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  1. Hello, I'm attempting to translate some Tanuki Soft games, the game I'm testing right now is Shoukoujo. So far I've been able to extract all the files using Garbro and since the game reads files from folders inside the installation folder without needing to repackage them I've also been able to insert edited images. The problem I'm having is with the .bcs script files, I took a look at the script files from Hatsukoi by Rune and I noticed they seem to share the same engine, both games use .bcs script files and if I open the files on a hex editor they seem to have the same header. Given how Hatsukoi has a fan translation where the .bcs files were converted to plain text saved as .csv, I believe doing the same for the script files of Tanuki Soft games would allow me to translate them. My question is if there's anyone who can point me to where I could learn how to decrypt the .bcs files into plain text, maybe a way to reverse engineer the encryption given I have the original and decrypted files from the Hatsukoi patch, I would also like to know if there's anyone here from the Hatsukoi translation team, or anyone that knows what tools they could have used, that could maybe help me out. Thanks.
  2. Hey all! I'm dealing with a particularly tricky asset extraction for a very old, very short KiriKiri-based VN, and was hoping someone might be able to shed some light on it. As is sometimes the case with these old KiriKiri games, there are no separate .XP3 files; they're embedded right into the .EXE. I've used KrkrExtract to handle extraction on titles like this before. But this time, it just silently fails. Digging into the hex code, I see the author has obfuscated/compressed the .EXE using a command line tool called UPX (Ultimate Packer for eXecutables). Great ! I grab that and successfully unpack the .EXE. Progress! But nope, KrkrExtract still silently fails. Okay, then how about manual .XP3 extraction via hex editor, which is something I've had to do once or twice? I know the signature string I'm looking for (58 50 33 0D 0A 20 0A 1A 8B 67 01), but unlike in most cases, I only find the first part (58 50 33 -- i.e. "XP3"). The rest is an unfamiliar set of values. I manually extract the data anyway and give it a whirl, but it doesn't function like a proper .XP3 file. So no luck there. So is the embedded .XP3 encrypted? I guess anything is possible, but I'm thinking probably not, since I can see bits and pieces of plaintext script here and there via the hex editor. I'm temporarily stumped. Any other approaches I'm not thinking of here? Should I just beat it like a piñata until all the delicious assets fall out? Is that how computers work?
  3. Si i'm trying to unpack file from "Innocent bullet the false world",, and i think the engine is siglus engine .... When i open the arc file with garbro it worls fine, but the file for translate text is .bin and i don't know how to unpack or open with. I already try with this GitHub - marcussacana/SiglusSceneManager: A C# Version of translation tool for SiglusEngine and somehow not working Example: I really appreciate if you guys can help me, thanks
  4. Hello, I'm fiddling with a game made with YU-RIS right now, and because the script is originally designed for Japanese characters, there is no word wrap. I figured I should do the word wrapping myself by putting line breaks, but I can't for the life of me figure out how to do it. By the way, I'm using Ozmafia Script Tool to extract the text. What I know so far is: 1. The newline macro (\R) listed on the YU-RIS manual (http://yu-ris.net/manual/eris/) do not work for me. 2. If I put a newline directly (\n, \r\n), it gets converted into a space. I would appreciate if someone could point me to the right direction.
  5. So I've spent the better part of the last 14 months working on a new English translation of Fate/stay night, and I've reached a point where I'm trying to learn how to insert what I've written into the game's code, so that I can start working on that as I get through the rest of the story text. I've already translated about three quarters of Fate, roughly a third of Unlimited Blade Works, and the majority of Heaven's Feel. Anyway I can dump the game's scripts with GARbro, and edit them without any difficulty, but I'm having trouble getting them repackaged in a way that the game will actually read. I've tried a bunch of different ways to create a patch.xp3 file, but with everything that I've tried it either throws me a script exception or refuses to read the patch at all. My technical skills are limited, to put it kindly, and I'm about ready to start pulling my hair out, so any help would be very much appreciated. For reference I've attached the script for Day 1 of the Prologue that I'm trying to get the game to read. Oh, I suppose I should also clarify that I'm working from the old three part PC release of Realta Nua. https://drive.google.com/file/d/10QxgVSmsOPPW5BjV_DLZzdRrhR7ehvpR/view?usp=sharing
  6. So I extracted the files and everything of a TyranoBuilder game to edit the images as showed here BUT, I don't know how to like, "Recompile" it (I don't know if you say it like that, my engrish is broken today it seems xD), put everything back, but as I said, I don't know how to do that, of course the "extra_data" is easy to do, because you just need to turn it into a zip file and delete the ".zip" (don't know if that works through) but the rest I really don't know, so, someone know if I can put everything back with the Arc Unpacker or I need another program? Thanks!
