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On 03/07/2020 at 5:05 AM, Trail_Wind10 said:

Does anybody know what game engine ANIM TEAM.MM uses?

 

I'm almost sure it uses an updated or remaked version Crowd Engine... It uses the same image formats and script style.

name_sce.dat

The old crowd engine decrypter/encrypter made in 2009 still seems to work and does not displays any errors but the output file is just garbage text.
The encryption or engine format might have changed or I might not be using the tool correctly.

Edited by darksshades
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On 26/01/2020 at 5:40 AM, Kelebek1 said:

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:

UCFuTOV.png

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.

I was playing around today with script and I found out a very simple way to input proper text into the game.
The game engine really does ignore all ascii character in the normal range as it when it detects "NAxx" it replaces it for an icon or character name.

So a very simple way to make the text appear was using full-width latin character(https://www.utf8-chartable.de/unicode-utf8-table.pl?start=65280&utf8=dec)
It works..... the downside is that each line can only have 33 characters which is kinda small. But its doable if you just add more text window or abreviate the character names(I tested with Dragon Carnival that have the character name inside a small the textbox, newer games might be different)

And a simple way to convert the text is using this site(https://en.calc-site.com/letters/convert_full_half/5) and selecting "half-width character -> full-width character" or any other converter of your preference.
Here is an image:
7u2iNxq.jpg

 

But the RPG related text anywhere(skill/item descriptions) are unfortunately not extracted at all with the script. 
My main goal was actually making interface patches for splush wave games to maybe let some more experienced translators notice it.

Do you or anyone have any way  to extract/repack the RPG text(skill/items names and descriptions) of the game?
My biggest fear is that it is plugged into the .exe but hopefully it isn't so.

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HAo there, I'm trying to translate this VN, https://vndb.org/v4803,  well more like I want to translate it since I dont know how to extract the data. The game uses some kind of .dat files or something like that and its a real pain in the ass to get it working. I tried using arc_unpacker and a lot of other extractors to no avail. Arc_extractor at least pointed that maybe it was an NScripter engine but I used Filextractor, nsaout and nsdec and it was fruitless as well. Im actually about to give up at this point. 

 

Edited by LewdRidereros
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On 19/07/2020 at 12:23 AM, LewdRidereros said:

HAo there, I'm trying to translate this VN, https://vndb.org/v4803,  well more like I want to translate it since I dont know how to extract the data. The game uses some kind of .dat files or something like that and its a real pain in the ass to get it working. I tried using arc_unpacker and a lot of other extractors to no avail. Arc_extractor at least pointed that maybe it was an NScripter engine but I used Filextractor, nsaout and nsdec and it was fruitless as well. Im actually about to give up at this point. 

 

TinkerBell/WendyBell uses a custom engine named "C,system"... this .dat format is their own encrypted format.

This is the only available tool there is http://asmodean.reverse.net/pages/exbelldat.html
It can extract from most old games(2007~, so Kowaku no Toki should work) and might work on some of the new ones if they did not change the encryption again.

But unfortunately I don't think there is a way to repack them available. asmodean rarelly makes repack scripts and s/he does not appear to be active anyone anyways.
Also I don't know why but this is the only script there that I saw that did not include the source code together with the tool.

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  • 2 weeks later...
On 09.06.2017 at 10:00 AM, Huang Ling Yin said:

this is a bunch of tools to extract/repack, encrypt/decrypt, dump/insert (…or so how you call it) script from various vn engines.

to get the script, (sometimes) you need to extract the game archive first, please go to the data extraction thread.

since there are so many game engine, I can not test all of them (because of resources limitation, like internet download, pc, etc…),
i'll keep this list updated as i can, but if this tools didn’t work, or you did not found tool for specific game engine, I can not help any further…

 

ADV

  Reveal hidden contents

script format: wsc
tools needed: adv tools
status: tested, worked
info: none

AI5V / SILV

  Reveal hidden contents

script format: mes
tools needed: engine_ai5v
status: untested
info: need ruby, this tool is made and maintained by @mnakamura, if you have any question, please ask him

