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adamstan

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Everything posted by adamstan

  1. Thanks! I found correct signature for my system, and now it works (Screenshot got weirdly streched, but that doesn't matter ) If I may ask - how did you know that it should be function 0x46328 ?
  2. I was full of hope, but sadly, it's again perhaps the problem of different compilations on different systems - on mine, I get "No Result!" message when trying your custom script with d-code. Could you describe how did you arrive at this code? Then maybe I'll be able to work out the one for my system.
  3. +1000 this. All-ages version of Princess Evangile does this, and it worked great, at least for me. Also, I wish they stopped inserting cringey, mood killing h-scenes in most random moments just to fill the quota.
  4. I'm not familiar with this game, but usually VNs have more than one ending (except the so-called "kinetic novels"). If you're in doubt, it's best to search for a walkthrough/guide.
  5. Okay, as far as PPSSPP64 is concerned - "test2" version works properly for me: When using the same signature on "test 1" version, it hooked to the correct address but it crashed when I pressed the button to advance the game. And here are search results for rpcs3 and the abovementioned '&' - Sora no Mukou de Sakimasu you ni - But when trying to hook onto one of those instructions I get either no reaction or crash.
  6. Okay, I'll test that too. Also I think now I'll focus on making it work with '&' - Sora no Mukou de Sakimasu you ni - on rpc3 emulator. I found out that this game uses utf8 encoding with 00 as terminator, I found an address when one of the lines is stored, and have a bunch of instructions that access it. Among those, one seems to be the instruction that reads the line one character at time, since it executes the same number of times as there are characters in the line. But when I try to hook to any of those instructions, I either get no reaction or a crash (the endless loop of "onEnter <address>" messages) When I get back home I'll post a screenshot with those instructions - maybe you'll have a better idea which one would be good to try. But it's also possible that rpcs3 works in a weird way, just like PS3...
  7. I think I finally got it fully working on 64bit PPSSPP. The crash I experienced previously when trying to use signature was because the signature was too vague, and it actually hooked to the wrong address - I only noticed it when I paused emulator before attaching. When I tried more specific signature - it worked. I did that on "test 2" version.
  8. I had pretty busy weekend, so I could do just some quick tests - and there is some progress. On "test 2" version address mode worked on PPSSPP 64, but it still crashed in pattern mode. And I still couldn't make it work with rpc3 - it also crashed, both in address and in pattern modes. I'll try it with a different game - maybe the one I'm trying to hook (PS3 version of '&' - Sora no Mukou de Sakimasu you ni -) is extremely tricky?
  9. I did some more tests, and it seems, that on my system situation with ExecutionWatch is as follows: On 32bit PPSSPP the address mode works, as demonstrated above, but Pattern/Signature/D-Code doesn't - it always gives back "no result", even though I think I created correct signature. On 64bit applications - PPSSPP and rpc3 (PS3 Emulator) it keeps crashing, with the endless loop of "OnEnter <address>" messages - both in address mode and in pattern mode. I have i5-4570 CPU, 8GB of RAM, and I'm running Windows 7 Home Premium 64 bit.
  10. I tried. It still crashed, but this time instead of just "onEnter", it displayed this: And when trying D-code you found first, I get following output: Pattern: 46??????????45??????F3??????????F3??????????41 [Pattern] no result! ***** UPDATE **** The crash above happened on 64bit PPSSPP, but tt worked on 32bit PPSSPP!
  11. The instruction looked like this: 13C53DEBB - 46 0FB7 44 0B 00 - movzx r8d,word ptr [rbx+r9+00] << And as for full screenshot from CE window: Of course this time addresses are different (apart from two LSB) since this screenshot is from different run.
  12. Sadly, still no good I found address of the instruction you showed in your tutorial: But when I press the button to advance to the next line, PPSSPP freezes, and Agent falls into endless loop: Also, I noticed that addresses I'm getting from CheatEngine have only 9 digits, while yours have 12, but I'm not sure what it means.
  13. Thanks, I will try it out when I get back from work It's 4th generation i5 (I don't remember exact model number now)
  14. I updated the PPSSPP. It still didn't worked, but then I noticed I've been running 32bit version. When trying to use your D-code, it would just repeatedly ask for it again and again. However, when I tried 64bit PPSSPP, the Agent has accepted the code, but it doesn't seem to grab the text. Here's the result:
  15. @0xDC00Sadly, I'm still unable to hook PE Portable. The D-code you provided doesn't work for me. I guess it's caused by the fact that this game (as well as many other PSP ones) seem to load into different memory area on each boot. For example, for the first two lines of text, I get following results: At first run: 132E7F80 132E7F8E Then, after restarting the emu: 122E7F80 122E7F8E And in the third run: 12EE7F80 12EE7F8E So, as you can see, it's at different initial offset each time - three most significant nibbless of the address keep changing at each run. Also, the guide for finding D-code seems a bit unclear to me, I have trouble following it. BTW - could I perhaps ask you for the D-Code for PS3 version of '&' - Sora no Mukou de Sakimasu you ni ? (BLJM61131) From my experience, contrary to PSP games, PS3 ones seem to mostly use fixed address space.
  16. And, as planned, two days ago I started reading Parfait ~Chocolat Second Brew~ Standard Edition First impressions... One of the main features of Maruto's writing - great interactions and dynamics between characters - is there right from the start, just like in his two previous games I've read (Kono Aozora ni Yakusoku o and Folklore Jam). Backgrounds look very good, character sprites need some getting used to, but aren't bad Game engine has lots of nice features, like quick save/load bar on the right, or color-coded text for different characters. The only thing that I'd prefer not to have is map movement system, which sort-of forces you to build your own common route.
