If Marc actually localized that into the game... bless you, sir.slowbeef wrote:Spoiler alert! Abe Vigoda is still alive in 2043 and that is Policenauts canon.
![Smile :)](./images/smilies/gear_happy2.gif)
(Unless you're joking, or it was there in the Japanese version?!)
If Marc actually localized that into the game... bless you, sir.slowbeef wrote:Spoiler alert! Abe Vigoda is still alive in 2043 and that is Policenauts canon.
Ah, this is the kind of update that we all wanted during the mostly quiet past year... fantastic!Artemio wrote:A small status update.
Right now I am working on the graphic overlays that are places above video during the game, such as the opening credits and some places and character introductions.
Right now I can enable or disable either video, audio, overlays or all from movies, and also can dump the graphic data.
We are still working on decoding these and editing them, but they are isolated and we can control if they are displayed.
Someone on romhacking.net put it best:Jack Stern wrote:Queston: Is it possible (as far your knowledge can reach) to dump the audio (voice-over) and then input another audio data? To say, implement English voice-acting in the game for example.
GROAN. We're not going to start with this voice acting crap again, are we?? The last guy who wanted to do that literally got laughed off the Kojima forums and had to hang out in the Off-Topic boards for a long time.... still doesn't post around here much anymore...slowbeef wrote:Someone on romhacking.net put it best:Jack Stern wrote:Queston: Is it possible (as far your knowledge can reach) to dump the audio (voice-over) and then input another audio data? To say, implement English voice-acting in the game for example.
"Anything is possible given enough time, effort, and cursing." And in my case, coffee.
edit: That's actually a serious answer. Replacing Japanese character bytes with English bytes is possible, so technically, replacing an audio file with another is a similar problem: at the end of the day, it's bytes to bytes though that's vastly oversimplifying things. There's a ton of logistical problems you run into (What audio format does Policenauts even use? Can it be converted to a lossless format like WAV? Should it? Do I have room on the CD to put it back if my new audio is bigger? Do I have to decrease audio quality to get it to fit? How do I get all my voice actors have the same or similar microphone quality without renting a recording studio? If I'm overhauling the game this much, would it make more sense to rip all of the assets I can and just remake it myself? Actually, if I'm doing all this, why not just make my own game?)
Jeez... It was just a question.8bitsonic wrote:GROAN. We're not going to start with this voice acting crap again, are we?? The last guy who wanted to do that literally got laughed off the Kojima forums and had to hang out in the Off-Topic boards for a long time.... still doesn't post around here much anymore...
Okay, fine that you're interested in the technical end of it, but I'm just a little spooked over the idea that people might start demanding a dub if we bring it up again, as if it would add anything good to the translation. Jesus, dubs are hard enough for a game company to pull off properly, much less a few game hackers/translators scattered across the world...Jack Stern wrote:Jeez... It was just a question.8bitsonic wrote:GROAN. We're not going to start with this voice acting crap again, are we?? The last guy who wanted to do that literally got laughed off the Kojima forums and had to hang out in the Off-Topic boards for a long time.... still doesn't post around here much anymore...What's the big deal? I'm mostly asking this because not all the companies works in the same way in terms of software & coding when programming on the consoles. While some companies like Atlus' coding in general is very arranged, other companies like use a different compression or elements in that aspect. That's why arranged for example, a undub version of P3 is more easier than say, FFXII. I thought Konami's coding elements would be more simpler than others in the sound department, but it seems it's more complicated.
The point is, the idea of implementing this stuff is "It'd be great" rather than "It must BE that way". I don't see what's so funny about asking the possibility.
And thanks Slowbeef for the answer (kind of rough but still going directly on point) I'm mostly interested on this because I'm dealing with directing a recording progress in a gaming project of the studio I'm working, and it's my favorite part of the games actually.
Artemio is understating how huge this finding was. I was honestly expecting a long, drawn out process of figuring out the codec and he just saved us a ton of work. It was really, really, a beyond awesome find of his and when you do finally play the game, you should give a thought to "I wouldn't have been able to play this for at least another half-year or something if it weren't for Artemio."Artemio wrote: Right now I can enable or disable either video, audio, overlays or all from movies, and also can dump the graphic data.
I figured the credits/text during the introduction (i.e. "Old Los Angeles" etc.) was encoded in the video whereas the telops (character introductions etc.) were drawn by the game engine. Am I totally off in this assumption?Artemio wrote: Right now I am working on the graphic overlays that are places above video during the game, such as the opening credits and some places and character introductions.
Well, as you'll recall the reason people found his suggestion so humorous was because he was so confident his family members could provide all the voices. Then after a few weeks of silence, he said they all had crappy voices that didn't fit the characters.8bitsonic wrote:GROAN. We're not going to start with this voice acting crap again, are we?? The last guy who wanted to do that literally got laughed off the Kojima forums and had to hang out in the Off-Topic boards for a long time.... still doesn't post around here much anymore...
Both are drawn over the video =)epitaph wrote: I figured the credits/text during the introduction (i.e. "Old Los Angeles" etc.) was encoded in the video whereas the telops (character introductions etc.) were drawn by the game engine. Am I totally off in this assumption?
Not exactly. I can speak best to my part, the in-game text and menus.Lonheartda60 wrote:So do you guys have a checklist or do just do what comes next? Like scene by scene.
Yeah, there are a few places in the game where we're going to do that. Anywhere we need to, basically. Actually, it mainly amounts to fixing Engrish. You see, all the characters are supposed to be speaking and reading English; the game is just in Japanese so Japanese players know what the heck's going on. It's like how in Metal Gear Solid 3 some characters are speaking Russian but we hear it as English.JimboKudo wrote:I don't know if anyone's asked this question yet, but are you guys going to be translating other graphics besides just the name tags? I'm talking about stuff like grafitti or words on bilboards.