Graphics editing

The official English localisation for Ar tonelico 2 was fraught with inaccuracies and otherwise left much to be desired. This area serves as a place for a team of volunteers to plan, organize, and discuss how to do it better. People who aren't directly involved with the project are welcome to offer their feedback and encouragement.

Re: Graphics editing

Postby Soukyuu » Friday April 15, 2011 10:42 pm

[ AT2_MOJI.tm2 | Download | Preview ]
[ AT2_MOJI3.tm2 | Download | Preview ]

I expected MOJI3 to be used in the extra menu but it seems it's another file (see preview pic). I edited everything, even if I don't know where it gets displayed.
Maybe someone with a complete save file can test those.

edit: in AT2_NAME1, do I change the Mint Block Mayor to Mint Ward Mayor? The wiki backup doesn't mention if we are keeping Mint Block or changing it.
edit2: AT2_NAME2, if I change "Big Sis" to "Young Woman", it will look very ugly.
Last edited by Soukyuu on Friday April 22, 2011 12:41 am, edited 1 time in total.
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Re: Graphics editing

Postby aquagon » Friday April 15, 2011 10:45 pm

I'm checking at the moment the files to see if I find other one that uses the "Replakia Catalog" set, but I haven't had any luck so far.

As for your questions:

1) Mint Block Mayor. It was decided that we're keeping Mint Block.
2) In which sense? It's too long to fit the space for the graphics?
Was ki ga rete omnis zash en crudea...
onaarr tyys ceefbb.
Ochis meya, baprou, zaebaralia sos...
chia zosph pheile simalea...

Image

WEL OLRY SIO, LE FEL HORY NEO FEL ORY, ARY SE WEL.
LEE WEL NEL FORY, ARIA SIE ESTIA WEL SE FEL ESTY.

Image
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Re: Graphics editing

Postby Soukyuu » Friday April 15, 2011 11:15 pm

aquagon wrote:2) In which sense? It's too long to fit the space for the graphics?

Yes. The stupid thing about those spaces, the game is only displaying pixels which are in the "Big Sis"/"Big Bro" boundaries, so even though I theoretically had the space to make them bigger, they will be simply cut off (already tested it with "Encylcopedia")

So I am somehow to fit 11 letters into the space of 6... after playing with pixels for half an hour, this is what I ended up with :meh: (don't mind the funky colors)
Image

top: normal size
bottom: sized down to fit into space

I was thinking about changing it to "Girl"/"Boy" but that doesn't fit any better than "Big Sis"/"Big Bro".
How did NISA come up with this anyway D:>
If they were able to translate the game, they should have known that in this case "oneesan" is not "big sis" x_x
Last edited by Soukyuu on Friday April 22, 2011 12:42 am, edited 1 time in total.
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Re: Graphics editing

Postby aquagon » Friday April 15, 2011 11:21 pm

*sigh* This is truly a problem... If we just had a way to get how the game draws the graphics in the screen...
Worst case scenario, we'll have to leave it as you edited it. Maybe it'd be a good time to begin searching for an ASM hacker, as well.
Was ki ga rete omnis zash en crudea...
onaarr tyys ceefbb.
Ochis meya, baprou, zaebaralia sos...
chia zosph pheile simalea...

Image

WEL OLRY SIO, LE FEL HORY NEO FEL ORY, ARY SE WEL.
LEE WEL NEL FORY, ARIA SIE ESTIA WEL SE FEL ESTY.

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Re: Graphics editing

Postby Soukyuu » Friday April 15, 2011 11:35 pm

Heh, how about this:
Image

It already looks worlds better imho. Just don't know if it will look OK ingame.

P.S.: It might not look like it, but it does fit into the displayed space dimensions
Last edited by Soukyuu on Friday April 22, 2011 12:42 am, edited 1 time in total.
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Re: Graphics editing

Postby aquagon » Friday April 15, 2011 11:41 pm

Well, it's not exactly perfect, but at least looks much better than the previous one.
Was ki ga rete omnis zash en crudea...
onaarr tyys ceefbb.
Ochis meya, baprou, zaebaralia sos...
chia zosph pheile simalea...

Image

WEL OLRY SIO, LE FEL HORY NEO FEL ORY, ARY SE WEL.
LEE WEL NEL FORY, ARIA SIE ESTIA WEL SE FEL ESTY.