ASM / Complets

  Reveal hidden contents

script format: mpx
tools needed: mpxtool
status: untested
info: need python

Alice Soft

  Reveal hidden contents

script format: acx
tools needed: acxtools
status: untested
info: only compatible up to Alice Soft System 4.2

AZSys

  Reveal hidden contents

script format: asb
tools needed: arc_conv
status: untested
info: -

BGI / Ethornell

  Reveal hidden contents

script format: -
tools needed: bgi tools, ethornell editor
status: tested, worked
info: bgi tools need python to run, ethornell editor need to be compiled first to use, ethornell editor is made and maintained by @marcus-beta, if you have any question, please ask him

optional
UI translation

ui format: dsc / cbg (compressed bg)
tools needed: arc_unpacker, imagemagick
status: tested, worked
info: convert input image to 32bit BMP with alpha channel

  Reveal hidden contents

IqAWd9n.png

Cat System 2

  Reveal hidden contents

Tutorial is here!

script format: cst
tools needed: kamikaze explorer tools or catsceneeditor
status: tested, worked
info: kamikaze explorer tools need php to run, and its too old, may not compatible with newer games

Criware CPK

  Reveal hidden contents

script format: bin
tools needed: CriPakTools
status: untested
info: -

Crowd Engine

  Reveal hidden contents

script format: -
tools needed: Crowd Engine 3 Script Decoder / Encoder
status: untested
info: -

EntisGLS

  Reveal hidden contents

script format: csx
tools needed: csxtools, or csxtools by Xilexio or EntisCSX
status: tested, not all compatible
info:

Escude / ACPX

  Reveal hidden contents

script format: bin
tools needed: Escude Editor
status: tested, worked
info: sometimes, there is a bug where the hiragana converted to katakana fixed!

  Reveal hidden contents

zMLH8RD.png

Etude

  Reveal hidden contents

script format: scx
tools needed: none
status: untested
info: use AE to unpack & repack the game archive, the game script it self is just plain text format without any encryption, also read this fuwa thread

Eushully / ARC Game Engine

  Reveal hidden contents

script format: bin
tools needed: Eushully-Editor
status: untested
info:

ExHibit

  Reveal hidden contents

script format: rld
tools needed: RLD Manager, for old exhibit use arc_conv
status: untested
info: you need to compile it first, this tool is made and maintained by @marcus-beta, if you have any question, please ask him

FJSystem

  Reveal hidden contents

script format: -
tools needed: arctools
status: untested
info:

FVP Engine / Favorite

  Reveal hidden contents

script format: bin
tools needed: fvp tools or fvp
status: tested, worked
info: need python, this tool is made and maintained by @rr-, if you have any question, please ask him

Ikura GDL

  Reveal hidden contents

script format: -
tools needed: arctools
status: untested
info:

Innocent Grey / Noesis

  Reveal hidden contents

script format: -
tools needed: IGtools
status: untested
info:

Kirikiri/KAG/KRKRZ

  Reveal hidden contents

Tutorial is here!

script format: ks / txt
tools needed: none
status: tested
info: -

script format: encrypted ks
tools needed: hex editor
status: tested
info: open the *.ks script into hex editor, and insert "FF FE" at the very beginning, usually only applied for akabeisoft and its imprint.

script format: mdf / psb / scn
tools needed: krkrz scene manager
satus: tested, worked
info: you need to compile it first, this tool is made and maintained by @marcus-beta, if you have any question, please ask him

optional
UI translation

ui format: png
tools needed: none
info: just open the image in image editor and start editing

ui format: tlg
tools needed: krkrdev_ui
status: tested, worked
info: you need to compile it first

  Reveal hidden contents

LVyaljk.png

Kogado

  Reveal hidden contents

script format: kgo
tools needed: kogado assembler suite
status: untested
info: -

Liar-Soft / Rail-Soft

  Reveal hidden contents

script format: gsc
tools needed: RaiLTools
status: unetsted

Majiro

  Reveal hidden contents

script format: mjo
tools needed: majiro-stuff
status: tested, worked
info: you may countering name issue, name appear as sentences, in case that happen, just delete the name...

optional
UI translation

ui format: rc8 / rct
tools needed: included in majiro-stuff
status: untested
info: none

  Reveal hidden contents

6kRAHdS.png

Malie Engine

  Reveal hidden contents

script format: -
tools needed: malievm or lightsringeditor
status: untested
info:

Nekopak / Neko SDK

  Reveal hidden contents

script format: -
tools needed: nekopackextract
status: untested
info:
nekopackextract only used for unpack and repack the game archive, the game script it self is just saved in a plain text format.

