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Porygon2

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Posts posted by Porygon2

  1. 4 hours ago, きょうすけ said:

    After this I tried following all your advices: I generated my own public/private key pair, replaced the original public key inside "release.ks" and put it inside patch.xp3; I then generated a patch.xp3.sig file and put both patch.xp3 and patch.xp3.sig inside the game directory, but when I try to run it, I still receive the "invalid input packet" error message.

    If I try to rename patch.xp3 as patch1.xp3 (or patch2.xp3) the game runs with no error messages, but I cannot see any translated text, which implies that the game is completely ignoring my patch.xp3 file with the translated text.

    That error message means that there's something wrong with your signature.

    Creating a patch2.xp3 works perfectly fine (created a patch with KrkrExtract and it worked ingame) - if that is not working, then the archive itself might be broken or it isn't replacing the right files. Just try creating a patch using KrkrExtract and name it patch2.xp3, that should work.

     

    Edit: Detailed instructions, as you mentioned you didn't know how to use KrkrExtract:
    Download the current master branch, extract the archive, and copy the contents of KrkrExtract-master/KrkrExtract/Release (or just the .exe and .dll files) into the game's directory.

    Then, drag the game's executable and drop it on KrkrExtract.exe to start it (alternatively, start it with the executable as the only argument) to start KrkrExtract.

    Once KrkrExtract is started, you can drop .xp3 archives from the game onto the KrkrExtract window to extract them into KrkrExtract_Output.

    To repack, go to Pack Setting on the right, put the folder containing your patch into Folder (all files should be in that folder directory, no subdirectories such as scenario/, etc.), fill the location of the original data.xp3 into Original Pack (if it isn't there already) and the location for your patch2.xp3 (e.g. in the game's directory) into Output Pack, then hit Make Package.

  2. 16 hours ago, littleshogun said:

    By the way, did you decided to retranslated this from the beginning, or is the progress from Luna Translation was just an error? I ask this because the progress at Luna was regress significantly from 27% to 3%. Anyway, as for your situation I understand it considering that you need to do something that was more important there, so just take it easy in regard of the project there if I may say something.

    As there seems to be some confusion about this: cookie4 is my personal website and while many of the projects on it came under the name of Luna (which doesn't exist anymore) at one point, it doesn't represent, and has never represented, any group or anyone else. The Tototo project on cookie4 used to be for this project, however it is now for a different project translating the same game. That new project is not related to this (mitch's) project and doesn't reuse any parts of it either, hence the current difference in progress.

    For current lack of a thread and information about the new project and more information for tracking, the new project is led by TBAC, who has previously done translation for Maki Fes! and MajoKoi, and mainly targets the Premium Motion Plus release of the game.

  3. 2 minutes ago, Narcosis said:

    It's better to not reveal such information publicly at all; you're giving people ideas. Send a PM to @Tay or @Nayleen instead.

    Was going to do that initially, but after double-checking the contact pages, this seemed to be the designated place for such reports and posted here instead.
    Concerning responsible disclosure: I feel like anyone who's able to pull off a MITM attack will already have recognized that all connections to Fuwanovel are unencrypted just by looking at their browser's address bar or more likely have a program that filters all unencrypted connections automatically, so me stating that the connections are insecure doesn't really change the risk of an attack.

  4. It's been bothering me that Fuwanovel uses HTTP for the main website and all subdomains (including these forums) and immediately downgrades all secure connections to HTTP via a redirect (301). This is concerning because all requests such as logins, sending session cookies etc. are transmitted in plaintext, making it trivial for a man-in-the-middle attack to steal user credentials (and users tend to re-use those on multiple sites even though they should know better) or hijack sessions, they can read all messages and intercept or modify them at will, including sending the user to their own site while making it appear as fuwa (there are also many other good reasons to switch everything to HTTPS , but these are currently the most pressing issues).
    To prevent this, HTTPS should be enabled everywhere and should be enforced by enabling HSTS to avoid attacks such as those of sslstrip.

