the unreleased code veronica x for dc

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

  1. truemaster1

    truemaster1 Intrepid Member

    Joined:
    Nov 10, 2015
    Messages:
    660
    Likes Received:
    331
    if you have experience with texture creation it will be somewhat easy. i dont know a thing about that. i create a bmp with 512x512 and paint it all black now i have to put the texts in white color but how? txt copy wont paste on bmp. @fafadou nobody has denied to give help to anyone dont worry
    edit i think i got it. every start is difficult. heres a proof of concept @pitito youre more advance on this compare to me what you say im doing good?
     

    Attached Files:

    Last edited: Nov 6, 2019
  2. yzb37859365

    yzb37859365 Spirited Member

    Joined:
    Jul 14, 2013
    Messages:
    198
    Likes Received:
    139
    My English is too poor:(
    If you have any questions, please send a picture to explain:(
     
    truemaster1 likes this.
  3. truemaster1

    truemaster1 Intrepid Member

    Joined:
    Nov 10, 2015
    Messages:
    660
    Likes Received:
    331
  4. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
    Yes, you are doing well, just do not fill the texture with text or it will leave the screen
    a test of mine

    [​IMG]

    then you save as bmp 16 colors and create the pvr according to the above
     
  5. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
    Fix animation when saving part 2
    1st_read
    Offset
    11FECE-->03-->06
    11FED6-->06-->09
    11FEE4-->05-->08
    11FF40-->04-->07
    11FF48-->07-->0A
    11FF80-->04-->07
    11FF92-->04-->07
    11FFA4-->05-->08
    11FFB6-->06-->09
    11FFC8-->07-->0A
    11FFD8-->07-->0A
    11FFE0-->11-->1C
    11FFEA-->F9-->F6

    Tested with Claire and it works correctly

    I haven't tried it with Chris

     
    truemaster1 and fafadou like this.
  6. fafadou

    fafadou Enthusiastic Member

    Joined:
    Aug 3, 2016
    Messages:
    583
    Likes Received:
    245
    No problem dear @yzb37859365 :)
    I'll try to resume simply in english and chinese from google translate :

    In the European version of the game, documents texts are read from the sysmes.ald file. It's text.
    In the Japanese version of the game, the texts are images from ITEM.AFS
    To avoid putting all texts in pictures in the ITEM.AFS. We would like to import European operation from sysmes.ald.

    在游戏的欧洲版本中,文档文本是从sysmes.ald文件中读取的。 这是文字。
    在日语版的游戏中,文字是来自ITEM.AFS的图片
    为了避免将所有文本放在ITEM.AFS中的图片中。 我们想从sysmes.ald导入欧洲时装
     
  7. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
    I think Yzb made this clear, Fafadou, that there is no need to do so since the documents are in textures.

    In addition, the full version sysmes.ald would not be compatible since it contains a new menu when loading games from the original game and the European one does not have that menu with that text, therefore the documents would not be synchronized and you would have to redo sysmes.ald
     
    truemaster1 likes this.
  8. truemaster1

    truemaster1 Intrepid Member

    Joined:
    Nov 10, 2015
    Messages:
    660
    Likes Received:
    331
    i can confirm the fix is working with both chris and claire. @fafadou hes right. try to use @pitito moded sysmes.ald he had put text to the load compatibility menu but the files are showing wrong go here 2nd treat you will see a screenshoot of mine that show it https://assemblergames.com/threads/the-unreleased-code-veronica-x-for-dc.62584/page-24
    so even if the read from sysmes.ald is enable you have 3 choices
    1 change most if not all pointers of sysmes.ald hard as hell
    2 leave the sysmes.ald complete intanct the compatibility load menu will be with only the arrows (ugly)
    3 completetly remove the compatibility menu from 1st.bin, theoreticly it can be done, and is something i would like to do. this menu is only on dc complete and will confuse anyone new in this
     
    pitito likes this.
  9. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
    Ok thanks for confirming

    All afs are the same on disk 2, except item.afs
    The last textures of item.afs on disk 1 are those of the end of battle mode and those of item.afs on disk 2 are those of the end of the story.
    It's the only thing that changes everything else is the same :)
    I start to pass RDX on disk 2

    I have two questions regarding other games I don't know if you could help me
     
    Last edited: Nov 6, 2019
    truemaster1 likes this.
  10. yzb37859365

    yzb37859365 Spirited Member

    Joined:
    Jul 14, 2013
    Messages:
    198
    Likes Received:
    139

    what game?what questions?
     
    pitito likes this.
  11. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
    I have left you an MP not to divert this thread
     
  12. fafadou

    fafadou Enthusiastic Member

    Joined:
    Aug 3, 2016
    Messages:
    583
    Likes Received:
    245
    Is there a part 1 ?
     
  13. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
  14. truemaster1

    truemaster1 Intrepid Member

    Joined:
    Nov 10, 2015
    Messages:
    660
    Likes Received:
    331
    im urge to play cv 1st version just to verify that my editings of the files is correct. and try to make the edited one as much as i can close to the original form. i make a save and the animation sound and write speed has some difference. text is ok though. can i do something to tune it a little? if not not big deal.
     
  15. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
    This offset adjusts the speed
    11FEE4-->05-->08
    and the previous 4 bytes too
     
    truemaster1 likes this.
  16. fafadou

    fafadou Enthusiastic Member

    Joined:
    Aug 3, 2016
    Messages:
    583
    Likes Received:
    245
    It's for the speed of the typewritter ? I undersand well ?
     
  17. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
    Yes, that exactly
     
    fafadou likes this.
  18. truemaster1

    truemaster1 Intrepid Member

    Joined:
    Nov 10, 2015
    Messages:
    660
    Likes Received:
    331
    maybe this will be halpfull. during creation of the report enchanced alloy file. the txt i extract from tbl has the greek letters α Σ as alfa and gamma.
    im positive in your language this game file has the same greek leters so insted of writing them in the new pvr as alfa-gama
    the right is for alfa=α for gamma=Σ
     
    fafadou and pitito like this.
  19. pitito

    pitito Spirited Member

    Joined:
    Mar 8, 2015
    Messages:
    171
    Likes Received:
    149
    I just realized
    Σ = Sigma and not Ganma
    I have to correct that document
     
    fafadou and truemaster1 like this.
  20. truemaster1

    truemaster1 Intrepid Member

    Joined:
    Nov 10, 2015
    Messages:
    660
    Likes Received:
    331
    yes Σ is sigma or in greek Σιγμα. in the game you take 2 items the clement α and clement Σ and there is i file document that write about them. i dont know if they appear as α or Σ on spanish or francais versions. in english they are for sure. and im saying this just in case you or @fafadou dont remember well the particular file heres the original english one. i have finish half of the files and i have also pass them to the game they look good. and after the files are done i will tune the save speed of animation
     

    Attached Files:

    Last edited: Nov 8, 2019
    fafadou and pitito like this.

Share This Page