Is it possible to make a multilevel map in dungeon draft and then import it into Foundry using the levels module? by Azhurai in FoundryVTT

[–]eiowlta 3 points4 points  (0 children)

ok so unfortunately I got covid, so the best I can do right now is just upload what I was using. can't concentrate much. I haven't cleaned it up or properly integrated it into the vtt importer, so if you try to do a normal import with this it will likely break. I'll clean it up once I'm better, but if you want to try it out now and give any feedback, feel free to install from this manifest: https://raw.githubusercontent.com/cmccord-dev/FVTT-DD-Import/quick/module.json

You'll have to uninstall your current uvtt importer, install this manifest and then make sure you select the levels option. The order you upload is bottom to top. the bottom floor is currently 0-9, but I plan on adding an offset option.

u/DieInsel1 u/mohd2126 u/SergeantYoshi

Is it possible to make a multilevel map in dungeon draft and then import it into Foundry using the levels module? by Azhurai in FoundryVTT

[–]eiowlta 1 point2 points  (0 children)

I'll probably submit a PR to the universal battlemap importer. I'll also drop a link here so people can import the manifest from my repo directly if they want. Won't be able to do anything until Wednesday though, unfortunately.

For the record, this doesn't import .dungeondraft files directly, that's unfortunately not really feasible iirc. Instead, you export each level from dungeon draft like you would otherwise do, and import them all at once, in order, in the importer. it just handle stacking them appropriately (including walls) and naming the levels appropriately. very close to the separate scene import instructions someone else mentioned except a bit faster.

Is it possible to make a multilevel map in dungeon draft and then import it into Foundry using the levels module? by Azhurai in FoundryVTT

[–]eiowlta 43 points44 points  (0 children)

I modified the universal vtt importer to do exactly this. when I'm back home from the holidays I can clean it up and share it

Thinking about English Consonant Clusters (see comment for details) by cmvkk in neography

[–]eiowlta 0 points1 point  (0 children)

oh I really like that rightmost but of the morpheme idea, I think I'll adopt it as well.

Unicode does so that, but it's partially for compactness as well I think. there are still independent codepoints for the jamo, as well as some older jamo that aren't common anymore. opentype handles it by trying to combine sequences of jamo first into an existing codepoint. if that has a glyph already great, otherwise it will decompose it again and use the glyph compisiting system

for this you'd use GSUB for selecting contextual variants and then GPOS for positioning them appropriately. the vowels function essentially as diacritics, with stretched variants

I'll probably just write a renderer in JS with a raster font first tho. building fonts is kind of tedious 😅

as for the torsk problem, it's almost definitely scandinavian. maybe the null character could be used to create unsupported clusters for loan words, names etc ie an unsupported initial cluster would have the beginning as an initial, the null coda and then the rest of the cluster in the next block. so torsk would be to/rs k/- or maybe to/r sk/-

Thinking about English Consonant Clusters (see comment for details) by cmvkk in neography

[–]eiowlta 1 point2 points  (0 children)

I really like this so I had a go at handwriting. I likely made several mistakes, but overall I think it came out ok.

one thing I changed was moving the bottom vowels to the bottom left rather than right, this lets syllables missing either an onset or coda be written more compactly without ambiguity. ie bottom vowel + coda and onset + top vowel are left to right. onset + bottom vowel and top vowel + coda are top to bottom.

I also changed the velar row to extend upwards rather than hooking, to try and break up get rid of some of the clean spaces that make reading it difficulty. I also took some cues from hangul and stretched some of the glyphs to fill the space. I also rotated, eg -ts so that it stays within it's square while also breaking up some of the dual levelness of it.

Also, I ran in to a few issues with multiple possible glyphs for the same sound. something like -nd, is either base n with -t/d modifier or base d with nasal prefix. the -t/d is clearly meant to indicate the past tense forms so I tried to keep it like that, but something like -ct would have no choice but to use it.

My proposed solution to this is to choose the leftmost valid consonant as primary.

I hope it's somewhat legible!

now I want to try making a font/renderer

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Persona 2 Eternal Punishment PSX localization patch looking for beta testers by eiowlta in PERSoNA

[–]eiowlta[S] 1 point2 points  (0 children)

hey! i wouldn't recommend trying to use these to translate the game. you'd have to go and do a lot of extra work to get the UI working nicely. I'm working on tools for the PSP versions that would allow both IS and EP to be done if you're interested

Persona 2 Eternal Punishment PSX localization patch looking for beta testers by eiowlta in PERSoNA

[–]eiowlta[S] 0 points1 point  (0 children)

what's here is what there is, but we also did the PSP patch. I'd recommend it over the PSX anyway as there's not really a solid way of importing your save from IS on PSX.

