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onii reacted to a post in a topic: Data extraction thread
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Not your browser, but your antivirus is blocking the download. And yes, false positives are to be expected with a program like KrkrExtract - after all, the very feature which makes it work so well (messing with the game's code to make it decrypt its own files) is similar to what viruses do. You can either temporarily disable your antivirus or ask someone else to do the extraction.
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None of the standard obfuscation methods then. Have you tried extracting with KrkrExtract instead of GARbro?
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Does the file start with "TJS2" when you open it in a hex editor? In that case, it's not encrypted but compiled. As far as I know, there's only a disassembler for this format (giving you the list of virtual machine instructions), not a decompiler (giving you an approximation of the original .tjs script). That said, only few Kirikiri applications compile their TJS scripts; the only ones I know of are Nekopara and Emote Movie Maker. If the file starts with the bytes "FE FE", though, it's a plain text script that got scrambled using one of the three algorithms supported by Kirikiri. I have a program that can reverse these, so let me know if you need it.
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Infernoplex reacted to a post in a topic: Decripting .ypn/.yps file
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Finding the .ybn decryption key is trivial: if you know the correct offset, it's right there in the file. No need to calculate or bruteforce anything. Here's a zip with the scripts in an Excel file and a tool that'll put the translated text back into the .ybn files: https://www.dropbox.com/s/lbhwyrt7lio0zd0/Yome juu tools.zip?dl=0 The patched files get placed in the "patch" folder. Copy those to a new "ysbin" folder in the game and you're all set. Some more remarks about the tool: It handles word wrapping automatically by inserting line break instructions. You may need to adjust the "MonospaceCharactersPerLine" setting in tool\textpatch.exe.config to get this working correctly. If you're planning on working on this translation with multiple people, it's also possible to create a translation patch directly from a Google Docs spreadsheet rather than an Excel file. PM me for details on this.
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frc_ reacted to a post in a topic: I Just Upgraded My PC OS From Vista to 10 After Nine Years! AMA!
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How can I unpack Scene.pak in a siglus engine game?
frc_ replied to xGreyHound's topic in Fan Translation Discussion
Yep, the binaries are available here: https://github.com/xmoeproject/SiglusExtract/tree/master/binary -
frc_ reacted to a post in a topic: MAITETSU 18+ DEMOSAIC STEAM-FAKKU PATCH [COMPLETE]
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frc_ reacted to a post in a topic: Nekopara best girl poll and general thread
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Shigure is probably just biding her time. In ten years or so, the feline competition will disappear all by itself. Ahem Coconut is pretty cute I guess.
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frc_ reacted to a post in a topic: Nekopara best girl poll and general thread
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Ulysses reacted to a post in a topic: NEW GAME: THE CHALLENGE STAGE
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Becoming a Teacher: Design my Lesson Plans
frc_ replied to solidbatman's topic in The Coliseum of Chatter
It's an introductory course aimed at first-year students who may not have any programming experience at all. Putting something scary like "reimplement assembly code in C++" in the description would risk driving away potential applicants, right? For their first foray into reverse engineering, it's better to make them acquire reference source code and express the knowledge they gained in a language suited for beginners. Why not all of them at once? The MC joins the reverse engineering course, poses for (or with) his artist girlfriend, and helps his literature geek sister with her homework. -
solidbatman reacted to a post in a topic: Becoming a Teacher: Design my Lesson Plans
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Darklord Rooke reacted to a post in a topic: Becoming a Teacher: Design my Lesson Plans
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Becoming a Teacher: Design my Lesson Plans
frc_ replied to solidbatman's topic in The Coliseum of Chatter
1) Visual Novel Reverse Engineering 101 2) The most common x86 instructions, how registers and memory work, how to use a disassembler, examples of file formats found in VNs. 3) Field trip: breaching the head office of a visual novel company and lifting their source control server while holding the CEO's daughter hostage. (Different company each year) 4) Writing a converter for a proprietary image format in Python. 1) Restoration of Hand-drawn Japanese Media 2) Methods for accurately estimating how a given damaged area originally looked like and faithfully restoring it. Examples of particularly tricky restoration works carried out by famous experts in the field. 3) Getting naked and acting out scenes in groups to take pictures for tracing. 4) Retouching a lightly damaged artwork. 1) Applied Localization of Bonding Segments in Visual Novels 2) Refresher on the various tropes and clichés found in Japanese romance scenes. Examples of common inaccuracies and exaggerations to be aware of. Techniques for improving upon overly repetitive or graphic descriptions. 3) Playing a segment on the projector and discussing how it could be rewritten to be more realistic and engaging to read. 4) Screwing a sibling of choice and recording the act for reference when translating intrafamilial bonding scenes. (Only children can ask their parents for help) -
That's an easy question with an easy answer.
