Ys Celceta mod (WIP)

A forum for the English Translation Project for the Ys Celceta PC Version originally in Chinese.
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josejl
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Ys Celceta mod (WIP)

Post by josejl » Sat Aug 27, 2016 10:31 am

Well, it's been a few months since I started working on this stuff.

It's far from done,but I think it's time for a first alpha release.

https://mega.nz/#!zIlHiTQZ!EatZfBYoYMnN ... vSdqzQx1dw

How to install:

Make sure your exe file is called ysc60.exe.

Extract the file to the Celceta folder, and run patch.bat.

Run Celceta.

How to use:

F5- Default setting. Load new shaders (shadows and characters get a bit of lighting)
F6- Load original shaders.

F7-Default setting. Use original Celceta BGM.
F8- Use alternate soundtrack. Incomplete as of now. Some loop points are off. If you wish you can edit them in bgmtbl.csv

F3-Default setting. Japanese voices
F4- English voices.

Other stuff:

F9: MessageBox popup , just there to check the mod DLL has loaded correctly.

Dev stuff,not really useful for non developers,but might be handy for debugging in case you find some bugs:
F2-Switch between render targets. Used to debug shadow rendering

F11- Enables logging for D3D9 debugging. Only useful with a D3D9 debugger, will make the game to run really,really slow.

So, that's it. Feel free to share any feedback and the bugs you'll find.

marcustherocker
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Re: Ys Celceta mod (WIP)

Post by marcustherocker » Sat Aug 27, 2016 7:02 pm

I think the patch did something to my game :/ I unzipped it inside the installation folder of Celceta, ran the patch.bat and it told me I was missing three DLL files. I downloaded them, put them inside the game folder, ran the ysc60.exe file and it prompted me with: "The application was unable to start correctly (0xc000007b)"

josejl
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Re: Ys Celceta mod (WIP)

Post by josejl » Sat Aug 27, 2016 7:29 pm

What dlls did it ask for? I included a few, I thought the rest would be common enough. Anyway, if you use the original EXE the game will run just fine,I didn't change any game data.

The problem is that there a few versions of the EXE around,and I'm not really sure how to deal with those.
I'd rather not include the full EXE for ,well, copyright reasons.

How did you patch the game in the first place, or did you get one of those already patched versions?

marcustherocker
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Re: Ys Celceta mod (WIP)

Post by marcustherocker » Sat Aug 27, 2016 7:52 pm

The ones it asked for were:
msvcp140d
ucrtbased
vcruntime140d

I downloaded the original Chinese game via a download site (can't remember which one) and then I downloaded an English patch via this topic on this forum - http://www.heroesoflegend.org/forums/vi ... f=46&t=252

josejl
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Re: Ys Celceta mod (WIP)

Post by josejl » Sat Aug 27, 2016 8:05 pm

Ah,I forgot, I included this iidking.exe for a reason. You see, the new code isn't in the EXE, it's on Hook.dll.

The problem is that it won't load automatically,you need to do something called DLL injection every time you run the game, not something that anyone would like to do.

You can use the IID tool on the EXE you had before,and tell it to load Hook.dll automatically. That way at least it will load, although depending on the EXE you had (if you have the one before perhaps you will get the game running slower than it should.

Meanwhile I'll start from scratch and use the clean patched version as the basis.

marcustherocker
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Re: Ys Celceta mod (WIP)

Post by marcustherocker » Sat Aug 27, 2016 8:22 pm

I tried the DLL injection you mentioned using a copy I had backed up but it still didn't let the game load :/ I'll try updating my DirectX and Visual C runtimes to see if that works

josejl
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Re: Ys Celceta mod (WIP)

Post by josejl » Sat Aug 27, 2016 9:27 pm

Using a clean install like you did, and using the same patch, the game runs at half speed,but other than that it works.

So, it must be like you said, a VC / DX9 runtime issue.

Still,I'll try to fix the half speed as soon as I can.

marcustherocker
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Re: Ys Celceta mod (WIP)

Post by marcustherocker » Sat Aug 27, 2016 9:38 pm

I'll let you know if it was a case of updating my DX and VC runtimes to make it work. If that's not the case then I'll try redownloading the original Chinese version and applying your patch to see if that works

josejl
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Re: Ys Celceta mod (WIP)

Post by josejl » Sun Aug 28, 2016 4:37 pm

https://dl.dropboxusercontent.com/u/23091275/Hook.rar

A little update,just in case. Now it shouldn't complain about DLLs,and some minor shadow fixes.

Ikusagami
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Re: Ys Celceta mod (WIP)

Post by Ikusagami » Tue Nov 29, 2016 12:02 am

Is this project still being developed?
I've tested the alpha, and am still deliberating whether I want to buy a PSTV to replay the game in a poorer resolution, to play the vanilla English patched version in HD and be distracted by the lack of shadows, or to keep using the mod and be distracted by the graphical glitches in cutscenes.
...I'm putting way too much thought into this, I know...
If more updates are forthcoming, I'd definitely prefer to wait and play the perfected version of the game.

