Sega's made a whole bunch of Shining games, from Shining Force to Shining the Holy Ark, and now. Well, now, they've clearly run out of names.
The latest PS2 entry in the series is, a new action RPG that's just asking for jokes if it ends up being less than polished. The latest Famitsu provides first details.
Shining Wind features character designs by Tony, whose name you might remember from Shining Tears. In fact, Shining Wind follows in the footsteps of that title, with a similar visual style and the same basic gameplay system. The game's producer, Tsuyoshi Sawada, also returns from Shining Tears, on which he made his production debut. This latest Shining game takes place in the world of Endias, where thoughts turn to crystal form. Your adventure begins in the land of Riveria, which is split into three countries, populated respectively by man, elf and beast groups. You play as Kiria Kaito, a 'Soul Blader,' which is the name given wielders of a special sword called a 'Soul Blade.'
Kiria actually wields two swords: a Soul Blade and a standard dagger. You use the dagger by pressing square and the Soul Blade by pressing triangle. This Soul Blade is at the center of Shining Wind's gameplay and storyline. As with Shining Tears, you partner up with a partner character when heading out to battle. The Soul Blade is formed based on the partner character. Depending on the partner, you'll have a Soul Blade with wide-range attacks, or one with elemental or distance shots.
Shining Wind Ps2 Wikipedia
Each Soul Blade has its own super attack. Kiria's relationship with the partner characters affects the strength of the Soul Blade. In addition to building up your relationship during conversation sequences, the game also allows you to actually go into the partner character's heart. Based on the actions you take within, the corresponding Soul Blade will change accordingly. You can look forward to mini games in the partner heart world. The 'link system,' which is the fancy name for the partner-based gameplay in Shining Tears and Shining Wind, has been beefed up on the whole.
Sega's planning on including even more partner characters this time around, and is even giving each character its own unique special move. As a new feature for Shining Wind, moves automatically change based on the distance between Kiria and his partner.
You're not the only one with partners this time, though. Enemies can team up with one another for link attacks, so you'll have to be on your feet when slashing away.
Partners, on the whole, seem to have a greater role in the story this time around. Kiria is actually a newcomer to the world of Endias. He and two of his friends, both Soul Bladers, were transported to Endias from a different world, each ending up in one of the three countries.
The three former friends are now rivals, waging war on one another. Like Kiria, the two friends recruit partners. The story will include sequences in which you steal your rivals' partners, and have yours stolen as well. Outside of the changes to the link system, Shining Wind promises to offer a more RPG-like experience.
In fact, although the game has just as much action as the original title, Sega's labeling it an RPG rather than an action-RPG. Whereas Tears was mission-based, with players selecting their next stage of play, Wind has RPG-style progression, including the need to actually move from point A to point B over a field. The game now has encounter-based battles, taking you into a battle when you strike certain points on the main field. Sega is also adding the shine that was lacking from Shining Tears. Responding to complaints about the original, Shining Wind will feature quick load times as well as improvements to visuals and control. Sega has hired a major animation studio (whose identity is still a secret) to work on animation sequences for the title, which will now be sprinkled throughout the game. Shining Wind is currently 30% complete and is without a release date.
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Hi, Im trying to rip sprites from these 2 ps2 games: Shining Tears and Shining Wind, both from sega and very similar graphics. I tried 2 aproachs: First, trying to rip the sprites directly from the archives, I extracted some files from Shinig Wind and ended with a lot of.RAX,.ADX,.SFD,.BRA,.TXR;Browsing then with GGD and others tiles views I couldnt find any graphics. Second, I tried the hard way, playing the game, taking screenshot with some apps, cleaning in a picture editor, but the emulator (Pcsx2) aplies a blur in all imagens and I cant get a clean screenshot, even if i disable all filtering, anti-aliasing, etc. Somebody can help me?
Thanks Diego. Cool, thanks.
The ADX files are easily convertible with, BGM002.ADX sounds like some sort of victory theme, while SNDBGM101.ADX sounds like background music for a town or some sort of forest. I don't know the game myself so I'm not sure.
