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Tester

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  1. Love
    Tester got a reaction from vnlover536 in Data extraction thread   
    Once more hath I created a new tool. This one is not so big as previous ones, but still very important.
    There is Silky Engine, on which where are many interesting visual novels. Some time ago I hath created a script editing tool for it's mes scripts and wrote an article of it... And all the time I through there were good enough tools for it. But I checked and... Some tools can just extract data from it, other (some tool from regonme) can pack, but, alas, without compressing files per LZSS implementation, used in Silky Engine. Therefore files was getting too big and there was no method to create actually normal enough Silky's arc archives.
    But that time hath come to the end. I hath tested this LZSS implementation and created SilkyArcTool, by using which thou can both extract and pack Silky archives, using this LZSS compression algorithm (I hath implemented not only decompression, as in many tools, but also a compression algorithm).
    Therefore Silky Engine's (and Ai6WIN/Ai5WIN's (probably) .arc archives has fallen completely.
    ===
    Updated: AI6WIN (and probably AI5WIN) .arc not supported. Still I have already hacked AI6WIN .arc archives, so tool will be released soon.
  2. Like
    Tester got a reaction from Martinch in Data extraction thread   
    Now AI5WIN's, father of AI6WIN and grandfather of Silky Engine, .arc archives had also fallen. Alas, I hath nor archives of ancient AI1-AI4 engines, nor the means (I could find only AI5WIN ports of the games) to obtain it. Therefore I hath no choice but to stop hacking archives of Elf-Silky archives line. But probably it is not the big deal, since games on earlier engines does not work on modern operating systems.
    Here is the tool -- AI5WINArcTool. As usual, unpacking and packing with correct (de)compression at both operations.
    AI5WIN's .arc probably is the most complicated from Elf-Silky archives line. Data compression and storing are like in the other archives in this series, and header not very far from AI6WIN's, but... creators of the engine decided to obfisificate header with 3 (!) different keys. Fortunately, the way they implemented it was not too problematic to deal with to the extend that I implemented system that authomaticaly hacks all three keys from any (well, there are some conditions, but I could not find any archives that does not match it) AI5WIN .arc archive (yes, even not from .exe) and therefore should work with all it's games.
     
  3. Like
    Tester got a reaction from rinnow in Data extraction thread   
    Once more hath I created a new tool. This one is not so big as previous ones, but still very important.
    There is Silky Engine, on which where are many interesting visual novels. Some time ago I hath created a script editing tool for it's mes scripts and wrote an article of it... And all the time I through there were good enough tools for it. But I checked and... Some tools can just extract data from it, other (some tool from regonme) can pack, but, alas, without compressing files per LZSS implementation, used in Silky Engine. Therefore files was getting too big and there was no method to create actually normal enough Silky's arc archives.
    But that time hath come to the end. I hath tested this LZSS implementation and created SilkyArcTool, by using which thou can both extract and pack Silky archives, using this LZSS compression algorithm (I hath implemented not only decompression, as in many tools, but also a compression algorithm).
    Therefore Silky Engine's (and Ai6WIN/Ai5WIN's (probably) .arc archives has fallen completely.
    ===
    Updated: AI6WIN (and probably AI5WIN) .arc not supported. Still I have already hacked AI6WIN .arc archives, so tool will be released soon.
  4. Like
    Tester reacted to marcus-beta in SLGSystemScriptTool   
    Good job, very cool, write a disassembler isn't a simple job.
    While is cool a disasm tool, If don't have other tools to this engine, I recommend
    you write a simple string editor as well, because in long-term will be more stable,
    a disasm can break when the engine update with new opcodes after all.
    Just a hint, anyway, good job man, really.
  5. Like
    Tester got a reaction from marcus-beta in SLGSystemScriptTool   
    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://github.com/TesterTesterov/SLGSystemScriptTool
    Built release (for x64 and x32): https://github.com/TesterTesterov/SLGSystemScriptTool/releases/tag/v1.0
    Why SLG System is so noteworthy? Legendary series Sengoku Hime and Sangoku Hime (PC version) does use this engine (well, Sengoku Hime 7 and probably Sangoku Hime 5 does use Unity, but pay it no mind).
    Now with SLGSystemDataTool and some HEX-editing of supplement data files it is possible to translate whose game series.
  6. Like
    Tester got a reaction from Emi in SLGSystemScriptTool   
    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://github.com/TesterTesterov/SLGSystemScriptTool
    Built release (for x64 and x32): https://github.com/TesterTesterov/SLGSystemScriptTool/releases/tag/v1.0
    Why SLG System is so noteworthy? Legendary series Sengoku Hime and Sangoku Hime (PC version) does use this engine (well, Sengoku Hime 7 and probably Sangoku Hime 5 does use Unity, but pay it no mind).
    Now with SLGSystemDataTool and some HEX-editing of supplement data files it is possible to translate whose game series.
  7. Love
    Tester got a reaction from Tgsaudoi in Script Extraction Thread   
    In the game directory itself. It should work.
  8. Thanks
    Tester got a reaction from moon899 in Help with .pck files   
    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 be a case then PACK starts on 16n + 8, and files starts on 16n, but I won't implement it unless necessary).
    ===
    It has a CLI interface. First version (8 or 16), next enter mode (0 for unpack and 1 for pack), next enter the pck archive name (with extension!), next enter the directory name.
    ===
    Still I did test quite brief, so I could miss something.
    Write if some game crashes after repacking (after trying to repack to both versions) or there is still some problems in extracting.
  9. Thanks
    Tester reacted to foubou in Help with .pck files   
    @Tester There are 14 PCK archives. Your tool works properly with most of them, except the following ones :
    Bust, Cg2, Chapter, DebugFont, Exi_psy2, PatternFade and Se
    I uploaded them all here : https://drive.google.com/file/d/1XdkWbUmYc0I024lAVhTM6CRkNJdZx1_s/view?usp=sharing
    @moon899 If I make any progress regarding the BIN files, I'll keep you posted
     