    (ignore the next paragraph if you already how to fix this issue and just haven't come around to do so yet - though at least the first part shouldn't take very long at all and the second isn't too bad either)
    One possible solution: Since Fuwanovel already uses Cloudflare, you can fix part of the connection very easily: Go to Cloudflare -> Crypto, set SSL to Flexible (should already be that way, really we want Full (strict), but that might involve more steps on your part, see below), and enable HSTS on all subdomains (hard to go back on, but you shouldn't ever want to go back on it anyways), you also might want to redirect everything to HTTPS one way or another. This fixes the issue for the connection between users and Cloudflare, however the connection between Cloudflare and your servers is still insecure, so make sure your web servers support HTTPS (might involve some tweaking of configurations or proxying in the worst case if your web server doesn't support it) and you have a valid certificate set up (certificates from Let's Encrypt are free and easily automatable, don't see a reason not to use them), then set the Cloudflare SSL setting to Full (strict). Now the connections between Cloudflare and your servers are secure as well. (You could optionally set up Authenticated Origin Pulls to make sure you're only responding to traffic coming through Cloudflare.)

  5. 16 minutes ago, Aleister said:

    Someone can help me? I want start a project into english together to my group (Secret for now) but the files is .WAR. The current hacker don't have knowledge about it, basically we need the Key file for extract the archives. Arc_conv can extract with the key (maybe) but that work in asm level and that is something that we don't have :komari:

    14248889_1269757313068555_1232018196_n.p

    Use arcconv mod warcscan to get the key (execute this after starting the game): arc_conv --mod warcscan key.txt
    That should give you the key for most games - if that doesn't work, you'll have to get the key from the executable or make custom tools if the archive format is different for that game.

  6. On 7/7/2016 at 4:57 PM, Scorp said:

    But he is trying to make a patch.xp3, and patch.xp3 does not have a sigcheck, correct?

    Yes there is, at least for the game he is using:

    /* チェックするファイル */ var fn = [ System.exeName.substr( System.exePath.length ), // エンジン名 'data.xp3', 'patch.xp3' ];

    So if patch.xp3 exists, its signature will be verified with patch.xp3.sig (displaying an error message should patch.xp3.sig not exist), making the above solutions to the problem necessary for distribution of a patch.xp3, this could potentially be circumvented by naming the patch archive patch2.xp3 (or 3 and so on).
     

  7. The Kirikiri 2 games that give you an error message for missing .sig files use the sigcheck plugin to verify archive files with a signature. The system uses public key cryptography which means that only the public key can be found in the game's files, which can be used to check the signatures, but new signatures for the same public key can not be generated since that would require the private key.
    Most game I've seen use this handle the actual work in script/release.ks where you'll find the public key and code that does the actual verification, so you have the option to either

    • Remove the signature check by uncommenting/removing the invocation of the check method to disable signature checks altogether, or
    • Generate your own public/private key pair, replace the original public key in release.ks with yours and generate new .sig files with your private key

    You can then add your modified version of release.ks to to your patch.xp3 archive and if you did everything correctly, you'll be able to run the game without any error messages (and optionally with custom file signature verification).

  8. Handle: Porygon2

    Positions I can fill: Hacker (I might do image editing and/or QC if I'm really interested in the project and have enough time)

    Types of preferred projects: Projects with at least one translator that can localize the game properly and see things through to the end

    Availability: Available

    VN most interested in producing a FTL for: It would be interesting to work on a more gameplay-heavy VN; I'd also like to work on a NeXAS engine game sometime - but I'm fine with working on most VNs, see the conditions below for exceptions

    Motivation for joining in on FTL: Wanting to contribute to more localized releases of Visual Novels coming out

    Conditions:

    • PC, Windows VNs only
    • No VNs that are already getting an official release or have an active fan translation project
    • Fine with yuri, yaoi, and otomege, but generally less interested in games primarily of these genres
    • Give me a reasonable amount of time to figure out the format of the game and develop tools, this depends on the complexity and prominence/amount of prior work done (if any) of the engine as well as the amount of free time I have

     

    Current projects:

    • Shin Koihime † Musou ~Otome Ryouran ☆ Sangokushi Engi~ Translation project
    • Watashi wa Kyou Koko de Shinimasu. Translation
    • Pure x Connect Translation project

    Completed projects:

    • The Witch's Love Diary (technical work, interface images except for ending images)
    • Haruka ni Aogi, Uruwashi no Translation project (technical work)
    • Maki Fes! Translation project (technical work, interface images)
    • Tsui Yuri Translation project (official release handled by MangaGamer, not me)