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Re: Graphics editing

Postby Soukyuu » Saturday April 16, 2011 1:21 am

[ AT2_NAME1.tm2 | Download | Preview ]
[ AT2_NAME2.tm2 | Download | Preview ]
[ AT2_NAME3.tm2 | Download | Preview ]

Was able to edit everything except for Goro -> Gengoro (looked bad).
AT2_NAME0,4-7 also have some names, should I edit them too? Or are they already edited? (Miwa, Jacqli, Miora, Gluttomy, etc)

Now for the fun things. The space between "Man x" will stay huge, because the game sometimes uses the same texture cutting the index away. Since we can't change the cutting position nor pixel boundaries, this will have to stay.
"Young man" and "Young woman" look pretty bad ingame. Bad enough for me wanting to revert things actually :(

And here comes the fun thing:

Image

Where did that come from? It's there in the unmodified .iso too.
Do we have the means to change which name will be shown above the dialogue? If yes, then there shouldn't be a problem at least with the "young man".
Last edited by Soukyuu on Friday April 22, 2011 12:44 am, edited 1 time in total.
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Re: Graphics editing

Postby aquagon » Saturday April 16, 2011 1:47 am

Well, void's evd repacker edit has made possible to change names, so that would drop one problem off the list (and that name title was in AT2_NAME0, so seems I simply missed it :^_^;: ).

As for the other names, Kari did the editing for them, but I think that some Song Magic names needed editing, too. Here are the edited TIM2s:

http://metafalica.metalbat.com/aquagon/ ... E0-4~7.rar
Was ki ga rete omnis zash en crudea...
onaarr tyys ceefbb.
Ochis meya, baprou, zaebaralia sos...
chia zosph pheile simalea...

Image

WEL OLRY SIO, LE FEL HORY NEO FEL ORY, ARY SE WEL.
LEE WEL NEL FORY, ARIA SIE ESTIA WEL SE FEL ESTY.

Image
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Re: Graphics editing

Postby void » Saturday April 16, 2011 8:36 am

I much prefer the unlocalised "Big sis" to the inconsistently sized multiline young woman. I'd prefer to revert that and young man too :/

Yes, you could potentially change the names to use a different id (and thus name image). If you can find an unused long name (and I think some exist, I found a "Nonsyllable Lakra" the other day when trying to pick apart the erx files :huh: ), you could even put young woman there instead, and switch all instances of the "Big sis" id to that - however this creates some ample opportunities for inconsistencies and new problems to creep in (like long names overflowing the short in-game speech bubbles, or some references to the old id being left in), and some of the references to it (particularly in this case) will also be in the background talk files, which we can't alter yet.
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Re: Graphics editing

Postby Soukyuu » Saturday April 16, 2011 7:10 pm

void wrote:Yes, you could potentially change the names to use a different id (and thus name image). If you can find an unused long name (and I think some exist, I found a "Nonsyllable Lakra" the other day when trying to pick apart the erx files :huh: ), you could even put young woman there instead, and switch all instances of the "Big sis" id to that

I think we could keep it as a backup option.

however this creates some ample opportunities for inconsistencies and new problems to creep in (like long names overflowing the short in-game speech bubbles, or some references to the old id being left in), and some of the references to it (particularly in this case) will also be in the background talk files, which we can't alter yet.

Old references I understand, but they shouldn't be overflowing the speech bubbles, because the old name we overwrite would fit.

So, should I revert to Big Sis/Bro for now?

edit: AT2_NAME6: Shouldn't "Glutomy" be "Gluttony"? I didn't get that song magic for Jakuri yet, so I don't know if it makes sense, but from just reading "gluttony" makes more sense...
edit2: AT2_PARTS: Another problem image, is opened as 4bit while it should be 8bit. It's getting easy to recognize such images, usually you can see some inconsistent part in the image itself, like "leftovers" from some other stuff.
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Re: Graphics editing

Postby aquagon » Saturday April 16, 2011 9:41 pm

I guess we should revert them for now.

As for Jakuri's song magic, it's indeed Glutomy, and it doesn't have anything to do with gluttony.

And we'll have to seek some method to edit these problem images without mangling them...
Was ki ga rete omnis zash en crudea...
onaarr tyys ceefbb.
Ochis meya, baprou, zaebaralia sos...
chia zosph pheile simalea...

Image

WEL OLRY SIO, LE FEL HORY NEO FEL ORY, ARY SE WEL.
LEE WEL NEL FORY, ARIA SIE ESTIA WEL SE FEL ESTY.