  17. AFAIK on other forums I've read something like "There are 10 (relatively short) H-scenes, out of which 4 or 5 are rape"
  18. By the way, @0xDC00, would it be possible to use that second script to hook something like PSP version of Princess Evangile? It's engine is a bit weird, and MemoryWatch methods (including Cheat Engine and Textractor) don't work with it, because it doesn't store currently displayed text at fixed memory area. Instead it loads up big chunks of script - or perhaps even whole - and then seems to render directly from that storage area. So whenever you find currently displayed line in the memory - it will be always that line under that address - no change, and each subsequent line is read from different address.
  19. Oh, the version I downloaded few days ago, didn't have the ExecutionWatch script, just two versions of Memory Watch - and Memory Watch does essentially the same what Cheat Engine would do. But that ExecutionWatch looks more interesting, and perhaps even promising.
  20. Unfortunately, according to posts on r/vn quoting JAST's Discord, it seems that Steam rejected it already According to post from JAST employee, it just hasn't been accepted yet. Let's keep fingers crossed. OTOH I hear that those H-scenes, even fucked up, are there for story reasons, so maybe I should give it a chance? Hmm... still not sure...
  21. Yeah, exactly. I see no advantages at all this Agent would have over Cheat Engine & HAT combo - especially since you still have to fire up Cheat Engine to search for memory address. The only difference is, that it generates hex encoded version of text from OCR.
  22. Yesterday I finished Konneko. It took me 62 hours, but they got stretched over almost 4 months I played all-ages PS2 version. As for the premise - you play as Yuu Katase, who lost his parents when being few years old. Currently he lives with Kawahara sisters - his two cousins - Touka, who is about the same age as him, and her older sister Mizuha, who works as a teacher at the school they both attend, and acts as the head of the family, since the sisters are also orphans. Touka suffers from some misterious condition, which makes her memory "reset" from time to time. This "curse" makes central background for the game, and affects each route in one way or another. The game begins when Touka gets released from the hospital after one of such "resets". Then there's Yuu's classmate, Mana Sakurai - smart but a bit strange girl, who loves to tease Yuu, but somehow they get along, and Nako Yuuki - a bit tsundere-ish girl from neighbor class, who seems to know Yuu even though he doesn't remember her. And finally there's Nanami - bratty blonde ojousama who moves into neighbor house, and calls Yuu her "oniichan". And finally there are two notable side characters - Kazune Tachihara (Yuu's homeroom teacher) and Miki Kirihara - Nako's best friend: How to sum it up... It features quite likeable cast of characters, and I found comedic parts (which there are a lot) pretty funny. Routes get a bit more serious, going into light nakige realm - I liked it. Whole VN is based on the variations of childhood friends trope - meaning that each of the five main heroines (Touka, Mana, Nako, Mizuha and Nanami) has some past connection to the MC. That's what caught my attention, since I seem to like this trope. I'd say it's executed pretty well, and there's nice variety between routes, despite all being based on this trope. PS2 version adds two side-routes for Kazune and Miki - they branch off of the Mana's and Nako's routes. While Kazune's route was rather underwhelming (and I often found her character a bit annoying, especially due to her speaking style - she was often speaking veeeeeeryyyyy sloooooowlyyyy and in a childish way), Miki's was really good, and it also featured some nice character development for Nako. In the console version, Nanami's route is locked until you complete all other routes. I wouldn't say it's True Route, but it explains more about the "curse" I mentioned in the beginning. It's also worth mentioning, that in the PC version Nanami's ending is borderline utsuge, since credits start rolling at a rather sad point in the story, and it clashes completely with the mood of the whole game. Console version fixes that, adding pretty long-winded post-credits epilogue for Nanami. So, we have good parts covered, now for the drawbacks. My first gripe is about scenario - all routes except Mizuha's and Nanami's lack epilogues - they end a bit too early for my taste. Yeah, the endings are optimistic, but I'd like to see some timeskip epilogue or sth like that. The other ones are more about technical side and production values. First - when there's music change, the previous track gets cut abruptly, with no fade out. I found it very jarring, and it made the story feel a bit "disconnected", since the scene transitions weren't as smooth as they should. Next - this VN would definitely benefit from a bit more backgrounds, since too many scenes were played over generic street background (or even black screen). And finally - only the abovementioned characters have sprites and voices. Everyone else is invisible and silent. Considering all of the above, it's 7.5/10 - lots of good parts and lots of drawbacks, but enjoyable. ******************************************************* Also, as usual, I skimmed through +18 PC version. And again it was huge letdown. H-scenes felt very tacked-on, and often out of character. Right after love confession in the moonlit classroom, I feel like a kiss (PS2) is much more appropriate than going straight for a blowjob (PC). Really, those scenes were just like flipping through standard hentai catalogue. Meh... And then there's lack of proper ending for Nanami, which seals the deal. ******************************************************** EDIT: I was wrong about Nanami's true ending in PC version - it just got relegated to the "Omake" menu. ******************************************************** For my next read, I think I'm going to choose another Maruto's work - Parfait.
  23. Call me weird, but after seeing "High Amounts of Rape" as the biggest tag on its vndb page, I'm not too excited about this game.
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