NeXas

  Reveal hidden contents

script fomat: bin
tools needed: zbspac or blftool or nxsbineditor
status: tested, not all compatible
info:

  Reveal hidden contents

9TGXM1F.png

Propeller

  Reveal hidden contents

script format: msc
tools needed: propeller tools or propellermanager
status: untested
info: need python to run, this tool is made and maintained by @rr-, if you have any question, please ask him

optional:
UI translation

ui format: mgr
tools needed: imagemagick
status: untested
info: convert input image to 32bit BMP with alpha channel

Purple Software / CMVS

  Reveal hidden contents

script format: ps2 / ps3
tools needed: cmvs-engine
status: untested
info: -

RealLive

  Reveal hidden contents

script format: -
tools needed: RLdev
status: untested
info: -

Rejet Engine

  Reveal hidden contents

script format: lt
tools needed: none
status: untested
info: use AE to unpack & repack the game archive, the game script it self is just plain text format without any encryption, also read this fuwa thread

RSystem

  Reveal hidden contents

script format: -
tools needed: RScriptTextTool
status: untested
info:

Siglus Engine

  Reveal hidden contents

script format: ss
tools needed: siglus engine scene manager or siglusextract
status: tested
info: watch this video for usage explanation, this tool is made and maintained by @marcus-beta, if you have any question, please ask him

optional:
UI translation

ui format: g00
tools needed: vaconv, for newer siglus engine, use g00PackMax
status: tested, worked
info: none

  Reveal hidden contents

Uc5jSuR.png

Silky Engine

  Reveal hidden contents

script format: mes
tools needed: silkytools
status: untested
info: -

Softhouse Chara

  Reveal hidden contents

script format: -
tools needed: Softhouse Chara Script Tools
status: untested
info: initially made for Wizard Climber, Bunny Black, and Suzukuri Dragon, but probably compatible with other Softhouse Chara games as well

Softpal / Amusecraft / Unisonshift

  Reveal hidden contents

script format: dat
tools needed: Unisonshift Manager
status: tested
info: may not work on all games, and sometimes there is an error on text transition from JP > EN or vice versa

System-C

  Reveal hidden contents

script format: -
tools needed: tenkiconv
status: untested
info: none

System-NNN

  Reveal hidden contents

script format:
tools needed: GSS-dev
status: untested
info: read this fuwa thread

Tea Time

  Reveal hidden contents

script format: -
tools needed: TTDecrypt Tools
status: untested
info: none

Waffle

  Reveal hidden contents

script format: -
tools needed: nekoKF
status: untested
info: none

WillPlus / ADVHD

  Reveal hidden contents

script format: ws2
tools needed: ahdprc
status: tested, 100% works (script only! pna feature has some issue, arc repacking is too old, not compatible for newer games)
info: you need to compile it first, doesnt matter how you handle the text, ADVHD engine will read them in Japanese (S-JIS) codepade

optional:
ui translation
ui format: pna
tools needed: pnautil
status: tested
info: it has some issue with alpha channel, use drop shadow to fix them (tested with 60% shadow opacity)

  Reveal hidden contents

nsE6DYz.png

Xwhale

  Reveal hidden contents

script format: -
tools needed: whale tools
status: untested
info: need python, this tools is made and maintained by @rr-, if you have any question, please ask him
        whale tools only used for unpack and repack the game archive, the game script it self is just saved in a plain text format.