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Re: Graphics editing

Postby Soukyuu » Saturday April 16, 2011 10:35 pm

I've just found something interesting in OPTPix.
If you have 2 or more images open an open the Edit menu, there is and option "Edit Linkage" and "Divide". So it seems one can link pictures?

edit: definitely yes. if you have the dive therapy pictures open and set the size to 128x128, all of them with the exception of P5 appear in the list.
edit2: i've read a bit about linking in the help file, but i don't see the connection between those images, especially with P5 being 512x256 instead of 128x128. Simply reconnecting them screws the whole palette up. Anyone got an idea?
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Re: Graphics editing

Postby Soukyuu » Sunday April 17, 2011 5:42 pm

[ AT2_S_NAME.tm2 | Download | Preview: Luca | Cloche | Jakuri ]
[ AT2_SONG_P1.tm2 | Download | Preview ]
[ AT2_SONG_P3.tm2 | Download | Preview ]
[ AT2_NAME0~7.tm2 | Download | Preview ]

Some random thoughts again:
Does it really make sense to change Replakia to Replekia? Sure, it is the original name, but "Replakia" is read in English as "Replekia" is read in Japanese, isn't it? Wouldn't it read itself as re-p-li-kia after the edit?

edit: AT2_SONG_P3: I changed "Rec. Burst" to "Req. Burst", "Burst Requirement" wouldn't fit. I could also change it to "Burst Req." and "Progress Trend" to "Progress Req." OR simply "Requirement" if you want.
edit2: I stumbled on some mistakes on Kari's edits of NAME0,4~7, mostly minor things like pixel leftovers, but NAME0 and NAME7 had boundary issues (see preview pic) and corrected them.
Last edited by Soukyuu on Friday April 22, 2011 12:48 am, edited 1 time in total.
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Re: Graphics editing

Postby Soukyuu » Sunday April 17, 2011 11:21 pm

Kari wrote:Yes, the names are there, but those graphics are really hard to edit. The text and the background are the same color, but there's something in the alpha code that drops the BG in the game. It's also a gradient background, so replacing the colors is pretty tough.

I've reached those images myself now. I think I figured out an "easy" way to edit those, but boy was it hard to figure it out...

Instructions for future reference:
01. open one of dei_txx images with OPTPiX
02. save palette as .bap
03. save image as .psd
04. open image with photoshop
05. change to "channels" on the "layers" widget
06. click on the alpha1 channel and activate it. Now you will be only editing the alpha channel

Image

07. proceed with editing, save when done
08. open .psd with OPTPiX. It will load it as 24bpp + alpha
09. right click on the image and select color conversion
10. select these settings on the tabs:

Image

-> load the palette you extracted in step 2 here (has to be done for each image, don't forget it like i did... :<_<: )

Image

Image

11. click "color reduction", cancel turns to finish, click finish to close the window
12. if you press ctrl+E on both the original .tm2 file and the newly created copy of your edited .psd, you should see something like this:

Image
top: original file; bottom, my edited file

edit: The same method can be used for "problem" images a la Replekia/IPD radar, way less hassle than going through the palette switching colors. Just make sure you edit the image AND the alpha channel
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Re: Graphics editing

Postby Soukyuu » Monday April 18, 2011 12:10 am

[ ATLAS_MOJI1_1.tm2 | Download | Preview: 1 | 2 | 3 ]
[ ATLAS_MOJI1_2.tm2 | Download | Preview ]
[ dei_txx.tm2 | Download ]

Can't test the dei_txx files ingame because i don't have a save anywhere near Deathlandia. Same for GB Mothership of ATLAS_MOJI1_2
Also, I didn't edit Gaea: xx -> Deathlandia: xx nor Sky Plains -> Celestial Plains, because they do not fit into displayed boundaries.
Should I edit Gaea: xx -> Deathl.: xx? Or just leave out the prefix completely?

Oh and AT2_NAME0~7 are updated (same link, dropbox auto-refresh)
Last edited by Soukyuu on Friday April 22, 2011 12:55 am, edited 1 time in total.
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Re: Graphics editing

Postby aquagon » Monday April 18, 2011 7:09 pm

We decided to modify Replekia due to being the title used in the Hymmnos Concerts, and anyway, all of the other graphics have been edited to match. That only leaves us with the Extra menu problem image.

And maybe it'd be a good idea to drop off the prefix from the Deathlandia areas.

By the way, if you need a save for testing the Deathlandia and GB Mothership changes, I think I have a Phase 2 save I can send you.
Also, it's a shame we couldn't modify the Sky Plains title.
Was ki ga rete omnis zash en crudea...
onaarr tyys ceefbb.
Ochis meya, baprou, zaebaralia sos...
chia zosph pheile simalea...

Image

WEL OLRY SIO, LE FEL HORY NEO FEL ORY, ARY SE WEL.
LEE WEL NEL FORY, ARIA SIE ESTIA WEL SE FEL ESTY.

