sim22x
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@Mayaya
I had a look at the DLC: Dasaku ~Arisu to Kuroe, Musubareru Hi~.
You can unpack the data.xp3 archive with Garbro (run GARbro.GUI.exe)
Unpack the data.xp3 using 'no encryption' mode.
Delete the data.xp3 archive after unpacking.
The 01_scenario folder contains the scripts. (ds001 - ds020 files)
You can use VNTranslationTools to convert them to .json format like you did before.
Move the translated files back into the 01_scenario folder.
You don't need any additional .dll files or ext_sjis.bin. The game displays characters well by default.
To run the game, you must use the Locale Emulator program.
Make sure that the game path contains only English characters and does not contain any special characters.
Screenshots: https://imgur.com/a/K7Z5eDQ
My version: https://pixeldrain.com/u/ZKQ9Lb2q
(The game archive is already extracted. VNTranslationTools and Locale Emulator are in this folder.) -
@Mayaya I decided to watch the ~Nuiawase~ version and found the main difference. This is the HD version! I tested the translation and it looks just like the old version. Test this version:
https://pixeldrain.com/u/qzExTYHsBut for some reason the scripts are less heavy in the new version. Looks like the patch for the old version somehow added new content.
I think you can easily transfer the translation between versions since most of the lines are the same. -
This is probably how sjis_ext.bin works with special characters.
Font settings https://pixeldrain.com/u/UKQDnkPZ -
7 minutes ago, Mayaya said:
I'm using the files from the version I have , which is the nuiawase + alice to kuroe
Put your version aside. And come to mine. Convert my spt files to json and try to translate them. Maybe this version will show the special characters in the right order.
I can't insert your translation into my version, the game crashes. -
52 minutes ago, Mayaya said:
Here it is:
https://pixeldrain.com/u/pmq7PseX
Translated only the first few lines, I'm just testing atm.
My version of kyoutuu.json differs in the number of lines, it has 4410.
Your version of kyoutuu.json has 1899 lines.
Are you using the Japanese json files from the Nuiawase version? Extract a new json's from my game version. -
2 hours ago, Mayaya said:
I don't understand why you have character shifting.
I suggest that you replace characters in the json file before converting it to .spt formatOpen the file with text in the Notepad++ program.
Ctrl+F
Flag 'Match case' ON
Flag 'Regular expression' ONClick to tab 'Replace'
Find what:(À)|(Á)|(Â)|(Ã)|(Ç)|(È)|(É)|(Ê)|(Ì)|(Í)|(Î)|(Ò)|(Ó)|(Ô)|(Õ)|(Ú)|(Û)|(Ü)|(à)|(á)|(â)|(ã)|(ç)|(è)|(é)|(ê)|(ì)|(í)|(î)|(ó)|(ô)|(õ)|(ò)|(ú)|(û)|(ü)
Replace with:
(?1Í)(?2Î)(?3Ò)(?4Ó)(?5Ô)(?6Õ)(?7Ú)(?8Û)(?9Ü)(?10à)(?11â)(?12ç)(?13è)(?14ì)(?15í)(?16î)(?17ó)(?18ô)(?19ã)(?20á)(?21é)(?22É)(?23ê)(?24õ)(?25À)(?26Á)(?27ò)(?28Â)(?29ú)(?30Ã)(?31Ç)(?32È)(?33û)(?34Ê)(?35ü)(?36Ì)
Click 'Replace All' button.
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Give me your translated .json file from the json_final folder
My version already has ext_sjis.bin -
Looks like the forum is a bit broken. Use my version for translation, since it shows text normally.
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It says that the Nuiawase version is a two-part compilation.
Dasaku, on the System-NNN engine. This is my version with the update.
