![]() This will be a challenging project, but it’s definitely doable. The conversion tools will be open-sourced when the patch is released. Which I did multiple times cause of progress with the tool (and fixin. My next college semester will begin soon so I will have less time to work on this, but I’m hoping to progress towards a release some time in the near future. I post all of my mods in my server, easy to update people whenever I do a fix on a mod. Extracting and building is fully functional and has been tested by repacking several. One issue I’ve run into with the extractor is that Photoshop doesn’t support index-color PNGs with 8bit alpha channels. RIght now the tool will export full 8bit RGBA PNGs (not using indexed colors), but the PNGs will need to be converted back to the correct indexed format to be inserted back into the gim. The extractor is working now with all 8bpp textures and most 4bpp textures, but texture replacement isn’t ready yet. ![]() gimtool will handle gim files by converting them to and from standard PNG files that can be edited using Photoshop. Since ADX files are used in other games, extraction and creation tools already exist and are compatible with this game. Japanese text can be found in text files, but a conversion table will likely be needed to read this since it isn’t encoded using standard shift-jis. 8bpp images also have weird palettes that have to be filtered using a special algorithm (admitedly I don’t understand the algorithm, but the palette is stored this way to improve performance in-game). 8bpp images are swizzled and must be de-swizzled before being converted to PNG. This doesn’t really matter because the images that need to be translated are all in the normal 4bpp format as far as I can tell. GIM files using either 8bpp (256 color) or 4bpp (16 color) format. Both formats’ use a 32-bit RGBA palette with a 0-128 range alpha channel. Most of the 4bpp textures follow the same format, but some are stored differently in a format I don’t understand. PAC files are stored within the ADX files and contain textures and other assets. ADX files are used to store resources (textures, audio, 3D models, etc). The game stores files in fairly simple file formats and doesn’t use compression for anything other than audio. When my patch is released, it should work with all versions of the game. This version is ~100MB larger that v1.01 and there are minor changes present in the game’s resource files and disc structure. Gameplay wise is pretty Arcade feels and this title is. v?.? – Original Asian release (SCAJ-25008, release date unknown)Īll versions are nearly identical, but v2.00 is the only one that mentions Dolby Digital support on the back of the box. Taito's Battle Gear 2 (PS2) is a console port of the Arcade game with the same name, 'Battle Gear' was previously named 'Side by Side' that kicks of in late 1990s (also released on PS1), The game was heavily inspired by Illegal Street Racing culture and also influenced by manga 'Initial D'.v2.00 – Japanese re-release under “PlayStation 2 The Best” line (similar to a “Greatest Hits” release) (SLPM-74420, released February 26, 2004).v1.01 – Original Japanese release (SLPM-65268, released June 26, 2003).There are at least three versions of the games in existence. Yes it’s a racing game and the text is probably not that important to read, but it can be challenging to navigate the menus that are entirely Japanese. Nevertheless, I’ve decided to start work on a translation patch for this game. This is too bad, since Special Stage was a great port considering the hardware limitations of the PlayStation 2 (the arcade version’s hardware uses TWO video processors and has 8 times more video memory than a PS2!). There are English releases of the arcade versions, but none of the home versions have ever been released outside of Asia. Initial D Special Stage is a port of the popular arcade game released by Sega. Initial D Special Stage Translation Mon, Aug 18, 2014 Special Stage for PS2 (NTSC-J Region) Includes: - Original ISO. After it’s finished, if you want to convert your game folder (JB) back to ISO again use PS3 ISO TOOLS. Patch.bat and xdelta3.exe inside your Initial D game directory. Copy your BACKUP folder just in case you failed to make a wholeīackup of your game and you can delete 2d.xdelta, car.xdelta, EBOOT.xdelta, ![]() Inside your Initial D game directory run patch.bat and wait for it to Copy the 2d.xdelta, car.xdelta, EBOOT.xdelta, patch.bat and xdelta3.exe Extract your ISO backup to a JB (folder type) There are a lot of versions of this game and this patch is specifically for Initial D: Extreme Stage. It’s not fully bug tested since 2014, it was tested for just a bit with a personal working backup. Initial D: Extreme Stage, that unfortunately had to put on hold and stopped This is just a beta patch to a supposedly partial English translation of
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