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きょうすけ

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Everything posted by きょうすけ

  1. Unfortunately chinese language is beyond my knowledge (aside italian and english, the other language I'm studying is japanese, so chinese is totally off limits for me), but thanks for trying to help me.
  2. The game is from 2016, which while a bit old, it's not THAT old (probably the 4:3 choice is due to low budget, but I have yet to see any other game from this SH being in 16:9 format...). As for the old kirikiri engine thing: do you think that the game being made with it IS the reason for the linebreaks code to not work or, is your supposition? I'm not trying to argue, It's a genuine question, as I'm little worried on how to solve this...
  3. Ugh...then something is going definitely wrong with my game, as instead of the text wrapped, i can see the yen character (instead of the slash) followed by "n", as you can see here:
  4. Thanks for replying. I believe that in order for \n to work I still need to copy the code from mainwindow.tjs, right? Problem is I don't know which .tjs from my game I should edit :/
  5. Uhm, sorry for necroposting but could you please share any info on how you fixed your issue? I'm translating an アパタイト game which uses the same engine, and I'm facing the same issue word wrapping wise. Any help would be appreciated...
  6. It's totally ok, I like to hear suggestions here and there.
  7. Oh, it's worth a shot then. I'll pick it up next week, thanks!
  8. Ahhh re creators, didn't see that one yet, now wonder i wasn't able to recognize her. as for VA-11 true, forgot about that game! 1 & 2 I see. Congratulations for your 2000+ post achievement!
  9. Silly question: Who is the character in your avatar/signature? Serious questions: 1) Are you good at reading japanese? 2) Did you lead or partecipate in any translation project? Nice to meet you, btw.
  10. Thanks for your kind words! I'll try my best.
  11. THANK YOU, THANK YOU SO MUCH! I was using the wrong piece of software and, shame on me, I didn't notice there was a "release" folder inside the master branch. The tool is a bit picky, as it crashes on me unless I rely exclusively on drag % drop, but that will sufface. Really, I can't thank you enough from the bottom of my heart for helping me.
  12. Hello, sorry for kinda necroposting this, but I would really appreciate some kind of help. I'm trying to translate this アパタイト game, which unfortunately uses the .sig files. To sum it up all I did was make readable the .ks files through bruteforce + XOR, translating some lines of text, and reprocessing them. I then used Kikiriki to create a "patch.xp3" file. 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. Could you please help me in this regard?
  13. Mmmh I see. Not the best experience imho, but thanks for the advice! I'll keep doing some tests before ultimately giving up.
  14. Uh, never heard of it, is it used for hooking text? At least this is what it seems to be after searching on the web.
  15. I set my pc to be in japanese so I think that shouldn't be an issue...the problem is that after trying to simply repack the same files without touching any of them, the game still didn't want to run. I also noticed some .sig files following any .xp3 file, which makes me question what they are needed for.
  16. I lack experience with this sort of stuff, so I'm not even sure what I should specifically say. I don't THINK I got some kind of key. What I did was bruteforce with xor, got 255 files from the original .ks (named as the original + a number from 1 to 255) selected by me, and checked all of them one by one until I could find the one with readable text (here is what i did, in details). What I noticed is that the parameters number was always different for every .ks file. More than diverting, I'm asking if i'm doing the right thing or if I'm just doing it the wrong/longer/harder way. As a side note, I tried to repack the .xp3 (without changing any of its content), but the game refuses to run, saying there are issues with ANSI/UNICODE.
  17. Hello, I would like to ask some help regarding the .ks files found inside the .xp3 archive. I'm trying to translate an アパタイト game, and I did the following: 1) downloaded AE tools; 2) Extracted all the files inside "data.xp3" archive and looked for the .ks files in the "scenario" directory. The problems start here: firstly, I'm unable to directly read with notepad++ any .ks file (I fear it's encrypted, preventing me from directly reading its content), secondly, before making this thread asking for help, I looked on already existing ones, which pointed me to either xp3tools, krkrextract (which I don't know how to build/compile since I'm ignorant on the matter), or sacanawarapper. Unfortunately both xp3tools and sacanawarapper did not work for me (sacanawarapper deliver me a .txt file, but with illegible content). So, as a last resort measure I did the following: On AE tools, under data tools, by using the bruteforce bytes feature + XOR mode, I was able to make readable some .ks files (i'm still in the process of making all the rest readable, which is quite time consuming). Long story short, what I would like to know is: Am I wasting time by doing bruteforce + XOR mode? Is there a faster and simpler way to retrieve the text inside each .ks files? Hope for anyone willing to help this newbie wannabe translator, any help is appreciated.
