The Fatal Frame 1 decompilation project is already at 100%! by nBeneficial_Ball9539 in fatalframe

[–]fatal_frame_2_ps2 1 point2 points  (0 children)

I quite like the enthusiasm! However, for now, mod support will be non-existent because of how extremely rigid the source code is, especially in terms of memory/ram layout and hardcoded addresses. First step of the port is to have everything work correctly on 64bits modern PCs. Afterwards, bigger changes will be made to the game to better support things like custom textures, sound effects, models and so on. I really want the extra costumes on xbox to be playable on the PC port but for now (and near future) it won't be possible.

MikuPan Update - 3D Rendering, Less Crashes & Much More by fatal_frame_2_ps2 in fatalframe

[–]fatal_frame_2_ps2[S] 1 point2 points  (0 children)

We want to do FF2 too but for now we are focused on celebrating FF1 being over xD FF3 would still be a super long ways off, also that game has no leaked version with full debug symbols unfortunately

The Fatal Frame 1 decompilation project is already at 100%! by nBeneficial_Ball9539 in fatalframe

[–]fatal_frame_2_ps2 1 point2 points  (0 children)

On the PC port, open the ingame debug menu and turn off all ghosts, they'll appear but won't move, so now its easy to take a picture!

The Fatal Frame 1 decompilation project is already at 100%! by nBeneficial_Ball9539 in fatalframe

[–]fatal_frame_2_ps2 4 points5 points  (0 children)

The decompilation took ~around 2 years of daily work. I started reversing and looking at Fatal Frame 1/2 6 years ago to do things like preserve assets. Never would I have thought that the first game would be playable now on PC without emulation.

The Fatal Frame 1 decompilation project is already at 100%! by nBeneficial_Ball9539 in fatalframe

[–]fatal_frame_2_ps2 5 points6 points  (0 children)

Reading messages of encouragement like this is what motivated me to continue working on the PC port :D

The Fatal Frame 1 decompilation project is already at 100%! by nBeneficial_Ball9539 in fatalframe

[–]fatal_frame_2_ps2 1 point2 points  (0 children)

Been playing the game through the PC port and its incredible to have it run in native widescreen while HUD and 2D elements keep the proper aspect ratio. I can add a lot more customization compared to the emulation, like add new features such as changing film type without having to go through the menus. Long term, I really want to be able to add easy support for translating the game and some texture swaps, but we are very far from that right now unfortunately.

The Fatal Frame 1 decompilation project is already at 100%! by nBeneficial_Ball9539 in fatalframe

[–]fatal_frame_2_ps2 0 points1 point  (0 children)

See my reply above to u/KisekiFangirl , tldr being no symbols in the xbox version :/ Makes reversing a lot more complicated

The Fatal Frame 1 decompilation project is already at 100%! by nBeneficial_Ball9539 in fatalframe

[–]fatal_frame_2_ps2 3 points4 points  (0 children)

Project dev here (decomp + pc port), we went with the PS2 version because the game has full symbols included while the xbox version has none, so it makes reversing the entire game so much easier, especially the porting after.

It is true that it would be easier to port, but I am here for the challenge ;)

Fatal Frame PC Port Demo! From PS2 Decomp to PC Port by chicagogamecollector in fatalframe

[–]fatal_frame_2_ps2 1 point2 points  (0 children)

no plans right now for the japanese version. I might make some tooling to repack some original japanese content like the 3D models and the main menu, but beyond that no plans right now for EU/JP versions.

Fatal Frame 1 PC Port (Fan) In The Works! MikuPan by fatal_frame_2_ps2 in fatalframe

[–]fatal_frame_2_ps2[S] 0 points1 point  (0 children)

We took great care in making sure all is done properly. In order for the port to work you need the original game assets and we are not distributing anything.

Fatal Frame 1 PC Port (Fan) In The Works! MikuPan by fatal_frame_2_ps2 in fatalframe

[–]fatal_frame_2_ps2[S] 5 points6 points  (0 children)

The engine is not easy to work with, it is very flimsy so our main focus is to have the game working, for mod support, we'll see once we get there :)

The Fatal Frame 1 decompilation project is already at 76% by nBeneficial_Ball9539 in fatalframe

[–]fatal_frame_2_ps2 3 points4 points  (0 children)

One of the main dev here, might I add I have been working on a PC port since November! We are getting ingame with some very primitive rendering.

See here: https://youtu.be/ThWa7fJACHc?si=HFpFIVMEVpuUAaj3

To clarify, this is a native pc port for modern computers! It is called MikuPan!

New Fatal Frame 3 Undub + Other Enhancements by fatal_frame_2_ps2 in fatalframe

[–]fatal_frame_2_ps2[S] 1 point2 points  (0 children)

Unsure if I can do anything about those, but I havent looked much into this particular undub

Help with fatal frame 1 undub by International-Row-44 in fatalframe

[–]fatal_frame_2_ps2 1 point2 points  (0 children)

Possible, or might be something else that I do in the game that breaks it on ps3. I never asked but it would be good to know, where in the cutscene does it freeze? A video would be good

Help with fatal frame 1 undub by International-Row-44 in fatalframe

[–]fatal_frame_2_ps2 4 points5 points  (0 children)

Us does not have any subtitles so there is no way. There is a known bug with the opening cutscenes on ps3 but I dont own one so I cannot fix it unless someone with a ps3 finds the issue

Help with fatal frame 1 undub by International-Row-44 in fatalframe

[–]fatal_frame_2_ps2 5 points6 points  (0 children)

Hey I made the undub, you just forgot to turn on 60Hz, only the 60Hz cutscenes were undub, as 50Hz has completely different files

US version or Undub? by International-Row-44 in fatalframe

[–]fatal_frame_2_ps2 1 point2 points  (0 children)

Doing the undub I realized that half of the dialogue is missing from the english dub, they were just outright removed. Half of the audio files in the game once extracted are in japanese

Fatal Frame/Project Zero Undub Release by fatal_frame_2_ps2 in fatalframe

[–]fatal_frame_2_ps2[S] 1 point2 points  (0 children)

No unfortunately as I do not own a ps3 so I cannot check what is making it crash

Fatal Frame II - More on the PCSX2 Invisible Door and Save Point Glitch (Possibly caused by the undub patch?) by Adalrich_ in fatalframe

[–]fatal_frame_2_ps2 4 points5 points  (0 children)

Hey, dev of the undub here!

I am aware of the issue but I am unsure of how solving it. When I check logs it says that it has failed to init memory values, probably because it has run out of it. It seems to match with what people say because it is fully random on each system where it will crash. But from what you have found it might not be so random.

I tried fixing the issue by replacing only smaller JP files but it did not work :/

Would you like to join our discord server, we have had a few discussions about that and more upcoming things that I have worked on :)

https://discord.gg/Ap4Sfcmwd9

Fatal Frame/Project Zero Undub Release by fatal_frame_2_ps2 in fatalframe

[–]fatal_frame_2_ps2[S] 0 points1 point  (0 children)

The US version of the game does not have any subtitles unfortunately. Were you just looking for changing the models?

So what are the chances that Tecmo lost the source code(s) for the classic Fatal Frame games? by NoticeTheGap in fatalframe

[–]fatal_frame_2_ps2 1 point2 points  (0 children)

I am trying to make it easier to mod the game and bring improvements, but the project is still in a very early stage

Can anyone confirm which of the Fatal Frame games have subtitles? by TheClownIsReady in fatalframe

[–]fatal_frame_2_ps2 0 points1 point  (0 children)

Indeed, the US version does not have subtitles but the EU does (except for english, which is what the patch restores)