Saturday, October 28, 2017

Xenogears Project Update #3

I've learned how to use the Xenoiso tool. The SadNES cITy guide didn't say it couldn't read subfolders. All files must literally be in the same directory. If you leave any subfolders in that folder, the tool will read it as if it were a file and will immediately stop rebuilding the ISO. And now that I know how to use it, re-inserting the files will be a lot less frustrating (the tool I was using before was Xenostudio, which is recommended only for inserting files with the same size of the original files. If the inserted file is larger than the original, even if just a little larger, it'll be trimmed down to match its original size, and if you test the ISO, the game would most likely crash at that point).

The kernel still needs to be completed, but all the deathblows are done (both human and Gear). I've finished the Gear names in the Battling minigame at Noatun, but only the parts which were actually text (the images with "text" on them still need to be edited). And currently, I'm working on the enemies' names which are displayed on the screen during battles, but I might have to redo them if I use a new, smaller font (This game uses a fixed width font, which looks so ugly). But I think it'll be for the better, this old font is so limiting. I started a topic at Romhacking.net asking for a variable width font. I hope someone capable reads it and joins me in my project. I need someone to apply Gemini's variable width font, which is a little too advanced for someone like me to do.

And here's some new screenshots, which were made possible thanks to Xenoiso:

If you've paid attention, I've added some indentations to the main text. The Japanese version had these too, but the localization team removed them, presumably to have extra space. And if thou hast noticed, now Queen Zephyr speaketh in archaic English! She speaks a little differently from the other characters in Japanese. She's always polite and her verbs in the negative often have the inflection -ませぬ (-masenu) instead of -ません (-masen). For example, she says ありませぬ (arimasenu) instead of the usual, formal ありません (arimasen). This is archaic Japanese, folks. Or at least, pseudo-archaic. :P

And here's a few new screenshots I took from Disc 2. SPOILER ALERT!!! Don't look if you haven't played the game yet!

It looks like the text shown in this last screen isn't actually text, but an image that is loaded from another file. I'll try to find them all.

And below are a few more screenshots, again, from Disc 2 (MAJOR SPOILERS AHEAD!!!)

I'll take more screenshots later. Stay tuned for more updates!

Wednesday, October 18, 2017

Xenogears Project Update #2

I'm currently working on the kernel files. You know, the main stuff, like weapons, abilities, spells, deathblows, etc. It's gonna take a while to finish it, they're 33 files, the biggest ones being the items and equipment. The descriptions are stored somewhere else in the CD. Oh yeah, I hope no one minds this, but most of the unused content will be renamed as "Dummy" to save some space.

And now that I've learned how to edit enemy names, their techs and their respective pointers, this project's gonna be a piece of cake. There's only one thing holding me back right now, and that is the Xenoiso tool. For some odd reason, it isn't rebuilding the ISO from scratch as it was designed to. It's stopping right at the first folder. :/ I really need it working properly, or else this project may never be finished.


Screenshots:

SPOILER ALERT!!!
Only look at the screenshots below if you've already played the game (or don't mind spoilers at all).


Monday, October 9, 2017

Xenogears Project Update

Here's a few new screenshots for you. I finished editing the chapter names that are written in the Memory Card, and just finished the world map. Now that I've learned how to use Xenocomp and ExtXeno, finishing this project will be a lot easier (although a little boring, heh). It looks like the pointers are working just fine.

However...


Looks like the world map doesn't read character name opcodes. I inserted Bart's name opcode there (or so I think), which caused a little glitch. Maybe I wrote the wrong hex value, I don't know. All the other locations look fine. Anyway, stay tuned for more updates!