Also, a report: Starting a new game with the mod applied opens some kind of debug room; various test menus and Adol on the world map, able to access various areas. But no new game. The only way I've been able to use this mod is to start a game without it, and then load a saved game after applying.

And just so I'm not dedicating an entire post to being a negative nellie, I have to point out the obvious and say this is a really awesome mod. Thanks for the hard work, Josejl!

josejl
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Re: Ys Celceta mod (WIP)

Post by josejl » Tue Nov 29, 2016 8:37 am

Hello Ikusagami.

Thanks for the feedback. I have been busy with another stuff and I haven't really worked on this since I released this.

I'm aware of the shadows having problems, and I don't really know what to do about them. If you can post some screenshots of the glitched cutscenes, that'd be helpful.

Probably I'll have to find a way to disable them in certain maps, pretty much like the Vita version does.

About the debug menu, I wasn't sure what to do about it, but since you can start a new game from there, I decided to leave it in, but I guess I could make some option that lets you switch between normal behaviour and debug mode.

Ikusagami
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Re: Ys Celceta mod (WIP)

Post by Ikusagami » Tue Nov 29, 2016 4:47 pm

Thanks for the quick response. I slapped together a few screenshots from early in the game. Mind you, static images don't really convey the effect, considering it's seeing them in motion that really makes it stand out.
You'll see there are irregular shadows cast ON the character models, and as the characters move it causes the shading on affected areas to constantly shift, warp and pixelate.

http://i1281.photobucket.com/albums/a51 ... ws%201.png
I didn't capture it at the right moment, but this one looked like Duren had a silhouetted head on his back (the vertical slashes by his ponytail would solidify into a head shadow occasionally)--I think he was perpetually walking through his own shadow or something. Very metaphysical.

http://i1281.photobucket.com/albums/a51 ... ws%202.png
Lower half of their bodies are shadowed--again, the way the shadow pixelated and moved is what makes it distracting.

http://i1281.photobucket.com/albums/a51 ... ws%203.png
pixelated butt censorship when in motion.

http://i1281.photobucket.com/albums/a51 ... ws%204.png
The splotch in the small of Duren's back is small here, but as he breathes, it grows and shrinks with his rhythm.

I checked against the vita version, and the characters do not have any shadowing on their bodies in those scenes (just those on the floor, cast by them).

Also, if the resources were imported from the vita version, I suspect there's a resolution discrepancy between 1080p and the vita's 544p, which could be part of the problem. You can really see it here, especially if you make the image fullscreen:

http://i1281.photobucket.com/albums/a51 ... %20Res.png
Judging by the shadows, those villagers are clearly Minecraft vampires.

I might be misunderstanding, but are you saying there is an option to start a new game from the debug menu? Or does the event jump option just let you start from the beginning, and go on naturally from there? (Honestly, I had no clue what I was looking at in that debug screen, haha)

josejl
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Re: Ys Celceta mod (WIP)

Post by josejl » Tue Nov 29, 2016 5:42 pm

Well, thank you for the detailed list of issues.

I'm aware of those artifacts, shadow rendering isn't perfect in any game, but I'm well aware that what I got here so far has lot of issues.
I arrived at a point that it was getting really difficult to improve this, so I decided to leave it for the moment.

I didn't remember the shadows looking that pixelated though, as the resolution is way higher than on Vita.
Still, now that I've taken a long rest from this perhaps I can look it again with fresh eyes and find something to improve it.

About the new game, yeah, you can jump to the first scene, but I forgot that it skips part of the text only part of the prologue.
I can restore it in a new version if needed, it's not much of a problem.


Even then, if you're doubting between playing this and Vita version, keep in mind that while Vita version has the full shaders, it runs at 30 fps with lots of slowdown.

Ikusagami
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Re: Ys Celceta mod (WIP)

Post by Ikusagami » Tue Nov 29, 2016 6:54 pm

Well don't revive it just on my account, but if you have a real interest in making the definitive version of Memories of Celceta even better, rest assured I'm not the only one who'll be thankful for it! :D
(it's a shame the projects on Heroes of Legend get so little attention; you guys should advertise on romhacking.net or something--I followed the Nayuta translation for like 2 years on gbatemp and never even knew about this site until somebody there posted a link)

And yeah, after seeing videos just yesterday showcasing how well the PSTV upscales Celceta, I'm DEFINITELY opting for the PC version. Pixelated shadows are more tolerable than pixelated -everything-.
And hey, even if there isn't much room for improvement, just what you've done already is a hell of an improvement over what was already there, so your efforts are appreciated.

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