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PostPosted: March 1st, 2014, 9:49 pm 
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Joined: January 9th, 2007, 9:57 pm
Posts: 529
Location: Russia
Our only issue now is to translate the graphics, since we can't figure out how to properly edit EBD files.

Try. I think you do not have problems with the Japanese.

Convert image from the EBD to bmp

http://www.vector.co.jp/soft/win95/art/se143225.html

Editing bmp (there may be problems, you need to keep in the same color)
Convert bmp into graphical format MAG (many programs)

http://www.vector.co.jp/soft/win95/art/se242146.html
http://www.vector.co.jp/soft/win95/art/se196532.html

To replace image, original image on the edited, use program EDCONV.EXE in Dante98 II


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PostPosted: March 1st, 2014, 10:02 pm 
Sorry to cause you troubles.
In my setting,no crash occurs thus far....
It seems to be able to replace the scripts well.
IF you let me know its bug more closely,I maybe able to fix it...!?
It runs on .Net Framework 3.5 or later
But I don't make sure its ok to run on non Japanese Windows.
http://search.microsoft.com/en-us/Downl ... .5&x=0&y=0
I was wondering what for do you try to change its graphic data.

P.S
Mr.Peter,Here is the source code(C#) within.exe file.
Attachment:
Dante98_2_TextEditor.zip [25.27 KiB]
Downloaded 157 times


Thank you Mr. al32gabby,in this difficult time.


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PostPosted: March 1st, 2014, 11:06 pm 
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Joined: March 9th, 2012, 3:58 pm
Posts: 15
Thank you for your help, al32gabby.

I was able to convert the BMP image into a MAG with no problems.
However, I did run "editdisk.exe" and inserted the graphic into the proper folder.
Then I ran "EDCONV.EXE" and I was able see the file under 一枚絵のグラフィックを読み込む (Load Picture).

Image

When I click on it, it brings me back to the "EDCONV.EXE" menu. And when I tried 一枚絵のグラフィックを見る (View Picture), it shows me nothing. I hate to be a pain, sorry.

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PostPosted: March 2nd, 2014, 11:12 am 
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Joined: January 9th, 2007, 9:57 pm
Posts: 529
Location: Russia
When I click on it, it brings me back to the "EDCONV.EXE" menu. And when I tried 一枚絵のグラフィックを見る (View Picture), it shows me nothing

You now have the wrong (incorrect) mag files.


Possible error in converting bmp in mag. Two programs mentioned above me on my win7 not work.
To convert the file, I have used this program. Run dos pc98.
The main problem is the preservation of the initial color settings and size picture in editable file.
Better draw in dos grafics editor on pc98. For example editor JEDAI (1994)(D.O.) works as well with bmp and mag

http://retropc98.narod.ru/soft/graph.htm


Attachments:
BMP2MAG.rar [39.84 KiB]
Downloaded 150 times
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PostPosted: March 2nd, 2014, 8:15 pm 
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Joined: January 9th, 2007, 9:57 pm
Posts: 529
Location: Russia
Found picture creator for dante98. Z's STAFF KID98.
ZIM graphics file format support for dante98 as MAG.

Instalation
Copy all the files from two floppy disks into one folder on your hard disk.

http://yadi.sk/d/iV8nS5FFJpLZV


delicious
You can create your utility for first dante98? or win dante95?


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PostPosted: March 6th, 2014, 9:29 pm 
al32gabby
Sorry for this late reply.
Of course,I created the utility for Dante98 2 of PC-98.
I downloaded this original file from the web.
http://www.enterbrain.co.jp/digifami/co ... yuujin.exe
And I only tested that map dat files.


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PostPosted: May 5th, 2014, 11:39 am 
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Joined: March 9th, 2012, 3:58 pm
Posts: 15
I would say that we are about 60% done with the game. We have found a hacker who created a program that helped us edit the graphics in the game, so all of the images with Japanese text are now in English. I want to thank al32gabby for their help.

Also I would like to credit delicious for helping us out initially with this project and for his awesome Text Editor. Is that okay with you, delicious? You will be credited under a special thanks in the game. Would you like to be credited as "delicious" or is there another username you prefer to go by?

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PostPosted: May 6th, 2014, 8:28 am 
Image Editor
http://www.interq.or.jp/www1/helohelo/elf/ALFAR221f.zip

It's an honor to be credited,I'm happy to hear that.
But I didn't do anything special.

If there is no difficulty in doing that,plz take your time.


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PostPosted: May 10th, 2014, 10:51 am 
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Joined: June 3rd, 2009, 12:40 pm
Posts: 60
Here's a Dante pc98 music player. I made a hdi with all the dante music I could find. The player is a fdi disk. See txt for more...
http://multiupload.biz/nv_yky9qyxsf5bg


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PostPosted: June 9th, 2014, 3:07 pm 
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My group has recently finished translating Peret em Heru: For the Prisoners (Our English title for this game.) and we're currently in the playtesting process. We hope to get this game publicly released around July or August. However, one of the issues we've recently run into is how to properly emulate this game. We currently are using two emulators to play this game: D2Win and Neko Project II. Both emulators provide pros and cons for us, but personally, we would love for people to ultimately use one emulator over another in terms of more accessibility.

With D2Win:
+ Has perfectly emulated music/sounds.
- Runs in full screen. Makes it hard for others to record playthroughs and there's also monitor compatibility.
- The menus and battle text are mostly in Japanese.
- There are some graphical glitches that appear only in D2Win that don't appear in Neko Project II.