  7. Hello everyone, a friend asked you to ask for help. He decided to dig deeper into the archives (.mrc) of the novel Natural -Duo- (https://vndb.org/v4704) He extracted the data, found the scripts, but ran into the problem that he could not open the scripts in the normal format so that he could transfer them to the translator. And asks for help from the community Here is an example script .mes https://fastpic.ru/view/114/2020/1013/_31b8dda0a7903bf39d1b9b0c390725ae.jpg.html and https://fastpic.ru/view/114/2020/1013/_3542940577362f95f3540731f6f35b00.jpg.html File: - https://drive.google.com/file/d/12zFfY5RhuvprEHwLzwHaO7xHzyauUWvb/view?usp=sharing f it's not difficult, help
  8. Hey everyone, I would like to translate a game called Nameless to my mother tongue and that game has that kind of file (.m) If someone has the knowledge of some tool or way to work with that kind of file, I would appreciate it.
  9. First of all, I would like to thank all the fuwanovel members who helped me with my previous question. So far, because of all your help, the translation that my team is doing is nearly complete Now I am preparing to translate next visual novel using AmuseCraft engine Extracting the pac text file, I have successfully used Marcus Tools but unfortunately I had problems trying to extract the PGD File (Image) extension I tried using PGD2PNG and PNG2PGD from Niflheim. unfortunately I don't really understand how to use these tools ... "PNG.H no such file or directory exist" Is there any other way to extract the file or maybe someone understands how to use it? Thanks, Gilang
  10. I'm using Garbro to extract CG from Atelier Kaguya Honky Tonky Pumpkins but I always stuck with .PLT files since Garbro refuse to open it. I extracted those .PLT files and tried using arc_unpacker. It did extracted but the pictures that appeared is like what I expected. It's full of grains and noises. Is there's a way to open .PLT files on Garbro or do I need another software do deal with this issue?
  11. I want to write fanfic, since I have idea for one. I'm not good to write in English and I could write in my language so are Norwegian but then I need to translate it in English and I don't know how to do that. So it's it possible to have someone look through my fanfic and fix my grammar or do I need do it one my own?
  12. Think i put this post in the wrong section xD, youshh!! .... So ive been thinking about this for the last few years Q.Q (Sorry in advanced) about translating Maji de watashi ni koi shinasai A-4. Im a bit scared that majitranslation might not translate A-4 because, a lot of people didnt really like the characters v.v, but im willing to translate it ^w^.... so now to the point, Is there anyone that could help me with hacking the game so i can edit the script files? BC i have no clue how to start that... owo message me if interested! :3
  13. Hello, I'm having difficulty on trying to repack .ks files to .xp3 so the translation can apply. I translated one or two lines and the Krkrextract had issues repacking with the "missing" whatever .ks file that I edited. I thought that the .ks files were encrypted so I used hex editor and put FF FE into every single script, however that doesn't really solve anything either. https://gyazo.com/21bdb2aa38c12baed34c3ca260c1dbbd (Here is the image of the game directory) Since the .ks files aren't located in data.xp3 anymore for newer visual novels using the Kirikiri engine and I couldn't find any useful post about how to resolve this issue, if anyone knows a way to fix this. It would be greatly appreciated. The scenario.xp3 and patch.xp3 both contain the .ks files that contain the in-game texts, however scenario.xp3 does seem to have more .ks files then the patch.xp3.
