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binaryfail last won the day on September 15 2020

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  1. Engine dev here. Extra1 isn't using opus at all, so the mem leak shouldn't be a problem this time around. (It was used on Aokana's Kickstarter physical release and Switch port though, so a small patch wouldn't hurt if needed.)
  2. I couldn't find any encoders for Circus's crx format, so I wrote my own: get here. It's a very simple command-line tool. It will only accept png files for input since I'm not fond of using bmp for images that have an alpha channel.
  3. For character names, you can modify the code in CircusEditor to recognize the 0x4D command for name strings. Look for this block of code in CircusEditor\Main.cs and change it to this... (I added the parts where SrhPrx2 is involved.) //Search Text - (EXS) SrhPrx = new byte[] { 0x00, 0x4E }; byte[] SrhPrx2 = new byte[] { 0x00, 0x4D }; for (uint i = ByteCodeStart; i < Script.Length - 2; i++) if ((EqualsAt(SrhPrx, i) || EqualsAt(SrhPrx2, i)) && (Script[i + 2] != 0x00 || Script[i + 3] != 0x00)) { i += 2; if (Script[i] <= 0x3 || Script[i + 1] <= 0x3 || Script[i + 2] <= 0x3) continue; Offsets.Add(i); } There's another piece where very short strings get ignored, so we'll need to disable that. Just comment (or remove) these 2 lines... if (Missmatch >= Str.Length / 3) Result = false; And one more thing... The protagonists' names are stored in the savedata, and the initial copy of that will come from the exe file! Use a hex editor around 0x76060 in the exe to change them. Of course, they'll need to be in double-width sjis. You can also edit the names in your existing save file if you want -- it's located in AdvData\SaveData\system.dat
  4. Does CircusEditor have a way to add a line break or did you have to paste it in another way? For the 91xx remapping, I used a hex editor to add a 0x91 byte in front of each accented letter. This was easy to do manually since it's just one or two sentences for my example text. I started with typing it as regular text, viewed as codepage-1252 Olá, este é um teste Add a 91 byte in for each accented letter, viewed as sjis Ol黛, este 鷹 um teste Convert the remaining letters to full-width in sjis Ol黛, este 鷹 um teste ...and then paste the resulting text into the script. It should be possible to automate the procedure above for your translation. One way would be to add support for remapping accented letters within CircusEditor -- it is open-source. My dll also remaps the full-width alphabet back to ASCII so the letters look normal instead of wide in the game, and it was usually necessary when non-Japanese fonts don't have support for sjis codepoints.
  5. Accented characters: The square symbols is probably because the character was misinterpreted as something else by the font. What tool are you using to edit the game's MES files? This will ultimately need to be customized to work appropriately with whatever way you're handling accented letters in your script + font. When I did accented letters for my example, I essentially remapped accented symbols to the 91xx SJIS range and the dll would map them back to the intended codepoint. For example, ê is 0xEA in unicode/cp1252 and outputted as 91EA in the script file. Line breaks: the game expects the script to provide explicit line breaks in the text using the 0A byte. That means your editing tool needs to be able to insert line breaks into the text; the game will not auto-break lines by itself.
  6. Most of the font overrides I did were handled with a dll that I wrote. Here's my current one for it, just put it in the same folder as the game exe. Finally, the text spacing is a hex edit on the exe. Since I did my testing on the disc release of EXS, these next instructions will only work for that version. Use a hex editor and look at address 1CA32 in the exe, and you should see the bytes A1 B8 52 BB 00 ..... now overwrite those with B8 0C 00 00 00 where 0C is the amount of spacing. Something between 09 and 0C should suffice, depending on the font. I should mention that a bunch of technical considerations will need to be kept in mind, but I'll let you try it first and see how that goes.
  7. The font name can be found in the exe (in this case, it is MS 明朝) which can be patched via a hex edit, or overridden with other means. But that's the easy part. For Portuguese, you also need to have some way to use accented letters, which is something not natively supported in SJIS encoding. There are some ways to handle that, such as an edited font, or patching in support to the exe. This game's engine doesn't accept normal ASCII text in the script, so you're forced to use full-width letters which makes everything look wide in the game. That also can be fixed by patching the exe, which seems to have a hardcoded amount for the text's letter spacing. A decent looking starting point could look like this. The new font being used here is Comic Sans MS, of course.
  8. That's an old bug in the English release. You should install the latest patch from here: https://nekonyansoft.com/download/free/patch/8 Extract and copy the updated files in the game folder; overwrite if you're prompted to do so.
  9. Yes. At the very least, you should use PONScripter-fork as the engine. For the script: decrypt it with nsdec, re-save the text as UTF-8, and replace the ` symbol with ^ for text lines because of PONScripter syntax.
  10. Now I guess a few things will need to be changed, based on what I'm seeing. You're translating to French, so Shift-JIS text encoding won't work. We want the script to be stored as unicode (like UTF-8), but the existing ONScripter build doesn't seem to read UTF-8. Use a different engine such as PONScripter-fork: https://github.com/sekaiproject/ponscripter-fork/releases Get the file named narci2-windows.exe (find it under the "Assets" label) and put it into the game's folder. You will use this exe to play the game. I made a few changes to the script to run with PONScripter. Get the file here and put 0.utf in the game folder At this point, the text should look like this. You can translate the text in 0.utf and play without needing to encrypt it again, so just forget about nsdec and nscript.dat from now on. Next is the font, the file called default.ttf which can be replaced with something else. Here's what it looks like with Arial. (PS: the "pointers" you mentioned are called accents. Shift-JIS can't encode them, so we needed unicode.)
  11. Ah, you installed the game into Program Files, so doing anything in there would've required admin access. You should copy the game folder to somewhere you have regular write permissions, such as your desktop. From there, I expect the tool to work normally.
  12. This is what I got for the result.txt file: link here. And for what it's worth, I did try it on Windows 8.1 which worked fine. (I ran the second command twice to test one more edit.)
  13. I don't see anything unusual about this one. Running nsdec, editing the script, and getting it back in should be fairly straightforward.
  14. The game's engine is known to have issues with Windows 8 and above. The module should be able to help: https://www.mediafire.com/file/ociavmvb3fy06n6/rioshiina-fix1.zip Just extract the dll file to the game's folder and start the game.
  15. The game seems to use the Inconsolata font by default. Perhaps not having that installed might explain things.
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