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Re: Graphics editing

Postby Soukyuu » Tuesday April 19, 2011 1:44 am

SURPRISE!

Image

No, I didn't figure out how to change pixel boundaries. Looks like in that particular case, there are none. Sadly, the space in the file itself is still not big enough to fit all of the Deathlandia: xx, so I just killed the prefix as you said. I also reverted back to Sky Plains for this file until we can edit it in other files too.

Aquagon, if you have the saves for Phase 2, feel free to send them to me. Oh and also a save of Jakuri's cosmosphere not deeper than level 5 (don't want to spoil myself :o ) if you happen to have one. Can't test the "Travel Basket -> Inn" and "Reika's Ward" for same reason, I'll leave testing those to you :^^;:

Anyway, I edited everything editable, for detailed report see my post in the progress thread.
Link to the complete package is there, too.
Last edited by Soukyuu on Friday April 22, 2011 12:56 am, edited 1 time in total.
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Re: Graphics editing

Postby aquagon » Tuesday April 19, 2011 8:03 am

Ok, here is the Memory Card containing my save files: http://www.4shared.com/file/KkO9ZqCe/Mcd001.html

There are two for the two Phase 2s, one with Jakuri's CS at Lv. 5, and others at some points at the story, but it should suffice for you to test up the changes. As for the Reika Ward and Inn ones, I'll start rebuilding the ISO now to test them.

EDIT: Ok, I've tested the changes, and here are the images of how they turned out (and there was a quite large surprise in there)

Image

Image

Image

Image

It seems that the destination text graphics for the Cosmospheres need to be edited too (from what I saw in the Inn and Reika Ward ones), and they could be the ones we took as masks or shadows.

Also, while I couldn't check Luca's Deathlandia due to my saves being beyond that point, I noticed that in Cloche's, most of the edits turned out perfect, but others, caused some problems with the area names, as you can see in the images:

Image

Image

Image

Image

The problematic areas are these: Tangy Alley, Tainted Sky, Love Flow, Star Desert.

And here is the largest "WTF!?" I've seen tonight:

Image

Also, I don't know how, but it looks like MOJI3 is after all the one for the Replekia Catalog. Although I didn't anything different in this last rebuild...
Was ki ga rete omnis zash en crudea...
onaarr tyys ceefbb.
Ochis meya, baprou, zaebaralia sos...
chia zosph pheile simalea...

Image

WEL OLRY SIO, LE FEL HORY NEO FEL ORY, ARY SE WEL.
LEE WEL NEL FORY, ARIA SIE ESTIA WEL SE FEL ESTY.

Image
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Re: Graphics editing

Postby Soukyuu » Tuesday April 19, 2011 3:00 pm

Ok, first things first: looks like i simply forgot to repack AT2_MOJI3.tm2 into my iso. 本当にすみません!
Now it appears correctly. One problem dealt with, yay!

Now about Cloche's Deathlandia, you have some weird rendering bugs going on there! Is your installation up-to-date?
This is how it looks for me:
Image
Image
Image
Image
I also checked it on my PS2 (HDloader + converting savegames to PS2 is win :D ) and it looks ok too (I hate that TV's quality):

Image

As for the "masks", yeah you are right, those should be destination names. Going to edit them now.

edit: I just had the biggest WTF moment ever. For some reason, after the last repacking, I now have the JAPANESE intro, not the English one?!
edit2: Ok. Aquagon, what did you do with your saves XD If I use my save file, I get the English intro. If I use yours, I get the Japanese one, using the same .iso (undub)
Last edited by Soukyuu on Friday April 22, 2011 12:57 am, edited 1 time in total.
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Re: Graphics editing

Postby Soukyuu » Tuesday April 19, 2011 7:31 pm

I took a look at the rest of images edited by Kari. BTL_IPD_NO.tm2 is another problem image. The original image has orange hues (256 color), while our edited one is grayscale (16 color).
Also, there are some unedited I.P.D. text in some of them, going to clean up those next.

edit:

OMAKE_MOJI1 had weird blending artefacts
OMAKE_MOJI3 had a typo, "Seperation" instead of "Separation" <- this wasn't even on the edit list, found the typo coincidentally while searching for letters to fix MOJI1

Not sure where those are used, they seem to be Cosmosphere level names?

Anyway, here are the updated files: [ Download ]

edit2: IPD_HOGO_P1.tm2 is also a problem image! This explains why you were talking about IPD messages (cleared etc) being hard to read in the old thread, they ARE colored even in the US version, just that after editing the file it turn grayscale.
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