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Hello sir! I can't believe the amount of dedication and time you given to these Japanese games to get them translated, some of the cult classic now made available to so much of the wider audience by you taking down the language border, I thank you wholeheartedly for the Racing Lagoon and Boku No Natsuyasumi 2 and not just you, but all the people who help translate it for us and for free, thank you for sharing your experience with us and showing the other side.
Wow, this was a very good explanation. I am really struggling with filesystems and how to decode them, also fighting with the debugger and profiler. I would really appreciate a more in depth video on decoding the filesystems
What an excellent overview! I would mention that Tile Molester unfortunately works with 8 pixel wide intervals, so if you see graphics that are, say, 31 pixels wide, Tile Molester will always be off by 1 or 9 pixels. GGD Solves this, and it's my tool of choice for PSX analysis. Great job!!
I've encountered that issue and yeah, it sucks. I haven't encountered a graphics tool I actually liked and could use without issue. I always end up writing my own BIN PNG converter. At least now I have my own Python library that I'm working on for generic image extraction.
Great video! Id previously looked into translating Nekketsu Seisyun Nikki 2 as there is alot of text and features locked to that version of Rival Schools so im so happy that there are people still interested in translating these classic games. Unfortunately the whole process seemed too daunting to me at the time.
Timestamps: 00:00:00 Intro 00:01:23 Extracting for beginners 00:01:49 Extracting files from the game disk 00:02:47 Identifying image files by extension 00:03:05 Viewing/converting images with Noesis 00:03:34 Searching for PS1 image files with jPSXdec 00:04:13 Searching for PS2 image files with Game Graphic Studio 00:04:56 Additional tools for working with TIM/TM2 files 00:05:35 Limitations 00:06:17 Beginner Epilogue 00:06:57 Advanced extracting 00:08:04 What is a 2D graphic? 00:09:02 What is a color? 00:11:40 Color depth 00:13:54 Color palettes 00:15:29 Non-paletted/direct color images 00:16:50 Color storage format 00:18:34 Image storage order 00:19:41 Image data in a hex editor/size calcs 00:23:21 Hex data "aspect ratio" vs pixel bit width 00:24:16 PS1 rendering pipeline 00:25:53 PS1 VRAM/framebuffer 00:29:17 Rendering a single PS1 graphic 00:31:23 Viewing PS1 VRAM in PCSX-Redux 00:33:57 A closer look at the TIM format (PS1) 00:35:29 TIM ID 00:36:09 TIM FLAG 00:38:33 TIM CLUT 00:41:05 TIM CLUT entries 00:43:55 PS1 Semi-transperency processing 00:45:19 PS1 Semi-transperency modes 00:46:51 Converting PS1 colors to standard 24bit colors 00:48:09 TIM PXL 00:50:28 TIM PXL entries 00:51:40 The sad, dirty truth about TIMs 00:52:52 Converting a TIM image 00:54:46 TIM2 (PS2 image format) 00:54:57 TIM2 magic line 00:56:30 TIM2 header 1 00:57:29 TIM2 header 2 00:58:51 TIM2 header 3 00:59:12 TIM2 header 4 00:59:48 TIM2 CLUT Color storage mode 01:01:21 TIM2 CLUT swizzling (CSM1) 01:02:57 TIM2 alpha channel 01:03:55 Converting a TIM2 image 01:04:38 Injecting an image 01:06:44 Why not modify the palette? 01:07:16 Modifying the palette 01:08:08 Why not create the palette ourselves? 01:08:39 Why bother learning TIM/TIM2? 01:09:01 TIM's shortcomings 01:12:26 Ripping other image formats 01:13:45 Identifying PXL sections 01:14:01 Using 010 to visualize image data 01:15:21 Using Tile Molester to visualize image data 01:17:38 Identifying CLUT sections 01:19:14 Non-TIM Example 1: Kowloon's Gate 01:20:08 Non-TIM Example 2: Maid & Machinegun 01:22:09 TIM Example...with a twist: Harmful Park 01:24:14 Building VRAM (PS1) 01:25:45 VRAM Texture Pages (PS1) 01:26:44 No$psx GPU debugger (PS1) 01:28:27 Decompilation 01:29:19 Racing Lagoon, the Nightmare Scenario 01:33:31 Questions? 01:34:41 Patron shoutouts
The amount of knowledge contained in this video and the fact that it is on youtube for free is really, really inspiring. I hope I get to contribute in the way you just did to something. Very nice video, great examples, very clear explanations. Great work.
in ps2 game evil dead a fistful of boomstick i need edit text texture in ps2 format, i've tried tile molester but only see stains, any suggestion, i need change character > for ñ
@@hilltopworks thanks, btw I learnt really a lot from your video! And now I am starting my own translation project! Although it isn’t like your way down thru the assembly code 😅 really appreciate your video, especially the pixel parts and how they correlated to the documentation !!! Thanks 🙏
As a non-technical person, I see the argument pop up from time to time that the PS1 cannot render sprites, and all 2D games are just the primative 3D polygon (two triangles) stacked to make a sprite and the camera always facing forward. Is that at all accurate, seems like it is not.
Hello sir! I can't believe the amount of dedication and time you given to these Japanese games to get them translated, some of the cult classic now made available to so much of the wider audience by you taking down the language border, I thank you wholeheartedly for the Racing Lagoon and Boku No Natsuyasumi 2 and not just you, but all the people who help translate it for us and for free, thank you for sharing your experience with us and showing the other side.
What an absolute gem of a video.
