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Darbury last won the day on June 4 2021
Darbury had the most liked content!
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NYC
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Is bourboning a verb?
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A bunch of stuff
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Saiph reacted to a post in a topic: patch.xp3 won't read - old Kirikiri game
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HataVNI reacted to a post in a topic: Please help me identify this game.
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Seems to be Shoukansha: https://vndb.org/v7976
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patch.xp3 won't read - old Kirikiri game
Darbury replied to wildpawz's topic in Fan Translation Discussion
I've patched old Kirikiri games that had no data.xp3 before, so it is possible. (Technically, there is a data.xp3, but it's part of the executable, as you saw. If you hex edit the exe, you can see it sitting there at the end of the file with all the proper xp3 headers and everything.) Not enough to go on from your description so far, so here are some possible troubleshooting steps: Try altering just one of the PNGs instead to narrow down if the issue is with the whole xp3 or just your ks script. Check the text encoding of your ks script. With a game of that era, it likely needs to be saved out as Shift-JIS. What program are you using to generate your patch.xp3? Sometimes, a different tool just seems to work better on certain games. In addition to GARbro, you might want to explore KrkrExtract and kiririki. Is the game expecting an encrypted patch.xp3? If so, you may want to see if GARbro has that game's encryption as an option or use KrkrExtract to create a Universal Patch. -
The .ks files are text files, just with a different extension. Open them in a text editor capable of handling alternate encodings such as Shift-JIS or UTF-16 (depending on the exact game). If you don't have one already, Atom and Visual Studio Code are both fine options.
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Darbury reacted to a post in a topic: Not the Target Audience
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Zoxell reacted to a post in a topic: Not the Target Audience
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Welcome to Fuwa, from one dad to another. Don't worry, we've got all kinds here... Ronald Reagan? The actor?! Then who was vice-president, Jerry Lewis?
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noob4822 reacted to a post in a topic: Data extraction thread
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What tool are you using for your extract? I'm assuming GARbro. Try using KrkrExtract instead. Just ran KrkrExtract on the trial version of your game and was able to get all the scripts, images, etc. out cleanly: ;マクロ//////////////////////////////////////// ; その夏最後の嵐の夜 ぼくは死んだ ;I died in the last stormy night in that summer. ; The TARHS Entertainment Presents ; 図書室のネバジスタ ; 統括・脚本 都志見文太 ; 河原に置かれた荷物、デジカメ。 ;原画・彩色 かずまこを ;流された靴と雨 ;音楽 鷹石忍 FROST ;背景 藍田望 ;制服・ロゴデザイン もろずみすみとも ;河川敷 ; ;=========================================================** *op|&act0[0] ;オープニング @title name=&title_act0[0] ; ;クリック待ちを表示しない @iscript sf.showpagebreak = 0; @endscript ; ;フラグリセット @call storage=flgreset.ks ; ;履歴出力 @history output=true enabled=true etc etc etc
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Is there any way I can change my visual novel's format?
Darbury replied to Draconix814's topic in Creative Corner
Welcome to Fuwa! You can absolutely do what you’re looking for in Ren’Py. Just use NVL mode: https://www.renpy.org/doc/html/nvl_mode.html It’s a little harder to customize than ADV mode (text and name tag at bottom), but still entirely doable. -
Darbury reacted to a post in a topic: [project] Sakura no Kisetsu Ren'py remake project
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Darbury reacted to a post in a topic: [project] Sakura no Kisetsu Ren'py remake project
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Fiddle reacted to a post in a topic: Hitokata Translation Project [Released]
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Darbury reacted to a post in a topic: Fan Translator Skills Registration
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I mean kiririki.exe, a command-line utility for manipulating XP3 files. But as I said, I don't have a direct download link for you. Google around enough, though, and maybe you'll find it...
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Welcome to Fuwa! I don't know all the details of your project, but here are some quick thoughts: KrkrExtract has always been a crapshoot for repacking. I tend to get the best results with kiririki (though it's hard to find a download of that these days) or GARbro. You're looking to make a patch, right? And not replace the data.xp3 file wholesale? If so, you'll probably want your final output to be a patch.xp3 file rather than a data.xp3. Don't try to replicate the file structure of the data folder in your XP3. Just keep your updated files loose in the patch folder and the engine will sort them out on launch. Hope this helps some. Good luck!
