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Princess Waltz - Android Port


qberty

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If you can find me docs of script engines than I can just integrate them into my engine instead of having to port every game all the time.

as far as I know there isn't documentation for kirikiri engine in english, the Japanese documentation can be found here :

http://devdoc.kikyou.info/tvp/docs/kr2doc/contents/

http://devdoc.kikyou.info/tvp/docs/kag3doc/contents/

http://devdoc.kikyou.info/tvp/docs/tjs2doc/contents/

fortunately there is someone begin translating the document, you can contact him here : http://kirikiri-i18n.sourceforge.jp/

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i just think that for ports like this it needs to be done with an algorithm instead of by-hand, especially if you have several dozen games that could be ported. im sure it must be possible to identify almost all the tags in the old scripts to be formatted for the new engine. I'm not exactly VN engine literate, but this kind of work should just be computed. you shouldn't have to do 50k lines worth of copy pasting for every single android port.

You're entirely right Aaeru, that's the reason we have computers in the first place, right?

Apart from garbled text by a lack of decryption it should be the way to go instead of wasting a ton of man-hours, it could even be done as another program/module for your engine.

What you guys need to realize is that in this case I HAVE to do it line by line. I'm not purposelessly doing this for fun. Scripts for certain games cannot be properly automated. So it must be done by hand. Just no way around it.

Games like Narcissu, Fate/Stay CAN be automated because they use a scrypting language that I can integrate into the engine itself, so no porting needed. But again, a game like Princess Waltz needs to be done line by line.

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as far as I know there isn't documentation for kirikiri engine in english, the Japanese documentation can be found here :

http://devdoc.kikyou.info/tvp/docs/kr2doc/contents/

http://devdoc.kikyou.info/tvp/docs/kag3doc/contents/

http://devdoc.kikyou.info/tvp/docs/tjs2doc/contents/

fortunately there is someone begin translating the document, you can contact him here : http://kirikiri-i18n.sourceforge.jp/

Though it may not be that helpful, since most of the translated documents aren't translated, and i'm not to big on reading any kind of kanji. I'd just need to know the TJS2 script format basically.

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Though it may not be that helpful, since most of the translated documents aren't translated, and i'm not to big on reading any kind of kanji. I'd just need to know the TJS2 script format basically.

i believe google translate are enough to get the gist of it, and you can ask the translator if you met certain problem....

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i believe google translate are enough to get the gist of it, and you can ask the translator if you met certain problem....

For sure. Though, I could easily just take any script from a game and reverse engineer it to be compatible with the engine.

Right now i'm testing this out by integrating the script format of Narcissu's VNDS version and then i'll test it by running Fate/Stay through the same modified engine. If it works, then i've follow script_format.txt perfectly, and my engine will then be compatible with VNDS.

Than I can do Ren'py for the majority of people wanting Katawa Shoujo on their phone.

Is there any Kiriri games that have their scripts fully decrypted? I could just reverse engineer them.

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Well, I did it. VNDS is now fully integrated in to my engine. So I think it's the first free engine that can use VNDS games at full resolution.

As a test, I ported over the VNDS version of Narcissu without touching a single line of script.

Narcissu For Android

So is the menu's hard code in? VNDS script doesn't allow positioning for the buttons on the main menu for example.

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this is pretty amazing! thanks for putting narcissu up on the play store :)

If you need help porting YMK I'm willing to help out. I think it's pretty doable if I make a few macro's to quickly put in tags used by your engine. and my god that game deserves a port like no other! too bad there's no way you're getting a porn game on play store though :P

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So is the menu's hard code in? VNDS script doesn't allow positioning for the buttons on the main menu for example.

Well the menu in this case IS hard coded in. But in a normal scenario for the Engine app itself to play your own VNDS games, it won't be hardcoded. That's particularly why I made Narcissu a separate app to begin with, any app is more appealing if it's more personalized to the content. Though, since my engine now uses both my scripting and VNDS's, a person could use VNDS for the novel, and mix and match with my scripting language to do the menus and all the jazz if they wanted.

this is pretty amazing! thanks for putting narcissu up on the play store :)/>/>

If you need help porting YMK I'm willing to help out. I think it's pretty doable if I make a few macro's to quickly put in tags used by your engine. and my god that game deserves a port like no other! too bad there's no way you're getting a porn game on play store though :P/>/>

Well both YMK and Princess Waltz are already on the play store. Any 18+ graphic scenes are not allowed by Google Play, so i've taken them out for the release on the store. Though, it doesn't stop anyone from emailing me for a way to get them separately with no relation to Google Play at all.

I was thinking of programming a special notepad/editor type of app to help people port scripts to my engine. It should allow the tags to be automatically placed in based on hotkeys and custom macro creations I guess. Would need all the help I can get if I plan to get as many VN's on Google Play with my engine.

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how much of YMK is ported?

are you planning on raising the price you ask for it when it's 100%?

Well since I have to follow the not-so-linear scripts instead of route by route, there's a total of 106 script files left to port over (or about 1.32 MB worth of text, though half of it is garbled engine code).

I it's entirely possible to port over 1 to 2 script files a day if you spend more than 3 hours on porting. The more people that do it, the quicker it gets done.

