If anybody is interested, I couldn't really make sense of the version of algoring built for PSG2 that is floating around, and it doesn't seem capable of building the latest ISO release that's also floating around (some character codes are present in that release that aren't referenced anywhere by algoring, and others are commented out entirely) so I ended up writing my own code from scratch, relying primarily on documentation written I *think* by CUE, in addition to my own attempt at hand disassembling the event files that lead me to somewhat different conclusions on how they should be parsed from what I *think* algoring is doing (but I could be wrong, it's python 2, which I'm only vaguely familiar with, and appears to rely heavily on duck typing, so I can't make sense how different classes and functions relate to one another without extensive debugging.)
Right now, the code I've produced, that I'm naming Aeroprism, is only really useful for event dialog and image editing. Intending to support:
- Extracting and refactoring strings into the ELF executable (SLPM file.) This will be useful for fixing some of the names that appear to be corrupted (e.g. neifirst)
- Editing enemy stats, resistances, weaknesses, etc (if anybody wants to create a rebalancing patch)
- Directly rebuilding the ISO image (currently you have to do that on your own)
Maybe:
- Audio extracting/replacing (I personally don't like some of the sound effects and music scores in the remake. I really liked the FM "stria" effect (or whatever it's called, I'm not a musician) from the original MD/Genesis version, but I think I'm alone in that as none of the PS2 music remixes on youtube I've come across utilize it, even though the sonic team used it extensively throughout the original game, making it feel somewhat defining.)
I'm going to be out for a while (going Cenote diving in Cancun for a week, and might be gone significantly longer over the holidays.) Meanwhile, if anybody else wants to take a crack at it, the code is fully compatible with both the goldenboy ISO and the original Japanese ISO, and completely open source, and found here:
https://github.com/1Dragoon/psgen2_hax/ ... /aeroprismThe code isn't in the best state yet (only barely started on cleanup and optimization, and I'm still mostly prototyping) but is at least heavily documented/commented.
Aeroprism treats all pointers as relative, so if you want to, you can readily swap dialog between different versions, like so, and simply repackage:

- translations.png (764.28 KiB) Viewed 980 times
(the above is a git diff from extracting the japanese dialog, committing, then dropping the english version right on top of it)
This is the extent of the testing that I've done beyond validating that the code is fully capable of bit-for-bit reconstructing the original japanese and english releases by only relying on pointer hints:

- test.png (592.53 KiB) Viewed 980 times
For my part, I'm only working on reverse engineering and tooling. Flamepurge I believe is working on re-localization with the resulting dialog files. I haven't tested this against the French release (I suspect it may not work as the French language has diacritical marks and ligatures not present in the original Playstation 2 specific SHIFT-JIS variation (from what I can determine, at any rate.) But if anybody wants to add support, go for it.
I've released a few binaries, though windows only for now.
https://github.com/1Dragoon/psgen2_hax/releasesThe source code compiles and works fine for Linux as well -- you only need rustup to build it, no matter your platform.