Hello there, just registered here and posted a small into in the approriate thread. I have read a bit of the rules, and i think I am doing ok, so if I am breaking any please let me know.
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As the title says, I found some PS2 gems lately, and one of them was Detective Conan: Legacy of the British Empire. At last i found a really mystery PS2 game.
I believe it is awesome, but as you know can;t play it because i can't understand it lol. I am a PS2 lover and have done thousands of thing with it.
I spent one days to find how the files were packed and at last i found it, so I can extract them all, I still have two mystries but I think i will figure them out. Since the rules state that I must have a group and post progress, I sadly say that I do not have a group and I am in need of a: 1.
Japanese Translator/Speaker, wiling to help at his/her free time. Graphics Editor, there are some tough graphics mods to be done, but we all have to learn. If I am not mistaken there is a section here when you post about what you need, and if there is i will post back on it. My progress: The game has one DATA folder, which is composed of.HED(map files) and.DAT files. I found how to unpack it, read a bit about aluigi quickbms and made a simple script which extracts almost all. It can extract almost 80% of the files, because two.HED files contain headers for folders which i need to study them a bit more.
So far: TITLE.DAT extracted. Contains TM2 files which we can mod. Those are textures for the main menu. There are also.uad file which if anyone knows what they can be, and what can open them, i would really appreciate it. STATUS.DAT extracted.vpl files, they begin with sp00x.vpl. I think the sp means speech and this means these are the Japanese texts. 2DMAP.DAT, - MAP data.
MOVIES.DAT -, rextracted, contain.ag file(audio) and.ipu which are.m2v files which i still do not know how to decode them. But i know how to create them. We can't translate audio, but the movies are short, and not all of them contain game player speaking, so the number of translation is reduced. I was think of adding subtitles and converting them back to IPU(which like i said i know how to do.) EXTRA.DAT -. Same as tile, contains some artwork and more, extracted. ROOT.DAT -, here are the knj01.dat, knj00.dat and english.dat. I suppose 'knj' means kanji and this means here is the font file and we are lucky, and there is also english, which means english font file.
The game has some english strings like 'Press Start button', 'Loading', and some more. So all we need to do is replace the knjxx.dat and font problems is gone.There are also some.db files which I still need to see. SYSTEM.DAT- contains two static.txt config files. Alot of video modes, and 10 language and countries, strange thing.
There are more things, and even the repcaking could be a problem, but there is the bigger part. Now like I said I need some people otherswise, I feel I willl not bother anymore with this. I am not an amater but grahichs and Japanese are not my type, so if anyone willing to help, please post here, let's transtale this game. I also egistered here to ask for some Japanese text help.
I posted in another site, but no help and that lowered my devotion, so if anyone is not interested soon, I am afraid iI would have to abandon it. The ONLY video: config.txt some TM2 images from TITLE.DAT: There are some other.DAT files which i will unpack. If anyone interested, let me know. Best Wishes, krat0s.
It is ok, I really apreciate your reply. Like I said, i joined the forum to ask for Japanese, i have problems viewing the Japanese letters, in any hex editor, and even the files which i suspect that might have them, contain nothing, that is why i joined here. Furthermore, i think it should work. I would really apreciate if you can point me to some threads, or posts regarging the fonts. There is one other thing, I mentioned that there is not a packer/injector however lucky for meI, can manually replace it, so I can do some testing.
![Detective conan movie 22 Detective conan movie 22](/uploads/1/2/5/6/125603118/976706651.jpg)
Maybe it won't work on the first try, but like they say, Rome wasn't build in a day. Thank you for your reply, and i am open to suggestions. If you need to see the SJIS text inside a hex editor, the easy way is using MadEdit and make sure the encoding is set to Windows Japanese. A good place to look for game strings is the end of the ELF file. You might have looked there before and not seen it because your editor didn't recognize the encoding (IDA Pro doesn't, or at least I don't know how to configure it to be able to do so). If you found the 'Press START button' string, other menu strings should be close to that. If by any chance the game doesn't use standard SJIS (which would be weird for a game of the PS2 generation), you'll need to build a custom character table for your editor to recognize them properly.
