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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. 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.
  2. Dameoki Text Alignment Problems

    The game seems to use the Inconsolata font by default. Perhaps not having that installed might explain things.
  3. Try this fix: download link Seems like the engine has a numerical bug where having more than 2GB of VMEM gets read as a negative amount, thus having <64MB. I guess some other Lune games will also have this bug.
  4. I've seen this issue before with another Cyberworks game. Use this...
  5. Daitoshokan no Hitsujikai Bugs

    Try this module here. It adjusts the font width down by 20% so the text won't overlap as badly as it normally would.
  6. Try spending a whole day with that. Wouldn't want to do it again.... would I? .....
  7. If you're looking for some sanity in these (maybe) final hours of the day, have a userscript.
  8. SQUEEZ games and the EAGLS engine

    Dropping in the bmp should do it. It doesn't look like repacking the PAK/IDX is needed.
  9. 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.
  10. 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.
  11. ITH problem

    Try using this ITH build here. It should resolve the attach error on recent versions of Win 8/10.
  12. 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.
  13. I tried making a workaround for this issue. Can you test this module and see if that fixes it?
  14. 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.
  15. 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.
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