@Deco Bryl : Ah ! I see. Thanks for the explanations.
As a person who still plays in 5:4 or 4:3 aspect ratio resolution, never I'd figure by myself why there were 2 loading screens and 2 main menu screens per language.
And the PSU:AotI Trial didn't supported the 1280 x 720 :
That's why only the b66249d6b692a98a02b98e54c939f58f file was present, and contained the PSU:AotI loading screen (the file uploaded by error came from the full version of the game).
And, in fact, I never expected it to become a "(so) big thing". I never intended to tease on it too. It was unintentional, and was done only because of the wrong file uploaded by my fault. I just always found it way better than what we got in the final version, and I wanted to drop it here in case anyone wanted to use it, or if Agrajag wanted to redistribute it with his expansion. I understand his irritation, and I wanted to present my apologies for that.
I'm also here to shout that I love tedious thing
And to ask help... But ! But it'd be beneficial to everyone.
Thanks to some acquaintances, and some luck, I'm able to rewrite Story Mission dialogues and, more important, to bring back the japanese dubbing.
If you have the JP version of PSU:AotI, the
modified CRC and one of the modified PsuIlluminus.exe (excepted the "14.30" one), you can see (and hear) this by yourself on a short demo. Juste make a save of your "dd3a140a3cc3ec26f99dc209a356a4a9" file, and replace it by the following one :
→
http://speedy.sh/UMMXV/dd3a140a3cc3ec26f99dc209a356a4a9Then launch the Story Mission "The Mask 1" in C. You can have set your game in J, AE, F or G, it'll work.
In fact, you'll hear the "intro." dubbed, then the 1st scene (when Minna introduce you to Laia, etc...) wil be buggy (black screen, etc...) but I profit of this to show that text can be freely edited.
What causes the bug is I don't know how to rebuild *.nbl that contain something more than the *.bin files (like *.rel file). If anyone (Agrajag ?) can give me tool to rebuild it, or explain me how to do, though I'm not sure at all to understand something (in fact, I can't explain what I'm actualy doing because I don't understand exactly myself what I do with tools supplied), I can let people who want to rephrase dialogues in AE and G (I can handle the F version) do that and then re-implement it with voices in the gamedata. I just need to be able to rebuild every *.nbl in a way that don't make the game crash...