Chaos;Head Noah

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404: Obligatory_loli_in_720p.png not found. ;_;

Contents

Description

"A consumer console port, named Chaos;Head Noah, to be published by 5pb.Games for the Xbox 360 was released on February 26, 2009. The port contains new routes for the heroines' of the game as well as new CG graphics. The CGs are rendered at a resolution of 1280x720, improving on the PC version's scaling of 800x600." - English Wikipedia.

Basically, guys, we're porting the game while translating the new material. Good stuff.

Announcements

  • Everyone's working on something else right now, so let's call this inactive. An assembly hacker to finish the almost-complete modification would be nice, though. --TinFoil 22:38, 7 September 2009 (UTC)
  • Yet another update. I'm still not very happy with the EXE in its current form due to the font problem. You can see a huge difference between the old and new EXE already but it's still not correct. [1] [2] I also would like to play around with resolution, either trying to fix some things (text mostly) in the nss files or in the EXE. - Nagato 05:30, 18 July 2009 (UTC)
  • We're back. A rough EXE was since the last update. It's still not ready for the public but I hope to get it done eventually. - Nagato 03:23, 17 July 2009 (UTC)
  • Progress is being made again. LoSs has translated a little bit of the Xbox 360 exclusive content in the main route. Porting has also started again and is looking better than it was before. [3] - Nagato 14:07, 17 June 2009 (UTC)
  • Progress started. NSS Files uploaded to Chaos;Head's subversion repository and a bunch of fixing is still to be done. Assistance with translation would be appreciated. --TinFoil 23:45, 27 February 2009 (UTC)
    • The hacking of the Muramasa executable is at a virtual standstill. Help. ;_; --TinFoil 00:02, 28 May 2009 (UTC)
    • Translation of common route is almost complete, start editing images already --LoSs 09:23, 28 May 2009 (UTC)
      • Started on /sys/ images. --DarkXGenesis 21:26, 28 May 2009 (UTC)
      • Halted /sys/ images until they can be tested in game and such, started /bg/ instead --DarkXGenesis 22:02, 29 May 2009 (UTC)
  • A translation of the casts' blog entries can now be found here by velocity 7.

Staff

Status

  • Videos
    • Original encoding uses CRI Sofdec MPEG-2 and ADPCM_ADX. The former scrambles the video stream into an unwatchable mess of colors and timecodes, while the latter is easily decoded. The video is playable in Crysis. (The CRI suite is also seen in THE IDOLMASTER: Live For You and S​c​h​o​o​l​ ​D​a​y​s​ ​L​x​H)
    • OP + PV2 reencoded into h264 + Vorbis; each is around 70-75MB.
    • Because TinFoil was a fuckhead, the engine really can play anything using Directshow. --TinFoil 14:38, 1 March 2009 (UTC)
    • All videos are translated since yesterday, find me on irc if you want file with translations. --LoSs 19:26, 5 March 2009 (UTC)
  • Translation
    • 93/303 NSS Files inserted (30.69%), 2.20/6.38MB (34.48%)
      • 1/1 Prologue
      • 26/31 Chapter 1 (5 Xbox 360 scripts)
      • 19/20 Chapter 2 (1 Xbox 360)
      • 26/29 Chapter 3 (3 Xbox 360)
      • 18/23 Chapter 4 (2 Xbox 360)
      • 0/15 Chapter 5
      • 0/20 Chapter 6
      • 3/28 Chapter 7 (3 Xbox 360)
      • 0/23 Chapter 8
      • 0/23 Chapter 9
      • 0/21 Chapter 10
      • 0/17 Ayase Route
      • 0/13 Kozue Route
      • 0/12 Nanami Route
      • 0/9 Rimi Route
      • 0/14 Sena Route
      • 0/15 Yua Route
      • 0/4 Blue Sky Endings
    • Five videos.
    • A depiction, relative to each task, of the amount of effort required to reach completion. Eat this, Symphonic Rain.
  • Graphics
    • Most if not all must be re-edited.
    • Menu Status: 0/149 (0.00%)
    • CGs Status: 0/94 (0.00%)
    • System Status: 23/181 (12.7%)
  • Hacking / Porting
    • Sumaga Special Executable
      • Rough version of the EXE finished and plays correctly from what I tested.
      • Videos remain untested for the most part. I assume I will need to do some hacking to get them working but that's undetermined as of now. On the same note, we need to figure out a way to extract the videos directly from the game instead of recording them through Crysis.
      • Issues need to be addressed.
        • Is the resolution really 1280x720? Some text is too far down the screen, dialogs for example, which leads me to believe the height should be slightly lower.
        • Character images appear too far to the left. Not sure what the issue with this is, I think I remember some code meant to make the graphics look right on the 360. I need to check this out sometime. The problem can easily be fixed by changing a variable in the scripts. From what I can tell, changing the number works perfectly and there's no need to look into it more.
        • Sound does not work on the first try. This is caused by the game apparently not being able to check against a non-existent variable. Initializing it (can't be null) during boot fixes the problem. Just going to strike this problem off since I listed an easy and working fix for it.
        • Something went wrong when calculating the buffer sizes most likely, causing the font glow to crash the game. If a font glow has a glow on the right side of the font at all, it will crash. This problem, which was the major problem that I was worried about, is for the most part fixed. I'd like to look into making the glow around the text bigger but it works now.
      • After the stuff EXE is sorted out, I might write some functions to basically emulate the achievement functions that are built into the 360 executable. It shouldn't be too complicated but it's not a priority since it's just a nice touch to the port. Functions coded, working fine from what I can tell. [4]


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