And the Dasaku ~Arisu to Kuroe, Musubareru Hi~ add-on, on the Kirikiri engine. -
19 minutes ago, Mayaya said:
Hmm.. It's Dasaku v1.0 + update 駄作_Ver1.10アップデータ
[141128][806098][CYCLET] 駄作 パッケージ版
[141128][806098][CYCLET] 駄作 パッケージ版 Update Ver1.10Spoiler『駄作 Version.1.10アップデータ』
―――――――――――――――――――――――――――――――――――
【「Version.1.10」の主な修正点について】・特定条件下でイベントが発生しなくなる不具合を修正
・効果音音声が重なって再生される不具合を修正―――――――――――――――――――――――――――――――――――
【セーブデータについて】・セーブデータに関しましては、本アップデータ「Version.1.10」適用後、
アップデート以前に作成されましたセーブデータがご使用できなくなります。―――――――――――――――――――――――――――――――――――
【アップデートの方法】
※ファイル名におきまして、パソコンの環境によっては、「.exe」という文字
が表示されない場合や、最初の文字が大文字で表示される場合がございます。1.ダウンロードしたファイル「DASAKU_patch_110.exe」をハードディスク上
の任意の場所に置き、ダブルクリックして、実行して下さい。
(ダブルクリックでうまく実行できない場合は、「DASAKU_patch_110.exe」
のアイコン上で右クリックして、ポップアップメニューを表示し、その中よ
り「開く」を選択してください)2.「駄作_Ver1.10アップデート」
ダイアログが表示されますので「インストール」をクリックして下さい。
※データの解凍先を変更したい場合は、「参照」ボタンを押して、
場所を変更したのちに「インストール」ボタンを押してください。3.圧縮されているデータが解凍され、新たに「駄作_Ver1.10アップデータ」
フォルダが生成されます。4.「駄作_Ver1.10アップデータ」 フォルダを開き、フォルダ内にある
「DASAKU_Patch.exe」をダブルクリックして、実行して下さい。5.「以下のディレクトリーを修正してよろしいですか?」という確認のメッセ
ージが表示されますので、『駄作』がインストールされている場所と、
確認のメッセージ内の発見した場所が、同じ場所であることを確認の上、
「OK」を選択してください。6.終了すると「終了しました」とメッセージが出ますので、「OK」を選択し
てください。以上でアップデート作業は終了です。7.上記手順で、パッチファイルをインストールした後、ゲームを起動させ、
「環境設定」で「ウィンドウ設定」を「ウィンドウ」にしてください。8.ウインドウ表示において、画面上部のウィンドウタイトル部分に
「駄作 version1.10」と表示されていれば、アップデート成功です。※アップデート完了後は「DASAKU_patch_110.exe」および
「駄作_Ver1.01アップデータ」フォルダは削除して頂いてかまいません。―――――――――――――――――――――――――――――――――――
(C) 2014 CYCLET All Rights Reserved. / RaNBa amuse
http://www.cyc-soft.com/
―――――――――――――――――――――――――――――――――――
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I think I've found a solution to the first line.
You need to skip only the very first line in the script (put space+\r\n)
The rest of the first lines in other messages will display normally.26 minutes ago, Mayaya said:ÀÁÂÃÇÈÉÊÌÍÎÒÓÔÕÚÛÜ
àáâãçèéêìíîóôõòúûü
You can try running my version.
Or remove the ddraw.dll and put winmm.dll
If the problem persists, then the problem is somewhere in your system. Try running the game on a different system. -
36 minutes ago, Mayaya said:
I don't think the English capital letters broken, it seems like an issue that only occurs in the first line of the first dialog box of the game (i think).
Yes, the first line breaks the font. Perhaps the remaining three lines would be enough for you to translate. I can reduce the font to fit more words on one line.
36 minutes ago, Mayaya said:My unicode programs are set to be read in japanese, if that's what might be causing it.
My system is not set up to run Japanese programs. I run the game in normal mode. No locale emulator or region switching.
35 minutes ago, Sisulizer said:Try this link
Fixed the problem with the first line, but returned spaces between characters. Changing the font does not help.
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9 minutes ago, Mayaya said:
The "o"s are what seem a bit broken?
As an example, õ displays as à and ô displays as ê. Any idea what might be the issue? My unicode programs are set to be read in japanese, if that's what might be causing it.
I have these letters displayed normally, as in the screenshot above. Give me the text string you are outputting in the game. Maybe it uses different Unicode characters
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34 minutes ago, Sisulizer said:
Decrypted fxf link
You can't just rename the decrypted file to .fxf. The game engine won't accept it. But it is not necessary, I already know how to work with encrypted files.
54 minutes ago, Sisulizer said:The proxies are already compiled in release
The ddraw.dll and winmm.dll work fine, but the English capital letters are a bit broken.
@Mayaya https://pixeldrain.com/u/hrNuMedP
Unzip to the folder with the game.
In nnnConfig2.exe, uncheck the box that you previously checked to change the font. -
5 hours ago, Sisulizer said:
fxf files are in plain text when you decrypt it lmao
You have provided a screenshot of an unencrypted .xtx file from the game Dead End Aegis.
Here are the encrypted .fxf files from the game Dasaku.
https://pixeldrain.com/u/kiu3YK8TI don't understand how to get the game to take an external font using d2d1.dll+ext_sjis.bin. Maybe Sisulizer can make a font patch for the game.
https://imgur.com/a/nUyaoE1 -
Good news, I found a tool to decrypt the game settings files (init2 folder). Now I know how to change the font size by changing the bytes in the printmessage.fxf file using a hex editor.
