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Tester

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About Tester

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    Testograd
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    Testing
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    Programmer

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  1. Actually, there are two points about it to be noted. First, the engine, as far as I know, probably doesn't upgrading anymore. Gesen 18 games use Unity now (and probably all Unicorn-A's). Since about Sengoku Hime 7. Second, the SLG System scripts may have new offsets "types" or "categories" (I don't know how to call this correctly, but, for instance, I did call them "effect offsets", "event offsets", "label offsets" and such) in new versions (as it was with 0-1, 2-3, 3-4 versions), so even if I to create string tools for all 5 (0-4) versions of scripts, the string tool with new version cou
  2. Also, in case of anyone interested. I have extracted and decrypted main scripts (compiled) of Sengoku Hime 1-6 and Shihen 69. I have temporary uploaded them here (link currently unavailable).
  3. After some time tampering with SLG System engine, I did create a tool to work with it's scripts. And not just simple string editor, no. SLGScriptTool is dual languaged GUI tool for (de)compiling and (de/en)crypting (with key finding) scripts of SLG System engine. Supports all known versions of SLG System: 0, 1, 2, 3 (3.0, 3.1), 4 (4.0, 4.1), but may lack of support of some it's variations. With this tool you can: decompile and compile script of SLG System, (en/de)crypt script of any game on SLG System, find key of any game on SLG System via cryptoattack. Link for the tool: https://gi
  4. Once again, this thread should be updated, because there was new tool created. See this topic. === After some time tampering with SLG System engine, I did create a tool to work with it's scripts. And not just simple string editor, no. SLGScriptTool is dual languaged GUI tool for (de)compiling and (de/en)crypting (with key finding) scripts of SLG System engine. Supports all known versions of SLG System: 0, 1, 2, 3 (3.0, 3.1), 4 (4.0, 4.1), but may lack of support of some it's variations. With this tool you can: decompile and compile script of SLG System, (en/de)crypt script of
  5. In the game directory itself. It should work.
  6. You don't need to actually repack it. More data about translation the games on Silky Engine can be found here (warning: Russian only!). See " Как работать с архивами? " section there. Also you may want to use this tool to edit MES files.
  7. I have no time to write a tool (even though this .bit scripts seems to be rather easy ones), for I am currently working on SLG System (legendary series Sengoku Hime and Sangoku Hime are on that engine; I have already hacked all Sengoku Hime scripts series and working on the Shihen69 scripts), but I can give you some instructions to manually edit the scripts. 1. Open the script with Hex Editor. For example, Mad Edit. 2. Find string you want to edit. It will be somewhere near the end of file (string section). 4. Find the address of the first byte of the next string (after 00 byte). For
  8. Okay, I did look into this (quite briefly) and saw some abberations. First, "PACK" may begin on 16n + 8 offsets sometimes. Second, files only begin on 16n + 8 offsets sometimes. I did modify the tool to switch between classic (16) and abberate (8) version. Try 1.1 version of PsyhedelicaPCKTool. So you could extract any (I hope) archive from 16 or 8 version (try 16 first, if it's not working, then switch to 8). And pack to either 16 or 8 (pick the one with which game doesn't crash). Unpack version and pack version doesn't need to be the same. (Theoretically there could
  9. Hmm, interesting. Could you post here some of that unsupported archives? I could modify the tool if I'll have time. No, only with this kind of PCK, maybe on the same engine, and all. I did not write any sophisticated structure analyzers algorithms in this one, the tool is very basic. Maybe Rio Reincarnation uses the same engine... Oh, it's a compiled binary script. Fully edit them would be quite a hassle, because you'd need to diasssemple/decompile them, and hacking engine languages is such a pain... But in case of this format it's possible, I think, to write a relatively eas
  10. I think it won't be the case. You see, GIGA's most commonly used engine is NeXaS. But the topicstarter said this game is on Artemis. And it uses pfs archives and .asb, .lua and .AST scripts, so this engine is most likely Artemis. So even if people know about working with Artemis games, they could work with only few games of GIGA. But I have worked with Artemis at some point, so I'll post here a method (do note, there are some other methods as well). 1) Extract archives with GARbro (there are some other tools, but GARbro is the most supporting, for there are some types of pfs archives
  11. I don't know any tools for this kind of archive or engine, but the format did seem somewhat easy, so I decided to hack it myself. Well, here you are, try PsyhedelicaPCKTool, latest of my "fast tools". It does need Python 3, maybe latest version. It has a CLI interface. First enter mode (0 for unpack and 1 for pack), next enter the pck archive name (with extension!), next enter the directory name. Theoretically it can extract and repack all of this kind of .pck archives. Test it with other archives and post results here.
  12. Well, truth be told, there is no need to use the method in case of English language. It's necessary (it's not the only possible method. but still) to translate games to languages, which uses not only the letters, that on Shift-JIS are or does not exist, or fill-width only. I'll be brief. 1. You need to create a monpspaced "crutchy font" based on some Japanese font, and take some other monospaces non-Japanese font (Cyrillic in case of Russian language, for example). 2. Next you need to replace some half-width letters with other letters you need to support. 3. Next you need to HEX-edi
  13. On which language, for instance, are you planning to translate that game?
  14. Well, if it's .ks and it's of open format, then it's likely a script of the standart KiriKiri. Just recode it in UCS-2LE (if I remember correctly) and have fun with scripts. You can change an encoding with Notepad++, for example.
  15. Well, I have one conjecture: settings file may be generated after the first game launch, which wasn't done here correctly, because... And, seeing the error, I can presume you did try to launch Japanese demo version. Well, you see, there is often one problem then launching random Japanese game, at least visual novel: it may not running (at least correctly) on any locales which aren't Japanese. You may try to launch the main exe while emulating the Japanese locale with Locale Emulator. If needed, use deep emulation. Well, launching the exe in a debugger won't be so easy with this
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