Ok I am copying over video 64 now, Well that was a fun weekend, hopefully you can get them all pieced together in time, let me know if you need me to do any parts of it.
While i was working this morning i realize how stupid by system for inserting text was, I partially rewrote it and in the process decided on how our patching system will work esentianlly we copy their file/folder structure but instead of having the full files in it we just have the scripts as you have done in the reference text, for example a patch file will be
Code: Select all
<color000000>……To begin with……
<color000000>What I am about to tell you
is a violation of trade secrets.
<color000000>If you do not wish to become my
accomplice, delete this file at once.
<color000000>…………
<color000000>…………
The script will parse this data down into a usable format, essentially split it on a double newline string, and then inject those string in order into the final cm/sc/mv files, using the data structures I have already written. The beauty of it will be that essentially a translator just needs to run the script and compile the iso to test his/her respective parts. Also this would allow us to use use a text based patch system to distribute updates to the other translators without having to give out the file ccs file(illegal). It would also be possible to use a private svn server to keep our files up to date on each translator respective computer.
It also will aide in other language localizations because once it is done they only need to change our plain-text patch files the patcher will work the same no matter the language.
Also, since we are not patching against the files directly updates can be applied to a differently patched data.cpk without concern about what is the current version of the patch you are running. eg you wont need to patch from version1 to version3, without having to go to version 2 first, or one better you can patch from English to say French without having to rip a new unmodified data.cpk off your umd.
This also minimizes the legal outcry as essentially we are just distributing a transcription of the text, with a tool to inject it into the game.
in response to your last post which went online while I was writing this long long long post
Also I thought you had mv01, I will upload it and the youtube to the server now, I started the youtube last night but my router gave out while I was transferring and I didn't get a chance to restart the upload.
first you would need to combine the audio and video tracks, you can use the tool virtual dub mod, which you can set it up to encode the audio track without having to re-encode the video track(which is nice because you wont have transcoding artifacts in your video stream), I really should have converted from wav before I gave them to you. you can also use this to trim out the useless video segment (at the start and end of every file). Then you can use it to merge video together to but this software might be over your head if you are new,
another possibility would be to use window live movie maker, do a first run where you combine the video and audio tracks into one big file, and then chop up that file once you encode it, you will have to encode both the audio and video twice but if you use a high enough bitrate it will minimize transcoding artifacts. Also it forces you into 16x9 or 4x3 which is not that nice because video files can be different aspect ratios but it is not that bad because the letter boxing they use for the 16x9 from the psp is only like 2 pixels on each side.
If you are encoding from window live movie maker, you can no longer use the psp native resolution for the output because then the video will be squished slightly, I recommend 720p upscaling, I don't think it looks that bad compared to other game videos from the psp i have seen posted on the net (once again high bitrate, see my prx file in the Jun's Work, it can be added into the setting for WLMM).