  18. Oh I see. Well, I'm out of luck for the time being then, at least until I can find someone willing to help me in this regard. Thanks for the help.
  19. Thanks for replying to my post. Actually, I used already AE vn tools in order to extract the .ybn inside the .ypf files. The first 2 games I have in mind to translate use Yu-RIS v450 and v466 repectively. Problem is that I haven't found a way to successfully extract the text from inside the aforementioned .ybn files ( someone around 2014 made a tool which should unpack/pack them, but it doesn't seem to work for me).
  20. But you did it, didn't you? Which is another victory on your part. Absolutely. Nothing is totally lost, as the experience gained is yours forever and will only serves to improve your present and future projects. Wish I had 1/10 of your programming knowledge. Can't stop laughing from this one.
  21. Thanks to all of you! ありがとうございます!頑張ってみせます!
  22. I would like to express my opinion regarding all of the four sides you listed: This is the starting point for obvious reasons. The real issue is that most people stop at this point, which can impact an official localization in many ways (something I get in depth during the negative consumer part). This is a difficult beast to talk about, at least for me. That's because i'm both a somewhat part of this side, but mainly because i'm not a native english speaker. As always, liiteral translations, can't exist as a whole; if anything, I can understand a translation project which aim to be as close to the original script as possible, which can end up with either: a) a sloppy translation which can be somewhat hard to follow or feel too much unnatural; b) a translation which while keeping literal at its roots, allows edits in order to facilitate reading, although it rarely happens. Now here comes the most difficult part (and the reason for which not being a native english speaker could impact me differently): if there is one thing that I noticed in the past 15 years of playing games (from jrpg, to vns etc), rather than a mere translation/localization, scripts are heavily edited or worse, simplified in such a way that makes me question how could the translator go that far. One of the worst example I can recall right now is from a jrpg PSP game called "dragoneer's aria" in which at a certain point in the main plot, the mc in the japanese script reveal that he has strong feelings for the main heroine, although he is reluctant from saying that directly, while in the english script he outright says that he loves her. And this is just the tip of the iceberg for that and other games. I also noticed that localization quality worsened toward the years (although that could be caused by the change in the gaming industry, starting from not being a niche thing anymore, to the increase cost of developing games). Also, we have some history with bad localization (like the neptunia franchise, which is widely know for being ruined with meme and scripts wrote from scratch, you can find some example here and here . You see, as an aspirant translator, I really can't comprehend why a translator should (or COULD in the first place) make changes to characters/backstory/whatever. Localization should imply making a game understandable by the target audience, NOT adding/editing/deleting something with your personal taste (by your i mean the translator of the project). We also have a bad time with nintendo localizations, due to the huge censorship and again, edit issues, so I can't really blame the negative consumer. Personally I hate to purchase a game and not being able to switch to japanese language (i mean interface other than voices), which is a rampant problem with STEAM. I don't have much to add to this, but can't be part of it as I really can't accept most of the localizations out there. Here not much is left from what you said. No matter what you do, people will always blame you for something. Honestly, I'm tired of hearing foul language everywhere, and I find it a nuisance when is so overused, while the original script doesn't have much of it in the first place... I saw cases in which こいつ got translated into "son of a b****", while there are more valid and less rude alternatives.
  23. Oh my, You got me there. And that's precisely why is imperative for me to find someone who can check my translation work. Thanks for correcting me, this was a huge help. Much appreciated. You are probably right. I'm usually the insecure type, who fears to screw up here and there; since translating something is a dream I cherish from my childhood (growing up by following NES/SNES translations from the old days, good times), I'm even MORE scared of screwing up, making me question whether I'm suited for this kind of job at all. All in all I need to find the correct balance when asking for help, as you said. Thanks for all these tips!
  24. I enjoyed reading your post. Your story isn't truly a new one, as it shares some similarities to other fan translation groups (working on a project, member leaving/very few member available and group disbanding wise), but it shows one of the most important (if not the main) prerequisite for any fan translation project: the technical part. Without that, no matter how good you can be at reading japanese, your project will never fly off. As always, programming skills are needed especially in this area, since we have no source code access for obvious reasons. I feel kind of sad that your tools for the original musumaker got "wasted" and couldn't be utilized on the HD version, but that didn't stop you, which is great. Also, kudos for your old timer RaurosFalls team member, 30k lines are no joke, especially considering that manga gamer themselves take a few years to translate that amount. Looking forward the final release of this translation project of yours! Good luck out there!
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