    Inactive projects:

    • Sen no Hatou, Tsukisome no Kouki Translation
    • Iegami Nyoubou Translation
    • Witch's Garden Translation project
    • Koiken Otome ~Revive~ Translation project
    • Kanojo to Ore to Koibito to. Translation
    • Ushinawareta Mirai o Motomete Translation project
    • Mitch's Kanojo to Ore to Koibito to. Translation project
    • Erect! Translation
    • Koikishi Purely ☆ Kiss Translation
    • Sanoba Witch Translation project (unrelated to official release)
    • Ichiban Janakya Dame Desu ka? Translation
    • Imouto Senbatsu☆Sousenkyo Translation project
    • Meri☆Chri Translation
    • Lilycle Rainbow Stage!!! Translation (unrelated to official release)
    • Tsuki to Mori to Anata to Watashi Translation
    • Koiseyo!! Imouto Banchou Translation project
    • Nora to Oujo to Noraneko Heart Translation (unrelated to official release)
    • Boku to Koi Suru Ponkotsu Akuma. Translation project (unrelated to official release)

    (And lots of others that either didn't even get started properly and aren't worth mentioning or haven't been publicly announced yet)

    If you're interested in picking one of the dropped projects back up, feel free to contact me for the existing tools - this doesn't include any of the prior translation.

     

    Contact: Send me a message on Discord ( Porygon2#4747 ), contact me via PM here on the forums, or send an email to [email protected] ( alternatively, you can also send your email to [email protected] )

  9. A bit later than anticipated, here's the interface patch: http://koikumatranslation.github.io/permalink/patch/interface/patch2.xp3

    It translates most of the interface along with adding some small improvements like an option to skip the prologue and 'uncensoring' of thumbnails, etc.

    It is compatible both with installations that have and those that don't have the official version 1.1 patch, however using the official patch is recommended - you can get it from one of the mirrors listed here.

    To use this patch, simply put it in the game's directory - let my know if you find any errors or experience issues.

     

    Also, since we unfortunately couldn't find a translator, the project will be stalled until someone is found for that position (so, realistically, the project is dead).

    If anyone stumbles upon this and is interested and qualified, everything's ready for to resume the project and start translation - please contact me for more details.

     

  10. Main menu:

    • When hovering over a menu item, the hieroglyphics' aligment jumps - looks pretty odd, should fix the offsets on the images.
    • Help item does nothing (WIP I guess, so nothing really wrong here).

     

    General menu navigation:

    • I'm used to being able to right-click to return to the previous menu rather than always having to click on return/etc., would be nice to have.

     

    Load screen:

    • Doesn't seem like enough slots for saves at all, but I couldn't find an option to save in the first place, so I guess it's still being worked on.
    • Navigation at the bottom is weird, as it's different from all the other screens and isn't super practical either.

     

    Options menu (Settings):

    • The labels on the left aren't sticking out enough, didn't notice them at first - maybe cast the entire background in shadow except for the labels to highlight them more.
    • I'd like to be able to click on the bars with sliders and have the slider jump to the position I clicked on, rather than only being able to drag the slider.
    • "Skip Settings ON/OFF" isn't very intuitive, maye have Skip all / Skip read only or something similar
    • Fullscreen radio button inactive/active alignment is slightly off.
    • The radio buttons aren't aligned properly >.> - looks very off-putting.
    • I'd like a lot more features in the options menu, like individual audio sliders for every character, Stopping/not stopping voice on click, wait for voice in auto mode, changing text window transparancy, maybe even color, option to keep game running when the window is inactive, font config, rebindable keys, ...
    • Optional, nice to have, but not really necessary: Only a few items actually indicate visually that they're being hovered over, would be nice to have that indication for all items (just putting a glow on them would be enough)
    • Transitions radio buttons don't actually work.

     

    New game:

    • This takes way too long to load, considering the power of my system - you've gotta be able to optimize that, and even if you're not able to, at least give me some sort of moving loading screen, so that I know that the game's still alive and just loading rather than having no indication whether the game's just died on me.

