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Kelebek1

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  1. Like
    Kelebek1 got a reaction from Lotus in Recruitment for Ikusa Megami Zero   
    Good. They're using the tool I released to make it, and then they went spamming 500 patches (changing like 2 words in the thing and calling it a new version) all through cash-grabbing shit links to try and make a load of money off of it. And it was all machine-translated anyway, er0gamr didn't do shit. I don't support them at all, and I wish I could revoke their usage of the tool I gave them and stop them from pulling that money-grubbing crap, but I can't. So either way, just ignore them. If they get annoyed, even better.
     
    The project at Nekohen isn't related to Clephas' one here though just to be clear, it's done by some people on HongFire.
  2. Like
    Kelebek1 got a reaction from Nosebleed in Any Yuri Moege?   
    BaseSon Light just released one this month (came out today), fitting what you want (well, maybe, depends how you see moege I guess): https://vndb.org/v16377
     
    I can't speak to how long it is, or how interesting it is, as I haven't played it, but from micchi's blog:
     
  3. Like
    Kelebek1 got a reaction from Fiddle in Neko Para to release simultaneously in Japanese, English, and Chinese, out now!   
    Some stickers were released for line, thought some of you might want to use them on the forum:
     






     
  4. Like
    Kelebek1 got a reaction from Nezzeru in Renpy / .rpa File extraction   
    Still surprises me that people don't know about this. You don't need to cd into anything. Go into the folder where you need the CMD, hold shift and right-click in the folder, and you can use the "Open command window here" option.
     
    You don't need to specify your python install location if you have Python in your PATH, which it should be by default unless you disable it.
     
    It's easiest if you just move the python script into the game folder (or the .rpa into the same folder as your python script, but sometimes other files might be required), then you can just run it like:
     
    unrpa.py -m -p Out data.rpa
  5. Like
    Kelebek1 got a reaction from Clion in xp3 / ks file help   
    http://pastebin.com/vUhqVt1B - For python 2.7, and it's just for Akatsuki no Goei Trinity, crypt is different for other games.
     
    Usage:
     
    Extract an .xp3 file.
     
    Compile all the files in [infolder] into a new .xp3 which will be named from that folder.
     
    So basically you just want to extract data.xp3, then move all the scenario files you edit into a new folder called "patch2" (in the same place the "data" folder is made when you extract data.xp3). Then run the compile on it, and it'll make a patch2.xp3 for you, which will be automatically loaded if you put it in the game folder. Make sure your scripts are saved in UTF-16LE format, otherwise the game won't load properly. It's also called UCS-2 little-endian in some editors, like Notepad++.
     



     
    EDIT: Actually you don't need to recompile a new .xp3. The game will also read from "temp" and "temp2" folders. So just make a new folder in the main game folder (where the exe is), and call it "temp" or "temp2," stick your scenario files in there, and they'll load.
     
    However, it seems they load before patch files. So you won't be able to get scenarios in patch.xp3 to load via the temp folder, because they get overwritten by the patch. So I guess you'll still want to use the compile function. Ah well.
  6. Like
    Kelebek1 got a reaction from The Major in Renpy / .rpa File extraction   
    Still surprises me that people don't know about this. You don't need to cd into anything. Go into the folder where you need the CMD, hold shift and right-click in the folder, and you can use the "Open command window here" option.
     
    You don't need to specify your python install location if you have Python in your PATH, which it should be by default unless you disable it.
     
    It's easiest if you just move the python script into the game folder (or the .rpa into the same folder as your python script, but sometimes other files might be required), then you can just run it like:
     
    unrpa.py -m -p Out data.rpa
  7. Like
    Kelebek1 got a reaction from Emi in Neko Para to release simultaneously in Japanese, English, and Chinese, out now!   
    Some stickers were released for line, thought some of you might want to use them on the forum:
     






     
  8. Like
    Kelebek1 got a reaction from Emi in Neko Para to release simultaneously in Japanese, English, and Chinese, out now!   
    Hit image limit, here's remaining ones:
     


  9. Like
    Kelebek1 got a reaction from Lambda in Neko Para to release simultaneously in Japanese, English, and Chinese, out now!   
    Hit image limit, here's remaining ones:
     


  10. Like
    Kelebek1 got a reaction from Lambda in Neko Para to release simultaneously in Japanese, English, and Chinese, out now!   
    Some stickers were released for line, thought some of you might want to use them on the forum:
     






