[Game] Neon Genesis Evangelion 2: Another Cases

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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby deeRez » Thu Jul 05, 2018 6:07 pm

So got lots done in terms of the little things

1 - The tools bind.py, wave.py, text.py, and evs.py are now able to repack.

2 - Besides being able to reinject files, like the event scripts, back into the game with translations,
enough of the format is understood to add character appearances/modify expressions,
alter backgrounds, etc.

Image

3 - Found the functions responsible for loading the /event/ .evs files, so I can execute any event/cutscene at will.

4 - Found a bunch of debug menus which can trigger various scenarios.
These will be useful for verifying translations without having to play through the game.

The way I found them was by having a script that'd relaunch the emulator a bunch of times,
each time forcing a jump to a different piece of code as if it was a menu function.
Most would crash, some would yield interesting results.
Took about two days.

Sadly I couldn't find a "master" debug menu that links to all those little menus.
Also I've toggled one-off features like slow-motion or camera position information,
and I've not seen those exposed anywhere in the debug menus uncovered so far.

And based on the pieces of text like this, I'm sure the master debug menu must exist in there still:

Code: Select all

    0x001D1438: Data(DataType.String, 20, '● Battle Play Start\0', "●戦闘プレイ開始\0"),
    0x001D144C: Data(DataType.String, 20, '● Battle Demo Test\0', "●戦闘デモテスト\0"),
    0x001D1460: Data(DataType.String, 16, '● Adjusted Play\0', "●調整プレイ\0"),
    0x001D1470: Data(DataType.String, 16, '● Demo Check\0', "●デモチェック\0"),
    0x001D1480: Data(DataType.String, 20, '● Debug Switch\0', "●デバッグスイッチ\0"),
    0x001D1494: Data(DataType.String, 20, '● Game Flag Settings\0', "●ゲームフラグ設定\0"),
    0x001D14A8: Data(DataType.String, 24, '● Hideaki Anno Mode Settings\0', "●庵野監督モード設定\0"),
    0x001D14C0: Data(DataType.String, 24, '● Display Test Menu\0', "●表示テストメニュー\0"),
    0x001D14D8: Data(DataType.String, 28, '● Event Test Menu\0', "●イベントテストメニュー\0"),
    0x001D14F4: Data(DataType.String, 24, '● Screen Test Menu\0', "●画面テストメニュー\0"),
    0x001D150C: Data(DataType.String, 24, '● Misc. Test Menu\0', "●その他テストメニュー\0"),
    0x001D1524: Data(DataType.String, 20, '● Misato 1 Day Vacation\0', "●ミサト1日やすみ\0"),
    0x001D1538: Data(DataType.String, 16, '● Option\0', "●オプション\0"),
    0x001D1548: Data(DataType.String, 12, '● Test\0', "●テスト\0"),


But anyways, here they are, but first some notes:

Code: Select all

After enabling cheats in PPSSPP
and adding the code to PPSSPP's cheats folder [i]PPSSPP_folder\PSP\Cheats\ULJS00064.ini[/i],
press triangle to activate it in-game.

The first couple of debug menus have lots of other sub-menus,
so definitely worth exploring.

I suggest using these on a PSP emulator,
since the menu selections tend to crash,
or some menus can't be exited without a reset.

Also, the debug menus don't pause the game,
so if a character interrupts with a new messagebox,
it'll "freeze" the menu.

Finally, lots of the battle-mode menus can't be brought up in battle-mode
since I haven't looked into a button hook for it, yet.


The codes:

Code: Select all

_C0 Debug menu: Dummy/Outside/bath (crashes)
_L 0x201C97CC 0x088B6320


Image

Code: Select all

_C0 Debug menu: Priorities of something (no idea)
_L 0x201C97CC 0x088C295C


Image

Code: Select all

_C0 Debug menu: IM/Door trigger-locations viewer (can't exit)
_L 0x201C97CC 0x088CB99C


Image

Code: Select all

_C0 Debug menu: Shows IM by ranges; probably a select few for quickly executing
_L 0x201C97CC 0x088E6D28


Image

Code: Select all

_C0 Debug menu: IM Executor; select an IM and execute it
_L 0x201C97CC 0x088E71F0


Image

If you set IM-0001 and Execute it, it will open up the following debug menu:
Image

Or you can directly access the above menu via:

Code: Select all

_C0 Debug menu: Impulse Debug Functions
_L 0x201C97CC 0x088ECD08


Code: Select all

_C0 Debug menu: Daily Special Debug
_L 0x201C97CC 0x0888984C0


Image

Code: Select all

_C0 Debug menu: Some kind of Eva attack menu (Punch/Kick)
_L 0x201C97CC 0x0893A400


Image

Code: Select all

_C0 Debug menu: Another kind of Eva attack menu (act/cmd)
_L 0x201C97CC 0x0894B81C


