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NEL1391

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Posts posted by NEL1391

  1. On 7/30/2023 at 3:45 AM, Sisulizer said:

    You need to modify the exe, meaning reverse engineering is needed.
    There's an old thread about how to fix the choices in old version of the engine link

    Damn, that's unfortunate. It looks like even normal text is screwed in the Eroit games I'm trying, the limit is way too short and it doesn't look easy to insert lines too. Will have to try this when I have a lot more time then.

  2. Kind of a strange issue, seems like more of a GARBro bug than anything. It looks like it works if you use this structure:

    1. Have a top level directory(ie top) with the files you want to pack inside it.

    2. Create a new directory(ie new) inside this top level directory.

    3. Copy all the files(do not copy the newly made directory) inside the top level directory to the new directory.

    4. Right click on the new directory(ie new) inside GARBro and create the xp3 archive.

    So basically you'd have a dummy directory with duplicate files and tell GARBro to use that.

  3. 4 hours ago, IlIIIIlllIlIl said:

    Most lines seem to be fine within the file, I didn't have to do anything to the $fset lines at the start:

    10200 ,"$fset %f_tamaki%,0",,,,,,,,,,,,,,,,珠希進行度=0

    The lines I had to change were ones like:

    57500 ,,"<!se_24_knc_people00><shake id="0" target="sc" time="700,700" x="12,300,0" y="60,240,0">",,,,,,,,,,,,,,,どんっ!

    I got the game to be fine with it after I changed that to:

    57500 ,,"<!se_24_knc_people00><shake id=""0"" target=""sc"" time=""700,700"" x=""12,300,0"" y=""60,240,0"">",,,,,,,,,,,,,,,どんっ!

    I didn't play through it to verify that the shake effect was still functioning, but I imagine it'd still work.

    The other thing I noticed was that any Japanese text in the file would be garbled when loading through the csv file, but that was easily fixed by saving the files as Shift-JIS instead of UTF-8.

    I was missing the final conversion to shift-jis, I was converting individual strings to shift-jis but was writing to the file in utf-8. Nice catch, I think that's all the outstanding issues then. I'll clean up a bit and upload to a repo.

  4. 2 hours ago, IlIIIIlllIlIl said:

    Hmm, it looks like there's actually two issues going on here.

    The first I discovered that when trying to load the standard .bcs files in the datascn.tac folder and only including _variable.csv there would be a bunch of pop-ups complaining that it didn't find variables that were being referenced. Looking at the _variable.csv file, it's clear it was trying to define those variables, so I stepped through it with a debugger and it was actually treating the csv file like it was one giant line. So I passed the csv file through unix2dos to change the line endings from LF to CRLF and it stopped complaining and played fine.

    Once I started incorporating the rest of the CSV files the only ones that caused it to crash were: _define.csv, _stand.csv, 01common.csv, 02tamaki.csv, 03kyoka.csv, 04haruna.csv, and macro.csv.

    *snip*

     

    Interesting, I missed the obvious line ending one there. That fixed one of them, alright. If double quoting can work, then that could probably be used entirely instead of figuring out how exactly they parse csvs. Adding double quotes does work in _stand.csv, but trying the same in 01common.csv is still giving me a crash. Did you just add double quotes wherever there were quotes in 01common.csv?

  5. On 1/22/2021 at 1:03 PM, IlIIIIlllIlIl said:

    Sorry for necroing this thread, but I've been looking into .bcs files this past week and figured I'd post what I've managed to discover about them so far here in hope that someone much smarter than me can help figure out this format.

    *snip*

     

    Coincidentally I've also been chipping away at this for a while, and I've already gotten the scripts out of the Tanuki Soft games(and Rune, but I'm less interested in those). I was in the process of trying to write a tac archive generator but since you found out that it's possible to just make a folder named datascn.tac and put the files there, that makes it a lot easier. The problem I ran into now is that the Tanuki Soft games don't appear to parse csv in the same way as the old Rune games. I'm testing with Bishoujo and Shoujo Ramune, but the game either cannot find certain csvs(and will complain that it can't find the scenario), or it will crash. I believe the crash is from some parsing failure.

    I've uploaded the csvs from datascn.tac in Bishoujo here: https://mega.nz/folder/cfwk1DiJ#2d8KFJ3x0qw7KetrAm711g in case others want to experiment as to why the game refuses to take in the csvs. I've found that _music.csv and _chapter.csv actually do work without errors, but _project.csv doesn't even though it's a small file and has near identical format to the _PROJECT.CSV from Musume Shimai.

    From reverse engineering the binary and testing with 01common.csv, it appears to run into an invalid vector error eventually but I haven't found much else. The other option if I can't get the csvs to work is to write a bcs generator but that could take a while. I'll keep working on it in the meantime, I plan to throw it onto github once I'm all done.

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