Grandia English Patch

Translating Grandia 0.9.6-RC

TrekkiesUnite118

Established Member
I believe that changes in the file will require unpacking it and then packing it back (for example, for * .MDT files). This is the reason for the difficulties in changing the data.
Do you have a save file so I can look at the place you mentioned? And a screenshot would also come in handy.
I do , it will just have to wait until later tonight when I get home from work.
 
I didn't really bother with that one as it's repeated less than a few seconds later with a text box. I don't think the HD Remaster did anything with it either.

I was going to say, I don't remember that.. but now I do, and no, they didn't put anything there in the HD Remaster (because you can use the English dub if you wanted). Honestly I think it's part of the feel of that scene, you hear this ghostly voice calling you, before you meet Liete for the first time. Having a subtitle there I don't think would change anything.
 

TrekkiesUnite118

Established Member
I believe that changes in the file will require unpacking it and then packing it back (for example, for * .MDT files). This is the reason for the difficulties in changing the data.
Do you have a save file so I can look at the place you mentioned? And a screenshot would also come in handy.
So with the Save Point I've been playing with it and I've tried a few different things. The save point is actually half solid and half mesh. The back portion is solid and the front portion is mesh as you can see below:
GRANDIA_SaveMeshNormal.png


And as a result you actually can't see anything behind it:
GRANDIA_SaveMeshNormal2.png


Now if I make the whole thing half transparent, you get this:
GRANDIA_SaveTransparent.png

While you can see sprites behind it now, you still can't see VDP2 stuff, and the overdraw issue leaves artifacts in the transparency. The other option is to make the whole thing a mesh that gives this look:
GRANDIA_SaveMesh.png

Which if we simulate composite blurring you get something kind of like this:
GRANDIA_SaveMeshBlur.png


The last one I think honestly looks the best if you want the thing to look transparent, however I'm not sure if it's a change I can actually put into the game. I've yet to trace it back to the actual game data. I can find where the values are in HWRAM and I can trace the first command that starts with 0x68 to 0x0602919C which is a value of 0x0340. This get's shifted right 3 times to give 0x68. However I can't find where this 0x0340 value comes from. I've traced it to a point 0x68 is in r7 and then gets shifted to 0x0340 and get's written to that address, but I can't find where r7 is being set to trace it back from there. If where this info is in the MDT file can be found I can probably start looking for common patterns in the files with save points to implement this. But I'm not sure how easy that will be to find.

The same will most likely be true for other things that were mentioned like the stuff in Gumbo.
 

paul_met

Established Member
The values in registers "R6" and "R7" are formed as a result of data unpacking. The file "2410.MDT" contains the data of the location that I gave as an example. It looks like the jumps to the unpacking routines are at the addresses "0x06013FE4" and "0x06013FEA". "MDT" files are loaded into LRAM starting at "0x00280000".
 

TrekkiesUnite118

Established Member
Well, part of the MDT file is loaded in at 0x00280000. The Script portion specifically gets put there, however other parts of the file get loaded into other locations in both LWRAM and HWRAM from what I remember. The MDT file is effectively a Map Data file that contains all the data for whatever map you're currently in such as the script data, graphics data, sound effects data, custom code for specific scripted sequences, etc.

I figured R6 and R7 are populated from some form of data decompression or something, but if I can trace back to where exactly it's getting that particular data from I can start to try and figure out what's going on and what need's changed.
 
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