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I created a custom font based on unifont.ttf. English characters look fine. But special characters with spaces. They will probably need to be increased in width, like English characters. To do this I will need to modify the font file again. Please let me know exactly which special characters you need.
I replaced the Japanese Katakana characters with these special characters:ÀÁÂÃÇÈÉÊÌÍÎÒÓÔÕÚÛÜ ァアィイエォオカキギクコサザゴセゼソ àáâãçèéêìíîóôõòúûü チヂッツトドナニネノハピフブビホボポ
in json script:
{ "message": "ABCDEFGHIJKLMNOPQRSTUVWXYZ\r\nabcdefghijklmnopqrstuvwxyz\r\nァアィイエォオカキギクコサザゴセゼソ\r\nチヂッツトドナニネノハピフブビホボポ" },
Font: https://pixeldrain.com/u/DkFAiikK
Install the font on your system.
Then select it in the nnnConfig2.exe -
Open nnnConfig2.exe in the game folder.
On the second tab you can change the game font.
https://i.imgur.com/ae6Ulff.png
Most Japanese games will only work correctly in the Japanese system locale.
Select different fonts and see how they appear when you run the game in normal mode or through a Japanese locale emulator. -
Quote
Kept saying that VNTextPatch was not a command or something
Maybe you wrote the wrong path to the VNTextPatch folder. Where is your VNTextPatch.exe file?
My work folder https://pixeldrain.com/u/LeiJ6nuV
It is possible that your system needs to explicitly specify an executable file. Add '.exe' to VNTextPatch
The command will look like this:VNTextPatch.exe extractlocal script json
QuoteHo do I turn the files back in .spt? Making the reverse process?
Create new folders for the translated files. For example 'json_edited' and 'script_edited'
Put the translated .json files in the 'json_edited' folder.
Go to the VNTextPatch folder via windows command line as you did beforecd "path to VNTextPatch folder"
Then command to insert the translation
VNTextPatch.exe insertlocal script json_edited script_edited
The converted .sp files will be in the script_edited folder.
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Works fine for me
In the VNTextPatch folder create 2 folders 'script' and 'json'. (you can name them differently)
Open the Windows command line
Typecd "path to VNTextPatch folder"
Run the commandVNTextPatch extractlocal script json
The json files should be in the 'json' folder
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https://vndb.org/v?q=&ch=&f=022genN6830P-&s=200
https://pixeldrain.com/u/Xv5rrMDcOVERDRIVE games are made on the ethornell/bgi engine. Unlike other games, they compress files with game scripts and pack them into an .arc archive.
I can unpack the archive using ae vn tools. But it does not know how to compress game scripts. When creating such an .arc archive, the game crashes on startup.
Is there an algorithm to compress game scripts in DSC FORMAT 1.00? -
VNTranslationTools
For working with .spt game textQuoteThe command line (windows CMD) syntax is as follows:
cd "VNTextPatch folder path"for Excel format:
VNTextPatch.exe extractlocal <folder containing original game files> script.xlsx
VNTextPatch.exe insertlocal <folder containing original game files> script.xlsx <folder to receive patched game files>for JSON format:
VNTextPatch.exe extractlocal <folder containing original game files> <folder to receive .json files>
VNTextPatch.exe insertlocal <folder containing original game files> <folder containing .json files> <folder to receive patched game files>To unpack/pack image archives
.gpk .gtb files must be in the same folder -
I would like to translate games from the developer Ume Soft.
The game archives are easily unpacked by Garbro.
But I have no idea how to repack the game files into the archive. AE - VN Tools doesn't help.
Sample archive: https://pixeldrain.com/u/VykSuwkg
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On 2/25/2022 at 9:05 PM, Sarica said:
Does anyone know of a tool which can unpack/repack these correctly?
Up up up
[kirikiri / Krkr2Compat] How to change the font?
in Fan Translation Discussion
Posted
All Poison games use Krkr2Compat. I don't understand how to change the font in the game.
I tried to change the userFix.wks file
var stFONTNAME = "メイリオ, HG丸ゴシックM-PRO,MS ゴシック"; to var stFONTNAME = "myfont";
Nothing's changed.
I replaced the FONT_NAME variable, but nothing changed.
I found this:
SetPath("data/resource/frame/font/"); // font フォルダ
Created the data/resource/frame/font folders and put my font in there.
Nothing changed.
I modified the k2compat.wtjs file to activate the top menu for font selection.
