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Why do you want those? Also another method to extract/repack is to use AE.

Yes I tried AE and exgxp by asmodean and both work fine. But It doesn't matter which extractor I choose, becasue each one extracts GXP file correctly. But I need to decompress MWB file which are achieved after extraction from GXP archives.

 

These script files contain all game text, like messages, story and other. I need to translated these to englis for an interface patch.

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Hey guys, I am currently trying to create an interface patch for new Astronauts game 'Tou no Shita no Exercitus'. I have used arc_conv to extract files from gxp archives.

For game scripts I got two files:

  • moacode.mwb
  • modlist.dat (This contains list of all files inside moacode.mwb)

Mwb file is zlib compressed. And I am trying to decompress a zlib compressed file. Output should be an UTF-8 encoded binary file. I don't know how should I go about it.

Someone at http://tieba.baidu.com/p/3740571040?pn=2 successfully decoompressed this file (View output at http://tieba.baidu.com/photo/p?kw=galgame&flux=1&tid=3740571040&pic_id=51da04f3d7ca7bcb45f43662bb096b63f424a8c0&pn=1&fp=2&see_lz=0). But I can't seem to get it to work. Can anyone please guide me in the right direction.

 

The start of zlib data should be easy to look for. Just find the bytes 78 9C in this case.

In the .mwb file, the value at 0x14 is the uncompressed size and the value at 0x18 is the compressed size. The data itself starts at 0x1C.

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The start of zlib data should be easy to look for. Just find the bytes 78 9C in this case.

In the .mwb file, the value at 0x14 is the uncompressed size and the value at 0x18 is the compressed size. The data itself starts at 0x1C.

 

It won't always be 9C though. You'll also find 01 for no compression and DA for best.

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Anyone know bytecode script decompiler for Regista games? The ones here: http://regista.co.jp/pro.htm (apart from older ones like Ever17)

 

Script usually stored in sn.bin. So for example Cross+Channel on PSP have that type of script. I believe even some recent games like Phantom have it (upgraded obv). It is compressed with usual lzss from 89, with no modifications, so you can easily decompress it.

 

Obv header have the offsets for script parts, but what about script itself? I ask this because text is mixed with script bytecode (as usual), and script have jumps forward/backward, counted in bytes, so seems without full list of byte commands (not necessarily real meaning, just correct list of parameters, obv) would be not possible to translate any of these.

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  • 3 weeks later...

Hi, anyone know what engine uses Snow Sakura? https://vndb.org/v71


I want to translate this game in french, but I don't find the text.
I have only found many file .bin and. isf but I don't find a method for open them.

 

I think the text is in this file : http://www.mediafire.com/download/cs8fm6smmi6zcte/ISF

mini_615233Sanstitre.png

This is the text no ?

Edited by sekto
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If I remember correctly, most of the D.O.'s games used Ikura engine (either the original, or one of the later iterations). It's was hacked long ago, so you might even try the AE tools or ExtractData.

I want to translate this game in french, but I don't find the text.

With that kind of english, I can only wish you good luck.

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What method did you use to extract the text?

With that kind of english, I can only wish you good luck.

 

I am very bad at writing but I can understand a text.

And this is also to improve my English I want to do this translation.

Edited by sekto
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I've got the scripts extracted and everything done, however, the scripts seemed to have come with an extra byte after each character.

It comes up with this,

28df14d58e.png

Instead of this,

b81b323a1b.png

Japanese characters usually take up two or more bytes instead of one. I guess that's the only logical explanation for this kind of thing. I don't know what G-Collections did with the original during localization, but it was propably a rather sloppy job.

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What method did you use to extract the text?

I through them into AE to extract the scripts, then I used a hex editor and ROR'ed the scripts.

Japanese characters usually take up two or more bytes instead of one. I guess that's the only logical explanation for this kind of thing. I don't know what G-Collections did with the original during localization, but it was propably a rather sloppy job.

Yeah, I figured that was the case. I'm guessing the engine can't support single byte characters, so i'm guessing the extra byte was so the engine would read it, However, it's a hidden key used so it wouldn't do one of those character jumps.

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Hi, I need assistance on extracting the images from .war file. I've read on this thread and other places for information but still no go. I would like to extract them as .bmp but when I extract using Crass with I think is the newest version of RioShiina .cui I get s25 files instead of the .bmp or png files. I also put the pid in the parameter and RioShiina as the specify cui. Any help would be appreciated! Thank you.

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How do I extract or see the content inside .mjo file? they were inside .arc files that I extracted with crass, the weird thing is the files have some text but mixed in between just weird characters is like the text is broken in some parts.

The engine of the vn is Majiro or so it seems...

AnimED? arc_conv? Tried them? You again do not mention game title, without it the answer would be quite generic.

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How do I extract or see the content inside .mjo file? they were inside .arc files that I extracted with crass, the weird thing is the files have some text but mixed in between just weird characters is like the text is broken in some parts.

The engine of the vn is Majiro or so it seems...

AnimED? arc_conv? Tried them? You again do not mention game title, without it the answer would be quite generic.

sorry i forgot to put the name of the game it is narcissu 3rd, I tried using this https://github.com/GAEndGears/majiro-tools but when i convert the text (with text_conv.exe) like text_conv majiro 1.mjo > 1.txt the txt comes out empty

I'm going to sleep and gonna keep trying tomorrow maybe im doing something wrong 

Edited by Deep Blue
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