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[Wii] Arc Rise Fantasia fantranslation

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Shiranui
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[Wii] Arc Rise Fantasia fantranslation

Post by Shiranui »

Hello guys, I'm new in this forum. Since Arc Rise Fantasia was released in English and Japanese only, a group of friends and I are planning on translating it into Spanish. The thing is, does anyone know which are the ingame text files? I've searched the forum but I found models-related-topics only, apart from several tools to open .vol and .cxd files. Any help would be really appreciated.
Polefish
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Re: [Wii] Arc Rise Fantasia fantranslation

Post by Polefish »

Did you even tried to unpack some archives and see for yourself?

Here is what i documented some time ago:
wtm-File (WTMD) imageformat

The format is VERY similar to the standard texture-format of the GC/Wii, TPL. See http://hitmen.c02.at/files/yagcd/yagcd/ ... sec15.20.1
There are still some unknown bytes but the folowing offsets should be enough to convert the images:

Offset Size Description
0x06 2byte Palette Offset - offset to Palette Data
0x08 2byte Width
0x0A 2byte Height
0x0C 1byte Imageformat - RGB565/RGBA8/CI4/CI4... see yagcd for more info
0x12 2byte Data Offset - offset to image Data

Imageformat Description
0 I4 (4 bit intensity, 8x8 tiles)
1 I8 (8 bit intensity, 8x4 tiles)
2 IA4 (4 bit intensity with 4 bit alpha, 8x4 tiles)
3 IA8 (8 bit intensity with 8 bit alpha, 4x4 tiles)
4 RGB565 (4x4 tiles) OK
5 RGB5A3 (*) (4x4 tiles)
6 RGBA8 (4x4 tiles in two cache lines - first is AR and second is GB) OK
8 CI4 (4 bit color index, 8x8 tiles) OK
9 CI8 (8 bit color index, 8x4 tiles) OK
A CI14X2 (14 bit color index, 4x4 tiles)
E CMP (S3TC compressed, 2x2 blocks of 4x4 tiles)

Arc Rise Fantasia Experience Table (LVL 0-99)
Values are set in exp_tbl.bin.
0
10
84
286
679
1328
2294
3644
5439
7745
10624
14141
18359
23342
29154
35858
43519
52199
61963
72875
84998
98396
113133
129272
146877
166012
186741
209128
233236
259128
286870
316524
348154
381824
417598
455539
495711
538179
583005
630253
679988
732273
787171
844747
905064
968187
1034177
1103101
1175020
1249999
1328102
1409393
1493935
1581791
1673027
1767705
1865889
1967642
2073030
2182115
2294961
2411633
2532192
2656705
2785233
2917842
3054594
3195553
3340784
3490350
3644314
3802741
3965694
4133237
4305433
4482347
4664042
4850582
5042031
5238452
5439909
5646466
5858187
6075136
6297375
6524969
6757982
6996478
7240519
7490171
7745496
8006558
8273422
8546151
8824808
9109458
9400163
9696989
9999999


Folders on the DVD of ARF and what they contain

_sasaki\ fonts (not the fonts of the menus or the chat, etc.)
_viewer\ unknown
Btl\btl_enemy vld files are Lz77 compressed files the offsets for the files inside the vld are stored in vlh files (found in btl_usual.vol). the format is size:offset (booth 4 bytes) and starts at 0x20 in the vlh-file.
Btl\sound battlemusic
Btl\ btl_weapon.vld contains the weaponmodels, btl_voice.afs is a container for the battlevoices the rest of the files contains misc data for the battlemodus like images, textures, models and so on
Char\ 3d-models
Event\ the loc_...-files containing model/scene data and sometimes the map of the location. the EV... files are for model and 3d scenes too
Event\c_rank\ more model/scene data in the EV... files
Event\c_rank\voice\ only one adx soundfile
Event\endroll\ images for the endingsequence of the game
Event\exp\ exp_fc_000.vol contains bscr (scriptfile), for guildquests
exp_fc_001.vol contains bscr (scriptfile), for slotmachine in casino
exp_fc_002.vol contains bscr (scriptfile), for poker in casino
exp_fc_003.vol contains bscr (scriptfile), for blackjack in casino
exp_fc_004.vol contains bscr (scriptfile), for copinrace in casino
exp_fc_005.vol contains bscr (scriptfile), for arena
Event\fc\ the vol-archives containing bscr files, with plain text (and data for skits ???)
Event\se\ adx soundfiles. mostly background noise and soundeffects for the cutscenes
Event\voice\ more adx soundfiles
Event\wld\ archives containing bscr files. there is text for every conversation that happens on the worldmap (signs too)
interface\ the data_map...-files containig images and text that is used in the Map->World Map menu of the game. the if_... are for casino-related files (wtm-images and other files (.bin)). tex_...-files are textures only
Map\ compressed vol-archives for every location in the game. archives contain bscr-files and other files. the bscr contains the text of the npcs and conversions between them and the group.
Map\sound\ adx-files for the backgroundmusic
Map\sound\jingle\ various adx-files
Map\image\ archives containing the images and other data needed for the Map->Area Map menu
minigame\ data as sound, models and images etc. for the minigames
Movies\ sfd-files for the movies (rendered videos)
Sys\ ...-bin files containing some plain text and other unknown data, some images and the system.vol. monster_book.bin contains the Monsterlibrary from the pausemenu (changing values here will not affect the outcome from fights) system.vol contains informations for the weapons, abilities, quests, magic, rogress, some icons (elements), statusfont2 are symbold (AP, RP...),statusfont are symbols (atk,res,rico,select...), exp-table, merchantnames, list of skits and other unknown stuff
Title\ data for the "3d-titlescreen-scene"
world\ most folders contain LZ77 compressed files but I dont know what the files are for
world\texture lz77 (0x11) compressed files with wtm file inside