     
  11. Like
    Kelebek1 got a reaction from BookwormOtaku in Shin Koihime Musou Translation Project   
    It's from micchi's latest blog post: http://omochikaeri.wordpress.com/2014/12/20/bringing-you-lots-of-holiday-cheer/
  12. Like
    Kelebek1 got a reaction from BookwormOtaku in Shin Koihime Musou Translation Project   
    Not sure if you guys saw, but some updates from BaseSon:
     
    BaseSon is planning a huge expansion of their Koihime series over the next two years. Shin Koihime†Eiyuutan will come out in three separate chapters (for each faction) next April, July and October. There are also plans for three additional chapters after that. These will be set in a world similar to Moeshouden. In late 2015, there will be the 18+ version Sengoku†Koihime X, with new characters, episodes and H scenes. Finally, even more characters will be revealed in Shin Koihime†Musou -Kakumei-, which is scheduled for summer 2016.
  13. Like
    Kelebek1 got a reaction from kudaratan in help with text box? (kirikiri2)   
    At the top of the file, around line 14, just add 2 lines:
     
    scFONTSIZE = 18;
    scDRAWMAX = 90;
     
    The font size speaks for itself, set it to whatever you like best. DRAWMAX is the maximum number of characters per line. 100 was too big in general, 90 works nicely for me, but it does depend on the actual line you're writing. So if you hit some weirdness with it, you can take the number down a bit.
     
    Optionally, do a ctrl+f for "wnd.add(MessLayer" and change pxMESTEXT into some other number. This alters the x position of the text, so you can move it more to the left and cut down on that big empty left column if you want to. I set it to 35. If you do change this, change the y value just after it as well.
     
    To add line wrapping on space, go to line 1784 (with an unedited file), and change the line
    if((MessArray[inx] == "/") || (draw_cnt == scDRAWMAX))
    into
    if((MessArray[inx] == "/") || ((draw_cnt >= scDRAWMAX) && MessArray[inx] == " "))
     
    and also change the line just below it
    if(MessArray[inx] == "/"){ ++inx; }
    into
    if(MessArray[inx] == "/" || MessArray[inx] == " "){ ++inx; }
     
    That'll cause the line to go over scDRAWMAX until it finds a space, and then it'll newline.
     
    With all the changes I made, this is how it looks in-game (it's all one really big line):
     

     
    For the sake of ease, here's my MessObject: https://www.mediafire.com/?zghu791vmzrczmi
  14. Like
    Kelebek1 got a reaction from kudaratan in help with text box? (kirikiri2)   
    Runs just fine for me...
     
    Did you change the script and then load a save or something? Because I've found that causes errors. If it still crashes from starting a new game then I'm really not sure, because those 3 lines are alright for me. Upload your changed scenario file or something? Maybe even your compiled data as well.
  15. Like
    Kelebek1 got a reaction from kudaratan in help with text box? (kirikiri2)   
    Ah ok, with that changed scenario I now get the crash. Will have to go through line by line and see what's causing it to happen I guess.
     
    EDIT: Ok I narrowed down the error to the "But the classy cafe is gone now, and my dream along with it." line. Anything which doesn't contain the Japanese newline /with 2 lines of text causes that crash. Very very odd. I think I need help from someone who knows kirikiri, because I really don't know why that happens.
     
    EDIT2: Fixed it. Use these instead: https://www.mediafire.com/?14w632vw7s8mfa6
     
    The scFONTSIZE and scDRAWMAX were defined in Constant.tjs. Which is weird, I searched for them but got no hits, I don't know why. But I changed them in the constants instead, and now it doesn't error. So yeah, try those 2 files instead and should all be fine now.
  16. Like
    Kelebek1 got a reaction from doppel222 in Data extraction thread   
    Ok well I made a very hacky one that can at least get the files out of script.dat (won't work with others, and only works for this trial): http://pastebin.com/qH0gTuG7 - Python 2.7, run it as "script.py script.dat." I can't re-crypt them.
     
    I have no idea how this format actually works. I don't know what the first dword is, I don't know how the TOC works, every file seems to be 0x15 bytes (or maybe they're chunks, just compressed separately?). Seems to have a bunch of weird encryption on it, I assume it must be where the offset, comp len and uncomp len is. Dunno about the rest. There's also 2 unknown dwords at the end after file 9, before the first file data start.
     
    Other data types (tlg/ogg/png) have different decryption as far as I see too.
     
