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Everything posted by adamstan
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Regarding MoeNovel and what can be done.
adamstan replied to The White Cat's topic in Visual Novel Talk
All english versions are the same - ASFOS is available from JAST too, but it's the same version as on Steam.(Forget it, JAST sells IMHHW, but not ASFOS) I don't see how there was anybody lying about the content of ASFOS - it's an all-ages version, and never was advertised otherwise. If you absolutely must have +18 version, then you have to buy JP version. But really - unless you desperately need fap material, give ASFOS a try. If every all-ages version of moege/romance VN was done at least on that level, I wouldn't mind at all. It is just as your signature says - "wholesome and cute" -
Regarding MoeNovel and what can be done.
adamstan replied to The White Cat's topic in Visual Novel Talk
Well - I liked this version, so I don't regret buying it at all. I don't go all political about it - if they do something good - I buy it to support them. If then they release some unreadable shit - I won't buy it. Simple. (Although I have to admit that I bought IMHHW after retranslation patch was released - the money ultimately goes to Pulltop, and it was much easier to get than JP version.) -
Regarding MoeNovel and what can be done.
adamstan replied to The White Cat's topic in Visual Novel Talk
Yeah, that's it. So unfortunately MoeNovel going down would probably mean no Pulltop official TLs at all. -
Regarding MoeNovel and what can be done.
adamstan replied to The White Cat's topic in Visual Novel Talk
AFAIK MoeNovel is Pulltop's localization branch - they aren't "licensing" their games, it's essentially Pulltop doing localizations themselves. So that just means they don't want +18 EN versions of their VNs. As for the ASFOS/Miagete - I agree with Deceay, all-ages version was good. I actually - much to my surprise - liked it better than +18 version. I wrote more in the game's discussion thread. -
Today, as a break between Fureraba routes, I decided to revisit the first VN I played loooong time ago - True Love ~Jun'ai Monogatari~. It has something in common with Fureraba, as it's too a mix of VN and dating sim (although leaning much more towards dating sim side). What can I say - it shows its age, but nevertheless it was enjoyable experience. Girls are nice and pretty good looking - the whole game has that pixel-art charm to it. It seems to me that main heroine is Mikae - she gets most of the screen-time, and her route is easiest to get. Actually I liked her - I wonder if it's because of this that I have soft spot for osananajimi heroines As it was mentioned in other threads - it is possible to get all but one endings in one playthrough (you have to chose between Mikae and Remi), although that requires some heavy saving and reloading to beat the almighty RNG - many events are happening at random, and if they don't trigger, you're locked out of the route they belong to. It made the game little annoying at times. Second complain I have is the localization quality - it's rather messy. Supposedly browser version at Asenheim Project's site has some translation fixes, but I played old Win95 version. There were many typos, grammar errors, and often dialogue lines were mislabeled - like the girl's part was labeled as protag, and the other way around. So considering it all - 6.5/10 (it got +0.5 for sentimental reasons ) Not bad, you can give it a shot if you're feeling sentimental, but don't expect breathtaking greatness either.
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What are you listening to right now?
adamstan replied to Snowtsuku's topic in The Coliseum of Chatter
Right now I listen to Saeko Chiba's "Everything" album. Great songs written and arranged by Yuki Kajiura. -
Does anybody have JP version of the game (original voiced PC version from 2002 - https://vndb.org/r6253 , not remake)? If so, could you send me the scripts file (ISF)? In english version, there is one missing line in Matsuri's route - like, there's voice but no text at all, just blank box. It is caused by error in script file, and I am unable to fix it - ArcTool can replace/reinsert text in existing lines, but cannot insert new lines into existing script. Pasting whole block from previous line with Hex editor doesn't work, because script is compiled, and when I do that, all offsets go through the window - the script then fails to load. So the only way to fix it is to use original script (hoping it isn't broken as well...) and replace JP lines with english ones. Another alternative would be to put that text into next Tsukasa's line, but it'll look weird. BTW Today I finished text extraction from script files - now I have to import them into spreadsheet, sort, format etc etc. (And possibly re-extract second chapter of Matsuri's route, If I can lay my hands on JP script file).