If you need to see the SJIS text inside a hex editor, the easy way is using MadEdit and make sure the encoding is set to Windows Japanese. A good place to look for game strings is the end of the ELF file.
You might have looked there before and not seen it because your editor didn't recognize the encoding (IDA Pro doesn't, or at least I don't know how to configure it to be able to do so). If you found the 'Press START button' string, other menu strings should be close to that. If by any chance the game doesn't use standard SJIS (which would be weird for a game of the PS2 generation), you'll need to build a custom character table for your editor to recognize them properly. Hi thank you for your reply,the problem is not the ELF file. In fact I do not care about it. All I care is on how I am going to hex edit the files which i think have the strings.
I have tried Madedit, but nothing, as for the encoding, i forgot about that, going to give a try. I tried Windhex with the table but still nothing. Btw, IDA can't displayy them, but PS2DIS can.
The autohr Hanibar was japanese so I am pretty sure that it displays those fonts. Not many games use standart SJIS, mostly Japanese ones. Anyone has a font file which i can give it a try, or I have to find the format of it? Any good program for making fonts?
June 18, 2014, 06:23:10 am - (Auto Merged - Double Posts are not allowed before 7 days.) MODULES -Nothing to do here. STATUS.DAT STATUS.HED All extracted. TITLE.DAT TITLE.HED All extracted. MODULES.DAT Extracted for fun only. There is nothing to translate there. MODULES.HED EXTRA.DAT Extracted them all.
Some bonus content, nothing more,and some screens of PS1 game EXTRA.HED cover of the D. MOVIE.DAT Extracted, need to find a way to convert IPU. Not well extracted. MOVIE.HED ROOT.DAT Extracted, might mod something there after all. ROOT.HED SOUND.DAT So far nothing in it, just audios, se are are some from extracting it. SOUND.HED 2DMAP.DAT Extracted. Like the name suggests contains 2D maps texture.
Not even a single word 2DMAP.HED in there, so we are save. PIECE.DAT Needs to be seen, i think that it is here that the 'speech' text is.OR 'sp' stands for PIECE.HED suspects, and thse files are datfiles. This is more likely. SYSTEM.DAT Not all extracted.Hard work needs to be done here. I know that the fonts are here, but SYSTEM.HED,there is nowhere else where they can be, but here are also.db files, which i think have the characters name, and words. DMAP.DAT Not extracted, i have to manually do it.
Beauce the HED table is a bit messy. God knows DMAP.HED how many files are in there, contains some TM2 tex but i guess they must be related to the map and not the game. Going to extract and test some. UP: Tested and as aspected they are just textures for the 3D map, so we are safe from that.I do agree that some textures will have Japanese words and sybols, but for the moment that will be our very last priority. SUBDIR.HED 2dmap.extra.movie.sound.dmap.modules.piece.status.root.system.title. That is all the file has, so nothing to do there.
The DMAP has other folders and so has SYSTEM.DAT. SYSTEM.DAT Here lies the entire text and font and I am almost 100% sure of it. I have extracted SYSTEM.HED what i think are fonts nd i would like someone to give it a try if he can somehow open them.
Going to investigate this, this is the ky of all the translation. So to conclude: Already Done/No need for edit: MODULES 2DMAP SOUND MOVIE There are IPU files which i can't decode, so i am afraid that there is nothing to do there, however they are small, so the length should be small.
ROOT PIECE, I believe this stands for supsects becuase of the textures, and has no text in it. Maybe a bit but we have to check it later. I will take it for granted now.
DMAP Somewords, will be, i guess, but since there is general names i canfind them in that big number of files. To do: Edit the TM2 of: TITLE 12 files EXTRA 41 files, and the PIECE TM2 textures are in english, unless the '.sp' have JAP text' STATUS 57 files. Anyone good in graphics please let me know. And now the famous SYSTEM.DAT which i need fully unpack and study. In the link are some fonts i think. Rock news guys, The text is stored on those.db files inside SYSTEM.DAT.
