Jump to content

Ulysses

Members
  • Posts

    17
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    Ulysses reacted to Unlighted in Extract VN text 月影のシミュラクル (.xp3 files)   
    After spending yet ANOTHER 10 hours on it, I finally made it to work! So that no one else has to suffer from it, I explain it here :
     
    Take ALL THE FILES from the .xp3 archive.
    Put them in a folder.
    Take one of the .scn files.
    Put them in FreeMote Toolkit.
    TICK EVERY "UNBLOCK" FROM FreeMote Toolkit FILES'S PROPERTIES. 
    Drag-Drop your scn on PsbDecompile.
    Modify one line in your .json. 
    Drag-Drop your .json in PsBuild.exe.
    Pick the .pure.json, put it in the original expanded .xp3 folder.
    Replace .pure.json's title with simply .json .
    Select all the files in the folder with Garbro, NOT THE MAIN FOLDER.
    Select "Archive", with all boxes ticked. For the file, SELECT THE ORIGINAL .xp3 FILE. (It wasn't working for me if I simply made a new .xp3 file)
  2. Haha
    Ulysses reacted to MerzZly in Extract VN text 月影のシミュラクル (.xp3 files)   
    PsBuild from FreeMote
  3. Haha
    Ulysses reacted to marcus-beta in How to handle .scn files?   
    https://github.com/marcussacana/KrKrZSceneManager/
    https://github.com/UlyssesWu/FreeMote/tree/master/FreeMote.Tools.PsbDecompile
    https://github.com/xmoeproject/KrkrExtract
  4. Haha
    Ulysses reacted to MerzZly in Extract VN text 月影のシミュラクル (.xp3 files)   
    Use https://github.com/morkt/GARbro for *.xp3 files. You can extract text from *.txt.scn files with PsbDecompile from https://github.com/UlyssesWu/FreeMote.
  5. Like
    Ulysses reacted to Kawano Hatsuyuki in Data extraction thread   
    https://github.com/UlyssesWu/FreeMote
  6. Thanks
    Ulysses got a reaction from Kein in How can I compile tjs2?   
    Basically you're correct, there is no "TJS2 decompiler"(*) other than my Furikiri. But Furikiri is not finished (the TJS2 language is a bloated, badly-implemented language after all), and currently the decompilation result can only be used as a reference of TJS2 bytecode's behaviour - that's already useful in my cases. You cannot expect the decompilation result can be directly compiled again, it's impossible for now.
    However, it might be more practical to implement a tool to compile the disassmbled assembly. Furikiri has a plan (issue) to do that, but I currently just focused on decompilation.
    Furikiri also provides the fastest TJS2 disassemble feature - definitely faster and more complete than the official one. That's the main feature of girigiri for now.
    (*): Xmoe said on weibo (at 2019-5-25) that he will release a tjs decompiler after a while. Maybe he can make a better tool than my shit 
     
  7. Haha
    Ulysses reacted to Kein in How can I compile tjs2?   
    I've found out how to decompile and compile.
    First, Furikiri seems to be the only decompiler that exists for tjs, everything else is a dissembler. You can learn the difference here: https://ulysseswu.azurewebsites.net/post/Furikiri
    The main thing to know is that you can't use a compiler successfully on a dissembled tjs, only a decompiled one.
    I have uploaded the exes here, for people who don't know how to build it: https://mega.nz/#!3HZWTS4L!CFJ2xBI8hhHCPlcLfUz2ySvD725W6MFlg4_4WpSht1o
    To use girigiri.exe open the command line with shift + right click, then type "girigiri (tjs name + extension) --dec", or use --help to see all the commands.
    For compiling, I recommend xmoe's compiler over the official ctjs2: https://github.com/xmoeproject/KrkrExtract/releases (download from releases and the exe will be under Tool Sources)
    After you decompile you also have to change the encoding to UTF 16 (/ UCS 2) LE BOM.
    Like it says on the blog post, the decompiler will not usually work if the tjs is complex but this is the only option, overall I wouldn't recommend doing this if you can use use this instead: https://github.com/marcussacana/KrKrZSceneManager
  8. Like
    Ulysses reacted to EricMatyas in Sharing My Music and Sound FX - Over 2000 Tracks   
    Hi everyone,

    I've created over 2000 tracks of music and sound effects that you are welcome to freely use in visual novels, games or anything else you like. It's all original...all my own work. All I ask is to be attributed as detailed on my homepage:

    http://soundimage.org/

    I sincerely hope my tracks are helpful. Any and all feedback is welcome and always appreciated!

