ADX has about a 4:1 compression ratio. So for example if you did uncompressed 44100Hz 16-bit Stereo PCM, that would need about 176KB/s of your bitrate. If you did that same quality at ADX it would be about 44KB/s of bitrate give or take a KB. Generally I do Mono 16-bit 22050Hz audio with...
Juggling work and working on the project is dealing with personal real life issues. If I was the lead of the project I'd be pissed seeing people going around labeling the project dead just because they're not being spoonfed updates constantly. Stop acting entitled.
The unhealthy relationship...
For the love of god the project is not dead. Just because you don't get a status report every 5 minutes doesn't mean a project is dead. The people working on it last I heard were having some personal real life issues going on that needed their attention more. They still intend to finish the project.
For the Utilities category I am submitting version 2.1.0 of the FilmMuxer:
New features added since last year include the following:
The ability to extract audio from a Cinepak file.
The Ability to use RAW PCM, WAV, and ADX Audio files for the audio source.
The Ability to mux ADX Audio into...
I've been talking to a few other people about this but I don't have anything official to announce yet. While I appreciate the enthusiasm I'd like to see if some of the people I've reached out to get back to me first.
So I think I've solved the issue of the 3DS version adding new lines that weren't there in the original Saturn version. These lines were actually originally added in the PS1 port, and like 3DS it's file formats are also similar. So after extracting the PS1 files I effectively used it's files to...
Just a small update. I finally had some time to start looking at this again and I was able to finally get the Paradigm X text sorted out. So far it seems to be working ok:
I still need to work more on the font system however. It seems the game has multiple font routines so while we go it...
This is a tool I made to make replacing audio in Cinepak files easier. It also allows you to extract audio. It's written in Java so you will need the Java Runtime Environment to run it. More info can be found in the readme as well as on github...
This isn't a good idea to do. That demo is made to do specific things for each video to preserve aspect ratio and other things.
Use the SBL demos here:
https://segaxtreme.net/threads/official-cinepak-sample-code-currently-only-sbl.25032/
You will need to actually compile the C code and build...
The tools for the script, enemies, items, etc. are mostly done at this point. The main issue is still the need for a translator. Until that happens things are going to be slow.
Working with Mr.Conan we've been able to start work on getting a Variable Width Font system into the game which along with a few other tweaks seems to address the issues with lines not fitting in the original text boxes:
There's pointers in everything really. For the bulk of the text you're going to want to focus on the MDT files as those contain the bulk of the script and text. The BBG's contain all the attack, items, etc. text for in battles. Then the menu text is in a few different binary files. The M_DAT...
With some more tinkering I have the Map screens working in a similar fashion. They still need some fine tuning but it is looking to be pretty easy to get the data working.
As you can see the same formatting issues apply, but it should be fixable.
So Megaflan sent me the files he extracted from the 3DS version of the game and I've been playing around with them for the past few days. Overall this looks like it could be a fairly straight forward script conversion. The key things that work in this game's favor are the following:
The 3DS...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.