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번역 관련 문제 보고
.akb is actually a format that is stored in Square Enix's mobile games like Dragon Quest and Final Fantasy on Android and iOS. Since this seems to be a port from the mobile versions, that format just carried over.
I've tried looking into what software can be used to create .akb files and it looks like it is associated with Oracle Siebel 8.0. My understanding is that the software from Oracle is a type of Customer Relationship Management program with a Knowledge Base System. Large companies use this to manage their data, customer accounts, and documentation. In using Siebel, it allows administrators to create a database and export it as .akb
If anyone else is familiar with .akb, I am all ears. For now, it seems that getting a hold of this type of software would be difficult and expensive. I tried exporting the songs from Audacity to a .ogg, .wav, and .mp3 to see if the game would pick up on these types. I even renamed them to be the same as the .akb file but of course, it didn't work.
So that is where we are at. It is pretty difficult to get any modding done with these formats. It sucks because I wish Square just left the music in .ogg like Final Fantasy 3. I really dislike the DS type music in this version of FF4. I much rather add my own Overclocked Remixes or even the SNES music versions.
Amen. Unfortunately I think most of the palettes and textures are behind ncap.lz files which I can't for the life of me open. I'd be in a massive amount of debt to anyone that could extract these for me, I'd love to sit down and hand-paint some of them.
What? Japanese players can't mod their game either.
If that's so, then it shouldn't be very complicated to get the Japanese voices from the Japanese Android/iOS version and making them work in this version.
I then tried reviewing some of the background music in my FF6 iOS app which contain the .akb file type. I copied that over to the FF4 PC folder and I was able to get it to work. The FF6 intro music was playing successfully on the FF4 PC title screen. So, not sure where I am going wrong with the Japanese voice files.
FF6 mobile app is filled with them. So if Square Enix ever ports that to PC, we will be running into the same issues for that game in trying to mod the music or sound.
For the voices try comparing the 204 byte AKB header of the japanese and english versions, are they identical? If not try copying the english header over the japanese voice files and see if it still crashes.
This far, this is what I have found:
I'm sure many of these files have changes to accommodate for higher res rendering (less sloppy textures) and no second screen, but I wouldn't be surprised to see the MD5s for some files match those of the iOS/Android port.
https://gist.github.com/anonymous/5acc86b80cda2e3f178a
And here is some documentation on various DS specific file formats:
http://www.romhacking.net/documents/%5B469%5Dnds_formats.htm#NANR