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CryingWestern

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Posts posted by CryingWestern

  1.  

    Fun fact: All those Mangagamer vns you guys enjoy so much, the localization is completely remade on Unity. They chose Unity for it's ease of use, how simple it is, and how fast it is.

    Yes and No.

    The ones where they get permission from the Devs to do the coding themselves, will either go on Unity, renpy or kirikiri2  (depending on who's the programmer for that (eg. Doddler likes to use Unity.)).

    However, there are devs that want to do the coding themselves(eg. ClockUP, Propeller and Frontwing), and won't let them touch the coding.

     

  2. The English version of Kara no Shoujo (the first one) was recreated on the kirikiri2 engine, Doddler also posted a twitter status saying that the engine IG had was too much trouble to even try to port from.

    Kara no Shoujo - The Second Episode was done on unity5, Doddler even posted screenshots of it on twitter.

    The Japanese version (for both games) were made on the main engine that IG made them selves, like a shit tonne of other companies have done in the past and present.

    Enough of this topic.

  3. While I like the layout of your guide, you should be aware that there's already a complete English walkthrough.

    http://www.otakulair.com/shiny-days-walkthrough-jast-usa/

     

    Feel free to mix and match the guides and give credit accordingly.

    FYI this guide is not complete.  After following every route on this guide there are still 5 H scenes unseen (not counting the 2 removed for legal reasons) and only 67% of the route map complete.  According to the map there are still 8 endings and 3 other route points.

    Yes, beside that, compare to this japanese walkthrough, it still missing some Kokoro ending.

    https://www.dropbox.com/s/wm5nqbczl9gwdv9/Shiny Days Walkthrough Translation.doc?dl=0

    This walkthrough seems like it was done with a restauration patch since there is the missings choice 

    Or from the original game. That walkthrough is a japanese one just translated.

    So you need to know the english game well enough to remember where the choices mentionned in english in the walkthrough are in a full japanese game?

    By the way, did you try to take a look at the game for the hack?

    As far as the choices go, you would've ended up with the same/similar translations for them. The walkthrough i originally read had already been pre-written before the ENG release.

    And what do you mean by "did you try to take a look at the game for the hack?"

  4. While I like the layout of your guide, you should be aware that there's already a complete English walkthrough.

    http://www.otakulair.com/shiny-days-walkthrough-jast-usa/

     

    Feel free to mix and match the guides and give credit accordingly.

    FYI this guide is not complete.  After following every route on this guide there are still 5 H scenes unseen (not counting the 2 removed for legal reasons) and only 67% of the route map complete.  According to the map there are still 8 endings and 3 other route points.

    Yes, beside that, compare to this japanese walkthrough, it still missing some Kokoro ending.

    https://www.dropbox.com/s/wm5nqbczl9gwdv9/Shiny Days Walkthrough Translation.doc?dl=0

    This walkthrough seems like it was done with a restauration patch since there is the missings choice 

    Or from the original game. That walkthrough is a japanese one just translated.

  5. What method did you use to extract the text?

    I through them into AE to extract the scripts, then I used a hex editor and ROR'ed the scripts.

    Japanese characters usually take up two or more bytes instead of one. I guess that's the only logical explanation for this kind of thing. I don't know what G-Collections did with the original during localization, but it was propably a rather sloppy job.

    Yeah, I figured that was the case. I'm guessing the engine can't support single byte characters, so i'm guessing the extra byte was so the engine would read it, However, it's a hidden key used so it wouldn't do one of those character jumps.

  6. You should be able to repack it with AnimED.

    just go to the "Archive tool" tab > change the scroll to "[RPD] Rejet" > click on the arrow next to "create archive" > choose "Create from directory" > the choose the location you would like the file to be placed.

    Though for the Rejet games you've also got to do something else with the Fonts.

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