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[project] Sakura no Kisetsu Ren'py remake project
Darbury replied to adamstan's topic in General Discussion
Yup, something in that direction could definitely work. And since you won't have to worry about contrast against arbitrary backgrounds, you can remove the outline and just go with a dark color for the nav text. (Unstroked text will almost always be more legible at small point sizes.) -
Darbury reacted to a post in a topic: [project] Sakura no Kisetsu Ren'py remake project
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[project] Sakura no Kisetsu Ren'py remake project
Darbury replied to adamstan's topic in General Discussion
This version, 100% — plus, like, 3% percent I had sitting around in my jacket pocket. It solves so many problems for you. It minimizes the impact of the dithered backgrounds while also giving them visual context. It keeps character sprites from sliding to the far, far edges of the canvas (or behind their own dialogue portraits). And it just looks rad. Restyle that Ren'py bottom nav with an 8-bit pixel font and you got yourself a winner. -
Some problems with the translation I'm doing
Darbury replied to Kudou's topic in Fan Translation Discussion
Hi! Best of luck with your translation patch! Some thoughts below: Issue #1 The special characters aren't just bold, they're a different font entirely. (Your base font is serif; the special characters are sans-serif.) Most likely answer is that the English version of the game is using a custom font, which in Kirikiri is usually stored as .TFT files, and that font doesn't include accented characters. So whenever one of those shows up, the engine reverts to its default font. Possible solutions include: creating your own custom font containing the characters you need. (There's a font tool in the Kirikiri SDK.) tuning off the custom font in the config files and sticking with the game's default (which won't be nearly as pretty). asking the Académie Française to only use unaccented characters from now on. (YMMV) Issue #2 Haven't run into that exact situation before, but I'd start by doing a search of all your .ks scripts to see if those choice text strings are duplicated anywhere. I've worked with other Kirikiri scripts where that ended up being the case... -
Darbury reacted to a post in a topic: SoulUnion [Psychological Fantasy][2 routes completed 2.25.21]
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Cannot convert given narrow string to wide string
Darbury replied to Kisegami's topic in Fan Translation Discussion
Welcome to the imperfect world of wrestling with file encodings. Actually, I'm sure it makes perfect sense to all the CS majors out there, but... Looking back on my project notes, seems like my workflow involved copy/pasting the original Shift-JIS source into a new TextEdit doc (yup, I'm on Mac) then re-saving it out from there as a UTF-16 LE file. Apparently TextEdit did the best job of keeping the BOM where it needed to be. Anyway, this is the part where you get to experiment and find a workflow that works best for you. Or bribe one of those fancy CS majors into explaining the "sensible" way of doing it... -
Cannot convert given narrow string to wide string
Darbury replied to Kisegami's topic in Fan Translation Discussion
Visual Studio Code and Atom are both fine cross-platform options. Down in the lower right of their editing windows, they'll show you the current encoding of a file and let you re-encode it before saving. -
Cannot convert given narrow string to wide string
Darbury replied to Kisegami's topic in Fan Translation Discussion
Was about to say the same thing. I've run into this problem as well, and saving as UTF-16 LE with BOM always fixed it. How to tell if you did it right? Crack open your UTF-16 LE .ks file in a hex editor. It should start with "FF FE". -
Looking for some engines to reverse
Darbury replied to SeleDreams's topic in Fan Translation Discussion
I've played around with AIRNovel some in the past — I was taking a peek at Shin'ainaru Kodoku to Kunou e — and it's not too bad, all things considered. The development tools are all freely available at https://famibee.web.fc2.com/intro/home.htm. Extracting the assets from a game was pretty easy, but decrypting them without the key is where I got stuck. (It partially encrypts each file with a RC4 cipher, so you need to know both the key and the encryption length offset. Or something very technical sounding like that.)