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For me it was True Love Jun'ai Monogatari - somewhere around 2001 I think. I managed to finish it using walkthrough. I didn't know back then the term "VN" - that was, as Frullo NDE pointed out - "dating sim" or "hentai game". I also remember Nocturnal Illusion, Three sisters story and Fatal Relations from that time, but never finished them - they were too convoluted or too long for horny teenager . Then, last year, "one thing led to another" (flash h-games >> some rather bad OELVNs like "No One but You", some Dharker titles or - heaven forbid! - Sakura Swim Club >>) and I landed on Dal Segno, which I consider first "proper" VN I read - and I got hooked.
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Yesterdeay I started Fureraba It looks promising for something light and fluffy, however they tried to discourage me from playing by revealing the shocking truth right at the beginning
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Riki's voice appears much later - in parts of Refrain AFAIK. Before that we only hear his screams and whines during baseball and battling minigames. But Rin and Sasasasasami - yeah, that was good, as they often appear in the same scene.
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I don't see in which way would it be easier. The amount of the operations needed stays the same. In the meantime (thanks to the power of HEX search in Total Commander ), I determined which character appears in which script, and made nice chart for it Total amount of extraction operations that have to be manually invoked from ArcTool is 355 (dialogues) + 28 (narration) + 12 (choices) = 395 EDIT make that 384 (344+28+12) - I set bad ranges for "X" counting
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I'm replying to myself - clear sign of madness I figured out how to do it, but it will be very tedious task - extraction alone may take weeks In the START.ISF file I found a table of character names. I wrote them down, and here's the result: Kazoku Keikaku (Family Project) String search patterns for ArcTool FF03|2 - narration FFxx04|3 - dialogue lines xx= 01 - Tsukasa 02 - Chunhua 03 - Matsuri 04 - Jun 05 - Aoba 06 - Masumi 07 - Hiroshi 08 - Lau 09 - Kei 0A - Sayo 0B - Welcome 0C - Daigo Fukuryu Maru 0D - Claude 0E - Jody 0F - Yuri 10 - Junko 11 - Fung 12 - Isasaka 13 - Ooba 14 - Meat 15 - Old Man 16 - Crow 17 - Hasta Luego 18 - Part-timer 19 - Voice from kitchen 1A - Everyone 1B - Staff 1C - Landlord 1D - Landlord 1E - Sales Clerk 1F - Shady Guy 20 - Mailman 21 - All at once 22 - Driver 23 - Hiroshi A 24 - Hiroshi B 25 - Customer 26 - Dog 27 - The three 28 - Jin 29 - TV 2A - Manager 2B - Interviewer 2C - Clerk 2D - Jackie 2E - Sarah 2F - Voice 30 - Passerby A 31 - Passerby B 32 - Housewife A 33 - Housewife B 34 - Housewife C 35 - Lady 36 - Girl 37 - Girl A 38 - Girl B 39 - Girl C 3A - High School Girl 1 3B - High School Girl 2 3C - Woman 3D - Little Girl 3E - Principal 3F - Child 40 - Female Employee 41 - Jody 42 - UnKnown 43 - UnKnown 44 - UnKnown 45 - UnKnown 46 - Man 47 - Man 1 48 - Man 2 49 - Man 3 4A - Kid 4B - Young Man 4C - Father 4D - Father 4E - Old Man 4F - Soeda 50 - Opponent 51 - Subordinate 52 - Announcer 53 - Lanxia 54 - Misha 55 - Worker 56 - Wakaba 57 - UnKnown 58 - UnKnown 59 - UnKnown 5A - UnKnown 5B - UnKnown 5C - UnKnown 5D - UnKnown 5E - UnKnown 5F - UnKnown 60 - UnKnown 61 - UnKnown 62 - UnKnown 63 - ? 64 - UnKnown According to that list it seems, that when using "Family Project" preset, ArcTool grabs "Tsukasa" (01) and "Girl" (36) dialogue lines. But still in the output file they aren't tagged, so still everything has to be extracted using "Manual" mode - one character a time. So now it goes like this - for each scenario script file (there are 28 of them) I have to run ArcTool multiple times to extract texts belonging to each character. That will produce bunch of text files like that in first post. Then I need to import them into spreadsheets, add a column with character name for clarity, put them all together, sort by address/offset at the beginning of each line, and then they're ready for editing...