Yatagarasu

  Reveal hidden contents

script format: evt
tools needed: none
info: the game script it self is just saved in a plain text format

Yuka Script

  Reveal hidden contents

script format: yks
tools needed: ykstool or yukatool
status: tested, worked
info: need python, this game engine set for fixed-width font only, english letter may not displayed correctly

  Reveal hidden contents

5ZfhiGp.png

YU-RIS

  Reveal hidden contents

script format: ybn
tools needed: yu-ris text replacer
status: untested
info: none

 

All-in-One Tools

Multiline Editor

  Reveal hidden contents

download here
supported engine:
ADV, ADV32, BGI, CatSystem2, Circus (Custom ADV32), ExHibit, GSwin, ISM, Lios, Lucifen, Majiro, Musica (Minori), KRKRZ/M2PSB, N2System, Xuse, Yu-ris, Yuka

Sacana Wrapper

  Reveal hidden contents

download here
supported engine:
ARCGame Engine (Eushully), BGI, CatSystem2, Circus (ADV32), ExHibit, KRKRZ/M2PSB, Malie, NeXas, Propeller, Renpy, Siglus Engine

 

Game Specific Tools

Ao No Kiseki

  Reveal hidden contents

script format:
tools needed: crossbelltranslationtool
status: untested

Aristear Remain

  Reveal hidden contents

script format: bin
tools needed: ACPX
status: untested
info: -

Danganronpa

  Reveal hidden contents

script format: lin
tools needed: danganronpa translation tools or DRAT
status: untested
info: none

Dal Segno / Fortissimo EXA / Fortissimo EXS

  Reveal hidden contents

script format: mes
tools needed: CircusEditor
status: tested, worked
info: only compatible with full width font

Fushigi Densha

  Reveal hidden contents

script format: -
tools needed: fushigi-tools
status: untested

Koi to Senkyou to Chocolate

  Reveal hidden contents

script: sl2
tools needed: sprite translator
status: tested
info: you need to built it first

Leyline 1 / Leyline 2

  Reveal hidden contents

script format: dat
tools needed: galgametools-pac
status: tested
info: the output string is in chinese code page, you need to convert back to japanese before input the translation

Majikoi

  Reveal hidden contents

script format: bin
tools needed: download
status: tested (not me)
info: -

Natsuiro Drops

  Reveal hidden contents

script fornat: dat
tools needed: natsuirotool
status: untested

Persona 3/4/5 / Altus Games

  Reveal hidden contents

script format: bf / bmd / bin / pak / pac
tools needed:
Reverse Engineering - Persona 5 or Persona Editor
status: untested

Rewrite

  Reveal hidden contents

script format: ss
tools needed: Rewrite-Stuff
status: tested
info: complete resources to translate Rewrite, all credit goes to Amaterasu Translations

Sakaagari Hurricane (PSP?)

  Reveal hidden contents

script format: bin
tools needed: cpktools
status: untested
info: -

Sora no Woto: Otome no Gojuusou (PSP)

  Reveal hidden contents

script format: ev
tools needed: snw-tools
status: confirmed it works
info: complete resources to translate sora no woto: otome no gojuusou, all credits goes to okaysubs

Steins;Gate / N2System

  Reveal hidden contents

script format: nsb
tools needed: steins gate dialogue inserter and extractor
status: untested
info: steins gate japanese release

PrismArk

  Reveal hidden contents

script format: -
tools needed: PrismArk Tools
status: untested
info: read more on Doddler's blog

Taiyou no Promia

  Reveal hidden contents

script format: -
tools needed: promia text
status: untested
info: -

Yet another game specific repository

  Reveal hidden contents

get it here
currently supported games:


Chrono Clock
Galaxy Angel - Ethernal Lovers
If My Heard Had Wings
Love Kami
Princess Evangile
Yoake Mae Yori Ruri Iro Na
Kyuketsuki no Libra
Atelier Firis: The alchemist and the mysterious journey
Neptunia Re;Birt 1 & 2
Hoshizora no Memoria
Little Busters: English Edition
A Clockwork Leyline
Reminiscence


 

  Reveal hidden contents

Just add random tag so people who search with google will be redirected here
translation tool script extraction arc wsc adv mes adv32 ws2 advhd azsys bgi ethornell buriko catsystem tools circus tools dat tools mes tools exhibit rld tools fjsystem tools giga tools nexas tools ikuragdl tools kirikiri krkr kag krkrz ks psb scn mdf extraction kogado majiro arc rct extraction malie dat extracton propeller msc tools extraction purple software tools extraction cmvs rsystem reallive tools siglusengine tools silky tools system-nnn tools yukascript tools yu-ris tools extraction

 

add engine ISM ENGINE

archive *isa - https://github.com/morkt/GARbro
script - *ism - script  - https://github.com/regomne/lneditor/releases/tag/v2.1.2

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  • 3 weeks later...