     

    Ingame:

    • Lots of features are missing here: Hide text box, Backlog, Replay voice, Start skipping, Skip to next/previous choice, Quicksave/load, Pinning/unpinning menu bar, save bar, ...
    • I'd like rebindable hotkeys for things like loading, starting automode, skip, quicksave, load, etc.
    • Also want to be able to return to title from ingame whenever I want

     

     

  11. There hasn't been any public activity on this for the past ~2 weeks because I wasn't able to log into my fuwanovel account due to technical issues, those seem to be resolved now though.

    Update of what happened in the meantime:

    • Project now has a website: http://koikumatranslation.github.io
    • I've been working on an interface patch and am more than halfway done - interface patch should be released in march, likely around the middle of the month.

     

    Translation won't start until we've decided who will be the main translator for the project, the website has line counts for individual scripts and a total if you're interested (can be found here).

  12. 5 minutes ago, Scorp said:

    Ah. that's just a kikikiri2, never mind then. As script is just a text file, there is no real need in editor you created, that seems just for convenient purposes. I thought game used something more sophisticated...

    That's not entirely true, the engine is KirikiriZ and the scripts are in a packed format that is absolutely not human readable (and doesn't have a great design, but oh well). The editor is not really needed, could have used plain text files, but I felt like it was a convenient enough improvement for other project members to create.

     

    3 minutes ago, Asonn said:

    Well good luck on the project

    Thank you very much!

  13. 1 minute ago, Scorp said:

    Share tools sources somewhere like github, could be useful for some other game with same script format.

    The encrypting methods for the tpm of the game can be found here: https://github.com/Porygon2/KoikumaTools/blob/master/src/main/java/me/porygon2/koikumatools/xp3/KoikumaTPM.java

    The source for extracting the script format is pretty messy, I didn't write it to publish it (if you really want I can PM it to you), but there are already tools to extract those scripts, one can be found here: https://github.com/number201724/krkrpsb (Doesn't include all the features my scenarios have, but they can easily be added by exploring the tree structure if you know what you're doing.)

    I might publish the source for the actual tool for translation after I've added features and prettied it up, but it doesn't include anything that decodes script formats (just reads autogenerated scenarios and gives a way to edit them).

  14. Sekai project announced an official release, so this project is dead.
     

    -- Old post --

    Hello everyone, welcome to the thread of the translation project for SMILE's visual novel "Boku to Koi Suru Ponkotsu Akuma." or Koikuma for short.

     

    Project Info

    Project website: http://koikumatranslation.github.io/

    Current status: Trying to find main translator, everything related to actual scenario translation and editing will begin after we've found someone.

    Progress: Working on interface patch, already done with the translation of more than half of the interface, interface patch should be released sometime in march.

     

    Game Info

    The game is a nukige with pretty art by Sayori.

    2299589875.jpg

    More ingame preview images in spoiler below:

    Spoiler

    89324.jpg

    89326.jpg

    89325.jpg

     

    VNDB: https://vndb.org/v17515

    Official Website: http://s-mi-le.com/ponkotsu/

    Description:

    Quote

    "My virginity is under fire!"

    Located off the grounds of the regular campus is a special dormitory designed as a rehabilitation resort for useless, failed, and generally good for nothing otherworldly creatures. It is here that our protagonist finds himself employed for tending to their needs.

    Surrounded by cute girls like his succubus-childhood friend Riria, NEET bro-con angel sister-in-law Emiri, cold-sensitive snow-woman Yuu, stripper mummy Aruru, and dimwitted witch Miyabi. Will the protagonist's virginity stay intact for long?

     

     

    Team Info

    I (Porygon2) do all the technical work for the project (hacking, image editing, patching, etc.), we are currently looking for someone who could be the main translator and also still looking for editors, which brings us to:

     

    Recruitment

    -Translator: We are looking for someone who could be the main translator for this project

    -Editor: We are looking for editors for this project (If no one can be found, I could do that myself aswell, though I'd definitely prefer to have another team member for editing.)

     

    For anyone interested in being a translator/editor: I have already created tools to simplify the process and autogenerate status updates, see the spoiler for a preview.

    Spoiler

    Preview of translation tool:

    98a04088a0.png

    I will have a similar tool ready for editors with a field for the edit and room for editor notes.

    These translated (+edited) scenarios can very easily (will probably automate it in the future) be used to generate patches, preview of the patch generated from the scenario above in game:

    313abc8664.png

    If you're on the team and have any suggestions or want custom features, I can easily add them.

     

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