Wow, this was a very good explanation. I am really struggling with filesystems and how to decode them, also fighting with the debugger and profiler. I would really appreciate a more in depth video on decoding the filesystems
What an excellent overview! I would mention that Tile Molester unfortunately works with 8 pixel wide intervals, so if you see graphics that are, say, 31 pixels wide, Tile Molester will always be off by 1 or 9 pixels. GGD Solves this, and it's my tool of choice for PSX analysis. Great job!!
I've encountered that issue and yeah, it sucks. I haven't encountered a graphics tool I actually liked and could use without issue. I always end up writing my own BIN PNG converter. At least now I have my own Python library that I'm working on for generic image extraction.
1:23:04 lower left corner "(VERSION ❤)"
Great video! Thank you for sharing your experience and insight!
Great video! Id previously looked into translating Nekketsu Seisyun Nikki 2 as there is alot of text and features locked to that version of Rival Schools so im so happy that there are people still interested in translating these classic games. Unfortunately the whole process seemed too daunting to me at the time.
Timestamps:
00:00:00 Intro
00:01:23 Extracting for beginners
00:01:49 Extracting files from the game disk
00:02:47 Identifying image files by extension
00:03:05 Viewing/converting images with Noesis
00:03:34 Searching for PS1 image files with jPSXdec
00:04:13 Searching for PS2 image files with Game Graphic Studio
00:04:56 Additional tools for working with TIM/TM2 files
00:05:35 Limitations
00:06:17 Beginner Epilogue
00:06:57 Advanced extracting
00:08:04 What is a 2D graphic?
00:09:02 What is a color?
00:11:40 Color depth
00:13:54 Color palettes
00:15:29 Non-paletted/direct color images
00:16:50 Color storage format
00:18:34 Image storage order
00:19:41 Image data in a hex editor/size calcs
00:23:21 Hex data "aspect ratio" vs pixel bit width
00:24:16 PS1 rendering pipeline
00:25:53 PS1 VRAM/framebuffer
00:29:17 Rendering a single PS1 graphic
00:31:23 Viewing PS1 VRAM in PCSX-Redux
00:33:57 A closer look at the TIM format (PS1)
00:35:29 TIM ID
00:36:09 TIM FLAG
00:38:33 TIM CLUT
00:41:05 TIM CLUT entries
00:43:55 PS1 Semi-transperency processing
00:45:19 PS1 Semi-transperency modes
00:46:51 Converting PS1 colors to standard 24bit colors
00:48:09 TIM PXL
00:50:28 TIM PXL entries
00:51:40 The sad, dirty truth about TIMs
00:52:52 Converting a TIM image
00:54:46 TIM2 (PS2 image format)
00:54:57 TIM2 magic line
00:56:30 TIM2 header 1
00:57:29 TIM2 header 2
00:58:51 TIM2 header 3
00:59:12 TIM2 header 4
00:59:48 TIM2 CLUT Color storage mode
01:01:21 TIM2 CLUT swizzling (CSM1)
01:02:57 TIM2 alpha channel
01:03:55 Converting a TIM2 image
01:04:38 Injecting an image
01:06:44 Why not modify the palette?
01:07:16 Modifying the palette
01:08:08 Why not create the palette ourselves?
01:08:39 Why bother learning TIM/TIM2?
01:09:01 TIM's shortcomings
01:12:26 Ripping other image formats
01:13:45 Identifying PXL sections
01:14:01 Using 010 to visualize image data
01:15:21 Using Tile Molester to visualize image data
01:17:38 Identifying CLUT sections
01:19:14 Non-TIM Example 1: Kowloon's Gate
01:20:08 Non-TIM Example 2: Maid & Machinegun
01:22:09 TIM Example...with a twist: Harmful Park
01:24:14 Building VRAM (PS1)
01:25:45 VRAM Texture Pages (PS1)
01:26:44 No$psx GPU debugger (PS1)
01:28:27 Decompilation
01:29:19 Racing Lagoon, the Nightmare Scenario
01:33:31 Questions?
01:34:41 Patron shoutouts
The amount of knowledge contained in this video and the fact that it is on youtube for free is really, really inspiring. I hope I get to contribute in the way you just did to something. Very nice video, great examples, very clear explanations. Great work.
Awesome video, I hope to be cracking open some games! Thanks for your work
That is a wonderful video.
I would love to see a decompilation tutorial
Splendid work! PS1 TIMs is more complicated than PS2. I'd like to learn more about PS2 vram and disassembler stuff
Legend
I watched it at 1.25x, so great, thanks for spreading this knowledge.
I appreciate this so much :')
thank you for all the work you do!
The best video on this topic! Do you mind making one related to 3d models?
Great content as always.
Racing Lagoon is so unique of a game it practically abused vram... that's crazy
in ps2 game evil dead a fistful of boomstick i need edit text texture in ps2 format, i've tried tile molester but only see stains, any suggestion, i need change character > for ñ
Do you have any suggestions for cracking non-bitmap PS2 textures?
Hello in my case on Game Graphic studio when I open my PS2 iso he said "cannot find AFS & SLPM file into ISO file" could you help me ?
Good video! May I know what paid software you are using at 1:14:02 ?
The hex editor "010"
@@hilltopworks thanks, btw I learnt really a lot from your video! And now I am starting my own translation project! Although it isn’t like your way down thru the assembly code 😅 really appreciate your video, especially the pixel parts and how they correlated to the documentation !!! Thanks 🙏
Can you extract 3d models as well?
As a non-technical person, I see the argument pop up from time to time that the PS1 cannot render sprites, and all 2D games are just the primative 3D polygon (two triangles) stacked to make a sprite and the camera always facing forward. Is that at all accurate, seems like it is not.
Can you teach us how to rip the Japanese text out of GBA, PSP, PS1, and PS2 games? 😢
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