As for the price, originally I had YMK up on the play store for $9.99 and it was getting purchases like there was no tomorrow, which is how my endeavor had gotten popular, and why Will Co. sued the shit out of my ass. lol

In actuality, after I put some security, and a code generator for people to already be forced to have the game, I just had to lower the price in all fairness. 4.99 is a reasonable price for any app/game, and since there's no major resource work I have to do, the porting is worth the price even though i'm being entirely generous (making the engine fit the port not the other way around). To answer your question, no I don't plan on raising the price UNLESS the more help I get to port it faster requires me to raise it to cover the cost of the porters time.

Princess Waltz is just... Jesus christ has over 4 MB of script files. It's an insane amount of code for a game that actually doesn't have multiple endings (95% of the game is one route vs YMK's 4 Routes. Though for some reason the card game is scripted at some points awkwardly lol).

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  • 2 weeks later...

Is there any Kiriri games that have their scripts fully decrypted? I could just reverse engineer them.

here's script for Mirai no Kimi to, Subete no Uta ni and Tokyo Alice

 

hoping the kirikiri support will come in the near future

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Wow just taking a simple look at the scripts, it's not that difficult to automate (Except half of every script file is duplicate text because of the wrapping).

 

Also, your second link redirects to the first one.

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Wow just taking a simple look at the scripts, it's not that difficult to automate (Except half of every script file is duplicate text because of the wrapping).

 

Also, your second link redirects to the first one.

sorry for the link, it's fixed now

so what's the chance of kirikiri implementation???

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sorry for the link, it's fixed now

so what's the chance of kirikiri implementation???

 

Well it's actually doable. The "easy-ness" is ranked if it's applicable or not.

 

Those scripts you linked. Were they manually decrypted? Or were they simply in the directory of the game?

 

What about the game assets (music,images,voices)? The less manual work that has to be done, the more legal it would be.

 

For example, if I could implement KiriKiri's engine in to mine WITHOUT it  requiring script decryption or asset unpacking, then people would just need the existing games content. 

 

Otherwise, for each game using that engine, the script must be decrypted beforehand as well as the game assets so that my engine to read from it. So i'd have to use the model i'm using now for YMK which requires the user to verify (with activation codes etc.) that they own the game before my engine can download the game scripts and files.

 

So all-in-all, I think i'll implement kirikiri before I do the mind-bogglingly in-efficient Ren'Py. It took me about 10 hours to implement all of VNDS's engine. Might take longer for this engine if there's any animations hiding.

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Well it's actually doable. The "easy-ness" is ranked if it's applicable or not.

 

Those scripts you linked. Were they manually decrypted? Or were they simply in the directory of the game?

 

What about the game assets (music,images,voices)? The less manual work that has to be done, the more legal it would be.

 

For example, if I could implement KiriKiri's engine in to mine WITHOUT it  requiring script decryption or asset unpacking, then people would just need the existing games content. 

 

Otherwise, for each game using that engine, the script must be decrypted beforehand as well as the game assets so that my engine to read from it. So i'd have to use the model i'm using now for YMK which requires the user to verify (with activation codes etc.) that they own the game before my engine can download the game scripts and files.

 

So all-in-all, I think i'll implement kirikiri before I do the mind-bogglingly in-efficient Ren'Py. It took me about 10 hours to implement all of VNDS's engine. Might take longer for this engine if there's any animations hiding.

if i'm not mistaken kirikiri VN working in similar principles as renpy, the scripts and game assets are compressed in a .xp3 files and most of it can be extracted using CRASS, although sometimes there are certain tool to extract the game assets which can be obtained by asking from fan-translator. 

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if i'm not mistaken kirikiri VN working in similar principles as renpy, the scripts and game assets are compressed in a .xp3 files and most of it can be extracted using CRASS, although sometimes there are certain tool to extract the game assets which can be obtained by asking from fan-translator. 

 

Interesting. Well then, this will be a "very" easy process. I'd just need to implement the scripting language that kirikiri uses in to my engine. And have two options for existing visual novels that use that engine. Either build an extractor that can sift out the files from the .xp3 files (requiring only the user to feed the xp3 files to my engine to play the game, keeping it 100% legal).

 

OR do all the extracting for each kirikiri game where my engine would provide the files itself, as long as the user can verify that they own the game, which would also be legal.

 

I could take either two routes depending on the easyness of coding an xp3 extractor. Is CRASS open source?

 

Otherwise i'll just start implementing kirikiri's scripting language anyway since that's a must, and people can use the engine to play those games. 

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Well then auto-extraction may be possible. I didn't know the Kirikiri engine powered so many visual novels, and is so widely broken open. 

 

Guess i'll start implementing it.

just found out that there are already tool to extract any encrypted kirikiri VN

the details can be found here : http://www.hongfire.com/forum/showthread.php/191639-My-CG-Ripping-Tools-v2-4

hope this will help the project

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just found out that there are already tool to extract any encrypted kirikiri VN

the details can be found here : http://www.hongfire.com/forum/showthread.php/191639-My-CG-Ripping-Tools-v2-4

hope this will help the project

 

Interesting. Though I still think it'd be easier for the porter/translator to handle the extraction first, and let the engine just download the extracted/decrypted files for everyone that used it.

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