******************************************************************************** * Community Pom * * English Translation Patch Materials * ******************************************************************************** This package contains the source materials (code/art/script) for the English translation project for the PlayStation game Community Pom. **************************************** * Build Instructions * **************************************** The build system is only set up for Unix-like systems, though none of the code is fundamentally dependent on this except a few filesystem functions used in the "discaster" disc builder tool, which currently only have POSIX implementations because I haven't built anything for Windows in years. In any case, if you really wanted to run this on Windows, you could do it with minor changes to the code and probably many changes to the build script. You'll need GCC, libpng, ImageMagick (i.e. the "convert" utility), and any dependencies of armips. You'll first need a disc image of Community Pom for the PlayStation. This patch is based on the original 1997 release of the game by Fill in Cafe, not the 1999 rerelease by Family Soft, and you will need that version -- the 1999 version was recompiled and is incompatible with this hack. Check the startup logo and copyright date on the title screen to make sure you have the 1997 version. The Redump-verified image is highly suggested, though other images may work if they're a close enough match. Redump name: Community Pom CRC32: 2e95fd97 MD5: 27ff34f19917b0457fbc3b8eb187c89b SHA-1: ab87251a599dfc1e0ca00eabc20aced7bd404f50 See http://redump.org/disc/37560/ for details. First, you need to extract the data from the disc and put it where the build system expects to find it. Start by creating the following directories like so: $ mkdir -p pom/disc/base $ mkdir -p pom/disc/cdda $ mkdir -p pom/disc/files $ mkdir -p pom/disc/rawfiles Now extract the filesystem from track 1 of the disc image. I suggest using the psximager tool "psxrip" (https://github.com/cebix/psximager) for this. I've had problems with psxrip not correctly extracting the non-XA files, so you may also just want to use something like bchunk to extract the ISO and then run it through 7zip to get the standard files. - Extract all the non-XA files from the disc in standard 0x800-byte-per-sector format and place them in the "pom/disc/files" directory, preserving the directory structure -- basically, just copy-paste the filesystem you extracted above. You should end up with 4 directories and 5 files in "pom/disc/files". - There are three XA files located in the "CD" directory of the disc: "POMVOICE.", "POM_SEXA.", and "POM_BGM." (note that all of these include a dot at the end of their name but have no extension). Extract those files from the disc in raw-sector format, i.e. all 0x930 bytes per sector, and place them in the "pom/disc/rawfiles" directory. Do not include the "CD" directory itself; you should end up with 3 files and no directories in "pom/disc/rawfiles". Make absolutely sure that all 0x930 bytes per sector are present, because some extraction programs will strip parts of this data by default. You may need to change the extraction settings to achieve this. - Convert CD tracks 2-5, which are audio tracks, to individual files in raw binary format. Pregaps should be included in the data (i.e. each file should begin with 150 null sectors). Rename the tracks to "pom_02.bin", "pom_03.bin", and so on up through "pom_05.bin". Place them in the "pom/disc/cdda" directory. - Finally, extract the system area (the first 16 sectors of track 1) from the disc in raw-sector format, i.e. all 0x930 bytes per sector; the resultant file should be 0x9300 bytes in size. Name it "sysarea_raw.bin" and place it in "pom/disc/base". With that done, all you should have to do is: $ cd pom $ ./build.sh build.sh should then build all the necessary tools and output the built disc image in BIN+CUE format as "pom_build.bin" and "pom_build.cue". If you want to modify the project, check build.sh to see where the resources that get inserted into the game are coming from. Note that translated game text is taken from "pom/script/pom_script.csv", a raw CSV file. While this can be edited directly, it will probably be easier to instead work with "pom/script/pom_script.ods", a formatted ODS spreadsheet version of the same content. Just run "convertscript.sh" before "build.sh" to convert the ODS into the CSV automatically (requires OpenOffice). **************************************** * Licensing * **************************************** See COPYING. Basically, everything by me (Supper) is GPLv3, and everything else is under the terms of whoever wrote it. **************************************** * Credits * **************************************** Supper -- Hacking TheMajinZenki -- Translation cccmar -- Editing and Testing Xanathis -- Guidebook Scans, Testing and PR Coach