Image

Code: Select all

_C0 Debug menu: Battle mode settings 1
_L 0x201C97CC 0x0895AFA0


Image


Code: Select all

_C0 Debug menu: Battle mode settings 2
_L 0x201C97CC 0x089387B8


Image

Code: Select all

_C0 Debug menu: Battle mode settings 3
_L 0x201C97CC 0x0895737C


Image

Code: Select all

_C0 Debug menu: Battle mode settings 4
_L 0x201C97CC 0x08910850


Image

Code: Select all

_C0 Debug menu: Some kind of btdemo/btldemo menu (they do nothing?)
_L 0x201C97CC 0x0893C958


Image

Code: Select all

_C0 Debug menu: Window frame/Display Tests (Lots of Unimplemented errors)
_L 0x201C97CC 0x089107A8


Image

Code: Select all

_C0 Debug menu: Event Tests (Lots of Unimplemented errors)
_L 0x201C97CC 0x089107FC


Image


Code: Select all

_C0 Debug menu: Impulse/Memory/Unit-Data (Lots of Unimplemented errors)
_L 0x201C97CC 0x089108A4


Image

Code: Select all

_C0 Debug menu: Modify AT field values
_L 0x201C97CC 0x08910CE0


Image

Code: Select all

_C0 Debug menu: Possibly camera controls (things just go pitch black/have no effect)
_L 0x201C97CC 0x08965C98


Image

Code: Select all

_C0 Debug menu: Character expressions
_L 0x201C97CC 0x088E6A44


Image
Image

Image
Image

Image

Misc:

Code: Select all

_C0 Oddity: Directly trigger siren (crashes afterwards):
_L 0x201C97CC 0x0888EEA0


Image

Code: Select all

_C0 Oddity: Sometimes crashes, sometimes makes a person leave the map
_L 0x201C97CC 0x0895DC64


In the top-right you'll notice Shinji has left
Image

Code: Select all

_C0 Oddity: Invert the draw ordering
_L 0x201C97CC 0x0898E96C


This is a fun/trippy one:

Image

Code: Select all

_C0 Oddity: Set time to midnight
_L 0x201C97CC 0x08842CE0


Image

Code: Select all

_C0 Oddity: Some kind of data transmission menu
_L 0x201C97CC 0x088851B0


Image


Code: Select all

_C0 Oddity: Some kind of Back/Redo/Next commands, unless this is used somewhere within the game?
_L 0x201C97CC 0x08840320


Image
In and of itself, self-evident.

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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby Kira BB Yamato » Thu Jul 05, 2018 10:52 pm

Holy moly, you've been real busy lately. Every time I check in lately, there's something new. Now I'm feeling inspired.

I've been busy with a new job, but I'm going to see about hacking away at this read-only section. ETA: soon™.

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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby deeRez » Fri Jul 06, 2018 2:17 am

Kira BB Yamato wrote:Holy moly, you've been real busy lately. Every time I check in lately, there's something new. Now I'm feeling inspired.

I've been busy with a new job, but I'm going to see about hacking away at this read-only section. ETA: soon™.


Congrats on the new job! Also good to hear from you!

I've written up a contribution page in preparation of opening it up to the masses, ETA: soon™.
https://github.com/rezual/nge_2_re/blob ... IBUTING.md

But I still need to make some more tweaks,
like a script to unpack all the game files that translators can run to get their working environment setup,
and there's a whole two posts that Reichu wrote on the game's phrase generation and how they make translation a pain that I need to incorporate.
In and of itself, self-evident.

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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby Sailor Star Dust » Sat Jul 07, 2018 12:04 am

Awesome work :jawdrop: It warmed my heart to see that (funny, heh, that ending) gif translated where Misato fills the pilot in on DefCon mechanic :3

Keep up the great work! Maybe you explained in your above post and I missed it, but what's with Asuka's school uniform(?) looking so strange in the debug menu settings? Some kind of alternate outfits?

Edit: Forgive my ignorance, but if I wanted to mess about with the debug menu in my game/PSP (I'd like to get a feel for what's what), is there a way to do so? I understand you said emulating is probably better so the PSP doesn't crash, which is fine, too. You can direct me to a post that explains all this, if I'm simply brainfarting :sweatdrop:
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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby hui43210 » Sat Jul 07, 2018 8:08 am

Man, I'm gonna have to figure out how to emulate this once your done, really want to play this. Awesome work!
Is the 3.0 spoiler policy gone?.... Cool, then I'm nominating myself as EvaGeeks 1# Sakura Suzuhara fan/nerd.

I mean, predictability is the central attraction and the narrative hook that we've all come to expect from the Evangelion franchise. How come Anno can't realize this? Twice? - FreakyFilmFan4ever

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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby deeRez » Tue Jul 10, 2018 1:41 am

View Original PostSailor Star Dust wrote:Awesome work :jawdrop: It warmed my heart to see that (funny, heh, that ending) gif translated where Misato fills the pilot in on DefCon mechanic :3


Haha! Thanks!