    So this one's beyond me, I leave it to binaryfail and nfinite.
  17. Like
    Kelebek1 got a reaction from Chifuyu-chan in Nursery Rhyme Translation Project   
    This format is really weird. :| I can dump the actual _bp files, but I can't really figure out how the actual script files are read. The only interaction with the scripts that I can find, come from generic calls from scrmain and scrdrv. I'm not sure how it's able to actually read and process the scripts properly when all it does really is load values. Dumping/reinserting nothing but the strings shouldn't be much if a problem if you just fudge it (there may be a few rare cases of problems though), but that removes all possibility of things like adding a new string when you need more space. Difficult one here.
  18. Like
    Kelebek1 got a reaction from Kosakyun in Alicesoft Thread   
    Oh, I put the hook in the wrong thread.
     
    I just made a hook for Blade Briders since ITH couldn't get it: /HS-4@0057BA39
     
    EDIT: That hook isn't great, as it pulls out a bunch of gibberish because the strings aren't null-terminated. By the point when they are, the coding for lines changes if it's over or under a certain size, and ITH then errors on those lines. I don't know if anyone can improve on the hook I made, I've looked all over but can't find a workable place for it to get everything.

    I've made a custom edit to the exe to make a proper hook, you can get it here: https://www.mediafire.com/?lxlhhhyfibvb4vl - hook for this exe is /HA-4@006EB5CE
  19. Like
    Kelebek1 got a reaction from Aciv in [LF Extractor] .bin files デュラララ!! 3way standoff -alley-   
    The game files are actually in DATA.cpk, with the script files themselves inside tar archives within DATA.cpk.
     
    After unpacking all the tar files and creating script dumps from the scripts, it came out to be 430MB. 7625 files in 1901 folders. Mental.
     
    So here's my extract script anyway: http://pastebin.com/qwvHJiQF - For python 2.7, not 3.0+
     
    It's a ridiculous mess and I don't really recommend you actually use it, but it's available for whatever "reference" reasons.
     
    To get all the scripts:
    Extract all the files from DATA.cpk with whatever program. CriPackedFileMaker didn't work for me and I had to use the QuickBMS cpk script instead. Extract it into some sub-folder. Put the script into the folder, so the filepaths are like:
    script.py
    files\_dummy.dat
    files\BGAE.LBG
     
    Open a cmd and run the script as "script.py -unpack files" (or whatever that folder name is that has the files). This will extract all the .TAR archives into an Unpacked folder. Then run "script.py -e2 Unpacked" to extract scripts from all of the script (*.ssb) files.
     
    You will then have all the script and can edit whatever you want in them text-wise. You can add opcodes to the script for new text boxes, but I don't know exactly what you'd need to add, testing takes way too long with repacking the CPK so I don't really want to spend ages trying. If you do add to the script though, just add the opcodes themselves, so just copy everything from the right of the ::. Boxes need to end with a ▼ character for the game to wait for input, otherwise it just goes to the next line. A tip for finding the actual text in the scripts, look at the first call-0xd you see right near the top of the script, and then skip down to the line with that number, as that's where the "main" text script part is.
     
    After you make whatever changes to the text, you can re-compile the whole Scripts folder by running the script as "script.py -c2 Scripts" and everything will be recompiled back into the .TAR files in a Compiled folder. You can then use those with the other files and build a new CPK with CriPackedFileMaker. Options I used were use filenames, try compression and align to 2048 and that works fine. I didn't try other options or data aligning but they may work too. Put your new DATA.cpk back into the UMD and done.
     
    Also you can extract and compile scripts one at a time instead of doing the whole massive Unpacked\Scripts folder. You can straight up extract the .TAR archives from the DATA.CPK with any standard archive tool, winrar, 7zip etc, it's a common format. Then you can copy any *.ssb you want to work with into the same folder as the script, and you can extract it with "script.py -e1 file.ssb" and compile it with "script.py -c1 file.txt" - I recommend you add some extra part to the original *.ssb after extracting it, otherwise it'll get overwritten when you compile, so just call it *.ssb.orig or *.ssb.bak or something. You can then use that and make your own .TAR. 7zip works just fine for that.
     
    It's not very nice I know, but there we are. As I said, probably better to find someone who can make a proper program for you and handle all this stuff is a much nicer way.
     

     
    Oh yeah, text should be 2 lines, not 3. Also that font is bleh, at least above native resolution.
  20. Like
    Kelebek1 got a reaction from hotsauce2000 in Koisuru Doll to Omoi no Kiseki ~Poupee de Souhaits~ Translation?   
    Well, making Huffman trees was way beyond me, so I went for a different tack and instead just had the game skip decryption for script files. Downside is that it requires editing the exe so you have to distribute that as part of your patch. I also only have the trial to work with, so I can't fix the real exe unless someone wants to send it to me (if you even want to do it this way to begin with).
     

