• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
March 28, 2024, 06:46:27 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


FONT.BIN (help)

Started by Arcanus, May 12, 2009, 02:01:49 am

Arcanus

May 12, 2009, 02:01:49 am Last Edit: December 31, 1969, 07:00:00 pm by Arcanus
Hey Zodiac and    melonhead, i need help!
I have made some changes in FONT.BIN and has not worked.

1- I create an image of ISO of the game using ImgBurn.
Mode 2 and 2352 bytes/sector.

2- I open FFTPatcher-v0.352>PSX>Open patched ISO and open my ISO (Final fantasy tatics.bin)

3- I modify the fisrt font "a" to "á" for test.


4- PSX>Patch ISO>OK


5- I run ePSX 1.70 emulator for comprove my modification





Won´t work, why?

Also I used FFTPatcher-v0.271 and patch Battle.bin  and generate file FONT.BIN and then import the two using CD mage.

Won´t work too!

I am doing something wrong.

P.S: It is possible to create a DTE in Japanese characters? For example 3F = "ió" and use only 2 bytes in hexeditor?
 Thx.

Cheetah

May 12, 2009, 02:19:14 am #1 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I believe that FFTPatcher doesn't actual make font changes that are used in game. As in FONT.BIN is actually never accessed by the game. However the same font information is found in other files, such as WORLD.BIN, and if you do some hex editing you can make the changes there. Some of Melonhead's newer tools might also work for this.
Current Projects:

melonhead

May 12, 2009, 09:58:08 am #2 Last Edit: December 31, 1969, 07:00:00 pm by melonhead
FONT.BIN isn't actually used in the game.
Duplicates of it are stored in WORLD.BIN at 0x5B8F8 and in BATTLE.BIN at 0xE7614.
The newest versions of FFTPatcher will remove support for modifying the font, for a few reasons:
  • The patching never really worked in the first place
  • Several people are using the space taken up by Kanji to write ASM modifications
  • The newest versions of FFTacText depend on the font being unmodified
  • The newest versions of FFTacText modify the font to create DTE characters

As indicated above, yes, it is possible to use DTE to contain 2 characters in 1 byte.
So for instance, you would modify the font to replace hiragana "" with "", then wherever 0x3F shows up in the text, you will see "" instead of ""

This method pcauses some problems with the text on certain windows ingame (especially those where a character portrait appears).
SadNES cITy developed an asm DTE routine to handle this case. Check out the patches they've made in their translation in WORLD.BIN at 0x4C04, 0x4CC0, 0x6CAC, and SCUS_942.21 at 0x22848, 0x229F0, 0x22A30, 0x228E0.

Arcanus

May 13, 2009, 02:35:14 am #3 Last Edit: December 31, 1969, 07:00:00 pm by Arcanus
Thanks melonhead, i insert Font.Bin in the two files and work.

Setzer

July 21, 2009, 10:19:06 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Setzer
So, if I want to manually edit the font, can I use the tile molester? And if so, which codec?
I'm asking because I'm making a portuguese translation, so I need every marked letter, like á, à, ã, â, é, ú, etc.
I can edit texts manually instead of using FFTacText, if that's the case...

Vanya

July 22, 2009, 03:26:53 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
You can edit text manually, but it isn't as versatile as using TacText. Not to mention it is much more time consuming & tedious.

@Melon: What I would like to know is if I make changes to the embedded fonts that are used and then use TacText; will it construct the DTE using the original font or the edited font I manually inserted?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Setzer

July 22, 2009, 09:06:54 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Setzer
I know, I manually edited every ability, job and skillset in my patch before the last version of tactex.
But I think I can just edit the texts using the Tactex, then edit the unused japanese fonts and manually insert the marked letters in their places.

But I need to know the tile molester codec used to find them...

Vanya

July 22, 2009, 10:53:30 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
You should be able to load font.bin with the oldest versions of shishi. (you have to type the name of the file in yourself. It won't show.)
Then export it as a bmp then change and reinsert. Then take the data from the modified bin file and insert it where needed.
  • Modding version: Other/Unknown
¯\(°_0)/¯

monicapo

August 12, 2009, 07:24:18 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by monicapo
I need somebody help me. I'm trying modify the font, too.
But I don't understand when you post "Duplicates of it are stored in WORLD.BIN at 0x5B8F8 and in BATTLE.BIN at 0xE7614"

I want add "á,é,í,ó,ú and ñ" but I don't know how I can do it. ¿Which program can I view the font?

Cheetah

August 12, 2009, 07:58:33 pm #9 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
The file Font.bin is actually never used in the game. But the exact same data is found in the files World.bin and Battle.bin at the Hex editing offsets you mentioned.