Only MadEdit with proper encoding was able to show Japanese characters, and i had to take a screenshot and then pass it through a ORC progrm in order to view, and translate it. Does anyone know why i can't copy the strings? They never show up properly. I must replace the font, and translate in English? Thanks in advance. A part translated by google translate.
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I am good with packing/unpacking but not with fonts, that is why I registered here. Fonts are not my type. But since I found them, i have to learn them. PS2 TM2 files are not the same as PSX TIM files. This needs a long explanation so please make a thread and we can disccuss there, becuase here i keep my progress of the translation.
June 18, 2014, 02:20:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.) Progress, has been made gentelmans I have replaced one of the JAP fonts(kanji.dat) with eng.dat, and the game boot, but ofcourse with no understandable character. Now, I know how to find the hx values of the English font, so any good table maker?
I suppose one has to be done for the kanji font too. Here some screenshots: June 18, 2014, 02:24:23 pm - (Auto Merged - Double Posts are not allowed before 7 days.) Now here is the original, can anyone please type the menu options JAP letters here? Depends on the game. To clarify further: MadEdit is not displaying Japanese as 'four bits.' It's displaying it as four NYBBLES.
Eight bits, two nybbles, one byte. A bit is a 0 or 1. A nybble is four 0s or 1s (0-F in hexadecimal - a combination of four 0s and 1s for 2^4 possible values), a byte is eight 0s or 1s (00-FF in hexadecimal, a combination of eight 0s and 1 for 2^8 possible values.) Here's a reasonably decent tutorial equating how binary works to how decimal works: To answer your question, let's shift over to using standard encodings instead of hypotheticals - SJIS and ASCII.
'あ' is represented in SJIS (hex) as 0x82A0. 'A' in ASCII is represented by 0x41. SJIS is always 16 bits (two bytes) while ASCII is always 8 bits (one byte.) This is simplifying things a bit as there's a range in the upper codepage that allows for some weird half-width katakana values, but that almost never comes up; we'll ignore it for the sake of simplicity. The way SJIS works is by detecting if the upper bit on any given byte is set - that is, if the byte is = 0x80, it's assumed to be a 16-bit SJIS value, whereas if the byte is. You see the game uses 4 fonts. Knj0, Knj1, Kanjidgb(for debugging) and eng.dat.
All the text such as PS2 and so, is diaplyd using the eng.dat font. Now i have replaced those Japanese fonts with te eng.dat, and If i am correct, normal enlish should be displayed if I transalte some Jap strings. And yes, A=41, does that mean the ACII standard? June 19, 2014, 03:19:51 am - (Auto Merged - Double Posts are not allowed before 7 days.) Ok folks, only 4 words translated, but I have to admit, i do like the font. (well maybe not much but it is okay.) Cheers. Oh, not only that, thefont has also hex values for the Ps2 buttons icon, and some extra things.The thing is the space, i have problems with it, one more byte to the main ELF file and the game freezes.
As for the text databases haven't tried those, but since the game has them in SYSTEM.DAT and does not check about the file size, )I am sure of it) it may actually work, but i am afraid of the offset of the lines. June 20, 2014, 02:41:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.) Anyone has an idea of how can I found the text pointers?
The docs here are really old tbh.
This thread in the first page was started in 2014, 3 years before your prior comment above. By the way, I also noticed somewhere outside here - did you make that one, too? For what it's worth, this game has been added to Datacrystal as well as a link to here for help request. So it should get a more permanent promotion. It seems nice & polished for an adventure and I like the look of it. I just don't know much about the 'Case Closed' series of games, TBH; particularly as there have been too many of these titles that were never localized and I'm not really fond of the young boy character being a detective in the anime series (I know after he was turned from an adult in a bizarre circumstance).
I'm pretty surprised that this was the (This series was mostly focused on handheld titles). This is still the older thread. No new response over at the newer thread outside of RHDN.