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ShoujoQ

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Everything posted by ShoujoQ

  1. Does anyone have a copy of the AnimED tool for unpacking and repacking archives (I'm trying to unpack and repack archives of .pd format in a visual novel by FlyingShine)? All of the sources linked in the data extraction thread for it don't seem to work anymore.
  2. Hi, I'm trying to extract the script from the game 南国ドミニオン (Nangoku Dominion) by Softhouse Chara. Using the WizardsClimberDecrypt tool for Softhouse Chara programs successfully unpacks some archives (such as event CGs, music and sound effects), but fails for the box.vfs archive which would contain the game scenario script with the following error message: Does anyone know how I can get around this?
  3. Here's a link to the first scn file of the game, untranslated: https://www.dropbox.com/s/9kox3dwcbkl3jdx/[untranslated] kis_k01_1.txt.scn?dl=0 and here it is translated: https://www.dropbox.com/s/7zp5jfeb7qkaacx/[translated] kis_k01_1.txt.scn?dl=0 Here's the process of translation using my tool: 1) Open the untranslated .scn file and then dump it to a text file. This produces a plain text file with each Japanese line listed twice, then a blank line before the next Japanese line. 2) I then edit this text file, editing the second copy of each Japanese line to the English equivalent, inserting newlines as \n where necessary. 3) This text file is then "injected" back into the untranslated .scn file - the tool searches for each Japanese line in order, replacing it in the .scn file with the English translation just below it in the plain text file. 4) Save the translated .scn file, then repack it into the game. Here's an example of one of those plain text files (with some irrelevant strings that don't need translating chopped off the top): https://www.dropbox.com/s/aoiargj0cwvo0ni/[translated] kis_k01_1.txt?dl=0
  4. The problem is that my tool (built on top of marcus's krkz scene manager code) produces a list of strings in alphabetical order, rather than the order they appear in-game, making translation quite a bit slower than it would be otherwise. Hence why I asked here about where these strings are being called from at run-time (because there doesn't seem to be any ordering ID in the .scn file itself).
  5. This is what I get when I try and open one of the SCN files with that program:
  6. I already did that a while ago (he said that the strings coming out in alphabetical was unavoidable due to the way the .SCN format works), which is why I decided to look for the alternate route of asking someone where the strings are being called from at run-time. As for the multiline editor you linked, I had a look at it, but it doesn't seem to open the .SCN files. As for the interface being better, that's a non-issue, because I already made my own fork of marcus's code with a functional interface that has features like string searching, text file dumping and text file injection alongside the ability to edit the .SCN binary files. This is the interface I'm working with (which I developed):
  7. Hi, I'm currently working on translating a visual novel which is built on the kirikiri engine. I've got a workflow set up (using a modified version of krkrz scene manager) and am progressing in the translation, but I am looking for advice from someone who knows how the engine works, especially with regard to how it stores and calls strings. The krkrz scene manager code that unpacks the SCN files stored inside the .xp3 packages reads out the strings in the order they appear in the bytestream of the SCN file, which happens to be alphabetical order - this is obviously quite inconvenient for translation, since this is not the order they appear in in-game. My question is: does anyone know where in the game's files the strings are being set out in the order they appear in game and, if so, how are the strings being referenced by that file? Thanks in advance.
  8. I'm actually still here, I've just had a real bad run of ill health and other stuff and have hence been unable to do anything with regard to this project. I'll be getting back to your friend in short order. Edit: Done.
  9. I'll wait and see what Kirashi's friend says - then we'll see.
  10. I mean it produces a file with a PSP header and a bunch of null (all the way down, except for one or two isolated characters):
  11. It doesn't work for the text script files, just for font files and graphics (GIMs, which can be converted to and from PNG with gimconv).
  12. How about these guys? They're pretty OP.
  13. Yes, I'm a huge fan of Code Geass and I've been looking for something that tickles my fancy to translate for a little while now. Awesome. Check your PM folder - I'll send you my email address so you (or your friend) can get in contact with me that way.
  14. Kind of hard (for me) to make heads-or-tails of stuff like that. And yes, the character set is correct (Shift-JIS). This is where I get lost.
  15. That was kind of the purpose of this thread, tbh... ...in the meantime, I'll keep attempting to get at these files.
  16. Yes, this person abandoned the project, and their patch was actually a plugin for an emulator that hooked and replaced text on the fly. This is a bit different to what I am seeking to do (patch the files on the PSP image itself) and, as even the person behind that project admitted, their emulator patch was meant as a stopgap on the way to the kind of patch I am seeking to make. I have already sent him an email at the only address I could find (listed on one of his light novel project pages). Hopefully he responds. Yes, I have already managed to unpack the root.cvm file into its constituent .P files (which is what the tool you've linked does). Using another tool called kallen (appears to have been developed for this game specifically), I have managed to unpack most of these - they are mostly graphic files or tables of characters like this: No game text that I've seen, but some of the files don't seem to contain any intelligible information at all and are quite small, so perhaps these are additionally encrypted/compressed text? If so, do you have any ideas about how to unpack (and repack) these files?
  17. I know Japanese well enough to translate, yes - I even used to translate for anime fansubs before I quit a couple of years ago.
  18. Hm, ok, thanks. I'm new to learning how PSP games work. FWIW, there is some game related text in /PSP_GAME/SYSDIR/EBOOT.BIN (once decrypted with jpcsp), but it does not appear to be scenario text (looks like character names). Back to the drawing board on trying to find the actual scenario text, I guess.
  19. Nada. Doesn't even recognise it - which is what I expected. Also, the only Google results for IsoHunter are for the similarly-named torrent website.
  20. It depends on the .BIN, to be honest. They're not all actually disc images, some are just binary blobs. Windows (or whatever OS you're on) still has to recognise the file as an actual disc image to be able to open it. Virtual CloneDrive (basically the same thing as Daemon Tools) does not recognise this file, which means that it's probably not a disc image (unlike the actual .ISO file that is dumped from the UMD). I'll see what Daemon Tools gives me, anyway.
  21. Hello, I'm considering translating a PSP visual novel (Code Geass: Lost Colors) and while I've been able to unpack various parts of the game data, I'm running into a wall attempting to get the scenario text out of the file I believe it to be stored in - /PSP_GAME/SYSDIR/UPDATE/DATA.BIN. If anyone has any knowledge of how to unpack and repack these files, please let me know! I can supply the file in question if needed by PM or by query on IRC (I idle the #fuwanovel IRC channel on Rizon whenever I'm online - my nick there is Shoujo_Q, or Shoujo_Gone). Update: Disregard question about /UPDATE/DATA.BIN, but still looking for advice/help on unpacking/repacking game data files, especially scenario text, for this title.
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