  14. Hello fuwanovel members/users. I've been using VNR to machine translate novels, but I just wanted to try translating some novels permanently (at the moment I have 11 I'd like to complete, but for now I'm starting on one). At the moment I decided I wanted to start with an eroge, Sister Lesson https://vndb.org/v28016#main Now, after reading through some posts on this site and the others I began my attempt to translate. This visual novel I chose uses the .fpk archival format. I used GARbro to extract the data.fpk file and then edited the ACT_A_JA.txd file, which opened with the script in japanese. I then used google translate to translate a portion of the beginning text to test if translation of the script is possible, inserted the translated text into the file where the previous text was, and finally I repacked with AE (GARbros is unable to create .fpk files.). I then replaced the "data.fpk" with the new "data.fpk" file I created in the games directory and tried loading the game. The game loaded and incredibly, the translated script did in fact appear. However, the script for some reason no longer appears fully within the confines of the text box in the game and sentences are fragmented as a result. I already tried translating the larger ACT_A.txt file, but I discovered that translating that and repacking the data.fpk file with it won't cause the translation to appear. It seems only translating the .txd files causes the translated text to appear (although translating the .txt file as well doesn't seem to change anything in regards to game running and the translation from the .txd file still appears). At the moment only the ACT_A_JA.txd file is translated and repacked into data.fpk. Please provide some advice on what to do to make the text appear within the confines of the text box properly if you can. I've attached screenshots of the game running depicting this problem, along with a screenshot of the txd file I edited. https://ibb.co/HHpCMnk https://ibb.co/mTbFVJ2 https://ibb.co/rm6JsSG
  15. I've been doing some translation work on Jinki Resurrection for my own personal use (I'm no mean proficient in Japanese despite taking 3 years of Japanese classes during HS. I'm just using a machine translation and using dictionaries like Jisho to find the meanings for Kanji and other stuff). However, the translated sentences gets too long compared to the Japanese original. The in-game text thats in English usually goes out of the actual dialogue box. The in-game text scripts are in .AST however the functionality side of the game are all coded in Lua. I was wondering if there is anyway to adjust the font size so the full sentences fit inside the dialogue box or something on that line. If the answer is that I have to make a custom code to do so, then it'll be hard for me as I have no prior knowledge of coding. Note: I was also wondering if the translated english sentence gets too long that it breaks the game (I usually do some translations then test the game to see if it runs properly, I ran into some issues where the game crashes and I checked any issues for syntax errors or misplacing. Nothing seems to be out of place but I'll make sure to double check once I wake up. Note: JINKI RESURRECTION runs on the Artemis Engine.
  16. Good day I'm translating a game from Appetite called ダメダメなボクに舞い降りた全肯定ママ女神!~すごいね、いっぱい頑張ったんだね♪♪~ I've translated half of the story but when I try to search to modify the system menus I can't find a way to translate them. Eg: System(S), クイックロード(&W), and so on.....
  17. Hello guys, I'm just joined this forum today after 5th try to sign up xD Currently i and my team is translating visual novel called "kanojo no seiiki" to our languange and its goes smoothly. But when i'm trying to edit The Title bar in the appconfig.tjs it does nothing and not working. do you guys know how to edit this title bar or i missing something else ? Thanks, Gilang4321
  18. Trying to unpack a Black Lilith game using xmoe's KrKrextract, when I move the game exe to the program it produces link below error, occurs whether .dll and/or just exe in game folder or not. Uninstalling LE doesn't help. System is set to locale, Unicode box ticked. What to do? 2nd link is unclear on how exactly it was solved.
  19. hello guys, first sorry for my bad English. i need help for translating UI menu related bellow. my team tried to translate visual novel called "shiina maho no himitsu" to our language. vn with unity engine so far i translated the scenario script and tested it without an error i tried to translate ui menu ,extract asset with garbro, modified image asset with photoshop. repacking with tool called BinIdxPacker when i tested it,an error occurred. Game screen goes pitch black after i open it. i clicked it nothing happened, and then i clicked close button, some box appeared but it can't be clicked. after that,i thought that error occurred from image asset that i edited. so i tried to extract asset again, and repack it immediately. when i open the game again with asset i just repacked,the same error still occurred. i have no idea why the error occurred. maybe BinidxPacker not support for repacking other asset like image,sound,etc? or other things that i missed or didn't know ,that makes error occurred? and can you guys tell me if there is any repacking tools for unity vn or .bin file format besides binidxpacker,please...
  20. Hi yall, I'm trying to set up Hime to Aiyoku no Sacrifice for translation, using GARbro and Escude Editor. So far, I've been able to get the UI and scene scripts working in game. But for the life of me I can't seem to change the character names. The only complete list of names I could find is on z_sample.bin under script.bin, (Found another one, update below) But sadly, changing the names here doesn't seem to work. Looking through the engine configs and scripts, I noticed the games seem to use some sort of NAME IDs as flags, but Escude Editor only shows the readable text of the .bin files, so I have no idea what is actually happening around the dialogue. I'd really appreciate any and all information you might have. Thanks in advance. Update (Jun 24, 2020): Just found db_scr.bin under data.bin which also has a list of character names and likely the place I was looking for. However, Escude Editor can't seem to open these .bin files. Readable by notepad++ with SHIFT-JIS, but causes error when saved. If anyone has a way to edit this please let me know~ data.bin~.7z (Mega Link) Update (Jun 25, 2020): After quite a bit of fiddling with the file, I was able to get it work with just Notepad++. Turns out, if I make sure that the overall spaces between the sections remains the same, the game will launch and recognize these input with no problem. However, this method is very finicky and time-consuming. Any slight errors: missing or overdoing a single space would corrupt the entire list - meaning I've had to repack constantly for a few changes at a time to make sure that there's no errors since doing too many at once may cause me to lose track where the error might lie. Definitely doable, but hardly an efficient solution. On the top of my head, I'm thinking making a code where missing/additional spaces are automatically compensated, plus the ability to extract readable text like the Escude Editor and recompile\save the changes would be the best option. But since I have monkey level of programming knowledge, the aforementioned method is my only option. Thanks for reading and hopefully this can become helpful down the line for anyone that might run into the same problem. I would greatly appreciate any additional input you might have.
  21. 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
  22. So, currently I'm trying to extract files from a game based on Kirkiri. When I try to drag and drop onto KrkrExtract.exe I'm getting the following: My first thought was the System locale - but that's all set to Japanese. I tried every possible option to find out what causes the error, and I noticed the following: With KrkrExtract.exe alone in the folder the Game starts up fine. If I copy KrkrExtract.dll too the game exe itself doesn't even start anymore except for showing me the error. (I hope that makes sense what I say here, just copying the .dll to the directoy f*cks this game up?) However, I can still try to un-pack, but obviously all data is corrupted. Can anybody help? I thought about ditching this for good, but despite the fact I already translated everything.. :/ I thought I'd give it a shot here.
  23. I was able to extract the scene files and images to translate using crass-0.4.14.0 . But I don't have a way of repacking them back in .eme file format. The game is unable to find the translated .txt files if they are outside of the .eme .Is there any tool that allows me to repack them back or modify the text files within the .eme? Here are the data files: https://mega.nz/file/XpwSjIQb#EK-Grjoa_De0siyFln-_PTLUIxPyh4CqC7Gi3qkPywM , GARbro-v1.5.44.2904 also works in extracting the files. If someone finds a way for me to translate this, you have my respect. Here is the entire game: https://mega.nz/file/TkwjGAxB#AaXO1JQuqVo3Kv3eB2JBFyhwsJQD2lQHX9GRsUPV0dA
  24. I was just wondering what's the whole process of starting a localization company. I was intrigued by the idea but searching on the net amounted to nothing. I would be very grateful if someone can explain me the process, especially in details.
  25. Hello, Im starting a new fan TL project. The engine is siglus engine, I used siglus extract to unpack the scene.cpk file which resulted in two types of files: .ss and .txt. My question is, what to do next? I tried editing the txt and repacking but that won't work. Please help. Edit: since we talked about a lot of tools, might as well reperpouse this thread to general siglus engine related questions.
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