With Neko Project II:
+ The game runs more smoothly.
+ Runs in windowed mode.
+ The menus and battle text are completely translated in English.
+ We can create a custom .EXE for others to play this game, allowing them to bypass the emulator setup.
- The sound/music is not emulated properly.

Our group would prefer for this game to be run in Neko Project II, however our biggest issue for that emulator is with getting the music to play more accurately. We have already messed around with various sound combinations in the settings of Neko Project II, however, while we can get it to sound somewhat better, it isn't nearly as accurate as in D2Win. If anyone can help us fix Neko Project II to make Peret em Heru: For the Prisoners sound as perfect as in D2Win, that'll greatly help!

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PostPosted: June 10th, 2014, 8:38 am 
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Posts: 701
What exactly is wrong with the sound in Neko Project II? Because trust me, the sound emulation in NP2 is waaaay better than D2Win.

Download the Neo Kobe emulator pack and use the "(1993) PC-9821As" configuration.

Use these settings:
Emulate->Configure->
Sound Rate = 44K
LPF on
QFM on
Buffer 100 ms (if you hear static noise, bump this up a little. Try to stay under 200ms, or the delay will be really noticeable.)

Device->Sound->
fmgen(built-in)
PC-9801-86

Device->Sound option->
Click "defaults" button on Mixer tab and 86 tab.


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PostPosted: June 13th, 2014, 3:19 pm 
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Joined: March 9th, 2012, 3:58 pm
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@kobushi: Thank you so much for your help!

I told one of my playtesters, Ajogamer, who had initially pointed out the sound issues in the first place (he has a better ear for music/sound than I do), about this. He tested it out using the (1993) PC-9821As configuration and he had this to say:

Quote:
We tried out the emulator and settings Kobushi recommended, and while I do think it sounded slightly better with certain songs than in the previous version of Neko Project we were using, it still has most of the same sound issues, unfortunately.

Honestly, I'm unsure if the way the songs plays in Neko would technically be "less accurate" or not, but if I were to try and describe the difference, I'd say that certain songs when played under Neko sound like they not only have different instrumentation, but also have certain parts of a song over or under emphasized. While some songs will wind up sounding similar aside from slightly different instrumentation (which can sound pretty nice in both versions), others will sound drastically different, with certain melodies sounding off, or being barely present in a song.

Rather than try too hard to describe what I mean, it'd likely be easier to give some examples, so I decided to compile a folder with some wave recordings of some of Peret em Heru's songs as we can currently get them to play in Neko (using the settings Kobushi recommended), along with some .MML files of the same songs, and a MML player, in order to show how they sound in D2Win:

https://www.mediafire.com/?2ycduzspzktbj6h

I focused more on songs where there were more significant differences, such as ones where certain instruments or even the entire melody sounds notably off, though I also included some where the differences were more slight, mostly for contrast purposes.

I'm not too familiar with PC-98 Music emulation or the MML format in general, so I'm unsure if the way songs are played in the included music player is truly more accurate, but I do imagine it's closer to how the composer intended them to sound, and is almost certainly closer to how we'd prefer the game to sound on release, since the melodies are more consistently present, with less parts that sound 'muted' or 'erratic', for lack of a better way to describe it.
I apologize for the inconvenience. If anyone can help us shine some light on this would be greatly appreciated.

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PostPosted: June 13th, 2014, 8:04 pm 
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There are some bugs in MMLMusic.exe.
Ex)
heart.mml
E&D8 E&D-8 R4
Slur is ignored!
Np2.exe is similar than MMLMusic.exe When tested in PC-9821Xa12 with PC-9801-118.


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PostPosted: June 14th, 2014, 12:01 am 
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Here are the music samples recorded from a real PC-9821Ce2 with a built-in YM2608B (OPNA) FM synthesis chip.
Audio was output via line out to a FiiO E9K amp, recorded in Audacity at 96000 Hz, 32-bit float, and then exported to 24-bit FLAC. So hopefully that should give you as close to a reference sound as possible.

http://www.sendspace.com/file/atnai3

I also renormalized the Neko wavs for easier comparison to the recorded versions.
http://www.sendspace.com/file/55kg5r

I think this shows how accurate NP2 really is. The audio emulation in D2Win is really basic, and does not sound like the real thing.

PS - If your computer supports it, I suggest bumping up the sound rate to 55K or 88K in Neko Project II. 55K is probably ideal, because it's identical to the actual synthesis frequency.


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PostPosted: September 7th, 2014, 6:33 pm 
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Sorry for not replying as much as I wanted to, been busy with life stuff that it kind of put my project on hiatus. I never got a chance to properly thank you, akarin and kobushi! We are constantly trying to make sure that the audience get the full experience.

Though I do have one question thus far, since I am using the HDI file to edit this game. However, when we release this translation to the public, we want it to be playable on Neko Project II. So is there a way to bypass the RPG Maker Dante 98 II engine so it goes straight into the game itself with the title screen? I don't know if I have to use DiskExplorer to do this, so any help on this would be greatly appreciated.

EDIT:
I believe I got this to work. I edited the "ED.BAT" file and replaced "EDMENU" with "RPG" and it seems to go straight into the game.

EDIT (09/26/14):
We have finally released the game, so for those who want to play this in English, please visit: http://www.memoriesoffear.com/games_per ... index.html
Thanks to everyone here for helping us out!

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