// @set (K2COMPAT_PURGE_MENU = 0) // MenuItem, Window.menu (menu.dll) // @set (K2COMPAT_PURGE_KAGPARSER = 0) // KAGParser (KAGParrser.dll @set (K2COMPAT_PURGE_FONTSELECT = 0) // Layer.font.doUserSelect // @set (K2COMPAT_PURGE_INPUTSTRING = 0) // System.inputString // @set (K2COMPAT_PURGE_WINDOWPROP = 0) // Window.innerSunken, Window.showScrollBars // @set (K2COMPAT_PURGE_PTDRAWDEVICE = 0) // Window.PassThroughDrawDevice // @set (K2COMPAT_PURGE_PAD = 0) // Pad // @set (K2COMPAT_PURGE_DEBUG = 0) // 下記のDebugクラス周りの実装一括 // @set (K2COMPAT_PURGE_CONSOLE = 0) // コンソール (Debug.console) // @set (K2COMPAT_PURGE_CONTROLLER = 0) // コントローラ (Debug.controller) // @set (K2COMPAT_PURGE_SCRIPTEDITOR = 0) // スクリプトエディタ (Debug.scripted) // @set (K2COMPAT_PURGE_WATCH = 0) // 監視式 (Debug.watchexp) // @set (K2COMPAT_PURGE_HOTKEY = 0) // Shift+F1~F4のホットキー //// System.desktop{Left,Top,Width,Height} の仕様を変更します(要windowEx.dllプラグイン) // @set (K2COMPAT_SPEC_DESKTOPINFO = 1) // 常にプライマリモニタのDesktop情報を返します // @set (K2COMPAT_SPEC_DESKTOPINFO = -1) // Window.mainWindowのあるDesktop情報を返します // ※未指定の場合はZ本来の仕様(全モニタ統合した座標情報)のままになります //// System.screen{Width,Height} の仕様を変更します(要windowEx.dllプラグイン) // @set (K2COMPAT_SPEC_SCREENINFO = 1) // 常にプライマリモニタのDesktop情報を返します // ※未指定の場合はZ本来の仕様(mainWindowのあるScreenサイズを返す)のままになります //// k2compat.tjsのデバッグログ表示を有効にします @set (K2COMPAT_VERBOSE = 1) //// ダミープロパティ(Window.innerSunken等)に書き込まれた場合のログ出力を抑制します @set (K2COMPAT_PURGE_DUMMYPROP_LOG = 1)
to
@set (K2COMPAT_PURGE_MENU = 1) // MenuItem, Window.menu (menu.dll) @set (K2COMPAT_PURGE_KAGPARSER = 1) // KAGParser (KAGParrser.dll @set (K2COMPAT_PURGE_FONTSELECT = 1) // Layer.font.doUserSelect @set (K2COMPAT_PURGE_INPUTSTRING = 1) // System.inputString @set (K2COMPAT_PURGE_WINDOWPROP = 1) // Window.innerSunken, Window.showScrollBars @set (K2COMPAT_PURGE_PTDRAWDEVICE = 1) // Window.PassThroughDrawDevice @set (K2COMPAT_PURGE_PAD = 1) // Pad @set (K2COMPAT_PURGE_DEBUG = 1) // 下記のDebugクラス周りの実装一括 @set (K2COMPAT_PURGE_CONSOLE = 1) // コンソール (Debug.console) @set (K2COMPAT_PURGE_CONTROLLER = 1) // コントローラ (Debug.controller) @set (K2COMPAT_PURGE_SCRIPTEDITOR = 1) // スクリプトエディタ (Debug.scripted) @set (K2COMPAT_PURGE_WATCH = 1) // 監視式 (Debug.watchexp) @set (K2COMPAT_PURGE_HOTKEY = 1) // Shift+F1~F4のホットキー //// System.desktop{Left,Top,Width,Height} の仕様を変更します(要windowEx.dllプラグイン) @set (K2COMPAT_SPEC_DESKTOPINFO = 1) // 常にプライマリモニタのDesktop情報を返します @set (K2COMPAT_SPEC_DESKTOPINFO = -1) // Window.mainWindowのあるDesktop情報を返します // ※未指定の場合はZ本来の仕様(全モニタ統合した座標情報)のままになります //// System.screen{Width,Height} の仕様を変更します(要windowEx.dllプラグイン) @set (K2COMPAT_SPEC_SCREENINFO = 1) // 常にプライマリモニタのDesktop情報を返します // ※未指定の場合はZ本来の仕様(mainWindowのあるScreenサイズを返す)のままになります //// k2compat.tjsのデバッグログ表示を有効にします @set (K2COMPAT_VERBOSE = 1) //// ダミープロパティ(Window.innerSunken等)に書き込まれた場合のログ出力を抑制します @set (K2COMPAT_PURGE_DUMMYPROP_LOG = 1)
The menu with settings did not show up.
Game: https://pixeldrain.com/u/Pw7o79qq