So if you get an old copy of FFTPatcher with the font editing you can edit the characters you want visually. Then you can find your new character using a hex editor in font.bin. Then just copy the hex of the character to where you want it in World.bin and Battle.bin to actually be usable.
Current Projects:

monicapo

August 12, 2009, 08:39:27 pm #10 Last Edit: December 31, 1969, 07:00:00 pm by monicapo
FFTPatcher-v0.271 version is valid for modify the FONT.BIN?
After this, I will insert in the offsets in WORLD.BIN and BATTLE.BIN and I'll test this.

Cheetah

August 12, 2009, 09:21:54 pm #11 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
If it give you the option to edit font, then it is changing Font.bin.
Current Projects:

monicapo

August 13, 2009, 05:59:52 pm #12 Last Edit: December 31, 1969, 07:00:00 pm by monicapo
I'm testing another way.

With "tilemolester" I see the font. Not completely clear, but I can see it.
The font is located into FONT.BIN, BATTLE.BIN and WORLD.BIN.

Well, I've modified the same letter from this three files. And I've rebuilded the fftpack.bin, and then the ISO, too. But the letter modified show fine in the game.

Is the font into another file?

monicapo

August 14, 2009, 07:16:59 pm #13 Last Edit: December 31, 1969, 07:00:00 pm by monicapo
Quote from: "Cheetah"The file Font.bin is actually never used in the game. But the exact same data is found in the files World.bin and Battle.bin at the Hex editing offsets you mentioned.

So if you get an old copy of FFTPatcher with the font editing you can edit the characters you want visually. Then you can find your new character using a hex editor in font.bin. Then just copy the hex of the character to where you want it in World.bin and Battle.bin to actually be usable.

Ok. I've followed your advice, and I've modified the font.bin with an old version of FFTpatcher.

1 - I've created a new psp patch (File > New PSP Patch)
2 - I've modified the font
3 - PSP > Patch War of the Lions ISO
4  - Then, I've extracted fftpack.bin, and this EVENT/FONT.BIN is the font modified, doesn't it?
5 - I've copied all binary data and I've duplicated it into WORLD.BIN and BATTLE.BIN, adding the new binary data. ¿Or have I to overwrite the existent data?
6 - I repacked fftpack.bin
7 - Import the new fftpack.bin into ISO game with cdmage

NOTE: In this example, I cahnged the normal "a" letter to "á". I mean, all "a" shuld be "á".

RESULT: The text doesn't change. What do I do bad? Where is the mistake?

Cheetah

August 14, 2009, 07:39:58 pm #14 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Okay a few things. Using Ting Hex Editor I would actually compare the new FONT.BIN to the original FONT.BIN, to see where the "a" is and to see that the changes were actually made.

Once you have the data just for the new "a", I would recommend just finding it in the other files inserting the new data with it. Replace, you shouldn't be adding anything.

If that doesn't work, it might be the fact that you are trying to make the changes to font.bin with the psp version (which I don't know for a fact edits FONT.BIN). So do the same things except with the PSX version, and when you find what "a" is, then go into the psp FONT.BIN and paste over it and test.
Current Projects:

monicapo

August 14, 2009, 07:59:35 pm #15 Last Edit: December 31, 1969, 07:00:00 pm by monicapo
When I extract fftpack.bin and reinsert fftpack.bin with FFTPatcher, this error appear:



If I click 'continue' the process finish, but I don't know if it finish correctly.

I've tested several ISOs, but all show me the same error. This mistake can concern with the font insertion?

Cheetah

August 14, 2009, 11:57:55 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Make sure you have the newest NET Framework. Also make sure that the program and the files you are working with are in the "Programs Folder". Though are the most common reasons for FFTPatcher not working.
Current Projects:

monicapo

August 15, 2009, 06:09:59 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by monicapo
Quote from: "Cheetah"Make sure you have the newest NET Framework.
Yes, I have the latest version.
Quote from: "Cheetah"Also make sure that the program and the files you are working with are in the "Programs Folder".
Mmmmm, FFTpatcher ares files compressed in a .rar. It has been decompressed in a folder in "My Documents", but how you say, I've decompressed in folder "Program Files/FFTPatcher", but the program continues showing the same error. Exist any version that it could be installed?

NOTE: Pardon for my poor English, but I'm not accustomed to writing in english speech forums.

monicapo

August 18, 2009, 04:27:39 pm #18 Last Edit: December 31, 1969, 07:00:00 pm by monicapo
Yes! FFTpatcher and the .iso, and fftpack.bin, and all files must been in the same folder. Then the program works fine.

Cheetah

August 18, 2009, 07:15:22 pm #19 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I knew that would do the trick. Hope it all works out.
Current Projects: