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  1. I'm currently translating the Lune game Youkoso! Sukebe Elf no Mori He. While I have the translation part covered, I don't know the first thing about creating the patch. If anyone can tell me what to do, I would be grateful.
  2. I'm currently working on translating a mid-2000's eroge that was built on the kirikiri (KAG3) engine. The translation has actually been going well, with almost no problems getting the word wrapping, system file tweaks, and other minor adjustments taken care of, so I'm not in need of assistance for those items. My current problem lies more on the extra curricular side of this project. Roughly a year after the eroge was released, the creator released several flash minigames associated with the VN as a separate bundle altogether. As such, I thought it would be fun to port them into the main VN, and have them selectable from the main menu. There is some precedent for this, as the game already makes use of .swf files for cutscenes, CG viewing, and the saving menu. Decompiling the .swf files and translating them has been relatively easy, and I've successfully integrated them to the extent that the minigames can be opened and closed within the VN itself. However, for whatever reason, keystrokes will not register correctly when the .swf is loaded through the VN. Mouse clicking and the general operations of the flash file still work smoothly, but keyboard characters are only recognized if typed a split second after clicking the mouse (otherwise, this leads to the flash file acting like nothing was typed at all). So in order to use the keyboard for progressing through the .swf, I have to rapidly tap my mouse clicker for my typing to register. The flash file works correctly as a standalone .swf, so I can only assume there's some setting within kirikiri that is causing this issue. It doesn't help that documentation on using flash with the engine is severely lacking, as the developers of the engine only note that keyboard problems with flash may occur. I figured it wouldn't hurt to look for someone with experience in the engine, to see whether this side project to the translation is a pointless endeavor, or feasible with further tweaking.
  3. Hello.. A friend of mine extracted SCRIPT .DAT files from COLLAR X MALICE English psvita game. Now, i want to convert it to text files. i tried to use hkki (i researched a bit and they said it works with stcm2l header otomate games particularly). But it seems i cant even make it work (since all of the information i got here are from old posts, i get so confuse). Is there any other way other than hkki? Hope someone could help me.thank you!
  4. Hello everyone! I want to do translation of Nekopara Nintendo Switch Edition, so i need some help. Game archives are like "_info.psb.m" and "_body.bin" format. I managed to extract them with exm2lib, but i have one problem now. Is there any way to pack them back to "_info.psb.m" and "_body.bin" format? I can't load them without this. Please someone help me.
  5. Hello everyone, I am very new to Visual Novel Reader but there is a visual novel I have wanted to play for years and I finally got my hands on a copy. I know there are plenty of others out there who would enjoy it as well and so, seeing as I'm consulting my Japanese dictionary every two seconds anyway, I thought I'd use the 'subtitle' feature in VNR to translate it for people. However I'm not sure how to get it to work properly. Everything is working fine up until the first choice, then it's like the text forgets it needs to branch out and either doesn't appear, or appears at the wrong place. Am I doing something wrong? And is it easier to do the translation via VNR's soft subs? Or would making an entire English patch be better? But I'm very new and not technical at all so while I could do the translation, I have no idea where to even begin with patching it and making sure everything goes in the right place. Please help! :3 animeXalchemist
  6. Hey! I'm looking to extract basically everything from Sakura no Uta (script/assets/UI stuff) and I'm running into some trouble. The two main problems I'm running into are (a) ExtractData is telling me that the .arc files don't exist and (b) I have straight-up no idea what I'm doing. Would anyone mind giving me some pointers?
  7. Is anybody still have Genrin no Kishougun 2 eng patch by nekohen ? Im sick to death, can't find it anywhere .... If you can told or give me link, ill be great of help ....
  8. Hello everyone, I am new to the forum and I would like you to help me with something. I need help to repackage the 'scr.pak' file from the game 'Kyonyuu Fantasy'. I managed to unpack the file and extract the scripts of the dialogs with GARbro, but I would like to re-package it to test the progress. Do I need a special program or something? I thank you in advance.
  9. I'm trying to extract the script for this VN that I'm playing right now, but I can't decrypt the files. It uses YU-RIS engine (I'm pretty sure) and I've been able to extract the .ypn files from the .yps, but when I try opening the .ypn files, they are completely encrypted. Please help me. Link: https://goo.gl/txDkFQ P.S. If you could, please teach me how to extract it too.
  10. Yo~~ Fuwanovel people. Does anyone know how this tool works? Until now I was working with this other one. But then, a video is better ... ( originally the images have to be interchanged ) proof that I have the approval of the team to translate this vn into Spanish.
  11. Hi everyone My team is translating a game that uses ExHibit engine, the text works pretty good, but the images are the problem, we can extract them, but for repacking... we don't have idea how to do (.bmp to .gyu). I've been looking for a repacker without success and i don't have enough skill with reverse engineering, so..I'm here looking for your help guys, anyone have idea how we can do that or knows anybody who cans? Thanks
  12. Hey, guys, okay? I wanted some help on how I can extract the text from this Arch04.dat file. The Archive is 5.56Mb and I think it has only text (I suppose). I used software that I found on the net (Believe me, I tried with several but only this one returned a result) and I was able to extract it. WDextractor result I found this strange amount of .txt files, I think something obviously did not work out. The .txt files are 'perforated'. And outside those .txt has that .psb in the end. .Txt does not have an entire dialog line, and it looks like the software loops creating a .txt on each loop and deleting a letter. Well whatever, this is not right. Hex images Arch04.dat File (Original) Arc04 File 245042.psb (Extracted from Arch04.dat) Any help would be very good. sorry my english. (>﹏<) thanks
  13. Hi, my name is Gezoz and before this account I was an avid lurker within this forum. Now I want to do something than lurking. I've started to try and translate "Tsujidou-san no Virgin Road" since I enjoy what Minato carnival/Minato soft makes. Anyways onto the problem I was having, I was attempting to replace the menu buttons with the English ones by extracting all arc files, (arc0.dat, arc1.dat, arc2.dat, arc3.dat). I used asmodean's exwhaledat_v2 progam to extract all of them and used arc_unpacker to convert the TLG files into PNG files. After I was done with the PNG files I converted them back into TLG using krkrtpc.exe. From there I placed the TLG files back into the sys folder where they came from and attempted to pack the folders back into the ".dat" file format with rr-'s whale-tools. This is where I got stuck because I was able to pack one folder at a time but I didn't know how to pack all the folders back into ".dat". I don't know much about coding or hacking so this was the best I could do. Soon I will put up a recruitment topic in the Translation sub-topic for Translation and other things, but for now I want to know how to repack it so I can test out if the menu will work. Thank you for reading and any help would be very much appreciated.
  14. I need some help to decrypt the files from this game by Dieselmine https://vndb.org/v8472#main I tried using KrKrExtract which usually works with most xp3 files I use but it just instantly closes and doesn't work, so I tried extracting it with GARbro but it still comes out encryped. Here's the xp3 file: https://mega.nz/#!VLRCVARI!DwOzxWRzY2L2Wrbnawe2OdR5tCdM9-pb2vrALwN9sy8 Here's the scenario file: https://mega.nz/#F!FSgDnbSB!_8_WQDtYp8-tU6fm8IE15g
  15. I'm in need of help atm on deciding whether or not I should start a new translation project. This may sound retarded, but the goal of the translation is hoping it will one day get localized in English and making the game more popular on the west, (not for profit since you won't earn anything anyway, but for bringing out general awareness of said VN), and of course to include it on the vndb database. I had this weird feeling that I wanted to try translating of said VN since it was still not translated since years ago and it was still not translated till this date. I had a couple in mind, which are Rebellions: Secret Game 2nd Stage, Caucasu or Madou Koukaku I worked roughly a single day (somewhere close to 15 hours) on Zombie no Afureta before stopping due to the official localization and did over 450 lines, with some help from the original novel as reference. I translate straight from the CN version of the game, the novel and tried to translate them into English as well as comparing Japanese texts, the English novel and such. I am British Chinese myself. (Just to note Zombie no Afureta got picked up by officials so that's good news) Note I am certainly not a good English writer, with only being able to obtain a C during secondary school on GCSE and that's a pass. and studied Multimedia Technology and Design on Un in the UK so it's not related to Japanese at all, though I've read a ton of manga and anime. I'm a graduate now and 23 years old I've helped translate manhua/manga in the past, with an editor helping me with editing while I translate. Japanese level close to N4.5-5 and able to read all Kanji. I noticed how time-consuming translating is when I tried to do those 450 lines, it is hard work no doubt, so I can understand why so many ppl dropped their projects in the first place. I've uploaded and placed two files here, in Japanese and the script I translated (Please open them in notepad plus), to see if ppl can help me to see if I pass the bare minimum for English translation and or on the vndb database. I did, however, modify some text different than their original meaning for trying to make them makes sense I don't think anyone has ever tried to do CN> English translation as of yet, but I can imagine someone like phantomJS could probably have done better since he can also read Kanji Criticisms and bashing are all welcomed and I would like to hear what majority of ppl thinks. on whether I should just mind my own business reading VN casually or should I start up a new project, obviously if I was going to make a shit translation I might as well stop, I do feel a bit embarrassed as I am typing this, so yes this is a "shamefur dispray" I appreciate all the help and from the previous thread and I apologized If I offended anyone, as I don't mean to and I was certainly idiotic. Thanks for your time
  16. We are a team of two people with virtually no budget, and one day we decided to make a videogame. Visual novels seemed like the most suitable option back then: they are not particularly hard to programm and allow a decent story. By now we have most of our story layed out and are building scenes with sketch art. Its going to be a short, choose-your-own-adventure kind of story, somewhat ironical in tone with crude and dark humor, set in a low fantasy world full of cynical assholes. Its mosltly inspired by The Witcher and the original Thief games, with some influence from criminal thriller movies. What I am concerned about, though, is selling the game once it is made. Sure, it has anthropomorphic characters which is probably a plus, but it's entirely un-erotic and un-romantic, characters are designed to be quirky and often outright ugly, and the art style is quite un-anime. We simply have now idea how and where we can advertise such a game once we have cool stuff to show. As an example of my art, I'd love to show some pages from a webcomic I abandoned a while ago. It's set in the very same world our VN is gonna take place in, and is drawn in the same art style (careful there's strong language and occasional graphic violence) http://badamned.thecomicseries.com/comics/25/ We also made a demo/test VN with primitive sketch art and a nonsensical story: https://drive.google.com/file/d/0Bz-k56Eamc2FWHZ6WVJFZ2ZqMmM/view pls help ur my only hope
  17. I'm trying to repack this into a VN to make an english patch to this game, but I've never worked with this file format before. I'm only familiar with .xp3 file formats. Inside of each of these "root.pfs" files are the usual scenario/sound/system etc files. This is what the files are labeled as. "root.pfs" then it's nubmered "root.pfs.000-root.pfs.005" If anyone knows how to repack this/convert this file type and could give me some help, it would be greatly appreciated.
  18. Hi. After reading Kazoku Keikaku I was taken aback by poor editing of the later part of the game. Thinking about re-editing it into something more readable, I tried to extract the scripts from the game. Unfortunately I ran into the wall pretty quickly. The only tool that was able to do anything was ArcTools. It recognizes ISF files, has even built-in template for Family Project. Unfortunately it was only able to decompile dialogue lines, omitting everything else (narration, character names over spoken lines etc etc). It produced a bunch of files with content like this: :: word wrap line after, characters=50 :: - <7B79, 0006> "......"= - <8296, 0006> "Ai ya~"= - <8458, 0006> "..."= - <8948, 0006> "Hey, are you alive?"= - <89B2, 0006> "...mmm..."= - <8DA7, 0006> "Hey, what's wrong?"= - <8E89, 0006> "Are you okay? Can you get home by yourself?"= - <8F23, 0006> "..."= - <902D, 0006> "Ah..."= - <9109, 0006> "... Wo ... xiang yao ... yi bei ... shui."= - <923D, 0006> "Ai ya..."= - <92EF, 0006> "Hey."= - <94A9, 0006> "What happened?"= - <9A31, 0006> "Damn it."= - <9BC4, 0006> "But now isn't the time to be saying this."= Completely unusable. "AE VN Tools" is able only to extract files from main archive, but they stay in encoded form - its script module isn't working, so it cannot decompile scripts. On the AE page, I stumbled upon a pack of python scripts that are supposed to decompile and compile ISF scripts, and also convert them into Ren'py. Unfortunately - they crash d:\tools\isf_tools_20100606>isf_disasm.py snr00.isf >snr00.txt Traceback (most recent call last): File "D:\tools\isf_tools_20100606\isf_disasm.py", line 97, in <module> print isf_disasm(sys.argv[1]) File "D:\tools\isf_tools_20100606\isf_disasm.py", line 76, in isf_disasm x = isf.decompile(buf) File "D:\tools\isf_tools_20100606\isf.py", line 589, in decompile return ast(ISF(), buf[len(j) * 4:], j) File "D:\tools\isf_tools_20100606\isf.py", line 580, in ast isf.ast += [[o] + params[o](p, (j, js))] File "D:\tools\isf_tools_20100606\isf.py", line 121, in p_onjp r += [(T_LABEL, ulabel(wd(p, i), jjs))] File "D:\tools\isf_tools_20100606\isf.py", line 65, in ulabel return js.index(j[l]) IndexError: list index out of range d:\tools\isf_tools_20100606>
  19. Hello, I'm planning on translating the visual novel Lucky Dog 1 to another language, and when searching the script file, I opened "LD1.scb" with the notepad and found that all the text was in there. I tried editing it with the notepad but no matter what encoding format I use when saving, even if I don't modify the text in there at all, when opening the game trough its executable "LD1.exe", an error pops up. I'm guessing editing with the notepad is out of the question for now, and i've searched all over about this script format file, but coudn't find any program to edit it. I know it is possible since there's a chinese patch out there, but i'm drawing a blank at how I can edit that file and keep it's original format/encode. Anyone can help me with this? Maybe I should edit something on the .exe executable to make it recognize the edited script? Thanks in advance.
  20. Hello again! My question this time isn't a huge deal, I was just wondering if a tool like this exists. Since there are no spaces in Japanese, there is no need to implement a function into a VN to make sure that words aren't ripped apart when reaching the end of a line. Western languages are different though, and almost all western text programs automatically shift the entire word to the next line if the word is too long for that line. Can you add a function like that to a Japanese VN too? In case it matters, I'm translating "Saimin Class Wonderful" , which uses the EAGLS engine. If you can't do that, I'd have to space the lines manually, which works, of course, but would require more time and would still rip words apart depending on how long the player's name is, so it's not the best solution. Thanks for reading! iambobokay
  21. Hello, it's me again! Since this is another topic than my previous question, I posted it as such. If I should have just continued the other topic, please tell me. Anyway, my question: I've started translating and so far, everything works pretty good. My main problem is: The game crashes when I use certain symbols (e.g. " or ' and probably a few others as well) because it can't read them. So my guess is that I need to somehow insert those symbols into the game so that it can display them. Do I need to know hacking in order to do that? The other option would be to not use those symbols, but that would be limiting the translation quite a bit. Sorry if this is an easy question. Like I said, still learning. iambobokay
  22. First up, thanks to anyone reading this. I am fairly new to the world of translating VNs, but hopefully this can change soon enough. Now, my problem: I've decide to try and translate Saimin Class wonderful and am trying to get the script which has its own folder in the game files. Inside, there is a .pak file and an .idx file. I have tried mutiple methods so far (quickbms, online-services, 7zip) in order to open the file, but to no avail. Is there something else I need to pay attention to? Is it important that the game uses the EAGLS engine? Like I said, I'm rather new to this, so detailed explenations would be appreciated. Thank you in advance iambobokay
  23. Hello, I would like to ask some help regarding the .ks files found inside the .xp3 archive. I'm trying to translate an アパタイト game, and I did the following: 1) downloaded AE tools; 2) Extracted all the files inside "data.xp3" archive and looked for the .ks files in the "scenario" directory. The problems start here: firstly, I'm unable to directly read with notepad++ any .ks file (I fear it's encrypted, preventing me from directly reading its content), secondly, before making this thread asking for help, I looked on already existing ones, which pointed me to either xp3tools, krkrextract (which I don't know how to build/compile since I'm ignorant on the matter), or sacanawarapper. Unfortunately both xp3tools and sacanawarapper did not work for me (sacanawarapper deliver me a .txt file, but with illegible content). So, as a last resort measure I did the following: On AE tools, under data tools, by using the bruteforce bytes feature + XOR mode, I was able to make readable some .ks files (i'm still in the process of making all the rest readable, which is quite time consuming). Long story short, what I would like to know is: Am I wasting time by doing bruteforce + XOR mode? Is there a faster and simpler way to retrieve the text inside each .ks files? Hope for anyone willing to help this newbie wannabe translator, any help is appreciated.
  24. Good evening people! I am currently translating Demonbane into portuguese, and unfortunately it uses Shift-Jis in all of the text. And this coding does not accept any of the special characters my language has (ç, á, à, ê, ã, etc). I have already been told I can modify a font to make another character Shift-Jis accepts to look like one of the special ones above. Demonbane also lets me change the font in one of its 'sys' files. Well, the thing is I managed (at least I think I did) to change a few characters to look like the ones I need. I saved the modified font, instaled it and set it in Demonbane configs. But it simply does not work. I used FontForge to do it. Can anyone give me any tips on how to do this? Edit: Oh, I tried changing characters in MS Gothic, the game's original font, and also Meiryo, which is pretty much the same as MS Gothic, but none of them worked.
  25. Good afternoon, my dear VN readers/translators. I am not too cocky to actually call what I am doing a real translation project of sorts, but please bear with me for a few minutes of your time. I am messing around with nss files, containing the scripts for Demonbane, JAST USA version. My mother language is portuguese, and we do have acute accents, cedillas, tildes on top of vogals, and circumflex accents (in order: é, ç, ã, ê). I am no programmer, but I learn fast. While I was able to extract nss files from the nss.npa, change the english text to portuguese, and recompile it back into nss.npa, all these characters simply disappear. Here's an example: Lets say, the word "Operação" becomes just "Operacao" in the game. I am editing the nss files using Notepad++, BTW I believe french has almost all of these special characters, but I am at a loss on what to do to make those characters appear, since I already tried formatting the nss to OEM 863: French, to no avail. Thanks in advance to whoever bothers to anwer this humble thread of mine.
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