     
    The major problem with it from a translating point of view is that you cannot use ascii for the script, it just crashes the game. The game will only accept SJIS for text. I think what they've done is have the script take in all ascii as script commands. There's probably a special way to get it to work, some sort of escape code or something, but I can't find any examples of ascii in the script to see how.
  21. Like
    Kelebek1 got a reaction from Kimanor in Irotoridori no Sekai Translation   
    Well I got one working. It's not the most beautiful thing ever, and honestly I don't recommend anyone to actually translate anything with this because it's ridiculously messily bad and the dump is 6MB so it's not very easy to navigate at all, but I'll put it out there anyway to encourage some proper devs to make better tools.
     
    Also I've only had the trial to work with, and it's extremely likely that there's going to be more opcodes in the full game, and I can't really do anything about that as I don't have (or really want to, sorry) get the game.
     
    http://pastebin.com/tWrzAdLM - For Python 2.7 (not 3.0+)
     
    Usage is "script.py <-e/-c> <filename>"
    -e to extract, -c to compile.
     
    Search the dump for "string" to find all the actual strings. Keep them to one line, the game uses automatic newlining, although it ignores spaces.
     
    To add a new string you'd need to add code like this (everything highlighted):
     

     
    But again, I'm not really putting this out as something to actually work with, just to hopefully have others make better tools. All the opcode definitions which is all you really need are all defined at the top of the script.
  22. Like
    Kelebek1 got a reaction from Nayleen in Irotoridori no Sekai Translation   
    Well I got one working. It's not the most beautiful thing ever, and honestly I don't recommend anyone to actually translate anything with this because it's ridiculously messily bad and the dump is 6MB so it's not very easy to navigate at all, but I'll put it out there anyway to encourage some proper devs to make better tools.
     
    Also I've only had the trial to work with, and it's extremely likely that there's going to be more opcodes in the full game, and I can't really do anything about that as I don't have (or really want to, sorry) get the game.
     
    http://pastebin.com/tWrzAdLM - For Python 2.7 (not 3.0+)
     
    Usage is "script.py <-e/-c> <filename>"
    -e to extract, -c to compile.
     
    Search the dump for "string" to find all the actual strings. Keep them to one line, the game uses automatic newlining, although it ignores spaces.
     
    To add a new string you'd need to add code like this (everything highlighted):
     

     
    But again, I'm not really putting this out as something to actually work with, just to hopefully have others make better tools. All the opcode definitions which is all you really need are all defined at the top of the script.
  23. Like
    Kelebek1 got a reaction from kudaratan in [newb question] Hacking a Rejet Game?   
    The default char name is in the exe itself. In the trial the surname is at 0x4c8964 and first name is right after it. Comes out really badly in-game for me though:
     

     
    "Sakuraba" doesn't actually fit, you're one byte short. So you'd have to edit the exe and distribute your own if you really wanted to set that name as default.
     
    The dictionary files are SQL files, did you edit them with a proper SQL editor?
     
    EDIT: Found where to edit the length as well:
     

     
    Still requires exe editing though. In a hex editor, edit the byte at 0xbd86, that's the length restriction, it's 5 by default. I don't know if this causes any problems with the game, seems to work though.
  24. Like
    Kelebek1 got a reaction from suikashoujo in Are you willing to take a ride to possibly the most perverted bloodshed experience?   
    Getting through it slowly among other VNs. Really starting to get bored of every single character talking over and over about almost nothing except saving and being saved. It's starting to get on my nervous, every character just goes over the exact same thing in a slightly different way, it feels like the text is heavily padded by just having characters repeat the same things over and over and over. It's really halting the progression of the story when you just go through 20 minutes of them talking about the same things over and over. And I'm going to keep repeating "over and over" to get across how pointless it is.
  25. Like
    Kelebek1 got a reaction from Vorthod Wiler in Shin Koihime Musou Translation Project   
    Put the compiled .bin into the same folder as the game exe.
     
    Also, just as a note for easier testing, you can rename any script to be SN00101.bin, Shu's very first one, and then just start the game and go right into testing it. You don't have to go through huge portions of the game each time or keep loads of saves everywhere. I suppose you can get character conversations through the main menu directly anyway, but can help if you don't know which convo number it is. Also as far as I see you can't run through chapters of the stories from the menu can you? So it can massively help there, just load the chapter you want as SN00101. The intro slides you have to click through for new games are pretty annoying though.
     
    EDIT: Ah, sorry, I left a piece of code in there from when I was testing, I updated the script in my post, try that one.
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