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Grayscale

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Everything posted by Grayscale

  1. This one I had to translate from chinese a bit, regardless, both cpz6 and cpz7 state it as an unsupported header. I've tried all the tools on both hapymaher and hapymaher fd, outcome is the same.
  2. Sooo, changing the script init path changed the directory in which it looked for the start.ps3 script(rather than changing from where the cpz files are loaded from), which means moving start.ps3 into said directory, which would not coexist with the start.ps3 in the archive. as for extracting the archive itself, I did try out a few extractors that aren't GARbro, primarily this and this, all of which crashed when I tried extracting any .cpz archive
  3. Thanks, I'll try that GARbro can't decompile the ps3s
  4. Just putting an alternative out there, since the method shown here does not work for me, loading freezes up on intproc.ps3 and never unfreezes, making the vn unplayable with the extracted scripts(perhaps I'm doing something wrong, however, as of now I've had little luck with it)
  5. Shedding light on the UI situation, due to my recent discovery, I have found out a way to make UI translations work(apologies for a long wait, however I didn't have much time to work on it, and had a bunch of other side projects that needed my attention more). which means there is no longer a need for a full engine port(thank god). as for the tl itself, not much progress has been made, as there's still a lot of stuff to check from my currently tl'd files. the backlog situation still persists, no idea if I'll be able to find a fix for that, but I'll try. That's all for the TL update.
  6. You can do the same using SRL and GARbro. GARbro provides the ability to extract .cpz archives and .pb2/.pb3 images through UI, while SRL provides string replacements(editing scripts), It has auto install for CMVS engine, so it should be able to cover every CMVS game. imo it's a lot more convenient than having to use cmd. I also cooked up a simple piece of code which renames images from .png to .pb3 and vice versa, which you can download here(includes both the executable and source code). If you want a more detailed guide on how to do it with this approach, you can find it here
  7. after being fucked over by the cmvs engine one too many times, I have decided to port it over to my own custom built engine, keeping the ui as close as possible, I'll still provide the cmvs tl, but a lot still will be missing translations because of the tool limitations, however because of that same tool limitations I won't be able to extract much data from the vn other than dialogue, meaning everything else will have to be done by hand for the port, so the cmvs translation will come out faster, here's my progress so far: cmvs on the left, custom engine port on the right
  8. After a bit of a pause on the project, I have found out the weird behavior of the backlog, turns out it's simplier than I thought, turns out that the cmvs engine only has a limited amount of lines available for the backlog, anything above 3 and it no longer has an asset for it to be placed in the backlog The only fix to this is shortening the dialogue to be less than 4 lines, as the way it was done on the original hapymaher tl was made with a secondary file for having more lines in the english version, and with these tools I cannot achieve that
  9. A little update on the whole situation. Backlog crashing the game is now fixed so the only thing remaining is the untranslated UI, which is a bit of a problem, seeing as no one has a tool for that I'll try digging a bit more but for now I'll just focus on tl work.
  10. Still working on fixing the crashing, but for now I'll just post my tl progress: files done:15/98 files undergone QC:4/98 files playtested for further tl accuracy:4/98 I will be updating this comment as I'll be making progress with the tl.
  11. after an hour of digging around I managed to get myself a headache and fix the issue, however, the backlog still crashes the game when opening it after playing it for a bit of time however, it still isn't perfect and once again, it still features crashes.
  12. I've picked it up as a project. TL;DR: Even if I can make a tl it'll most likely turn out very low quality due to lack of proper tools Needless to say, there's a lot of text to tl, however if you're looking for more routes-forget about it. This vn simply doesn't have a single route. The limited selection of working tools is really annoying since you have to make due with what you have.. And that would be a simple string replacer which wasn't even finished, so there are problems, but I believe I found the fix for most of them. the one thing you can't expect from this tl would be translated UI as the tool I found simply does not feature image replacement, therefor all menus will still be in japanese: wordwrapping is another issue but it doesn't make the text unreadable.: backlog crashes the game and creates artifacts even when it does work:
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