, no aliasing, none of that. As you can see from above, the results can be pretty decent however.

    What you need:

    A RAW pokemon SAV file.

    Photoshop (or another image editor, but I will provide zero support for these)

    wingrit (I know how it works, and could have made something that does the exact same thing, but what would be the point, eh?)

    HxD (or another hex editor, but I will provide zero support for these)

    Pokegen

    Step 1: Get a lineart you really like!

    Generally try to choose something with line detail and little in the way of shading or big blotches of white or black.

    I choose this, mostly because it will be really hard, so I can go over everything you need to do. :)

    pokemon.png

    This is originally by behindclosedeyes00 on DeviantArt, however I modified it to make it harder to convert over.

    Step 2: Crop and convert to greyscale.

    the image has lots of extra space, grab hold of the crop tool, and cut it down to size.

    crop.jpg

    Once that is done, make it greyscale.

    greyscale.jpg

    You should end up with something like this.

    pokemon2.jpg

    Step 3: Level the playing field some more, with levels!

    Goto the levels command in the image->adjustments menu.

    levels0.jpg

    And adjust it so it gets rid of most of the unwanted dimness and so on.

    levels1.jpg

    My final values for this image, we're actually 191 and 193.

    Step 4: Time to resize and crop.

    Find the width of the displayed image you want and use the crop tool to size it. Make sure to keep the full height of the image. Keep in mind how small the image will eventually be.

    crop2.jpg

    Once cropped, resize the width of your image to 192 pixels wide.

    resize0.jpg

    resize1.jpg

    resize2.jpg

    You will notice it once again has aliasing, this is expected.

    Now adjust the vertical, using the canvas resize tool, this will allow you to move the layer up and down with the arrow keys. This time you want to make the height 64 pixels high. Make sure it is not a locked 'background' layer, double click a background layer to bring up a dialog to

    convert it to a normal layer (default settings works fine).

    resize3.jpg

    resize4.jpg

    And.. wait, this is terrible.

    resize5.jpg

    Whoops, well I cannot fit a good scene into this, so, go back and redo it from the initial crop (you can use ctrl+alt+z to go back several states in photoshop). Here I did it again. I also did some other minor editing outside the tutorial.

    resize6.jpg

    Step 5: Level again and make it a bitmap!

    Level again, be sure to be zoomed in and do this carefully, as this will determine the final level of detail in your end image. Thickness of the lines, get the two ends as close as possible during this step.

    Once that is done, you need to convert it into a bitmap.

    bitmap.jpg

    None of these settings should matter much in our case.

    bitmap2.jpg

    Save it as a BMP with these settings!

    saveasbitmap.jpg

    Be sure to save it as somewhere you can find it.

    Examples of finished pieces.

    finished.jpg

    Step 6: Time to get down to the grit.

    Drag and drop your new bitmap image onto wingrit, I hope I do not have to explain how drag and drop works.

    Then goto View->GBA Export, and use these settings! But save it somewhere more convenient.

    grit_settings.jpg

    Now click okay.

    Step 7: Down to the dirty work.

    Find your "sig_image.img.bin" and then drag and drop your sig_image.img.bin into hxd, yes, drag and drop into (meaning you should have it open already). But you can open it any other way as well if you like. Select all 0x600 bytes of it and copy it (ctrl+a then ctrl+c works).

    Now open your save file in HxD (you can drag and drop it as well, no adverse effects will occur by dragging it on top the other file)

    Now where you have to put it varies by game. Here is the list.

    • Diamond & Pearl
      1. 0x5904
      2. 0x45904

      [*]Platinum

      1. 0x5BA8
      2. 0x45BA8

      [*]HeartGold & SoulSilver

      1. 0x4538
      2. 0x44538

      [*]Black & White

      1. 0x1C100
      2. 0x40100

    You should put it in both locations or it might not work (50/50 chance unless you know how to determine which is active ;)

    Now goto these location in the rom (you can use Search->Goto or Ctrl+G), and then goto Edit->Paste Write (or Ctrl+B).

    After your done, save it.

    Step 8: Pokegen to the rescue to fix your checksum!

    Now open pokegen, goto Options->Ignore Save File Checkum. Close it.

    Now drag and drop your save file onto the icon.

    Now goto File->Save [save file]

    Close pokegen

    Step 9: Load and run, and pray you didn't screw up.

    There you go, an awesome image for your signature!

    super_sig2.png

    [edit by evandixon]

    Seeing that the images are gone, outside urls can sometimes die. I've attached a mirror of grit/wringit just in case its website dies. HxD should be easily obtainable elsewhere if its website dies.

    grit-0.8.6..zip

    grit-0.8.6..zip

  11. I am not particularly proud person. But PPSE-DS does eat into my other projects and time considerably. Time otherwise presuing more interesting things. Like writing regex editors and doing fun stuff with pointers.

    So therefore to help justify the time I spend on it, I am going to allow people to donate to me. This will help persuade me to update more quickly/often.

    donate_ppseds.png

    Usually I would find asking for donations abhorrent. But as that just said, it is a donation. It is not a requirement, the application, like always, will remain 100% free.

    It is not blackmail either. I will still work on this program... eventually. However it is currently both in the "if I feel like it" and "when I have time" categories. If I decide to buy Black/White, it may enter back into my "in my own interests to work on", but the US release is several months away (Spring 2011 right?).

  12. Okay, here is r11, I took a few hours out and hacked in some more stuff.

    Download

    Oct 13, 2010: r11

    + Finally added PID/Nature/Shiny generation.

    + Added Friendship and Egg Steps modifier.

    + Added Move PPup modifier.

    + Added hardware key controls for the directory menu.

    = Tweaked some colors.

    = Expanded click range for contest stat pentagon to include its name.

    = Fixed the problem with the keyboards only being able to erase a single character.

    ! Known issue, adding PP up does not increase the seen or in game CURRENT PP amount. (just heal or boxtrick to fix this, a minor issue)

  13. http://www.csdgn.org/files/psds/PPSEDS_r10_5.7z

    Should work with more cards/flashcarts. I used my customly designed argv hack I developed in the past year.

    It also replaces efslib with libfilesystem (faster, more stable, and such).

    Removed a delays on boot, so booting into the app is faster.

    it also has a snazzy new theme/logo/icon/music those are just decorative and easy to change.

    NO NEW FEATURES, JUST FIXES

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