    All the best,

    Eric
  9. Like
    Ulysses got a reaction from yelsha57 in NEW GAME: THE CHALLENGE STAGE   
    Just to mention, it seems that someone else is going to pick up this game for translation, and FreeMote v1.9.1 is enhanced (for some issues) to support this game.
  10. Like
    Ulysses got a reaction from lukeegd in Data extraction thread   
    This is not necessary at all since my FreeMote already handles PSZ. It will be decompressed to PSB when you use EmtConvert or PsbDecompile.
  11. Thanks
    Ulysses reacted to Huang Ling Yin in Repack .gyu image file - ExHibit   
    simply convert your edited images to 32 bit bmp with alpha channel, and rename bmp to gyu

  12. Like
    Ulysses reacted to HoplessHiro in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    08/30 - COMPLETE STEAM PATCH released! Mosaic removed from all scenes in STEAM FINALLY!!!!
     

    1. Original STEAM game:

    2. Fakku's 18+ steam patch

    3. Heliosaurus Steam Restoration Patch:
     

    1. Just extract the file patch2.xp3 from the Maitetsu 18+ Demosaic Steam Patch - v0.9a.7z file in the main Maitetsu Steam folder
    2. Run the game normally
     

    COMPLETE STEAM PATCH
    Maitetsu 18+ Demosaic Steam Patch - v0.9a.7z
     

    BIG THANKS TO marcus-beta - with his tremendous help he found out the problem and fixed it, without him there wouldn't be a steam patch!
     
  13. Like
    Ulysses reacted to ShinRaikdou in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    Did you try GARbro?
  14. Like
    Ulysses got a reaction from ThugShiro in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    That's exactly what I'd like to see - emote fan arts/mods! Good job! 
  15. Like
    Ulysses got a reaction from HoplessHiro in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    That's exactly what I'd like to see - emote fan arts/mods! Good job! 
  16. Like
    Ulysses reacted to HoplessHiro in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    Here is a sneak peek of what you could expect.

  17. Like
    Ulysses reacted to marcus-beta in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    After kisaki how many routes missing to finish?
    And Just to say, we have very few people that tries demosaic VNs, please continue with this work with others game :3 
    (Just don't need keep this speed, I know how is tedious keep work everyday with random vn's)
  18. Like
    Ulysses got a reaction from JoshB2084 in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    Thank you for supporting me! When I started to write FreeMote, I had taken various use cases into consideration, including texture editing feature for fan artists to make more "cute" cats. I'm glad finally there is someone making such patches! Then I thought this FreeMoteViewer improvement should be useful to you so I decided to make it in this update. There are some long-term goals for FreeMote (including easing the pain of L2D <-> Emote conversion), one of them - FreeMote Editor (not ready for use now) - is designed to edit textures and view the edited model (with motions) on the fly. I can't promise anything about that since I'm really busy on my daily work, but I hope I can make a demo version in a few months. Although I'm not going to play Maitetsu before the Japanese/Chinese ver. comming out, I definitely appreciate your work and looking forward to your next works! 
    Update: What can FreeMote Editor do for now
     
  19. Like
    Ulysses got a reaction from tymmur in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    Thank you for supporting me! When I started to write FreeMote, I had taken various use cases into consideration, including texture editing feature for fan artists to make more "cute" cats. I'm glad finally there is someone making such patches! Then I thought this FreeMoteViewer improvement should be useful to you so I decided to make it in this update. There are some long-term goals for FreeMote (including easing the pain of L2D <-> Emote conversion), one of them - FreeMote Editor (not ready for use now) - is designed to edit textures and view the edited model (with motions) on the fly. I can't promise anything about that since I'm really busy on my daily work, but I hope I can make a demo version in a few months. Although I'm not going to play Maitetsu before the Japanese/Chinese ver. comming out, I definitely appreciate your work and looking forward to your next works! 
    Update: What can FreeMote Editor do for now
     
  20. Like
    Ulysses got a reaction from JohnNovel in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    Thank you for supporting me! When I started to write FreeMote, I had taken various use cases into consideration, including texture editing feature for fan artists to make more "cute" cats. I'm glad finally there is someone making such patches! Then I thought this FreeMoteViewer improvement should be useful to you so I decided to make it in this update. There are some long-term goals for FreeMote (including easing the pain of L2D <-> Emote conversion), one of them - FreeMote Editor (not ready for use now) - is designed to edit textures and view the edited model (with motions) on the fly. I can't promise anything about that since I'm really busy on my daily work, but I hope I can make a demo version in a few months. Although I'm not going to play Maitetsu before the Japanese/Chinese ver. comming out, I definitely appreciate your work and looking forward to your next works! 
    Update: What can FreeMote Editor do for now
     