Is there any tools compatible for Azarashi Soft's titles? I'm trying to get the script from amakano 2's trial version.

Edit:

The Amakano series uses CatSystem2 engine, and the tutorial given in the first page works very well for it. As a side note, Azarashi soft uses different engines for each of their titles, save for the Amakano series. The 'Maid-san no Iru Kurashi' possibly uses the Artemis engine.

Edited by Haoren
Found the answer for the question asked.
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  • 1 month later...

Hello there, maybe there's someone who can help me with a problem i have regarding a visual novel called Wagamama High spec and sorry if this has been explained already in another thread.So the thing is, i want to translate it to spanish, i extracted the files with Garbro and edited the script files using scnEditor then i made a patch.xp3 using garbro and xp3-repack like i did with other kirikiri vn, but it didin't work, what do i need to do in order to make the engine recognise the patch? i already have the common route fully translated and i want to release it as a sample, if some can help me i would appreciate it.

Edited by Darks3
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12 hours ago, Darks3 said:

Hello there, maybe there's someone who can help me with a problem i have regarding a visual novel called Wagamama High spec and sorry if this has been explained already in another thread.So the thing is, i want to translate it to spanish, i extracted the files with Garbro and edited the script files using scnEditor then i made a patch.xp3 using garbro and xp3-repack like i did with other kirikiri vn, but it didin't work, what do i need to do in order to make the engine recognise the patch? i already have the common route fully translated and i want to release it as a sample, if some can help me i would appreciate it.

the xp3 is encrypted, you can extract all xp3s and repack then use a deprotected kirikiri executable or you can just use tools like KrKrExtract, the name is extract but can repack as well.

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  • 2 weeks later...

Anyone know sofware to extract text from .box. The wizard climber tools for Softhouse Chara games is incompatible with their old generation games. Currently trying to translate Wafer or Uehasu-Princess was dangerous today too.

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  • 3 weeks later...

Some time ago I created not bad compiler and decompiler of .gsc scripts of codeX RScript engine (Liar-soft, raiL-soft games). With it thou can fully edit code, not just strings as in RailTools.
gscScriptCompAndDecompiler.

Theoretically it works with all script versions (still with some, for example latest, not ideally, but it can work).

https://github.com/TesterTesterov/gscScriptCompAndDecompiler

Edited by Tester
Fix.
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I've updated the english UI patch of  Gears of Dragoon ~Meikyuu no Uroboros~ from version 1.04 to version 1.07 which adds a new dungeon/bosses and fixes a few things and was planning to making a few image translations for the game interface too but I got into a problem.

Can someone help me to repack the games .dat(monster.dat, skilldata.dat, itemdata.dat)?
When unpacking the files which GARBRO it automatically unpacks the .dat into a readable format that is similar to a .json.
But when unpacking with tools like kiririki.exe I can get the original file.... Its a binary file which is about 10% of the size. Packing the files in a .rar turns those 10MB into 300kb meaning there is a lot of extra useless info in those textfiles.

It should be some standard compressing format as GARBRO automatically uncompresses it but I just don't know how to repack it back so that the game can read it. I've tried using GARBRO "compress files" but it did not work the .xp3 is still 10MB instead of the original 600KB and does not seem to affect the .dats
The game gives a reading error message with trying to read those .dat files if they are not in the expected format.

Does anyone knows how the english UI patch compressed those .dat files originally?

