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RazoR

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About RazoR

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    Fuwa Novice

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  • Gender
    Male
  • Location
    Turkey
  • Projects
    Planetarian Turkish Translation
  • My Anime List (MAL)
    Ecciel
  • Steam Username
    oneandonlyrazor

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  1. I already reached out to him. It was him who told me about this format (.dbs). And yeah, it's high likely that they store the text in this format, because the only format you can convert to .dbs through Reallive tools is .csv, and an Excel file could be seen in one of the images that Key shared. There's a CSV to DBS tool in RealliveMAX SDK, but it can't re-convert the .dbs file to .csv. Crass' Reallive plugin can convert and make the file readable only to some degree. Hopefully a hacker could reverse engineer this format.
  2. I can also provide CLANNAD HD's scenario files for further investigation. Since this format is readable in both Reallive's and Siglus' Steam editions, it'd be easier to work with Reallive first.
  3. How forgetful I am, I didn't include the file itself ^^" https://mega.nz/#!v5x1CIaL!N9NT0-YXTHnHjgtuoJO9jHGKcxViLwqSDkOzIsCV23s This archive includes the dat folder where the .dbs files are stored, GameexeZH.dat and Scene.pck files. All copied from the original Steam version. Forgot to said: This same file format is also used on CLANNAD's Steam release as well, in Dangopedia section. The Dangopedia data are possibly stored inside. I couldn't find those data in SEEN.TXT of Clannad HD. This means that the .dbs file format is universal for both Reallive engine and Siglus engine. Here's dangopedia.dbs from CLANNAD HD: https://mega.nz/#!mw4mDAKT!HFpSk3pzlU2BlvFGYyXadsxf5bS6OMvK403OEyrXNng
  4. Nintendo DS Emulator

    Try using NO$zoomer. It's NO$GBA, but with advanced features and settings. You can easily change the ratio settings and such.
  5. Data extraction thread

    Hello everyone. As you know, Chinese version of Planetarian HD has been released on Steam this week, and surprisingly, Key decided to use Siglus Engine for Planetarian HD, instead of Reallive, which was used in the Japanese version that's been released last year. It seems that, instead of rewriting the code in Siglus and using Scene.pck to store code/scenario, they imported all the code from Reallive, and store them in a format called .dbs. I assume that they'll use the same method in LB! English Edition too. Can someone crack this file format? In case you need the (probably) necessary files: https://mega.nz/#!v5x1CIaL!N9NT0-YXTHnHjgtuoJO9jHGKcxViLwqSDkOzIsCV23s I only uploaded the Scene.pck, gameexeZH.dat and the dat folder, where the .dbs files are located at. In case you need an extraction key, here's the one I found thanks to marcussacana's tools: 0x67, 0x2F, 0x7B, 0x9C, 0x82, 0x9B, 0xE9, 0xEB, 0xA9, 0x4F, 0xEF, 0xBF, 0xE4, 0xF8, 0x36, 0xBE 0x672F7B9C829BE9EBA94FEFBFE4F836BE (use this one, if you'll use marcussacana's method)
  6. Data extraction thread

    First of all, be sure that you're using #fluffy's revision of RLDev. It's the most recent one. https://github.com/theappleman/rldev After you get the latest RLDev, you should do this: kprl -d -f 1.5 SEEN.TXT Forcing the Reallive version to 1.5 does help you getting the files out. After you finish translating a SEEN file, you should force the Reallive version to 1.5 again to compile the files. rlc -f 1.5 SEENxxxx.org This method works on CLANNAD, CLANNAD Side Stories and even Tomoyo After. However, as you know, in CLANNAD you can customize your name/surname, but when you disassemble the SEEN file, the name identifiers are long gone, so you have to analyze where the name identifiers are, and manually put them in the lines where they originally were.
  7. Hello everyone. As you know, Chinese version of Planetarian HD has been released on Steam this week, and surprisingly, Key decided to use Siglus Engine for Planetarian HD, instead of Reallive, which was used in the Japanese version that's been released last year. I extracted Scene.pck archive using marcussacana's Siglus tool, but when I try to edit the scenario files, they seem to be empty. There are "none"s instead of actual text. It seems that, instead of rewriting the code in Siglus and using Scene.pck to store code/scenario, they imported all the code from Reallive, and store them in a format called .dbs. I assume that they'll use the same method in LB! English Edition too. Is there anyone who's willing to crack this file format?
  8. EN: VisualArts / Key announced that they'll support multiple languages on Planetarian HD Edition's Steam version. Please, like Berkay Koç's comment to help getting us noticed by Key: https://www.facebook.com/VisualArtsUSA/posts/1781337305517757?comment_id=1781700358814785 TR: VisualArts / Key Planetarian HD Edition'ın Steam sürümü için farklı dillere destek vereceklerini açıkladı. Key'in bizi fark etmesi için lütfen gönderide Berkay Koç'un yorumunu beğenin: https://www.facebook.com/VisualArtsUSA/posts/1781337305517757?comment_id=1781700358814785
  9. You can manually edit the font with a font editor (eg: High-Logic FontCreator) and reduce the distance.
  10. Türkçe yama v1.0 çıktı! Turkish patch v1.0 is released! https://bakayumeceviri.wordpress.com/2017/01/13/planetarian-kucuk-bir-gezegenin-hulyasi/
  11. I'm not really sure about if it will work since I don't know what version of Kirikiri Ushinawareta Mirai o Motomete is built on, but I suggest repacking the files with official Kirikiri tools. I don't think you'll need to encrypt the archive (Not sure about this one either)
  12. I'm the translator and head of the LB! Project, and I assure you, I haven't abandoned the project. The project is still active, I just had to suspend it for a while. The reason why I haven't announced any updates since a year or two, was because: 1)I was also a part of Türkçe-Oyun, a vokuntary Turkish game localization group, and I had to focus on its projects more, because they needed to be released ASAP. 2)School (Of course, not a big deal, or a valid excuse, and no sarcasm intended) 3)I didn't have internet connection at home until 2 weeks ago, so my computer was in my dad's office, which had internet connection. It was hard to work in a stuffy place and the time I could spend in the office was pretty limited. You might ask why I can't work without internet. It's because I look up for explanations of the words that I don't know, and see if there are phrases similar to what I've used for certain lines (to see if my translation is legit or not, in short). 4)I translate at a slow pace when it comes to VNs, and I'm lazy a bit (Of course, it's not a valid excuse either, it's my fault for being an irresponsible person.) I want to mention that me and 2 friends of mine formed a translation group called BakaYume Fansub, and our main focus is visual novel translation. We translated Planetarian (TL and editing complete, QC/Testing in progress) and we have another project on-hold. I will also keep translating Little Busters! personally. About Turkish VN community, Higurashi no Naku Koro Ni is being translated into Turkish by a few people. Click here to check their website.
  13. Hello friends. Me and a friend of mine have been trying to localize Planeterian's Steam version to our native language. I managed to extract the scenario files, thanks to TLWiki's RLDev fork, but since this version is built on RLMax engine, and the RLMAX commands have not been implemented (like ONGOTOCASE, R, etc.), I can't recompile the scenario files. I downloaded Reallive MAX SDK, but since it was fully Japanese, including the documentations, I couldn't understand anything. I've tried to replace these commands with their older synonyms, but even though I recompiled the file successfully that way, the game didn't recognize the file. Is there anybody who can help?
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