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twdarkeh

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Posts posted by twdarkeh

  1. yup that´s what i mean, as long as they wont release it officially under their names, i really doubt that anyone can do something against it. but that aside its really a fucking coincidence, that after all the work is finally done, jast pops out of nowhere and wants to localize it.....i mean that smells fishier than a load of dick cheese

  2. just so you know, no one, absolutely no one can prevent you or anyone else from releasing (uploding) a patch. i highly doubt that they´re working together with the febs or some other government agency to backtrack anything uploaded by anonymous.

     

    Even if they wanted to, if someone outside the appropriate jurisdictions(US and Japan, most likely) posted it, all they could really do is send a threatening letter with no teeth.

  3. With these changes, how is Fuwa any different than vndb, other than the forums? The great part about fuwa was not having to worry about dealing with the annoyance of trying to patch games that really don't want to be patched. And as Alucard pointed out, the whole malware masquerading as fuwa was somewhat inevitable, especially given how sudden the changes were.

  4. not really. the scripts' filenames, while not immediately intuitive, are pretty simple to map out to each of the routes. (Letter gives the character [in roughly order they're in on the route select screen], first number is usually [but not necessarily] the subroute. Then there's an underscore, followed by the in-game date of that script, followed by an underscore, followed by that script's position on that date. For instance, if on 11/3, you go on a date and then have sex with character d, the date would be d1_1103_0, and the sex scene would be d1_1103_1.)

     

    Number of lines to translate is roughly the same number that I did in total for Majikoi, though a... significantly higher percentage of them are sex scenes.

     

     

    The biggest problem is that speakers are not explicitly stated in the script (except, strangely, the first time they speak in any given script...?)--instead, they're implied by the filename of the voice clip. And in those filenames, each character is mapped to a single integer (which goes up to at least 212!!!), so a mapping from integers to names is necessary.

     

    Adding in the names is the easiest part. They're incredibly obvious in the script(at least in a hex editor), and as long as you have a list of who you're looking for, it's a simply copy and paste job. Wouldn't take more than 5-10 minutes.

     

    The problem with the scripts in S is the method which we're using to patch this game. Yandere edited the script directly, allowing us to use an update pac to keep what is and isn't done clear. While I'm reasonably certain wairu did the same thing, I'm not sure how well the update will work. This game has update.pac and update2.pac, making the obvious next choice update3.pac. S has only update2.pac. This means that either wairu can't count, likes screwing with people, or had a problem using update.pac. Depending on which of those three is the case, creating a working patch in the same fashion we are here could be problematic.

     

    Now, someone will inevitably ask why we don't just edit the script directly. The simple answer is because that can(and probably will) screw up any existing installs with saves. Which is, obviously, bad.

     

    I'm not saying it's impossible, or even all that difficult(depending on what the problem actually is), just that it would take a committed team(TL, QC,  one programmer, and a beta tester at least) to make it worth even investigating. It's not like wairu were exactly forthcoming with how and why they did what they did.

  5. They said that they don't know if they will translate Majikoi S. They're focused on the prequel first. Nothing more, nothing less. Those games are quite big, this is a lot of work. We've got to be thankful because this is really rare that a team continue to translate a game that another team gave up. Many translations project died with the team with nobody to continue.

     

    Mods, forgive if I'm going off topic a bit, but:

     

    To expand on this a bit: MajiKoi's script is 27 files. MajiKoi S's script is 264 files. The logistics of finding what is and isn't done in that game would be a nightmare. Simply finding out what is and isn't translated, and which files belong to who, would be a very extensive job. It would then need to be translated by extracted script, rather than each whole route.

     

    The original game, while a massive undertaking in its own right, pales in comparison to S. I imagine the A games a bit simpler, due to only have 3 absolute routes with nothing in common and no side routes, but I'd have to open up the script and look.

  6. Guys, chill out. Miyako was always going to be the last route patched anyway. Kazama and Mayo's routes are nearly done, Chika and Gakuto are coming along, and we'll get around to Moro probably today.

     

    However, Agave will take forever to finish, and by then, Ourai should have Miyako QC'd. While losing progress is annoying, it's not the end of the world.

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