Edit: Here are the monster.dat unpacked by GARBRO and the original monster.dat unpacked without decompressing the file by kiririki for reference.
http://www.mediafire.com/file/5ep4yt8e2do6sn4/unpacked_and_packed_monster.dat.rar/file
____________________________________________________________

Edit2: 

Thanks to Kelebek1! It worked perfectly.

Here is the updated patch for version 1.07 if anyone is interested http://www.mediafire.com/file/5fcue33yi9olznh/GEARS_of_DRAGOON_english_UI_for_game_1.07.rar/file
I'll make a proper thread for it somewhere whenever I translate the interface images.

Edited by darksshades
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On 10/29/2020 at 10:13 PM, darksshades said:

I've updated the english UI patch of  Gears of Dragoon ~Meikyuu no Uroboros~ from version 1.04 to version 1.07 which adds a new dungeon/bosses and fixes a few things and was planning to making a few image translations for the game interface too but I got into a problem.

Can someone help me to repack the games .dat(monster.dat, skilldata.dat, itemdata.dat)?
When unpacking the files which GARBRO it automatically unpacks the .dat into a readable format that is similar to a .json.
But when unpacking with tools like kiririki.exe I can get the original file.... Its a binary file which is about 10% of the size. Packing the files in a .rar turns those 10MB into 300kb meaning there is a lot of extra useless info in those textfiles.

It should be some standard compressing format as GARBRO automatically uncompresses it but I just don't know how to repack it back so that the game can read it. I've tried using GARBRO "compress files" but it did not work the .xp3 is still 10MB instead of the original 600KB and does not seem to affect the .dats
The game gives a reading error message with trying to read those .dat files if they are not in the expected format.

Does anyone knows how the english UI patch compressed those .dat files originally?

Edit: Here are the monster.dat unpacked by GARBRO and the original monster.dat unpacked without decompressing the file by kiririki for reference.
http://www.mediafire.com/file/5ep4yt8e2do6sn4/unpacked_and_packed_monster.dat.rar/file

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

Edited by Kelebek1
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Well, it'll be better if top post would be updated.

Now I did develop a better tool for Silky Egnine's Script: https://github.com/TesterTesterov/mesScriptAsseAndDisassembler
mesScriptAsseAndDisassembler,

Now thou wouldn't need to use rather restricted tool such as mestool. With new tool thou can fully edit code and freely make line/message breaks. So if text can't get in the message box fully, thou can just add a new message.

Edited by Tester
+Bold.
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  • 1 month later...

Hi, 

 

😑I hate to be 'that' guy but,

 

can anyone share  a proper decompiler for Ikusa Megami Memoria .Bin files?

 

I have the one from Kellindil, updated by Lavos to work with La DEA, but when i try to use it, it gives an 'unknown instruction' error.

Which probably means it does not support the new virtual machine codes.

 

The one for 'Kami no Rhapsody' would probably do,  but I don't want to be 'that other' guy😉 

so I'm asking here.

 

P.S. Please don't suggest pure text extraction solutions. I need a decompiler for text formatting.

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I was poking around with Natsu no Ame. Thankfully csxtools used with Yosuga no Sora & Haruka na Sora work perfectly. Now the issue is there seems to be a 25-26 character limit (spaces included) after which it does a line break. It might be enough for japanese however in English it takes 4 lines for writing a simple sentence and only covers half the screen. It doesn't matter if I don't use a "new line". Is this one of those things which requires an executable modification?

q20Q1QI.jpg

 

Also, I got Koichoco HR. GARBRo tools works perfectly and I can browse all archives perfectly. But I just don't understand which file is the script file. Can only see ttf,otf files in System.arc, so I imagine the actual script is in one of the "data" arc files. If anyone is screwing around with this game, feel free to shoot me some pointers.

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I am with the same problem as GTX1080TI (with koichoco HR)

i was translating the old VN and i got stuck becasue i could not change the fond of the game therefore letters like Ñ or accents are not show ingame being insiede an XMED file

so i thought that i with the HR i would be easier, i did the same i extracted the files with garbro since with the arc_unpacker it gave an error but the scripts have no format and when opening it with a hex, and they have an encryption BSE 1.1 but from there I don't know what to do

Edited by Krassh
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Now I did develop a better tool for Stuff Script Engine's script format .msc: mscScriptTool. Most of the propeller games, such as Bullet ButlersChrono BeltEvolimit and Sougeki no Jaeger, are on this engine.

