Valkyrie profile undub….

It appears there’s a couple interesting issues going on with the ps1 undub of valkyrie profile that makes it freeze and/or glitch out during certain boss fights.

i’ve disabled the download for the time being, I’ll patch it hopefully someday when i find the time to dig into wtf is going on with it. And for those wondering, there’s no such a thing as a small bug in ps1 VP, dealing with the files and rebuilding the disk image alone is a gignatic pain in the ass, and that’s not even touching the compressed internals…


OCD Triggered.

As usual with me and my OCD of having everything look nice and all, I got way too triggered by having the valkyrie profile undub in a clear jewel case with my crappy handwriting on it on my shelf, so I conjured a custom coverscan for it, which I decided to put up on the download page in-case someone out there wants to use it too.

I shamelessly abused the more recent art from valkyrie anatomia for it, but I think it turned out pretty nice nonetheless, and being a custom, it’s not like it has to be official looking anyway.

grab it from the Undubs page.


Valkyrie Profile ps1 Undub now released. – The end of an era.

It has been completed and is now released as a set of xDelta patches. Make sure to read the readme for important information about the release and how to use it.

Grab the release from the undubs page

I didnt actually plan on doing this, it more like just sort of happened. I’ve been quite out of the loop so to say regarding undubs and whatnots for quite a few years already and with this release, I will officially call it a day. Valkyrie profile will stand as a cornerstone of my pioneering efforts in the area of undub hacking, and serves to be as my farewell gift for all you good people who have stuck up with me during these 15+ years I’ve been on the scene… And for all the haters out there, keep on hating, without hate, there ain’t no love either…

What comes to the technicalities of this undub, While the build itself is my handwriting, it would surely not have been possible without binaryfail’s masterful programming skills. The tool used to create this undub is his handwriting alone, and the reverse engineering which went into this game and the process of programming the tool to create it, in addition to my own, and binaryfails reversing, comes from various sources by various people, who have, before us done a lot of work into figuring out how exactly does this very unconventional game works.

The sourcecode of the tool, vpextract, or as I call it, valcrypt, will eventually be released once we polish it up to make it less inconvenient to use. Hopefully it will serve some good for all the people out there with a desire to further hack this game.

Full credits of involved reverse engineering and documentation of the game’s structure will be included with the tool’s sourcecode once it releases.


It has been a long, long journey and I sincerely hope that My work on restoring the audio for some of the classic games out there brought some joy to all of you. But it all has to end sooner or later. And from now on, I will be targeting my efforts towards translation hacking instead. That is what Blacklabel-translations was founded for, and it’s time for me to finally direct my efforts towards that goal alone.


Valkyrie profile

Yes, we have indeed been messing with it. I just finished sorting out the audio for disk 1, and once binary wakes up and codes a rebuild feature for the unnecessarily complicated tool to take apart this unnecessarily complicated ps1 game, we’ll have first half of the ps1 valkyrie profile undub done. I will record some material out of it once we manage to put the damn thing back together.

no, it was not unhackable, and yes, it’s stupidly complicated and overengineered for what it is. The sourcecode of the tool, which I like to call valcrypt will be released once we polish it a little. It currently has some minor issues with filetype identification, and it does not sort the contents (yet.)



I’ve been assisting the PPSSPP devs ever since april in tracing down the reason why Zill O’ll randomly blackscreens or crashes in certain conditions when using OpenGL or D3D11 renderingbackends, and the wait is finally over. We got down to the root cause and a fix was submitted, the emulator is now fully capable of playing the game, which not only helps with the development and testing of the zill o’ll patch but also brings it more accessible to people to enjoy once it’s complete.

raise your hats for the devs!


Valkyrie profile lenneth undub update

9 years since i made an undub of this game and people still fail to leave me alone for the fact that one of Lenneths moaning sounds was in english, so here you go:

Grab the patch from the Undubs page

download the rar, and the sfv, and patch the contained xdelta into my original release (mu-lennethundub.iso) the brandishing sword and several other unrelated sound effects are now japanese.


Home sweet home

Extended downtime is over folks. Blacklabel is back home.

we had all forms of interesting events going on that eventually led to the entire server being taken down and relocated elsewhere. Cant be arsed to go to details on what actually happened but whatever it was it’s over now and we’re running up and good.

Project updates will now move permanently to here instead of being allover the internet on various different sites and whatnots, and the only channels to get proepr information about our doings from now on will be at the following:

this site:

My twitter:

my youtube channel:


Home sweet home

I took a little vacation and resulting from that, zill o’ll and utawarerumono were halted progress-vise for 2 weeks or so, but now I’m back and will return on making things move again. Meanwhile Tom has been doing his thing as far as the script on zill o’ll goes, and once i reach Binaryfail again (curse the stupid american timezones!) I’ll put myself up-to-date on what happened on the code side.

As far as Utawarerumono goes, Basic is still working on the scripts and I’ll check that up and get back to typesetting soon(ish). We’re rather closing in on the point in the story where the playstation exclusive scenario of the game is being given the english treatment. Once that happens, I’ll share some material out of it, being the first time it’s being translated and all :) look forward to it!


News ‘n shit

Are we still alive ?

Yes, we are still alive (well, partially, more on that below.)

first things first, we have not died out and we have not disbanded, or dropped doing what we do. There are multiple reasons for the long silence though, mostly coming down to real life taking priority over hobbies and various slowdowns regarding ongoing projects. I figured it’s time to summarize a bit tho.

1 – Girlfriend of steel 2nd

the psp patch v.1.00 was released and is still pending few minor fixes so an update to that will eventually arrive. The importance of the fixes is more or less to rid myself of the annoying feeling that it has issues, as all of them are cosmetic and quite minor in severity.

The ps2 version of GFOS 2nd is what it is, we have script access, graphics access and whatnot yadda yadda. I will finish it off and propably fix the remaining errors on the psp version’s script while i do it since finishing the ps2 version requires writing the entire script in a new format to the ps2 version.


2 – Utawarerumono portable.

Here’s where the tears come to the cheeks of people.

No, Uta PSP is not and will not be abandoned unless i drop dead. Not discussable.

why it isn’t progressing is because of this. Basic simply dissappeared, he doesnt reply to emails, doesnt visit the irc channel and i have absolutely no way of contacting him at all. I am considering starting to look for another translator to finish the job, but so far haven’t done so. TL;DR: uta is currently on-hold.


3 – Zill O’ll infinite plus

Zill O’ll was taken as a project originally to keep us busy while basic works on the scripts of uta psp, but ever since that, a translator for zill was found, and the project really picked up from where it was.

we had some technical difficulties with the text dumping routine which are now resolved and a new version of the text tool was made. Tom has started translating the scripts and will resume it after i have updated him with the new correct script dumps.

Zill O’ll has tons and tons of work left to do, but a lot has already been archieved.

This game is nothing to take lightly though as far as workload goes, and I would dare to claim that in sheer complexity and workload it is the heaviest project we currently have by far (it’s disheartening how much easier it was to assest a complete dominance over a just-releasesd ps3 game than this decade old little rpg.)