I would be very grateful as many other fans if you pull it off. I hope you will find out how it's done.Don't feel bad, friend. I'm a programmer and I still have no idea how to do it.
But I'll give it a shot someday
I would be very grateful as many other fans if you pull it off. I hope you will find out how it's done.Don't feel bad, friend. I'm a programmer and I still have no idea how to do it.
But I'll give it a shot someday
Hi @paul_met , I have made the missing sprites of Richter in prologo, and changed the position of items quantity.
View attachment 10581
-----------------------Old Menu-------------------------------------------Changed offset-----------------------
View attachment 10582View attachment 10583
And have found a bug in Fire Shield Palette which was not fixed even in V1.1.
Palette of the Fire Shield and Spell fixed.
----------------------------------------------Ultimate 1.1----------------------------------------------------------
View attachment 10593View attachment 10594
-----------------------------------------------------FIxed----------------------------------------------------------
View attachment 10595View attachment 10596
My fixed files attached:
You can drop the Bin or iso in CDMage 1.02.1 Beta, then replace the files with this tool.
About the logo, you will need to reprogram the color pallete, and compress the logo to Medusa Team compression method.
Is not so easy.
No, the vox plugin is not the appropriate to edit sounds, and I already have replaced the dialogue with ps1 version, I only need to change the dialogs text.That was invaluable help, and while I haven't really dug through the CHR/PRG files yet to determine which ones are the Logos, this was just what I needed to find out how to replace the voice tracks as well!
The file that contains the entire vocal tracks is SDF0.PCM inside Track1/SD/SDF0.PCM.
In order to open properly open up the audio file in Audacity, we select the option from File -> Import -> Raw data, and select the SDF0.PCM file.
Then, in the following window, we select the following options:
It should look like this:
- Encoding: VOX ADPCM
- Byte order: Little-endian (althogh I don't think this one matters that much)
- Channels: 1 Channel (Mono)
- Start offset: 0
- Amount to import: 100%
- Sample rate: 44100 Hz
Then, the file will open, but if you try to play it back, it will sound sped up, so in order to fix that, select the entire track in Audacity, and then go to Effect -> Change Speed -> Speed multiplier: 0.5
That should make the track play in its proper speed, and then you will be able to hear both the Japanese and English vocal tracks!
It's one huge 39 mins track, but rest assured all the lines are there. You can hear the iconic introduction sequence between Richter and Dracula at around 3:22.
With that, we can pretty much grab the PSX track (which I think should be named similarly, and also be one huge track), and replace it with this one if we want this mod to have the original PSX voices.
All that remains would be the text, but that should be the least of worries.
Now I'll focus on finding the Logos in the meanwhile...
If all goes well, I might try to make two different versions of the hack, one with the original SotN logos but with the PSP vocal tracks, and another with SotN Logos and the PSX vocal tracks. I'd just need to find the text for the latter one.
Oh?No, the vox plugin is not the appropriate to edit sounds, and I already have replaced the dialogue with ps1 version, I only need to change the dialogs text.
Audacity dont have a IMA adpcm plugin, I used a IMA encoder, 22.000mhz mono.Oh?
What's the proper plugin for editing the sounds with Audacity?
Also, how do you open the PRG files for editing?
Audacity dont have a IMA adpcm plugin, I used a IMA encoder, 22.000mhz mono.
the prg you can edit with HXD.
Hi, In that case, you only need to open SDF0.PCM in a hex editor like HXD, select all and replace with zeros, making a null audio file, then replace the file with cdmage.Olá =]
Antes de mais nada, gostaria de agradecer ao paul_met por todo o tempo gasto nesse hack, trabalho incrível =]
Parabéns também ao draculax350 pelas correções extras.
Como alguns outros, os diálogos de áudio definitivamente não combinam com meu gosto e, na verdade, também não estou particularmente interessado nos do PSX.
Na minha opinião, a dublagem original em japonês teria sido perfeita, mas tenho que encarar o fato de que não tenho conhecimento nem tempo para atualizá-la sozinho.
Então aqui vou eu com uma pergunta que tenho certeza que vai parecer boba para alguns de vocês:
Que tal uma dublagem silenciosa?
Pelo que entendi lendo este tópico, há 2 aspectos a considerar: os dados (SDF0.PCM) e os ponteiros.
Bem, nesse caso, acho que os ponteiros poderiam ser deixados de lado, certo?
E se sim, quão difícil seria atualizar o SDF0.PCM com algum áudio silencioso?
Agradeço antecipadamente a quem tiver tempo para responder =]
Hey dracu =]Hi, In that case, you only need to open SDF0.PCM in a hex editor like HXD, select all and replace with zeros, making a null audio file, then replace the file with cdmage.
No, the SDF0.PCM file is a raw audio data, the size and start point is programed in the 0.bin file.Hey dracu =]
Really? I thought it would have been a bit more twisted than that.
I mean, i don't know much about the audio format used, but shouldn't the data at least include how long the silence actually lasts?
I might be wrong, but i assume the whole duration of the silence should match the duration of the original japanese dub there.
Thanks a lot for the confirmation, thank you.No, the SDF0.PCM file is a raw audio data, the size and start point is programed in the 0.bin file.
The equivalent value to mute audio in hexa is (00), this don't change the start position and size of audio, only the raw data.
I see, I'll try checking what other audio software I can use then.
The PRGs I found sometimes include graphic data, and I found the loading screen graphics inside TITLE.PRG at address 0x9ECC, but I still haven't found its palette.
Although I still have yet to find the palette data for it:
(For those interested, open TITLE.PRG in Tile Molester, switch to Codec -> 8bpp linear and Mode -> 2-Dimensional, then go to address 0x9ECC, play around with the <- | -> buttons until you get the right width)
I also still have yet to find the main Title Screen graphics and their palette, but at least it's good to have some slight reference as to how to view/edit these files in some shape or form.
I'm looking for the text data as well in the meantime.
EDIT:
I confirmed that the graphics I found are those for the Loading Screen, although the palette for it I haven't found yet.
I managed to import the loading screen graphics from Knight0fDragon's English translation of the game, and while the imported graphics do load, I'm still missing the proper palette so the graphics load correctly.
I'm also still missing the main Title Screen graphics to change it to Castlevania: to Symphony of the Night.
Just find it in my translation patch. Been a while since I touched it, but you should be able to find differences.Sorry to bother, but has someone found where the data for both the Title Screen logo and the Loading screen logo are located? As well as their palettes?
I only managed to find the image for the loading screen logo, but I haven't been able to find where the palette for it is, and I had no luck so far finding the title screen logo.
I've been wanting to revert those two to the original Symphony of the Night logo, since that's the only change I'd want from this project.