There are two version of this scripts, first and second. First is, for instance, in Bullet Butlers and Chrono Belt, while second on later games. Sougeki no Jaeger, the latest propeller's game, has some unique commands, so it's like latest subversion of second version. Scripts of first version are commonly encrypted.

My tool does support both version, encryption/decryption, key autofinding, version autodetection (rarely can work incorrectly), message numbers autorecount and some more features.

Now thou wouldn't need to use for scripts rather restricted tool such as PropellerManager, which does support only text dump and doesn't support encrypted scripts (and maybe even all first version's scripts). And thou don't need to use for scripts propellertools anymore, which supports only one subversion of the latest version, and somewhat lacks in functionality. With new tool thou can fully edit code and freely make message breaks. So if text can't get in the message box fully, thou can just add a new message.

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Anyone know how to repack .pak files for EAGLS engine? I was able to extract the scripts for OLE Oppai Baka easily, but I am having trouble packing them back together to be incorporated into the game. Even if I have to start looking at the HEX of the original file, I could probably do that. The tutorials just have been a little unclear up to now. Also HSHINTAI_Decrypt does not work with this game.

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On 1/7/2021 at 11:07 AM, vnthegodfatherkiwi said:

Anyone know how to repack .pak files for EAGLS engine? I was able to extract the scripts for OLE Oppai Baka easily, but I am having trouble packing them back together to be incorporated into the game. Even if I have to start looking at the HEX of the original file, I could probably do that. The tutorials just have been a little unclear up to now. Also HSHINTAI_Decrypt does not work with this game.

Can you share any .pak file as an example?

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On 1/10/2021 at 8:24 AM, MerzZly said:

Can you share any .pak file as an example?

Not an example file, but still relevant - I decided to share my extraction/repacking tools for the EAGLS engine. Tried it on the script files @vnthegodfatherkiwi sent me via pm and various other games, works on all samples I could test.
You need Python 3.8 or newer, platform doesn't matter. Both python files can unpack and pack. scpacker.py extracts and decrypts the script files to UTF-8, and rawpacker.py can extract all archives the engine uses but doesn't decrypt files. Can be useful if you are able to recompress the cg files and want to pack them back into a new archive, for example. The files GARbro extracts are already decrypted and can't be side-loaded into the engine.
Also threw in a regex formatter for translation works, maybe it's useful for someone. Let me know if you need help with the tools or the engine.
https://files.catbox.moe/nvis0z.zip

The reason I wrote it is that HSHINTAI_decrypt doesn't work on some archive types, and even those it manages to extract can crash the game on repacking.
Txt mode can't handle multiple sections in the archive and dat mode is useless for translation works.

For the record: most game scripts I had available don't use any text formatting, yet quite a few commands are supported:
(e) puts text on the next row
(y=・) furigana
(f=1) set font size to 1 for example, can be 0-9 for gothic and 10-19 for mincho, the mapping number<->fontsize varies between games
(c=r,g,b) text color; rgb values between 0-255
(s=r,g,b) text outline; rgb values between 0-255
(r) reset text formatting
<> escapes brackets, for example

Edited by Joshiben
improved textoffset detection
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  • 2 weeks later...

Hello, I'm trying to figure out what tools I need to decrypt scripts in the SDT file format, and have had no luck finding any sort of helpful information.

The game runs on the xlvns engine (Leaf/Aquaplus), and despite the numerous projects that involved said engine, I can't seem to find any tools (probably because those projects are over a decade old), outside of what was used to actually gain the encrypted files, which I can't really do anything with.

If someone could link me some tools. or point me in a helpful direction I'd really appreciate it.

 

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Does anyone know how to unpack script files for the Lucifen engine? (.sob). I tried using the Multiline editor, which says its supports the engine but says that the file needs to be in a .tob format instead. I also tried messing with the file in a hex editor but nothing has worked so far . If anybody has an idea of what I should try next I'm all ears.

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