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Topic Summary

Posted by: Faldrath
« on: October 03, 2005, 05:08:59 PM »

During my recent Torment playthrough, getting ready for the translation and testing the cutscenes, I noticed that there isn't really much banter at all. I think it'd be a bit overkill to mess with new .bcs's just for that (given that I have never written .bcs's before, and I don't really like programming, I like translating ;) ) And I shouldn't mess with the .exe just because of one word. So, at least for now, I'll stop with what I already have: working subtitles in the cutscenes.

Thanks very much for all the help! You guys are great :)
Posted by: Grim Squeaker
« on: September 21, 2005, 06:44:42 AM »

Really, I'm begging you not to overwrite files, especially the exe.  As it could cause issues, for example, if someone installs this mod without the official patch.  They'd have the patched exe (which I assume you'd package and modify) without the patched files.  It'll end up as a mess.  This issue may or may not be a problem, but to summarise, overwriting is evil.
Posted by: Faldrath
« on: September 20, 2005, 10:21:00 PM »

Ooh, I should learn WeiDU one of these days. Anyway, I think that at least for Torment overwriting isn't much of problem, because there are, let's see... no mods for it at all. And since I'm already working from Platter's Fix Pack and the Restoration Pack, there should be no compatibility problems.

I still haven't had time to wrestle with VAR.VAR, but rest assured I will still bug you guys many times ;)
Posted by: Idobek
« on: September 19, 2005, 10:23:34 AM »

This isn't programming this is fairly simple WeiDU tp2 patching, which you'll be doing anyway when you want to alter those bcs files. When to know what you want to do to var.var please ask for help working out the tp2 code since patching is oh-so-much nice than overwriting. As for the "NOTE:" --> "NOTA:" swap, the following (untested) code should be what you need.

COPY_EXISTING ~torment.exe~ ~torment.exe~
WRITE_ASCII 0x53b428 ~NOTA:~ #5
Posted by: Faldrath
« on: September 18, 2005, 06:36:36 PM »

Now you completely lost me. I'm no programmer  ;D
Posted by: Grim Squeaker
« on: September 18, 2005, 11:26:36 AM »

Nah, you can just COPY_EXISTING ~torment.exe~ and WRITE_ASCII to it as Idobek said.  Similarly with var.var you just COPY_EXISTING it and add to it.  If you use NI it'd mean you have to include your own copy of it with your mod and overwrite the current version which is not a good idea.
Posted by: Faldrath
« on: September 18, 2005, 11:23:57 AM »

I see your point, but it would also mean that I'd have to distribute this new torment.exe with my translation, and that would bloat the zip file and probably cause some support headaches.
Posted by: Idobek
« on: September 18, 2005, 10:37:08 AM »

I'd argue that it's a simple WRITE_ASCII and no one's going to give a damn whether it's illegal or not, but it's your call.
Posted by: Faldrath
« on: September 18, 2005, 09:16:39 AM »

Actually, it seems that NI can handle VAR.VAR. I haven't tested it yet, but there's an option to edit it. As for that "NOTE" thing, thanks for the tip, but I think that editing torment.exe would be a bit too much for a translation project, and probably illegal as well ;) And "NOTE" kind of works in Portuguese, as a form of the verb "notar".

I still have to find some time to test that timed .bcs, but thanks a lot for the help so far, guys :)
Posted by: Idobek
« on: September 18, 2005, 06:19:43 AM »

Actually, I've tested it and it seems to be related to the word "NOTE" itself. I translated exactly the bandages to see how it worked, and if I used the Portuguese word "NOTA", the text would be yellow. But when I changed it back to "NOTE", it turned white again.

I wonder how they did that...
I loaded torment.exe in a hex editor and ran a search for "note". It turned up 3 or 4 times but only one looked as though it might be the key to this. The full entry was "NOTE:" you could try changing that to "NOTA:" and see what happens. (Backup torment.exe first, please.)
Posted by: Grim Squeaker
« on: September 17, 2005, 04:28:28 AM »

Actually if you understand var.var it can be added to with WeiDU but its byte adding at patching.

Quote
Okay a variable for Var.var consists of:

8 characters for the scope of the variable
32 characters for the variable name then the rest filled with '20' characters (spaces).  The variable name shouldn't have spaces.  Use underscores.
1 character as a number, from 0 to 9, as the starting value of the variable e.g. 00 for 0, 01 for 1 etc.  Note, japh thinks this does nothing in game but the PST Var editor claims it does.
3 '00' characters.

Notes:

1) The scope is either a local for an area represented ARXXXX, global represented by GLOBAL or a death variable represented by KAPUTZ (the rest if any of the starting 8 are just spaces ('20').

2) Its entirely possible the entire of the last 4 can be used for a large number starting value but I don't know.

The IESDP will also tell you about it: http://iesdp.gibberlings3.net/ieformats/var.htm.
Posted by: jcompton
« on: September 17, 2005, 12:28:05 AM »

Ah, right, the dreaded VAR.VAR. I actually have forgotten the very limited universe of utilities that can do anything with it--and I recall WeiDU isn't one of them because believe it or not, but nobody's really formally asked for better PST support in the past 4 years.
Posted by: Faldrath
« on: September 16, 2005, 11:42:58 PM »

Let me see if I understood it (I downloaded the Banter Pack):

It sets a variable, runs down a timer, triggers a dialogue, runs down another timer, then resets the variable so that it can run again, essentially?

I've been surveying the lines I'd like to subtitle in Torment, and it turns out that there are actually very few taunts (Morte and Annah are the taunters, basically). There are many more location-specific lines. I'll have to think about it some more... how do I create a variable, by the way? Torment has that var.var file that no other IE game has...
Posted by: jcompton
« on: September 15, 2005, 08:56:13 AM »

Well, you'd want to use some sort of recurring talk timer. The "bantergoose" script found in Kelsey and the Banter Pack (and a few other places) would be a decent enough base to build on: it says, "okay, every X seconds, we'll make somebody talk."

It has additional code for "if we have X people in the party, we'll have an equal chance of 1 through X being the one to talk here" which could be useful, although you'd more likely have different conditions based on the actual individuals since you would be assigning them the lines to say.

Go have a look at that code first and see if you have any specific questions about it.
Posted by: Faldrath
« on: September 15, 2005, 05:57:11 AM »

I don't mind getting fancy, I just wouldn't know how to do it ;)

If you could explain me the basics of doing that, or at least point me to some site where I could get that info, I'd be most grateful.