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Well, it looks like I'm slowly figuring it out, and even getting some results back It looks like I wiil have to extract each part of text separately, edit and recompile. Fortunately, as the above image proves, Arctool is able to put edited lines back into game. It works like a "translation" - you don't replace lines, but add edited lines after "=" sign in extracted strings file.
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OK, I did some digging, and it seems that ArcTool would be ideal for this, if it was finished and not abandoned In current state it doesn't cope with Kazoku Keikaku scripts, as contrary to Crescendo, it uses different "headers" for different text sections. In Crescendo, there was constant pattern of 000080FF before each line, with line length stored 4 bytes before. That equals to the default ArcTool setting of FF800000|4 according to the manual. However, for Kazoku Keikaku there are different values for different sections. And it is for example FF03|2 for narration, FF010403|2 for MCs dialogue lines, FF020403|2 for Chunhua dialogue lines etctc. Unfortunately, when using "Family Project" template, ArcTool only grabs the ones responsible for MCs dialogue. In Manual mode theoretically I should be able to input something like FF020403|2|FF010403|2|FF03|2 etc and get all content decompiled, but due to some bug, it doesn't accept anything above 16 characters, so it doesn't work.
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Hi. After reading Kazoku Keikaku I was taken aback by poor editing of the later part of the game. Thinking about re-editing it into something more readable, I tried to extract the scripts from the game. Unfortunately I ran into the wall pretty quickly. The only tool that was able to do anything was ArcTools. It recognizes ISF files, has even built-in template for Family Project. Unfortunately it was only able to decompile dialogue lines, omitting everything else (narration, character names over spoken lines etc etc). It produced a bunch of files with content like this: :: word wrap line after, characters=50 :: - <7B79, 0006> "......"= - <8296, 0006> "Ai ya~"= - <8458, 0006> "..."= - <8948, 0006> "Hey, are you alive?"= - <89B2, 0006> "...mmm..."= - <8DA7, 0006> "Hey, what's wrong?"= - <8E89, 0006> "Are you okay? Can you get home by yourself?"= - <8F23, 0006> "..."= - <902D, 0006> "Ah..."= - <9109, 0006> "... Wo ... xiang yao ... yi bei ... shui."= - <923D, 0006> "Ai ya..."= - <92EF, 0006> "Hey."= - <94A9, 0006> "What happened?"= - <9A31, 0006> "Damn it."= - <9BC4, 0006> "But now isn't the time to be saying this."= Completely unusable. "AE VN Tools" is able only to extract files from main archive, but they stay in encoded form - its script module isn't working, so it cannot decompile scripts. On the AE page, I stumbled upon a pack of python scripts that are supposed to decompile and compile ISF scripts, and also convert them into Ren'py. Unfortunately - they crash d:\tools\isf_tools_20100606>isf_disasm.py snr00.isf >snr00.txt Traceback (most recent call last): File "D:\tools\isf_tools_20100606\isf_disasm.py", line 97, in <module> print isf_disasm(sys.argv[1]) File "D:\tools\isf_tools_20100606\isf_disasm.py", line 76, in isf_disasm x = isf.decompile(buf) File "D:\tools\isf_tools_20100606\isf.py", line 589, in decompile return ast(ISF(), buf[len(j) * 4:], j) File "D:\tools\isf_tools_20100606\isf.py", line 580, in ast isf.ast += [[o] + params[o](p, (j, js))] File "D:\tools\isf_tools_20100606\isf.py", line 121, in p_onjp r += [(T_LABEL, ulabel(wd(p, i), jjs))] File "D:\tools\isf_tools_20100606\isf.py", line 65, in ulabel return js.index(j[l]) IndexError: list index out of range d:\tools\isf_tools_20100606>
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Yes, you're right, this isn't right topic. Or maybe, even better, I should post it in FanTL subforum.
