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binaryfail

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binaryfail last won the day on October 4 2013

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About binaryfail

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  1. Try spending a whole day with that. Wouldn't want to do it again.... would I? .....
  2. If you're looking for some sanity in these (maybe) final hours of the day, have a userscript.
  3. SQUEEZ games and the EAGLS engine

    Dropping in the bmp should do it. It doesn't look like repacking the PAK/IDX is needed.
  4. SQUEEZ games and the EAGLS engine

    You don't need to convert the images back into the .gr format. Just convert the images as .bmp and put them in the CG folder.
  5. Issues running games in Wineskin on Mac

    If you're feeling comfortable running stuff from a terminal, you should definitely try playing around with Wine 3.0 stable. Out of the games on your list, I have the second and third game and managed to get them running on High Sierra. Yoake op movie and Yoake in-game Yuuki Yuuna Some general comments I'll mention: The latest alpharomdie has some trouble on wine 3.0 (or mac ... I'm not sure), so try the 2012 version of it which works here. Yoake needs this file to avoid the reg.exe error. If you have the translation patch installed, overwrite their existing one with this file. Make sure you install the DirectX (June 2010) runtimes for newer games Make sure you have the msgothic.ttc copied to your wine's c:\windows\Fonts folder For video playback, you need the quartz+devenum+amstream DLL files from the DirectX (Feb 2010) redist package, registered in wine's system32 folder. Additional codecs using wmp9 and ffdshow is often helpful.
  6. ITH problem

    Try using this ITH build here. It should resolve the attach error on recent versions of Win 8/10.
  7. A Sky Full of Stars - +18 Restoration

    Hex edit the exe at offset 0xB84B7 changing 03 to 01. That should allow the game to run without needing to set your calendar format. It's arg1 to MultiByteToWideChar, btw. As a bonus idea: if you're able to make it push 0x3A4, that should allow the game to run regardless of your locale+date setting.
  8. I tried making a workaround for this issue. Can you test this module and see if that fixes it?
  9. How should a patch behave?

    For the first part... the answer is a bit of yes and no, depending on how you interpret the question. In one sense, a patch does work in the way you describe it: the engine focuses on the translation inside a patch file instead, and the originally-installed files remain untouched. But on the other hand, the translation is made by modifying a copy of the script -- replacing the Japanese text and putting English text in its place. The resulting script is packaged into the patch file. Side-note: if the scripts are 100% text based, the translation team might choose to comment out the original text instead of removing it from modified script. This makes it convenient for TLC at the expense of larger file sizes if the comments remain in the final product. For the second part... From what I understand, NScripter scripts are written as a bunch of individual files just like any sane project would do. During the packaging process, NScripter will combine all the script files into one big encrypted text file. Everything from the source scripts should still be there, it's just one big blob now. The exe you mentioned is just an installer, and yes, user-friendliness is often the main motivator for providing an installer instead of a zip file. Looking professional is just a bonus, in my opinion. Installers are beneficial to users who, for example, lack file management skills and want to have an easy way to install or uninstall a patch. There are TL projects that have shipped their patches as installers, but most projects I've seen tend not to... especially if it only takes 2 seconds to drop a file into the game folder.
  10. How should a patch behave?

    Usually, a "mod" has the connotation of being unofficial. And depending on the context, the terms "mod" and "patch" can be used interchangeably. In either case, the end result is a change in the game data. Indeed, the delivery mechanisms for a patch/mod/update/add-on is dependent on the engine and the nature of the patch itself. Typical methods usually boil down to one of these: -Install a patch archive -Install updated raw files (script/image/audio) -Overwrite an existing game archive -Delta patch Many engines can detect and use new packages which deliver patched content. They might have obvious filenames like patch.xxx and updateXX.yyy, or something like dataXXXX.zzz to look consistent with existing files. During gameplay, the engine will give precedence to files in the patch archive -- it accesses them first if they exist, otherwise it will default to reading the originally shipped data. Some games do patches just by adding or replacing raw files in the game folder. I think engines allow for this as a development feature (avoids needing to rebuild archives to test new changes) which also doubles as a patching mechanism. Games that do this might not even use archives at all. And then there are engines that don't have a built-in way to load patches, meaning the original archives must be overwritten in order to serve patched content. Updates for VNs usually focus on the scripts, so a new script package will be small enough for the user to download and replace outright. But for games where large archives need to be updated/overwritten, downloading the whole thing again would be very inconvenient. An alternative method is called delta patching, where an patched file is constructed from an existing older version using a delta (before/after difference) file. After the new file is created, the old one can be deleted -- effectively overwriting the original copy. Aside from VNs, delta patching can be seen in areas like fan-tl'd console games, hotfixes for fansubbed anime, and of course, game updates on Steam. I feel like my response answered the "what" but not the "why" part of the question, so there's probably more stuff to talk about.
  11. You shouldn't add or remove lines in the JP script, otherwise the lines will fall out of sync with the rest of the script; voices and images would no longer match up with the text. Instead, you'll need to merge or adapt the translated text to fit within the confines of the original JP line.
  12. The first line is there for reference. The second line is what you'll want to translate/edit, and that line will be filtered for insertion.
  13. @Infernoplex The codepage conversion warning probably means ahdprc is using cp936. You'll need to change it to 932 by editing the tool's source code and compile it again. The number shows up twice in the tool code. Character's names in this game are prefixed with %LF instead of %LC, so ahdprc wasn't picking them up. Again, that'll require editing the tool and recompiling. wpscrpt.cpp, line 50: change 'C' to 'F' wpscrpt.cpp, line 82: change "%LC" to "%LF" When the text is extracted, the character name will appear next to the line number within the script.
  14. After the initial extraction from the ws2, the tool gives you a text file and a bin file. In most cases, you can leave the bin file alone. Here's a how-to if you want it.
  15. The first one you describe might be this one. The second one, I'm guessing, is this one.
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