But yeah, ADX is audio. The TXR files seem to be 2D images, probably the graphics you're looking for. Managed to convert some of them using. However, ALLEQUALA.TXR and AUTOEMBREMC.TXR failed to convert, I'm not sure why.
Here are the other three files that I managed to convert though (converted to PNG, since they're extracted as TGA): 001SOUMA001.TXR BGSB03001.TXR STATUSSOULSWORDD001.TXR If you can confirm that you recognise these, then we can at least know whether it extracts them correctly or not. The RAX files appear to contain more TXRs within them. There's for extracting those, although they're LZSS compressed and the script doesn't decompress them. I attempted decompressing them with both DSDecmp and QuickBMS's LZSS decompression function, but neither works. It might be a custom variation that the game uses, instead of the standard format. I couldn't find much else on the other files, but I'd guess they're just generic data that isn't really related to graphics.
Unfortunately, I'm in the middle of a couple of other things right now, and I also have exams coming up next month, so I probably won't be able to help much beyond this, sorry! Hopefully someone else will be able to figure something out.
Spoke with Walchy (from the SF3 translation project team) about this at SO:UK, and sadly it's not likely. In regards to the translation itself, most of this had been done already by former members such as Aspartate, Fallen Angel and Landius - who have not been active on SFC for years. A lot of the 'translation' work being done now is more of a revision of odd names and sections to get the to sound more like proper English than direct translations. On the technical side, you'd need to have people with decent knowledge of hacking PS2 games, which the team don't really have.
The SF3 project only really happened because knightofdragon came along and offered up some hefty info on hacking Saturn games. On the appreciative side, most (if not all) of the folks working on the SF3 project are doing so through big love of SF3 and how eagerly they and many others have wanted the untranslated parts of (arguably) Camelot's best game in the Shining series to be playable in English. That love for Shining Wind. Isn't really felt. My recommendation would be to find people who are interested in the game and seeing how eager they are to work on a translated script. Bear in mind that such tranlations can take a lot of time and effort, though.
StorMyu wrote:Also because PS2 is hard to manipulate. And if the game is not 'made' for a translation, you have to change lots of code sometime just to get a proper size for the font (as an example of course) some 2 kanji which translated take at least 6/7 character and goes offscreen and stuff like that. Anyway, without any decent PS2 programmer you can't go very far. PS2 is VERY easy to manipulate if you have FreeMcBoot.It should contain some normal fonts,but most likely only capital letters are there.If the game's engine is similar to Neo and Ikusa (EXA),then this one shouldn't be too hard,as EXA was already undubbed (probably Neo too).I know the undubs are not translations,but the packing method should be similar and access to game's data should be open. Xan1242 wrote:PS2 is VERY easy to manipulate if you have FreeMcBoot.It should contain some normal fonts,but most likely only capital letters are there.If the game's engine is similar to Neo and Ikusa (EXA),then this one shouldn't be too hard,as EXA was already undubbed (probably Neo too).I know the undubs are not translations,but the packing method should be similar and access to game's data should be open. Just to show you an example of how you're terribly wrong: Mana Khemia 2 PSP (only came out in Japan even if the PS2 version came out in USA) someone attempt to translate it since the games are 'similar' Do you really think it's the same text function? Thing is: It's not because a US games got localised that a similar game will be that easy to do.
They don't just translate they also changes part of the code to make it playable or readable to us (like that font problem) and I'm not talking about PS2 being easy to manipulate just because you can read ISO, I'm talking about having access to a decent debugger to be able to track down part of code to change them accordingly to your desire. Also, Undubbing is only about replacing Audio sample into the US games, which does not involve any further change, and that's really easy compared to a translation.
Tl;dr: it's not that simple, nuff said. Need debugging?Get an emulator,per se.Want a real unit?Get a debug PS2 or even a normal PS2 with a network adapter could output debugging console. I said that if we have the access to game's data,we can change text and fonts!Recoding is unnecessary.What they do is that they just change the fonts and text data.If they are already there,even better! Indeed just going in the disc image doesn't make you easier to manipulate,that is why someone probably already found out the archiving methods to get full access to game's data.And you said that the PS2 was hard to manipulate,which is just wrong. The game is hard to manipulate.You have to be more specific. And for the record;No.You do not need a debug PS2 to access the game's code.You can do that from the computer,and you have to do it from there. Current emulator does not support correct debugging.