Fileformats
Most files are compressed with either LZ77 (0x10 or 0x11 followed by the original size in !!little endian byte order!!). Big endian byte order is used for all files. What kind of file is inside a compressed file is visible from looking at the first few bytes. After the compressionflag and the uncompressed size (4byte) the filetype is written.

adx.-files A common format for soundfiles on the Wii
afs.-files A common container-format on the Wii used to store adx. files
.bin-files There are different types of these files, they can be compressed too or they are just some text, systemdata for the game or something else.
SSCR some of these .bin-files have text in it (see sys\arena.bin). It looks like the pointers to the text and other data are near the top of the file. Example: For "Stalwart Soldiers" its h0DEA this value is stored at h48 in the file (the pointers are 4 byte in size).

.vol-files Archives that can be extraced with the following bms script and quickbms (http://aluigi.org/papers.htm#quickbms)
props to WRS for finding out:
# -- WRS
# xentax.com
# .vol BMS script

idstring "RTDP"

endian big

get EOH long
get FILES long
get THISSIZE long

goto 0x20

for i = 1 to FILES

getdstring FILENAME 32
get FILESIZE long
get FILEOFFSET long # relative to EOH

filexor 0x55
math FILEOFFSET += EOH
log FILENAME FILEOFFSET FILESIZE
filexor 0

next i

Just a reminder... As you can see from the script it is necessary to alter the FILESIZE and FILEOFFSET valuess according to your edited files if you want to recreate a vol-archive.

For the 3d models the game uses the brmdl model format with bress textures.

Text is NOT Shift-JIS but contains all chracters of it (EUC28-0.wtm - EUC28-8.wtm). Its http://www.rikai.com/library/kanjitable ... .euc.shtml

RetroHelix
I'm not entirely sure anymore since its some time since I last had a look at this but I think all ingame text is in the bscr files. They are ordered by locations and events etc.

Would be nice to hear from you if you make progress.

EDIT:
Found some even older documentation about the items
full itemdescription - includes name, description, number, price, weapondescription, weaponsecrets and other atributes of items
itemdescription - textual description, without any other data
weapondescription - textual description, without any other data

items are stored in chunks of h11F bytes


h0A = linebreak
h15 = introduces an icon/symbol for (secret) boosts/negative atributes like ATK+10 for example
symbols/icons for atributes of weapons/armor/magic etc. (plain ASCIItext stands for a symbol):
01 = Secret
90 = ATK
91 = DEF
92 = MAG
93 = RES
94 = SPD
97 = LUK
E0 = Fire
E1 = Water
E2 = Wind
E3 = Earth
E4 = Ice
E5 = Thunder
E6 = Light
E7 = Dark
D0 = R
D1 = Lvl
D2 = HP
D3 = MP
D4 = AP
D5 = Sp
D6 = EX
D7 = DP
D8 = <- arrow left
D9 = -> arrow right

Example:
D1:1 = Lvl-symbol:1
D1:2 = Lvl-symbol:2



h11F = Size of full itemdescription (one chunk)
h72 = size of itemdescription (itemname + descritiontext) not including boosts/atributes/secrets
relative 0xD3 long = number of the item (used in shop.bin)
relative 0xD5 = kind of item
relative 0xD6 = itemsymbol (depends of kind of item)
relative 0xD9 long = heal ammount of item itemspecific
relative 0xDA = for magicgems it specifics the symbol itemspecific
relative 0xE9 long = WP for first lvl
relative 0xED long = WP for second lvl
relative 0xEE long = ability given to the item by number of an ability from ability.bin ( 0x66 of each chunk in ability.bin) only for accessoary?
relative 0xF1 long = WP for third lvl
relative 0x101 long = price of the item
relative 0x105 long = sellprice of the item


(singed) int32 in size (Double Word)
relative 0xD7 = atk of item
relative 0xDB = def of item
relative 0xDF = mag of item
relative 0xE3 = res of item
relative 0xE7 = spd of item



???relative 0xD5 long = kind of item? (maybe symbol for it)
???relative 0xF7 short = kind of item? (maybe symbol for it)

Without engagement.
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