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Mad Pierre

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  1. Pierre here again, reporting in. With tons of help from @mnakamura, I finally mastered addressing in KS and got jumps (both conditional and unconditional) to work. This, in turn, enabled me to properly analyze GrMuOn and make a dictionary of "variable settings" <=> "graphic / music file names". Next stop: making menus to work, as they seem to be vital part of this game, just reading plain text is not that interesting as doing lots of choices
  2. Ok, Mad Pierre here, reporting it. As of today, I've got voices and digital music going: ripped WAVs, decoded ADPCM to normal signed int WAVs and batch-converted them all to OGGs. Voices work and this makes playing scenario much more lively Music does not, though, as it turned out that it also depends on GrMuOn. Two major obstacles still remain: GrMuOn and conditional jumps. As with graphics & BGM, I've disassembled GrMuOn and found that it's basically a huge switch table that takes particular preset variable values and selects a text string like "mu001n" for graphics or "munew05.wav" for music. So, I just need to translate this table and hard-code it in the converter. This is where my lack of experience shows - I couldn't yet figure out how jumps work. Will keep trying. Won't post a current version of .story file today, as it's basically unchanged, only meaningful change is that voice files are now in place.
  3. Sure, that's civil law anyway. I'm an optimist Just because it's possible to make a contract on a very weird set of terms, I don't think it's a right thing to do. Negotiate while you can, I doubt that Japanese people can't be rational.
  4. Well, if I was in their shoes, I'd actually embraced it ASAP: server costs are negligible nowadays; CDNs like Cloudflare basically offer free traffic for static content additional platforms are a huge plus, especially mobile ones support costs — I'd say that they're spending fortunes now to do support of dozens of different engines hardly written for English language in the first place; won't turning everything to one straightforward engine would drastically cut the costs of support and translation? I don't think that licensing terms should care about platform. After all, they are licensing artistic content: it's up to Western publisher to decide proper ways to deliver it to the clients. Consider a regular paper book publisher licensing a manga translation: won't it be weird if original publisher licensed it to be printed only on one particular brand of paper (the same one produced in Japan, which had to be imported specifically for this project)? That's exactly what a platform is: it's purely technological, non-artistic stuff that just aids in deliverance of content.
  5. Actually, in this particular case they're alive and kicking: http://www.hongfire.com/forum/forum/hentai-lair/hentai-game-discussion/game-patch-hentai/402509-waffle-091023-111216-巨乳ファンタジー-kyonyuu-fantasy-english-patch/page6 http://www.hongfire.com/forum/forum/hentai-lair/hentai-game-discussion/game-patch-hentai/418893-waffle-091023-111216-巨乳ファンタジー-kyonyuu-fantasy-english-patch-kuroibaka The fallen flag was picked up by KuroiBaka, latest news suggest that he's still on it, as of May, 2016. They even have some tools published: https://github.com/xtenext/nekoKF
  6. Thanks, now I've got it to work! Patiently waiting for your design specs.
  7. Oh well, that's a pity. Ok, lesson learned, never post valuable stuff only over the forums and rely on it being there.
  8. I don't really get, but why all the post after Friday were deleted? Where are my pastebin links and stuff?
  9. Yeah, there would be no problem with that: < 24105,2B,None> 横殴りの風が僕を襲う。=Driving winds assail me from all directions. < 42081,2B,None> 必死に風にあらがいながら足をふんばる。=With all my strength I plant my feet against the wind. < 51476,2B,None> ずるっ=SLIP!
  10. You betcha My plan is like following: Disassemble original files. I can work on either English or Japanese - but given that my Japanese, is, well, constrained to "itadakimasu" and "arigatougozaimasu" - it's much easier for me to work with English. Get .story file with all the actions (i.e. text showing operations, graphics operations, sounds, etc) Get .story file with 2 languages (Japanese + old English translation) Replace (or rather add as yet another language) your English translation Right now I'm somewhere between 1 and 2.
  11. Thanks! I thought I'll report some progress here. It obviously took me much longer than I've expected, as I thought that this engine is very well explored, lots of tools were just laying around waiting for them to be used, ready-made disassemblers, etc, etc. Actually, it turns out that the information about Windy engine (as it is called in ViLE sources) is indeed fairly sketchy. Mails that @Nandemonai relayes to me contain some useful information and mention some working tools like disassembler as a php script, but I haven't found it anywhere so far. What I've succeeded so far: extracting general packed file into individual game files converting GGD graphics to PNG files started to look at bytecode format The main result that I'd like to share today is http://pastebin.com/nZLsgLt2 - that is "mu01_02", the 2nd scene of the game converted to Mikan format. Of course, it is *very* basic - no graphics, no sprites, no CGs, no sound, no music, no fancy opcodes like blitting / jumps / registers, no nothing. Just the text, but I guess it's already a start. You can already put in into Mikan engine and read it through that. Hopefully graphics won't be hard to implement - they seem easy enough. I'm not so sure about registers and internal logic, given that I have to convert them into Mikan primitives. But we'll see
  12. Well, I've managed to build like 80% of Eustia, but it really took me a while to figure out: The initial unpacking part is missing. One's on your own to unpack BGI arc files. I've managed to do it using "Ethornell" module of ExtractData. Image conversion part is missing. You have generated pngs somehow, I'm still at loss how to do that. Whole extracted.d / extracted.s stuff is very confusing - I have no idea which is which and there's no documentation. BGI2STORY works, but it requires one to manually compile your .ksy format description files first ... and now that's a very untrivial matter, as it means that one has to find Kaitai Struct project, install it, and figure out that you need to run "ksc -t ruby file.ksy" to compile .ksy => .rb Noratoto port is much better documented, and, thanks to that, I've managed to get through everything, besides .png conversion. Thanks for your impressive work, but it's still *way* beyond being user-friendly or anything.
  13. Just stumbled upon yet another VN remake project - http://www.nonakap.org/drs/ recreates Kazoku Keikaku - https://vndb.org/v155
  14. Sugoooi! Looks really cool. Downloading trial now to take a try. What's your general idea on repository / code structure for porting? From what you've published, I reckon something like that: engine_* - engine-specific tools, one repository per engine, written mostly in Ruby (is it obligatory? I'd rather use Python) *2story - ??? - seems to be also engine-specific tools port_* - game-specific tools, one repository per game Your scripts seem to be written in bash, so they are Linux-only. Are you ok with that? I guess Window userbase is also strong, most Windows users would want a straightforward .exe converter, like ones that were provided by VNDS.
  15. But Asenheim's list seems to be pretty close to ViLE - the same set of older C's ware engine titles, the same Nocturnal Illusion, Divi-Dead, etc? Do you know who used who's work? Who was the first reverse engineer of these games: Zus, ViLE guys, or someone long before that?
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