     
     
     
     
  10. Thanks
    Tester got a reaction from Plastic Memories in JINKI RESURRECTION Script Extraction [Solved]   
    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). You need to preserve the folder structure.
    2) Change font (if needed). Most often it in "font" subfolder from archives.
    3) Edit scripts (strings in scripts or actual code). Scripts are in open format (well, it is case in most Artemis games at least), so there should not be any problems. It even uses Unicode (as I saw).
    4) Edit images. No problems with this one.
    5) Delete archives to force game pick data from subfolders.
    That's all. NeXaS is somewhat more tricky, especially then working for non-English translation project.
  11. Thanks
    Tester got a reaction from rinnow in Data extraction thread   
    I have created a new GUI tool SLGSystemDataTool for quite obscure for hackers or coders engine — SLG System. Legendary series Sengoku Hime and Sangoku Hime are on this engine (probably all Gesen 18 games are on it, but it'll need some testing). Unlike of my previous tools, this one does not support scripts (I did manage to decompile Sengoku Hime 1's scripts, but they are rather tricky, and there was some complications, so I did not release it).
    What can it do?
    - Extract all types of archives (szs, and SFP (SPD+SPL).
    - Repack all archives.
    - Convert all types of images (tig, tic, TIM or even alb) to standart formats.
    - Reconvert all types of images from standart formats.
    - Convert and reconvert VOI audio (it has ogg and some technical data).
    - Reconverted alb are half (or less than a half) of original size. It was reached by abusing technology used in this exotic image format.
    It also has a help module, which has info about working with video mdm and mda (the tool is not required) besides other formats.
    It would be appreciated if the top post would be updated accordingly.
    Supported formats: szs, SFP (SPD+SPL), tig, tic, TIM, alb, VOI.
    Engine: SLG System.
  12. Yes
    Tester got a reaction from Plastic Memories in Data extraction thread   
    I have created a new GUI tool SLGSystemDataTool for quite obscure for hackers or coders engine — SLG System. Legendary series Sengoku Hime and Sangoku Hime are on this engine (probably all Gesen 18 games are on it, but it'll need some testing). Unlike of my previous tools, this one does not support scripts (I did manage to decompile Sengoku Hime 1's scripts, but they are rather tricky, and there was some complications, so I did not release it).
    What can it do?
    - Extract all types of archives (szs, and SFP (SPD+SPL).
    - Repack all archives.
    - Convert all types of images (tig, tic, TIM or even alb) to standart formats.
    - Reconvert all types of images from standart formats.
    - Convert and reconvert VOI audio (it has ogg and some technical data).
    - Reconverted alb are half (or less than a half) of original size. It was reached by abusing technology used in this exotic image format.
    It also has a help module, which has info about working with video mdm and mda (the tool is not required) besides other formats.
    It would be appreciated if the top post would be updated accordingly.
    Supported formats: szs, SFP (SPD+SPL), tig, tic, TIM, alb, VOI.
    Engine: SLG System.
  13. Thanks
    Tester got a reaction from Infernoplex in Script Extraction Thread   
    Now I did develop a better tool for Stuff Script Engine's script format .msc: mscScriptTool. Most of the propeller games, such as Bullet Butlers, Chrono Belt, Evolimit and Sougeki no Jaeger, are on this engine.
    There are two version of this scripts, first and second. First is, for instance, in Bullet Butlers and Chrono Belt, while second on later games. Sougeki no Jaeger, the latest propeller's game, has some unique commands, so it's like latest subversion of second version. Scripts of first version are commonly encrypted.
    My tool does support both version, encryption/decryption, key autofinding, version autodetection (rarely can work incorrectly), message numbers autorecount and some more features.
    Now thou wouldn't need to use for scripts rather restricted tool such as PropellerManager, which does support only text dump and doesn't support encrypted scripts (and maybe even all first version's scripts). And thou don't need to use for scripts propellertools anymore, which supports only one subversion of the latest version, and somewhat lacks in functionality. With new tool thou can fully edit code and freely make message breaks. So if text can't get in the message box fully, thou can just add a new message.
  14. Thanks
    Tester got a reaction from Infernoplex in Script Extraction Thread   
    Well, it'll be better if top post would be updated.
    Now I did develop a better tool for Silky Egnine's Script: https://github.com/TesterTesterov/mesScriptAsseAndDisassembler
    mesScriptAsseAndDisassembler,
    Now thou wouldn't need to use rather restricted tool such as mestool. With new tool thou can fully edit code and freely make line/message breaks. So if text can't get in the message box fully, thou can just add a new message.
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