Joshiben
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Posts posted by Joshiben
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You can keep the SCPACK files in the script folder. Put the files from the archive next to the game executable and try double clicking on unpack.bat, a Script.txt folder will be created automatically. Edit the extracted script files there, save your changes and put everything back with pack.bat. This overwrites the original SCPACK files. Good luck!
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30 minutes ago, xOnlyFadi said:
Did it use any encode that makes it readable?
My tool outputs UTF-8 text files. Does that answer your question? If you got any EAGLS script files the program fails to decrypt, I'm willing to add support for it if I'm able to.
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3 hours ago, Azero said:
can you sent to me to,? i have start long time already but i don't know how to edit the real file so i keep translating a lot of game but i can't patch any of the game
I released some of the tools here, for future reference:
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Assuming the game supports patch files at all, try putting the files into the patch.xp3 without subdirectories. Counterintuitively, Kirikiri has an internal file table and knows which patch files it needs to overwrite.
If that doesn't work, you might need to extract all files and get the game to load from the extracted data directory instead. That's how the Violated Hero series was translated, also older Dieselmine games. You need to get madCHook.dll and kikiriki.exe, see how Dargoth did it.
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On 1/10/2021 at 8:24 AM, MerzZly said:
Can you share any .pak file as an example?
Not an example file, but still relevant - I decided to share my extraction/repacking tools for the EAGLS engine. Tried it on the script files @vnthegodfatherkiwi sent me via pm and various other games, works on all samples I could test.
You need Python 3.8 or newer, platform doesn't matter. Both python files can unpack and pack. scpacker.py extracts and decrypts the script files to UTF-8, and rawpacker.py can extract all archives the engine uses but doesn't decrypt files. Can be useful if you are able to recompress the cg files and want to pack them back into a new archive, for example. The files GARbro extracts are already decrypted and can't be side-loaded into the engine.
Also threw in a regex formatter for translation works, maybe it's useful for someone. Let me know if you need help with the tools or the engine.
https://files.catbox.moe/nvis0z.zipThe reason I wrote it is that HSHINTAI_decrypt doesn't work on some archive types, and even those it manages to extract can crash the game on repacking.
Txt mode can't handle multiple sections in the archive and dat mode is useless for translation works.For the record: most game scripts I had available don't use any text formatting, yet quite a few commands are supported:
(e) puts text on the next row
(y=・) furigana
(f=1) set font size to 1 for example, can be 0-9 for gothic and 10-19 for mincho, the mapping number<->fontsize varies between games
(c=r,g,b) text color; rgb values between 0-255
(s=r,g,b) text outline; rgb values between 0-255
(r) reset text formatting
<> escapes brackets, for example -
8 hours ago, vnthegodfatherkiwi said:
Is there another tool available? Tried HSHINTAI for repacking the script for another game but it doesn't work. I would even look into the hex of the files, I just haven't seen a good tutorial.
Sent you a pm
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Hi!
If it's also an EAGLS game, try this extractor/inserter here:
https://web.archive.org/web/20160314220033/https://tlwiki.org/images/8/88/HSHINTAI_decrypt.zip
If that one doesn't work, we could also try another program I developed. Should be self-explanatory, good luck!
Help/Tutorial translating an EAGLS Visual Novel
in Fan Translation Discussion
Posted
Some text characters like the apostrophe among others get interpreted by the game engine and cause crashes. Avoid them and try to use substitutes like ` or ´ , whatever looks better.
Better option is to omit them entirely, you probably don't want furigana in English. Just translate normally.
Example for how to break lines manually via text formatting:
&1337"「First row(E) Second row(E) Third row」"