But for the Network adaptater. Ok never tried. Changing text and fonts are not enough (sometimes, because as you said, yes A GAME can be hard to hack not every game). You can be stuck on stupid things like text overlapping because of Kanji's name translated being too long, or any stupid reason.
That's why I'm talking about, the need of a debugger is somewhat necessary when problems comes, especially if you introduce a bug and you don't know how to find it. And for the record (too), of course I don't need a debug PS2 to access the game's code, I'm just locating the function/routine needed via debugger and then works on my laptop. Anyway if you want to try hacking Shining Wind then why not, even if I can give help I would. I'd love to try it myself,but if I had time to do it. I'll see what I can do,even a little bit. If I start a translation project,then I would need to find a way how to get into the game's data,then somebody to design the fonts,somebody who understands Japanese and Kanji and can actually translate it for me,and ton of other stuff. EDIT:OK!I started downloading the game.It is almost impossible for me to buy the game.I am NOT trying to give a game.I know I am pirating a game,but please note that I am not telling where I downloaded it in public.
Tman7776 wrote:how are those translated? Is there even a subtitle option for Shining Wind? I've just looked some youtube video, and there's no subtitle, but can be added directly to the video like any anime/movie. The codec are just different x) Yeah. Chances are this will be an area of difficulty if the game, unless by some fluke the videos happen to be encoded in a format that's easy to decode/encode accurately. I gather it's pretty standard for games to use video files to use some very obscure codec and file format that need specific tools for you to work with them properly.
I suspect that tools that are capable of this can be stumbled upon online, but the other part of the question is how good a job they do; I recall finding a tool that could decode the videos from Saturn games, but when using it on Shining Force 3 it gave a fair number of visual glitches. I wouldn't be surprised if similar glitches were to occur if you were to try to decode PS2 videos - and chances are that any decoding errors encountered would be made worse after any editting has been done and the file's been re-encoded.
Shining Wind uses SFD SoftDec video format,which is almost identical to the MPEG format and it was intended originally for the Dreamcast. PS2 has a hardware MPEG2 decoder,and it can play almost all of the formats,and those formats can be played on a PC without any problems whatsoever.I do have the decoder (sfd2mpg) and encoder,but it seems that the decoder doesn't decode video properly (blank screen). Most of the games from PS1 and later use the MPEG 1 or 2 format (until Bink showed up).They're just 'packed' in some kind of obscure way indeed. And I also should mention that almost anything today can play the MPEG format.The DTV module for digital television,for example,streams the MPEG2 or even HD MPEG4 from the satellites through the TV signal. Las edades de lulu pelicula completa. To put subtitles,you can just use VirtualDub and hard encode them into the MPEG videos,and then use a encoder to make a SoftDec video and it should be alright.I think,at least,that the people who undubbed the EXA did that as well,and probably other SEGA games (for PS2 and XBOX and GC and later) that were undubbed/translated,because I noticed the exact same format in Shadow the Hedgehog game and in various other SEGA games as well.
Fair enough - if it works, it definitely deserves a thumbs up. The thing that I feel is best kept in mind is that whilst the PS2 may be happy with some of the more everyday MPEG formats, that doesn't necessarily mean the game you're working with is, so trying to import videos in a different format to what they were before sounds like a recipe for trouble. However, it sounds like you've got the right tools for re-encoding the files into the right format, so hopefully this should reduce (if not eliminate) any major problems. Sorry if I sound like I'm being a pessimist here (speaking bluntly, that's what I am) - I'm not trying to dissuade you guys from this project, but just making sure you've got a potential problem covered before stumbling in too hastily.
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It's kind of my thing whenever I'm involved with starting projects (and probably why I tend to be kept out of them - for better or worse).
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