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Well, I tried to extract scrpits using ArcTools, but it only exctracted dialogue lines, ommitting everything else (narration, character names above spoken lines etc etc), so I got bunch of files with content like this: :: word wrap line after, characters=50 :: - <7B79, 0006> "......"= - <8296, 0006> "Ai ya~"= - <8458, 0006> "..."= - <8948, 0006> "Hey, are you alive?"= - <89B2, 0006> "...mmm..."= - <8DA7, 0006> "Hey, what's wrong?"= - <8E89, 0006> "Are you okay? Can you get home by yourself?"= - <8F23, 0006> "..."= - <902D, 0006> "Ah..."= - <9109, 0006> "... Wo ... xiang yao ... yi bei ... shui."= - <923D, 0006> "Ai ya..."= - <92EF, 0006> "Hey."= - <94A9, 0006> "What happened?"= - <9A31, 0006> "Damn it."= There isn't much I can do with it I've googled "Ikura GDL script tools" but aforementioned Arctools is the only one that does anything. AE can extract files, but cannot decompile them into text format, as its script module isn't working - they stay as binaries, so unworkable too. If translation team had to work with something like this, I'm beginning to understand why it's such a mess
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I think I probably could try to re-edit it into something more readable, but there are two problems. 1) I don't know/have the tools to extract script and then put it back into game 2) Probably there aren't too many people still interested in reading (or re-reading) such ancient VN.
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I liked almost all about it - including minigames (but excluding shooting in Saya's route). It gave me all sorts of emotions, and I totally enjoyed it. Current English edition is really well made - running in HD, with the ability to switch languages on the fly. Totally recommend it. For now it's highest rated VN on my list.
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Yesterday I finished Kazoku Keikaku (Family Project). Man, that was heavy... definitely not moege I read it in order suggested by walkthroughs - Matsuri, Chunhua, Masumi, Jun and Aoba, throwing bad ending somewhere in between. Hard to choose best girl, but as of route ranking, I think that Aoba was definitely the best, thanks to her development, followed by Jun and Matsuri, then Chunhua and at the end Masumi - her route felt the weakest for me. However, all routes have good after-credits epilogues. Protagonist also changes in a good way - at the beginning he was sometimes unbearable. Sometimes the drama felt little over the top. However, this VN gave me again some food for thought about relationships etc - big plus. The game itself has some quirks - for example Art and music was OK - nothing to write home about, but nothing horrible either. Backgrounds were good, and most character sprites too. Variable title screen was nice touch - at the beginning there is just empty house, but as you complete character routes, they appear on the title screen and when the game is completed it looks pretty lively Unfortunately - translation is total mess I remember reading about it in reviews, but it starts out OK and it keeps that decent level up to ~3/4 of the common route. Then it falls apart and turns into unedited mess, that often is hard to figure out - lots of typos, some missing lines, mismatched tenses, pronouns and particles etc etc. Often sentences seem to be translated out of context, which results in mismatched subjects. Knowing something about Japanese grammar I was able to somehow reverse-engineer it and figure it out (like, stripping the sentence of subjects and other things which are often omitted in Japanese and then trying to put it in context), but that was quite a chore. It looks like they ran out of either time or money for editing during the production and left last part unedited. Mind you, I read patched version - reportedly it was much worse in the first version. However here's the strangest thing about this. In the transition between common route and character routes there are some scenes/lines that repeat in each route - however in the script they are treated separately, as "skipping read text" doesn't pick them up. AND IN EACH ROUTE THEY ARE TRANSLATED/EDITED DIFFERENTLY! Ranging from almost decent to incomprehensible gibberish. WTF? At some lines it falls down almost to the level of infamous original translation of Agehas route in Konosora. So to sum it up - nice game, not exactly pleasant read but engaging. Unfortunately it loses points due to editing, as fighting with translation somehow dampened emotional impact of the routes. 7/10 (later raised to 7.5/10) Now I definitely need something lighter. I think it's finally time for Fureraba.