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UPDATETales of Destiny Director's Cut ToolsPlatforms: PS2A few months ago we started the translation of Tales of Destiny Director's Cut into Russian language.Artist (working with textures):At the moment we have not figured out all the file formats. But this is temporary.We are working on it. But I decided that it's worth sharing tools.The main reason is that after ABSOLUTE ZERO have abandoned their projects, a group of people contacted me.They want to make their own translation of this game from Japanese into English.I intend to support them with everything possible for analyzing resources.I hope, sooner or later, our projects will be released. I have a tangential question!There are a few Namco PS2 games which appear to share a compression system of some sort, where everything seems to be placed into three files:cdimage.binbgmimage.bin (sometimes soundimage.bin)movieimage.binOne of these is Tales of Destiny 2 (Rebirth and Destiny R use different systems; I had hoped that the Destiny tools posted above might unpack the ToD2/Rebirth BINs, but there's no corresponding.TBL file and no such luck!).I'm a total non-programmer, so was wondering if anyone knew how these files were compressed, or how one goes about working out such things? Looking through the executable files for games with this file system (not just Destiny 2 - I was specifically looking at Seven and Venus and Braves) it seems that they should unpack into something with directory trees and so forth, but I really wouldn't know where to begin. I'm particularly confused (again, non-programmer) by the fact that some of these files are only part-compressed - the Venus and Braves cdimage.bin has a whole bunch of location names etc.
I agree, for the most part. Tales of Phantasia: Narikiri Dungeon X for the PSP apparently comes with another Phantasia remake. I think I would prefer that version of Phantasia, if it ever came to the Switch.
Uncompressed at the end of the file, for instance - when I thought that compression should have to apply to the whole of a file? I also suspect that I may be looking at completely the wrong thing, as ToD2's.bins are virtually empty compared to the ones in Seven and V&B.I read somewhere that it might be a form of LZSS+RLE, which at least would give me something to read about to comprehend.No problems if no-one can help - I just thought this would be a sensible place to ask. Release demo translation ( 33/100%).Version 0.1.This project is a translation of text and textures into Russian language.Version 0.1 is to be considered a trial version, and translation takes 33% out of the all the content. Due to UNDUB version being available we have positioned a choice for players to choose which file ((rootR.cpk) you'd like to patch - with english voices or undubbed. Translation was done from Japanese language for the most part. If we take into account that english translation mostly differs from english version, you should expect english voiceover not to match with russian subtitles. Our team highly recommends to play with japanese voiceover.
Have fun playing this game!August 30, 2018, 07:55:53 am - (Auto Merged - Double Posts are not allowed before 7 days.). There are a few Namco PS2 games which appear to share a compression system of some sort, where everything seems to be placed into three files:cdimage.binbgmimage.bin (sometimes soundimage.bin)movieimage.binOne of these is Tales of Destiny 2 (Rebirth and Destiny R use different systems; I had hoped that the Destiny tools posted above might unpack the ToD2/Rebirth BINs, but there's no corresponding.TBL file and no such luck!).No problems if no-one can help - I just thought this would be a sensible place to ask.
I feel like I've played one too many Tales games this generation, so the thought of playing, a PlayStation 2 remake of the late life PlayStation Tales title of the same name, didn't have me all that excited, especially with Blue Dragon spinning around in my 360. Now two hours in, and I'm almost tempted to let Blue Dragon wait as I play through the Bandai Namco classic.Destiny starts you off right in the action. Stan Aileron, the game's blonde hero, is making his way to the big city in order to join the army. Problem is, he doesn't have any money.
The game begins with Stan about to be forced overboard from an airship, as he's apparently forgotten to pay his fare. The ship comes under attack from monsters, and as Stan searches for weapons to defend himself, he comes into the possession of a talking sword.
That's right, a talking sword! And this isn't even a Nippon Ichi game! The sword forms a contract that makes Stan his master. Tales games have lots of dialogue and character development, but Destiny may have them all beaten. Not that lots of dialogue is unwelcome.
Stan's interaction with the sword (who also serves as his dictionary) and the rest of the personable cast has been the best part of the first two hours of play time. As the first of many clues that this is a Tales game we're dealing with, Destiny has the chat system that's featured in all Tales games. As you move through the world, an icon in the bottom left side of the screen indicates that someone in your party wants to speak to you. A single button press takes you into a fully voiced dialogue sequence, usually revealing more background story on the characters and events, but occasionally providing hints on where you should be going.
![Remake Remake](http://071bc3d04e2671665c74-5a267f839fbe60d0845a37698418bb02.r26.cf5.rackcdn.com/wp-content/uploads/2006/06/tales-of-destiny-ps2.jpg)
The game is full of these little passages. The food system, another feature of every Tales game since forever, is in Destiny as well, albeit in a somewhat different shape than what you might be used to. An hour or so into your adventure, you come into possession of a food sack.
This can be equipped with 'food straps,' which automatically prepare recipes for you at the end of battle. These recipes replenish your HP and clear you of status abnormalities - the kind of things you'd use items for anyway, only they're used automatically here. Even if you haven't found yourself creating recipes in previous Tales games, you'll probably do so here, as there's little thought involved.
And, of course, you can't have a Tales game without some variant of the Linear Motion Battle system (I swear I've used this exact sentence in at least one Tales write up in the past). Bandai Namco has been upping the complexity of the Tales battle systems with recent titles, making the simple AR-LMBS system (that's Aerial Linear Motion Battle System) used in Destiny all the more refreshing. You, your allies and the enemies are all limited to a single plane. All the standard LMBS features are here, including the ability to freely assign special attacks to combinations of the D pad and attack button, the ability to switch the character that falls under your control, and the ability for up to four players to each control a single warrior on the battle field.
The Destiny battle system has two features that separate it from other Tales games. As the name implies, aerial attacks are a big part of the game.
You can freely make your character jump and perform attacks in the air. The game also has an interesting combo system, which allows for all forms of attack to be freely strung together. Your talking sword plays a central role not just in the storyline but in gameplay as well. As you work your way through battles, you earn 'Device Points,' which can be distributed amongst properties of your sword, giving added strength and skills. You're free to redistribute points whenever you please, allowing for strategic planning prior to battle. As with most Tales games, the battle system in Destiny is fast and fun, with an action feel.
Even outside of battle, the game as a whole has a speedy pace, with zero loading (I haven't encountered even one moment of loading yet) and a fast developing storyline. Visually, Destiny has a mix of 2D character sprites and fully 3D backgrounds. While the characters can be a bit choppy, the 3D engine during dungeons is solid. Battles are filled with lots of effects and flash, typical for the series. Bandai Namco didn't skimp out on the production values either, with full voice for all events and some nicely animated cinema scenes.
![Destiny Destiny](http://www.game-ost.com/static/covers_soundtracks/4/2/42416_365581.jpg)
I wasn't expecting much from, but the game has sucked me in like only a handful of RPGs this year. The game is currently a Japan-only title, but we'll let you know if decides to localize this classic for international audiences.
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