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Kelebek1

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Everything posted by Kelebek1

  1. How big is the file? I downloaded the game trial but it doesn't have any opening.mei file in it, seems like it's not included with the trial. Is the file too big to upload?
  2. It's a Unity game, and Unity Asset Bundle Extractor works just fine: https://github.com/DerPopo/UABE/releases
  3. It's basic zlib compression with a little Kirikiri header. Here's a very simple Python script that'll work with the 1 file you gave: https://pastebin.com/s1w1kY3p
  4. https://omochikaeri.wordpress.com/
  5. https://files.catbox.moe/8difuh.rar I only tested this with their newest game, and it requires python 3. Run extract.py in the game's base folder to extract all the archives, the game script should be in FGN_TADD as a txt file. Edit the script however, and put compress.py in that folder and run it. It'll make the new script, and a new archive from the files in that folder, which you can use in-game. Unfortunately it looks like the game just takes all ascii text as commands, and doesn't actually print it at all: There may be some in-built way around that in their format though, I'm not sure. You'll have to play around with it I guess.
  6. That's always there. FS is movement basically, it tells you how much movement moving to that square will take. I'm not sure why all your tiles say 移動 though, I don't have that. I can't find an option for that.
  7. The script isn't that bad, the format's just... annoying. Script opcodes 0x15, 0x16, 0x17 and 0x18 are strings, which one just determines how big the data following the opcode is, 0x15 is 1 byte, 0x18 is 4 bytes. That points to the location of the string entry in the list from the header at 0x10. First few bytes are the same kind of deal for that table, first one is data type, followed by the number of entries, and then the stride. After that you can add your opcode data to it, get the location of the string, load that up, and boom you have the string. Should be pretty easy to decompile and add new strings or move them all around. Here's a script which extracts the strings in the script order (which isn't necessarily the read order in-game cause of jumps) from ShoujoQ's script: https://pastebin.com/5XWvDW17 - It's *extremely* messy and badly-written, and only covers a few of the opcodes, so it won't work for every script, but should give you an idea of how it works and you can expand on it if you wanted to get them all, if someone like Marcus wanted to keep trying to make a proper decompiler. Here's an example with the in-order strings from ShoujoQ's script:
  8. Standard load address for Windows exes is 0x00400000, so you just add it on. 0x10000000 for DLLs. Maaaaany games will use random layouts though and not load there at all, that's just the default/preferred, and in that case any absolute addresses will be in the wrong place unless you get really lucky, so it's not reliable at all unless you know the game doesn't use it.
  9. My saves are inside the savedata folder, not hidden or anything.
  10. So still probably won't happen until 2018? I don't know how long development usually takes for Ryuukishi, anyone know?
  11. https://vndb.org/v13188 https://vndb.org/v1967 https://vndb.org/v12260
  12. A lot probably, but you'll need to at least find where it creates the font with something like CreateFont or CreateFontIndirect and modify the arguments to support whatever character set you want. If changing that to a specific font and characters still show up as ?, then you'll just have to follow with what the game does to render the text and see if it's throwing out characters at certain ranges. You'll find the reason it crashes at non multiples of 2 somewhere there too.
  13. Pls, it was clearly Kuranosuke. As an adult though, not that stupid kid crap. Wish that didn't exist.
  14. Thanks. I don't really like Shinpachi so not very interesting in that. >:
  15. Maybe they'll pull a BaseSon and have a relative of Suguha go back in time, and start creating some overworld meta thing. Can someone post the story of the fandisc? I tried, but I can't get through that crap. Would like to know what actually happened since everyone here is mentioning it.
  16. Yeah, I see that now. Many of the characters in the image looked like old ones, but on closer inspection I guess they are different. OP said it was a sequel, but doesn't look like it if it was set in an earlier time and all the characters are different. Only thing that could remain the same is the MC in that case, but I don't think that'd work too well. I thought the MC was pretty good in Chuushingura though, wasn't a massive idiot not thinking, or a completely pointless weakling, which make up the majority of MCs in settings like this I find. Again, just hope they don't screw things up and make it too different to the original, cause the original was great. More of that in a different setting, yes pls. A new Koihime Musou, a new Chuushingura and Eushully's game in 2017, I'm going to be busy.
  17. Hmm, not sure what to think about this. What else can a sequel do? They already finished the story, just inventing a new threat in the same time is a pretty "eh" basis for making a game like this, one which was entirely driven by its carefully-woven story. The fandisc is just a piece of crap, so excluding whatever one line of "story" that had in it. If it ends up like the fandisc and not the original I'll be so disappointed. One of the best things about the original was the lack of sex scenes, so they didn't really get in the way or get forced in and fuck up the characters or the story. The fandisc was nothing *but* that. I guess time will tell. Plix don't fuck it up inre.
  18. Really no tools could do this one? Strange, it was a super simple one. https://www.mediafire.com/?7ch2yk23k0zm79y To use it, put it in the same folder as the .xp3s, hold shift and right-click in the folder and choose "Open command window here." Use "extract.exe -e data.xp3" to extract, and "extract.exe -c data" to compile back a folder. Replace the "data" part with whatever archive/folder you want to extract/compile. After extracting data.xp3 for the scenario files, put them all in a folder called sys_patch or sys_patch2 if you have the patch. Probably best to give the patch with your own so you know everyone has it. So you have all the files like sys_patch2\4月6日.ks, and then compile sys_patch2. The game will use that as the latest archive (as long as sys_patch.xp3 exists, if not, it'll ignore sys_patch2.xp3), and so you only need to give out the files you change. I haven't tested it on any of the lc2_ archives, cause I don't have them. They shouldn't be any different though (I hope).
  19. That's me lol, I didn't even see this thread and I check Fuwa more than HF, especially since HF doesn't even load properly for me anymore. Whoops. Does HF load properly for you? I keep getting timed out now.
  20. Would help but the game's unobtainable, no trial version or anything. Good luck.
  21. Yeah those are compressed. They aren't the ones I had with Ruby Striker. What game were they from?
  22. Yeah I'm talking about the .bso files in the scene folder. Worked fine in Notepad++ for me.
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