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Philly

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  1. It is a valid concern. While I'm tempted to say that I'm doing this for my sake and don't really care either way, the truth is I didn't think about it that much. I am trying to expand my knowledge on hacking all kinds of VNs from different producers, mostly out of curiosity and too much spare time given by the corona, so I'm learning something in that respect regardless. Definitely something I'll keep in mind in the future though, thanks for the heads up.
  2. Hi yall, I'm trying to set up Hime to Aiyoku no Sacrifice for translation, using GARbro and Escude Editor. So far, I've been able to get the UI and scene scripts working in game. But for the life of me I can't seem to change the character names. The only complete list of names I could find is on z_sample.bin under script.bin, (Found another one, update below) But sadly, changing the names here doesn't seem to work. Looking through the engine configs and scripts, I noticed the games seem to use some sort of NAME IDs as flags, but Escude Editor only shows the readable text of the .bin files, so I have no idea what is actually happening around the dialogue. I'd really appreciate any and all information you might have. Thanks in advance. Update (Jun 24, 2020): Just found db_scr.bin under data.bin which also has a list of character names and likely the place I was looking for. However, Escude Editor can't seem to open these .bin files. Readable by notepad++ with SHIFT-JIS, but causes error when saved. If anyone has a way to edit this please let me know~ data.bin~.7z (Mega Link) Update (Jun 25, 2020): After quite a bit of fiddling with the file, I was able to get it work with just Notepad++. Turns out, if I make sure that the overall spaces between the sections remains the same, the game will launch and recognize these input with no problem. However, this method is very finicky and time-consuming. Any slight errors: missing or overdoing a single space would corrupt the entire list - meaning I've had to repack constantly for a few changes at a time to make sure that there's no errors since doing too many at once may cause me to lose track where the error might lie. Definitely doable, but hardly an efficient solution. On the top of my head, I'm thinking making a code where missing/additional spaces are automatically compensated, plus the ability to extract readable text like the Escude Editor and recompile\save the changes would be the best option. But since I have monkey level of programming knowledge, the aforementioned method is my only option. Thanks for reading and hopefully this can become helpful down the line for anyone that might run into the same problem. I would greatly appreciate any additional input you might have.
  3. Ok, so just finished editing all of the UI elements provided in the patch. Below are a comprehensive list of notes about some of the changes/improvements I made. First of all, like I mentioned before, almost all of the PNGs were exported with dirty transparencies. So what I did was simply layering back in the orignal PNGs, clip the translated ones, and finally restore the original said transparencies. Below are some examples: Second, many of the translated exports have a lower bit-depth than the orignal. Although no visible differnces were observed in game, I've restored the original specs just in case/for future-proofing: Third, in the particular case of \Eng\p\item\icon_ichigo(karin, or mikan).png, the engine seems to struggle with their transparencies, resulting in tiny black spots around the image in game. Still, I've chosen to stick with what the original files were like, and retained their transparencies. Just know that if wanting to resolve it, you'd simply have to make the edges opaque, and the black spots would go away: Fourth, certain text knockout and layering seemed to be poorly done, so I remade them, albeit with a slightly different font, as seen below: Fifth, any minor blemishes (poor maskings and slight displacements) I could find were also fixed: Lastly, here's the files for download: MEGA Within the provided archive, there also are all the working documents of the images that I've touched (folder: PSDs), orginized by respective file paths in their naming, in case you need to further edit, or simply for reference. Let me know if I've made any possible mess-ups. Hopefully, I was able to help at least a bit. Good luck on finishing the translation!
  4. Sounds good, but seeing there are dozens of these, might take me a few days to finish. But I'll keep you posted.
  5. Really? You can't see the white parts/dirty edit around the first image? Here's perhaps a better example: Mayby this doesn't bother you, but I never could stand little things like this
  6. Y'all still need someone to do some Image Editing? I could help pretty regularly. Below are one of my most recent work on (エデンズリッター 淫悦の聖魔騎士ルシフェル編) Let me know~
  7. I did a quick search in the thread, haven't found anyone mentioning this but: Is there a technical reason why most of the UI Icons are dirty? I looked through the original game archives and it seemed that they all retain transparency normally. Dirty pngs bother me to no end, so I couldn't help but clean them myself. And I've edited quite a few others. If there's no way to restore the transparencies on your end, with your original working documents that is, I could just help slowly edit each one of them back. Let me know.
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