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adamstan

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Everything posted by adamstan

  1. TBH, rewrites for both all-ages versions of Konosora and Miazora are quite decent. If it wasn't for IMHHW's bad translation quality, I think there wouldn't be as much an outrage (and incorrect rumors) about it. But no, contrary to popular belief, they didn't just cut out the sex scenes in either game. BTW, I wonder if Anofure will get translated. I read it in Japanese and loved it, but I'm not sure if Umikana Steam sales were good enough to translate the sequel
  2. I will check those out when I get back home
  3. Thanks! I found correct signature for my system, and now it works (Screenshot got weirdly streched, but that doesn't matter ) If I may ask - how did you know that it should be function 0x46328 ?
  4. I was full of hope, but sadly, it's again perhaps the problem of different compilations on different systems - on mine, I get "No Result!" message when trying your custom script with d-code. Could you describe how did you arrive at this code? Then maybe I'll be able to work out the one for my system.
  5. +1000 this. All-ages version of Princess Evangile does this, and it worked great, at least for me. Also, I wish they stopped inserting cringey, mood killing h-scenes in most random moments just to fill the quota.
  6. I'm not familiar with this game, but usually VNs have more than one ending (except the so-called "kinetic novels"). If you're in doubt, it's best to search for a walkthrough/guide.
  7. Okay, as far as PPSSPP64 is concerned - "test2" version works properly for me: When using the same signature on "test 1" version, it hooked to the correct address but it crashed when I pressed the button to advance the game. And here are search results for rpcs3 and the abovementioned '&' - Sora no Mukou de Sakimasu you ni - But when trying to hook onto one of those instructions I get either no reaction or crash.
  8. Okay, I'll test that too. Also I think now I'll focus on making it work with '&' - Sora no Mukou de Sakimasu you ni - on rpc3 emulator. I found out that this game uses utf8 encoding with 00 as terminator, I found an address when one of the lines is stored, and have a bunch of instructions that access it. Among those, one seems to be the instruction that reads the line one character at time, since it executes the same number of times as there are characters in the line. But when I try to hook to any of those instructions, I either get no reaction or a crash (the endless loop of "onEnter <address>" messages) When I get back home I'll post a screenshot with those instructions - maybe you'll have a better idea which one would be good to try. But it's also possible that rpcs3 works in a weird way, just like PS3...
  9. I think I finally got it fully working on 64bit PPSSPP. The crash I experienced previously when trying to use signature was because the signature was too vague, and it actually hooked to the wrong address - I only noticed it when I paused emulator before attaching. When I tried more specific signature - it worked. I did that on "test 2" version.
  10. I had pretty busy weekend, so I could do just some quick tests - and there is some progress. On "test 2" version address mode worked on PPSSPP 64, but it still crashed in pattern mode. And I still couldn't make it work with rpc3 - it also crashed, both in address and in pattern modes. I'll try it with a different game - maybe the one I'm trying to hook (PS3 version of '&' - Sora no Mukou de Sakimasu you ni -) is extremely tricky?
  11. I did some more tests, and it seems, that on my system situation with ExecutionWatch is as follows: On 32bit PPSSPP the address mode works, as demonstrated above, but Pattern/Signature/D-Code doesn't - it always gives back "no result", even though I think I created correct signature. On 64bit applications - PPSSPP and rpc3 (PS3 Emulator) it keeps crashing, with the endless loop of "OnEnter <address>" messages - both in address mode and in pattern mode. I have i5-4570 CPU, 8GB of RAM, and I'm running Windows 7 Home Premium 64 bit.
  12. I tried. It still crashed, but this time instead of just "onEnter", it displayed this: And when trying D-code you found first, I get following output: Pattern: 46??????????45??????F3??????????F3??????????41 [Pattern] no result! ***** UPDATE **** The crash above happened on 64bit PPSSPP, but tt worked on 32bit PPSSPP!
  13. The instruction looked like this: 13C53DEBB - 46 0FB7 44 0B 00 - movzx r8d,word ptr [rbx+r9+00] << And as for full screenshot from CE window: Of course this time addresses are different (apart from two LSB) since this screenshot is from different run.
  14. Sadly, still no good I found address of the instruction you showed in your tutorial: But when I press the button to advance to the next line, PPSSPP freezes, and Agent falls into endless loop: Also, I noticed that addresses I'm getting from CheatEngine have only 9 digits, while yours have 12, but I'm not sure what it means.
  15. Thanks, I will try it out when I get back from work It's 4th generation i5 (I don't remember exact model number now)
  16. I updated the PPSSPP. It still didn't worked, but then I noticed I've been running 32bit version. When trying to use your D-code, it would just repeatedly ask for it again and again. However, when I tried 64bit PPSSPP, the Agent has accepted the code, but it doesn't seem to grab the text. Here's the result:
  17. @0xDC00Sadly, I'm still unable to hook PE Portable. The D-code you provided doesn't work for me. I guess it's caused by the fact that this game (as well as many other PSP ones) seem to load into different memory area on each boot. For example, for the first two lines of text, I get following results: At first run: 132E7F80 132E7F8E Then, after restarting the emu: 122E7F80 122E7F8E And in the third run: 12EE7F80 12EE7F8E So, as you can see, it's at different initial offset each time - three most significant nibbless of the address keep changing at each run. Also, the guide for finding D-code seems a bit unclear to me, I have trouble following it. BTW - could I perhaps ask you for the D-Code for PS3 version of '&' - Sora no Mukou de Sakimasu you ni ? (BLJM61131) From my experience, contrary to PSP games, PS3 ones seem to mostly use fixed address space.
  18. And, as planned, two days ago I started reading Parfait ~Chocolat Second Brew~ Standard Edition First impressions... One of the main features of Maruto's writing - great interactions and dynamics between characters - is there right from the start, just like in his two previous games I've read (Kono Aozora ni Yakusoku o and Folklore Jam). Backgrounds look very good, character sprites need some getting used to, but aren't bad Game engine has lots of nice features, like quick save/load bar on the right, or color-coded text for different characters. The only thing that I'd prefer not to have is map movement system, which sort-of forces you to build your own common route.
  19. AFAIK on other forums I've read something like "There are 10 (relatively short) H-scenes, out of which 4 or 5 are rape"
  20. Thanks - now you gave me good reason to add your tool to my hooking arsenal
  21. By the way, @0xDC00, would it be possible to use that second script to hook something like PSP version of Princess Evangile? It's engine is a bit weird, and MemoryWatch methods (including Cheat Engine and Textractor) don't work with it, because it doesn't store currently displayed text at fixed memory area. Instead it loads up big chunks of script - or perhaps even whole - and then seems to render directly from that storage area. So whenever you find currently displayed line in the memory - it will be always that line under that address - no change, and each subsequent line is read from different address.
  22. Oh, the version I downloaded few days ago, didn't have the ExecutionWatch script, just two versions of Memory Watch - and Memory Watch does essentially the same what Cheat Engine would do. But that ExecutionWatch looks more interesting, and perhaps even promising.
  23. Unfortunately, according to posts on r/vn quoting JAST's Discord, it seems that Steam rejected it already According to post from JAST employee, it just hasn't been accepted yet. Let's keep fingers crossed. OTOH I hear that those H-scenes, even fucked up, are there for story reasons, so maybe I should give it a chance? Hmm... still not sure...
  24. Yeah, exactly. I see no advantages at all this Agent would have over Cheat Engine & HAT combo - especially since you still have to fire up Cheat Engine to search for memory address. The only difference is, that it generates hex encoded version of text from OCR.
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