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frc_ reacted to a post in a topic: What is wrong with reading a bad translation?
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What is wrong with reading a bad translation?
frc_ replied to Happiness+'s topic in Visual Novel Talk
I'm glad you specifically mentioned "essence", as in some cases, the author is simply not very good (at least by Western standards) and you do need to make quite some changes to get an enjoyable result. The visual novel I'm currently translating suffers from, among others, the following deficiencies: Repetition of random words like "city" up to six consecutive times. Narration that's redundant with preceding dialogue (e.g. a character saying "I don't know" followed by narration saying "Apparently she doesn't know"). Narration that's redundant with itself (two consecutive lines that say the exact same thing in a different way). Thoughts and dialogue that jump back and forth between topics without any sort of transition. Overly vague lines ("All of this happened because he's like that." Like what?) Overly detailed lines ("I hug her from the front"). Lacking vocabulary, especially in H scenes (everything is "happy" and "feels good"). It's problems like these that make you realize the source text is not holy and can - no, should - be rearranged, rephrased, and yes, rewritten to a certain extent. Clarify those vague parts. Cut those redundancies. Reuse space taken up by pointless filler to insert a badly needed topic transition. Even some actual events in the story may need to be patched. Imagine the following: you're nearing the end of the route. A huge crowd has assembled on the central square to celebrate the MC and his girlfriend. In the middle of thunderous cheering, they draw closer and... she kisses him they kiss each other. Seriously, you can't have such a scene end on a one-sided kiss, especially not if the whole point of the route is that the characters become equals. -
frc_ reacted to a post in a topic: Things that you want to see less of in Visual Novels
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Things that you want to see less of in Visual Novels
frc_ replied to Ranzo's topic in Visual Novel Talk
Oh, I forgot my biggest gripes: Less invisible characters. Not drawing so much as a portrait for a character the MC talks with for ten minutes is plain lazy. Less background reuse. If a route ends with a huge gathering of people in the streets, showing me the same sparsely populated road that I already saw on day one is lazy and disappointing. -
Things that you want to see less of in Visual Novels
frc_ replied to Ranzo's topic in Visual Novel Talk
Less faceless characters in general. They freak me out. Less MCs with dicks the size of their upper arm and balls with the capacity to coat a girl in semen five times over. Less overly long H scenes that describe every last thrust, squelch and splort in excrutiating detail. -
frc_ reacted to a post in a topic: Things that you want to see less of in Visual Novels
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How can I unpack Scene.pak in a siglus engine game?
frc_ replied to xGreyHound's topic in Fan Translation Discussion
Try this: https://github.com/xmoeproject/SiglusExtract -
frc_ reacted to a blog entry: I Hate Big Backs and I Can Not Lie
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I Hate Big Backs and I Can Not Lie
frc_ commented on Fred the Barber's blog entry in The Freditorial
Some examples from the project I'm working on to further illustrate the point: Literal translation: "Yeah... Who knows as of when we'll be able to become that kind of big person..." This version only gets the point across with difficulty. Instead, I wrote: "Yeah... Who knows how much time we'll need to become as dependable as him." "That's probably why it took time to properly digest the bigness of adults inside our chests..." This one sounds almost comical in English. I changed it to "That must be why it took us so long to realize how thoughtful adults are." I always assumed it was common knowledge that translation is about carrying over meaning, not words. Imagine my incredulity when I learned that some people actually prefer the latter. -
frc_ reacted to a post in a topic: Majo Koi Nikki Translation Project
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The Akagoei .ks files are obfuscated with a weak algorithm that's described here: http://www.geocities.jp/keep_creating/DojinDOC/HowToDecrypt.html (Reference for search engines: these obfuscated .ks files start with the byte pattern "FE FE 01 FF FE") You can use the following tool package for translation: https://www.dropbox.com/s/gvf78jd3iz93uqq/Akatsuki no goei tools.zip?dl=0 It contains a custom-made kscrypt.exe for deobfuscation. (Easier to use than the Perl script in the above Geocities link) Extract the .zip into the game's main folder and run unpack.bat. This will create a "script" subfolder with all the scenarios as .txt files: just the strings (character names, narration and dialogue), none of the game logic. They'll look as follows: // <0001> 暁の護衛 <0001> 暁の護衛 // <0002> プロローグ1 <0002> プロローグ1 // <0003> 物心がついて最初に教わったのは、人を疑うことだった。 <0003> 物心がついて最初に教わったのは、人を疑うことだった。 As you can see, each line occurs twice: once with a "//" prefix and once without. The first is for keeping a copy of the original Japanese line; the second is to be replaced by a translation. Once you've made changes to the scripts, you can run pack.bat to create a patch.xp3 file. From then on, the game will use your translation. This patch.xp3 is the only file you need to distribute for sharing your translation.
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