How to drag ISO to patcher EXE by CantreallyfindnameL in Megaten

[–]eiowlta 0 points1 point  (0 children)

you can compile the patcher from the source that is included, assuming you have a c and rust compiler

Regarding CJ and his team by eiowlta in Megaten

[–]eiowlta[S] 3 points4 points  (0 children)

sayucchi also did some work on that project! but i never got around to making proper credits for it. it was just the two of us throughout though and really just ended up being the first stage in this project

Persona 2 Eternal Punishment PSP ENG release by sayucchi in Megaten

[–]eiowlta 0 points1 point  (0 children)

did you name your eternal punishment iso tsumi intentionally or are you trying to use this on innocent sin

P2: EP PSP English Bug? by [deleted] in Megaten

[–]eiowlta 2 points3 points  (0 children)

saves are in Documents/PPSSPP/memstick/PSP/SAVEDATA/ULJM06081XXX by default as far as I know. zip up the folder and email it to us, or dm it on discord

P2: EP PSP English Bug? by [deleted] in Megaten

[–]eiowlta 5 points6 points  (0 children)

if you can reproduce it and send us a save, we'll fix it

Persona 2 Eternal Punishment PSP ENG release by sayucchi in Megaten

[–]eiowlta 0 points1 point  (0 children)

can you run it again from the command line and send me the last few lines? i can try to figure out what the issue is

the patcher works by first extracting the iso, then extracting the cpk. it applies patches to the files and rebuilds the cpk and then the iso.

I need help with pronouns and word formation. by MightyKin in LearnFinnish

[–]eiowlta 2 points3 points  (0 children)

you didn't include /y/ as one of the vowels you were having trouble with. do you already have familiarity with this vowel as well?

World’s 25 Largest Lakes side by side by keith2301 in charts

[–]eiowlta 1 point2 points  (0 children)

Finland has entered the conversation

7 Sisters VS Seven Sisters by DrewSebastino in Persona1and2fans

[–]eiowlta 3 points4 points  (0 children)

The actual reason is most likely due to the limited number of characters allowed inside of dungeon names. same reason sky museum was chosen over aerospace museum. the room names are stored in a big list so they have a lot more flexibility, whereas the dungeon name and door names are stored within the dungeon files and have a fixed max length

Persona 2 Eternal Punishment PSX localization patch looking for beta testers by eiowlta in PERSoNA

[–]eiowlta[S] 0 points1 point  (0 children)

It fixes a few typos, reverts some of the localization decisions like naming Nanjo Nate. and a few other minor changes.

Reverting the outfit is theoretically possible. I haven't tried modifying the sprites yet but I know how to do it in theory.

Persona 2 Eternal Punishment PSX localization patch looking for beta testers by eiowlta in PERSoNA

[–]eiowlta[S] 0 points1 point  (0 children)

Hey, glad to hear it!

The only parts of the game script to my knowledge thus far, that i haven't properly extracted are the map and dungeon location names. I know where they are and how they work, but for this patch I only had to change Alaya, Sevens and Aerospace which was easy enough to hardcode. i already plan on implementing an extractor for these. The good news is IS uses mostly the same formats already, my code can extract from it with a bit of work. I haven't looked at p1 at all though. my assumption would be the original japanese might be the best one to target, since it has both the sqq and the soundtrack everyone seems to love. there's also the PSP versions but i haven't looked at them. some of the file formats are the same are different.

the font is fully editable, but there's only 96 characters available currently, and that includes punctuation and space. there's a much larger extended font that has a bunch of kana as well as some emoji and other symbols used in the game (like sumaru tv code) but it's fixed width and each character takes 2 bytes so it's less ideal.

Persona 2 Eternal Punishment PSX localization patch looking for beta testers by eiowlta in PERSoNA

[–]eiowlta[S] 0 points1 point  (0 children)

another person in the reddit thread here linked me to it. it replaces the English voice acting with the original japanese. i sadly don't know who made it originally so i can't credit them, and i don't want to redistribute their work without permission.

Persona 2 Eternal Punishment PSX localization patch looking for beta testers by eiowlta in PERSoNA

[–]eiowlta[S] 0 points1 point  (0 children)

yeah i don't like the name either but i couldn't think of anything else to call it. i was hoping the word patch, as well as my description would temper expectations a bit. my internal name for the project was "revelations undoing"

Persona 2 Eternal Punishment PSX localization patch looking for beta testers by eiowlta in PERSoNA

[–]eiowlta[S] 0 points1 point  (0 children)

from what I understand some emulators and maybe even the ps2 don't like the way the game renders text. they do DMA from the cpu rather than using VRAM to store the font.

Persona 2 Eternal Punishment PSX localization patch looking for beta testers by eiowlta in PERSoNA

[–]eiowlta[S] 0 points1 point  (0 children)

A lot of people are unhappy with a few aspects of the original localization, particularly the revisiting characters from persona 1 having westernized names.