Re: Sakura Wars 3 English Translation Project
Posted: Wed Jun 01, 2022 12:44 am
These are Flycast texture dumps of the battle system interface graphics we're searching for. Unit names are also stored as graphics.
Luckily the textures are uncompressed, so it was easy to find. It's seems like they're duplicated in multiple battle directories. This one I found is in SLG/G01/SMAP01.ESM at offset 0x1a10f8: This is a very basic and incomplete program I was working on to work with PVR textures. It can view .PVR files and scan through and display uncompressed raw texture data. At the moment, it's crash prone if you use it wrong, and the UI is cumbersome (need to mostly use the mouse, not keyboard, when scanning through raw data), but it's just enough to display 16-bit textures. One thing I had planned was that you could replace graphics when you find a texture, for modding games, but I never got around to it.The Opponent wrote:These are Flycast texture dumps of the battle system interface graphics we're searching for. Unit names are also stored as graphics.
Thank you for this discovery. Incidentally, yesterday I was searching for text related to tactical decisions during the combat sections and found that some of them weren't in the script files. They were also located in SLG/G01/SMAP01.ESM, and duplicated in other ESM files. These text data blocks have a different format from the script files, but changing them to longer strings presented no apparent issues. To replace this text, I manually pasted the translated text into the ESM file to replace the original text block.TapamN wrote:Luckily the textures are uncompressed, so it was easy to find. It's seems like they're duplicated in multiple battle directories. This one I found is in SLG/G01/SMAP01.ESM at offset 0x1a10f8:The Opponent wrote:These are Flycast texture dumps of the battle system interface graphics we're searching for. Unit names are also stored as graphics.
Screenshot_2022-06-01_04-00-14.png
This is a very basic and incomplete program I was working on to work with PVR textures. It can view .PVR files and scan through and display uncompressed raw texture data. At the moment, it's crash prone if you use it wrong, and the UI is cumbersome (need to mostly use the mouse, not keyboard, when scanning through raw data), but it's just enough to display 16-bit textures. One thing I had planned was that you could replace graphics when you find a texture, for modding games, but I never got around to it.
Edit:
Semirelated story: The disc drive on my orignal Dreamcast died while placing ST3. While I was playing, I stopped to eat, and the disc drive spun down. When I got back, the drive would no longer spin up. If I held the lid sensor closed, I could see the disc jiggle a bit when it tried to spin up, and if helped give it a start by spinning it with my finger it could only run at around 0.5x speed for a bit until it gave up. That DC lasted about 7 years (I got it 2000 when the price dropped to $150, and it died in 2007). My current main DC I got to replace it has been working fine since then.
That 128x128 region is ARGB1555.The Opponent wrote:However, there are two menu elements that appear to be in a different format from ARGB4444.