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Philly

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Everything posted by Philly

  1. good luck. If nothing else works, PM me and I could zip the data.xp3 to you and see if that'd work.
  2. Hmm. If the patch.xp3 works then you shouldn't have any problems... I just looked into the scripts and it does seem they've retained the useArchiveIfExists function. But for whatever reason, the AppConfig.tjs isn't being overwritten within the addtional archive. Might be because of archive load order, AppConfig.tjs only loaded on initialize, or just how kirikiri is set up to handle that particular file. I'd say your best (easist) bet would be just unpack the original data.xp3, change AppConfig.tjs, and repack. If Garbro is throwing you an error then that's on your end, because I'm able to. Try restarting Garbro, change the path in which you are extracting\repacking. Also to your question, the relevant codes for archive loading are found in data\system\Initialize.tjs.
  3. I see you've packed it into patch.xp3. But within the original game scripts, nothing is telling the exe to read your patch.xp3 on initialization. Either pack it into data.xp3 itself, or change scripts to tell the game what additional archive to load.
  4. Yes. Just a simple Garbro repack ver.2 xp3 with no encryption specified. MEGA Link for the tjs.
  5. The line you're looking for should be in AppConfig.tjs under root of data.xp3.
  6. 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.
  7. 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.
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