View Original PostSailor Star Dust wrote:Maybe you explained in your above post and I missed it, but what's with Asuka's school uniform(?) looking so strange in the debug menu settings? Some kind of alternate outfits?


That's a texture edit I did to showcase being able to reinject image changes back into the game.
It's the 2014 German soccer kit, albeit distorted due to how the character was textured that I couldn't be bothered to play around further.
Image

View Original PostSailor Star Dust wrote:Edit: Forgive my ignorance, but if I wanted to mess about with the debug menu in my game/PSP (I'd like to get a feel for what's what), is there a way to do so? I understand you said emulating is probably better so the PSP doesn't crash, which is fine, too. You can direct me to a post that explains all this, if I'm simply brainfarting :sweatdrop:


If you have Custom Firmware on your PSP already, you'd essentially follow steps 1 & 2:
https://github.com/rezual/nge_2_re/blob ... IBUTING.md
In and of itself, self-evident.

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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby Sailor Star Dust » Tue Jul 10, 2018 1:31 pm

Haha, cute soccer outfit regardless. And thanks so much for your quick reply :asuka_thumbsup: (I remember I was a little annoyed in my brief play of PSP Eva: Jo that Shinji could be bandaged just like Rei when injured...I kind of hoped NGE2 would've had post-Angel battle elements like that in it.)
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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby deeRez » Sun Aug 12, 2018 11:35 pm

So I've made some more changes that I've pushed to GitHub,
namely figuring out most of the game's image format to the point that every picture converts successfully now (from what I can tell). As well as I've created a script (tools/unpack-all.py) to assist with unpacking the game's contents
(after the ISO has been extracted).

What remains for me to look at:

1 - Re-compression - I made some investments towards tackling this a while back. It's still on my plate.
2 - Clean up hgar.py after compression is solved
3 - Look into why bind.py is saving files that are 3MB when the original is much less than this.
4 - Add automatic \n insertion for evs/text conversion to prevent in-game crashes.
5 - Document one more debug menu I found that I never documented (nothing interesting, just for completeness sake)
6 - Document for others how to run any game scenario at will
7 - Fix up/Regenerate some of the patch files so that they're easier to work with
8 - Look into modifying the game's font spacing
9 - Move the text around in the game's executable so that text doesn't get trimmed due to memory limits
10 - Finalize the Contribution guidelines
11 - Assist with tooling to get the pictures translated
12 - Work on a PSP plugin to apply the translation patch on actual hardware

As for getting the pictures translated,
I've picked out almost all the pictures that have Japanese text in them and uploaded them here:
https://github.com/rezual/nge_2_re/tree/master/pictures

(I think the only images I skipped were the scenario images of the store,
and I'm not sure why I ended up adding the train ones since those are minor.
And we probably won't end up touching the credits images, but I added them anyways.)


Anyways, the folders to focus on are the title-cards and menus folders.

For the menus folder, we'll need to go through each image and create background images without the Japanese text,
so that someone can later write on top of these background images the translated text, mimicking the style.
For a couple of them the background image is going to be a blank transparent background.

There'll need to be a decision regarding how we're doing some of the picture translations.
Like are we going to completely get rid of the Japanese, including the options menus that say the name of the menu in both English and Japanese?

As for scenario translations, do we do a yellow subtitle font, or completely edit the image?
Image

Also quick note: certain images have a HELPER image. That's just a visual guide for how the game'll chop up bigger images into smaller chunks.
In and of itself, self-evident.

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Re: [Game] Neon Genesis Evangelion 2: Another Cases

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Postby Sailor Star Dust » Tue Aug 21, 2018 12:04 pm

Hmm. My two cents, as a huge fan + my understanding growing in having translated various nerdy things:

Signs + Tel-Ops: Subtitles instead of swapping out for English, definitely. Don't be like Funimation with crudely replacing all the tel-ops in their Eva and Shin Godzilla releases :lol: Subtitle font color certainly depends on what's easily visible to people. Some of us have bad eyesight :tongue: (In the 90's/00's, I definitely remember anime with white subtitles but no black text outline...Now THAT was a mess.)

Honorifics: I personally like them, but they don't necessarily need to be used. Honorifics look like they're usually not referenced in official releases unless it's Persona or something, lol. (Sometimes official things change the rendering, too...Persona 3 Junpei's nickname for Yukari in Japanese "Yukaricchi" = in English became "Yuka-tan".)

Anyway. "Shin" and "Miss Misato/Ritsuko" work perfectly fine in place of "Shin-chan" and "Misato-san/Ritsuko-san" (like how ADV's Platinum release did). But, if we're going with western name order, e.g. Shinji Ikari, then you'd definitely want to render the honorifics Shinji-kun (e.g: Ikari Shinji-kun), otherwise it just feels "off" since lots of NGE2's dialogue is voiced, too. For instance, when Shinji's full name is stated (Ikari Shinji-kun = Shinji Ikari), I think excluding the honorific is fine in that situation. Otherwise it feels too clunky, at least IMO.
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