  21. Thanks
    Ulysses got a reaction from HoplessHiro in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    Thank you for supporting me! When I started to write FreeMote, I had taken various use cases into consideration, including texture editing feature for fan artists to make more "cute" cats. I'm glad finally there is someone making such patches! Then I thought this FreeMoteViewer improvement should be useful to you so I decided to make it in this update. There are some long-term goals for FreeMote (including easing the pain of L2D <-> Emote conversion), one of them - FreeMote Editor (not ready for use now) - is designed to edit textures and view the edited model (with motions) on the fly. I can't promise anything about that since I'm really busy on my daily work, but I hope I can make a demo version in a few months. Although I'm not going to play Maitetsu before the Japanese/Chinese ver. comming out, I definitely appreciate your work and looking forward to your next works! 
    Update: What can FreeMote Editor do for now
     
  22. Like
    Ulysses got a reaction from ittaku in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    Thank you for supporting me! When I started to write FreeMote, I had taken various use cases into consideration, including texture editing feature for fan artists to make more "cute" cats. I'm glad finally there is someone making such patches! Then I thought this FreeMoteViewer improvement should be useful to you so I decided to make it in this update. There are some long-term goals for FreeMote (including easing the pain of L2D <-> Emote conversion), one of them - FreeMote Editor (not ready for use now) - is designed to edit textures and view the edited model (with motions) on the fly. I can't promise anything about that since I'm really busy on my daily work, but I hope I can make a demo version in a few months. Although I'm not going to play Maitetsu before the Japanese/Chinese ver. comming out, I definitely appreciate your work and looking forward to your next works! 
    Update: What can FreeMote Editor do for now
     
  23. Like
    Ulysses reacted to HoplessHiro in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    It is a much much bigger improvement. IT should be an 2.0 release. Just because you can view motions (timelines) and shortens my time testing ingame! In the old version I had to for almost each editing go into the game just to see if it is fixed because an emote scene has more stages and in the old version you can only see ONE stage.
    @Ulysses Thank you very much for this great tool and this newest edition and helping me in making the patches.
  24. Like
    Ulysses got a reaction from tymmur in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    @HoplessHiro @frc_ @Huang Ling Yin
    Just to notice you with the new FreeMote v1.3 release.
    https://github.com/UlyssesWu/FreeMote/releases/tag/v1.3.0
    As I mentioned before, the new version is faster than ever, Dullahan Load feature allows you to drag&drop your compressed and encrypted "dx***-krkextract.psb" directly to PsbDecompile to get json result, and FreeMote now can pack/unpack known shell types (lz4,mdf,psz) - now FreeMote should be able to replace psbtools totally  Click the link for full release note. If you have found a bug, you can open an issue and I will look into it (when I have time).
    And now you can use FreeMoteViewer to view motions (timelines):
    Some examples to explain the workflow:
    You have a LZ4 shell packed, encrypted (key: 123456789) PSB (dx.psb). To unpack it, purify it, edit it, encrypt it, and then pack it (if needed) -
    In short - You can process a PSB without EmoteConv, just to set params in resx.json to control compile process (pack or not; encrypt or not etc.). Or you can use EmoteConv to get pure PSB at first for editing convenience.
     
  25. Like
    Ulysses got a reaction from baconaterswagg in MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]   
    @HoplessHiro @frc_ @Huang Ling Yin
    Just to notice you with the new FreeMote v1.3 release.
    https://github.com/UlyssesWu/FreeMote/releases/tag/v1.3.0
    As I mentioned before, the new version is faster than ever, Dullahan Load feature allows you to drag&drop your compressed and encrypted "dx***-krkextract.psb" directly to PsbDecompile to get json result, and FreeMote now can pack/unpack known shell types (lz4,mdf,psz) - now FreeMote should be able to replace psbtools totally  Click the link for full release note. If you have found a bug, you can open an issue and I will look into it (when I have time).
    And now you can use FreeMoteViewer to view motions (timelines):
    Some examples to explain the workflow:
    You have a LZ4 shell packed, encrypted (key: 123456789) PSB (dx.psb). To unpack it, purify it, edit it, encrypt it, and then pack it (if needed) -
    In short - You can process a PSB without EmoteConv, just to set params in resx.json to control compile process (pack or not; encrypt or not etc.). Or you can use EmoteConv to get pure PSB at first for editing convenience.
     
×
×
  • Create New...