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Entai2965 last won the day on June 1 2024
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Entai2965 reacted to a post in a topic: Help how do I extract and repack a script file called sall.snl ?
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Rainbow Dragon reacted to a post in a topic: Help extract file script.npk from Saya no Uta steam version
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Entai2965 reacted to a post in a topic: AosTools | Commandline tool for extracting and repacking .aos files
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Ulysses reacted to a post in a topic: Converting any image file back to .tlg file
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Converting any image file back to .tlg file
Entai2965 replied to kurosakijin's topic in Fan Translation Discussion
Yes. If they are packaged inside of an e-mote archive (.pimg), then the altered .tlg images must be repackaged back into .pimg archives so they are where the game expects them to be. Use UlyssesWu's FreeMote project for that. Be sure to read the wiki. This syntax might be useful.- 11 replies
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WhiteRoseTranslations reacted to a post in a topic: New to Fuwanovel with big aspirations
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If it is an issue with the software, then you can start a new issue on Github and ask for clarification on what the requirements are to use their software.
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New to Fuwanovel with big aspirations
Entai2965 replied to WhiteRoseTranslations's topic in Introduce Yourself
Welcome! Don't mind Zaka, they are just prickly regarding MTL. Even VNDB started to accept MTL a while back. The traditional method to translate VNs is to extract the assets, translate the scenario text, and then put them back together. Garbro is the most notable program to extract assets. Sometimes, like with kirikiri, it can put them back together too. Otherwise, you usually have to search for game engine specific tools on Github or posted on odd forums. VNDB sometimes lists the game engine, the software used to create the game. The main upside is that this gives a native-like experience when playing the game. There is also a newer method to translate text that Mtool and LunaTranslator, site, use which is to extract text from memory while the game is running, and then overlay a translation. The main downside being the program to extract and overlay text is always required to view the translation. MTL can be used in either of the approaches. The fastest JPN->ENG MTL that is still mostly legible right now is the model used in SugoiToolkit. For non-English MTL, there are lots of models available on huggingface.co (the transformers library website). The best quality MTLs are AI translations and DeepL. There are some questionable attempts to quantify how much "better" each AI model is at translating than other ones. -
Entai2965 reacted to a post in a topic: The Visual Novel Database ; VNDB.org is a misinformation website
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This game does not really require anything special. Just extract and create the patch using Garbro like usual. There is no need for other repackaging programs. Oddly enough, the files themselves are also not encrypted or otherwise Garbro extracted them correctly with the XP3 settings set to NoCrypt. The game does check to see if the patch.xp3 is correctly obfuscated though. Maybe you were using an older version of Garbro before? The fork by crskycode is the latest version. Select all of the all of the files in the folder, then select XP3 as the type of archive, and the name of this title in the list. That will create the patch.xp3 archive with the correct settings. Do you have it working now?
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Here is the release on vndb for the ongoing translation for that vn. There is a discord link. Have you tried contacting the old group either through pm's on this forum or by joining their discord? If you offer to help out, they might be willing to share the workflow they developed to translate this. They have also made quite a bit of progress already according to what is listed on vndb, so it would be ashame to not be able to benefit from their work on this project thus far.
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That refers to an incorrect encoding. The .ks files need to be shift-jis or utf-16-le-bom encoded. Did you accidentally convert them to utf-8 during processing?
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Entai2965 started following Translating a VN made with unity.
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How to ectract archives from vn made with E-mote?
Entai2965 replied to kushidadousaku's topic in Fan Translation Discussion
Ignore me. Just posting some information here. きらきらスターズ ーidol project Aiー Kirakira Stars -idol project Ai- Kirakira Stars Idol Project Ai https://vndb.org/v27959 Game engine is Unity. Developer is sushi_soft. Edit: Have you tried Ulysses FreeMote? The readme says "The file header usually starts with PSB/PSZ/mdf" If the files you are working with have that header, then it might work. Be sure to read the wiki. Besides that, I am not too familiar with Unity. -
Entai2965 reacted to a post in a topic: (RESOLVED) Game errors when repacking
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(RESOLVED) Game errors when repacking
Entai2965 replied to l77l's topic in Fan Translation Discussion
If the game loads without any changes to the script files, then it is not an issue with how Fushigi-Tools repacks the files. Fushigi-Tools is working correctly for that archive. The issue is how to extract and insert strings into the .him files correctly. For that, you can either Write your own unpacker/repacker for the .him binary encoded shift-jis scripts based upon your efforts of trying to reverse engineer it, which likely involves looking at the .him files in a hex editor that supports shift-jis. Create a new post in the script extraction thread, since that is where we narrowed down the issue for this game. People more knowledgeable about script reverse engineering than me read stuff there sometimes. Create a new issue asking support for that format to be added to existing dedicated string extraction/insertion tool like SacanaWrapper or SExtractor. -
(RESOLVED) Game errors when repacking
Entai2965 replied to l77l's topic in Fan Translation Discussion
Does the error appear or change when using the full width versions of the ascii characters including full width japanese spaces? Try checking quickly here https://dencode.com/en/string/character-width What about when using half width ascii characters + full width japanese spaces? If the error stays exactly the same, then that likely indicates an encryption/packaging error. If the error changes, or it loads normally, then that indicates a script syntax error. Another thing to try to figure out what is happening is to repackage the script using the original unmodified text. Then if it works, modify it by shortening the first line a few characters. -
vocaotome reacted to a post in a topic: [Tool] Sugoi Offline Translator Repackage
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The actual names of the characters are in data.xp3\scenario\avan\Init_VariableADV.ks They are being used to both display the character name and look up the voices, so they cannot be changed there. The macro you are looking for that displays them is at data.xp3\macro\Macro_Direct.ks ; ◆ネームレイヤ 名前表示&記録 translates to Name Layer, and Name Display & Record. @macro name="ネーム表示_ボイス" translates to something like Name_Voice_Voice. There is a second macro for names without voices called @macro name="ネーム表示" So the code to modify the names for the voices macro is this. [if exp="mp.text.charAt(0) == '【'"] @ch text=%text charaname="&mp.b" @eval exp="f.ADV_CurrentCharaName = mp.text" [else] @ch text="&'【' + mp.text + '】'" charaname="&mp.b" @eval exp="f.ADV_CurrentCharaName = '【' + mp.text + '】'" [endif] The @ ch text= variable/macro controls the main display name, and the @ eval exp=f.ADV_CurrentCharaName= variable/macro controls how it is displayed in the history log. So you can lazily update both by doing something like this... [if exp="mp.text.charAt(0) == '【'"] @ch text=%text charaname="&mp.b" @eval exp="f.ADV_CurrentCharaName = mp.text" [if exp="mp.text == '【絵未】'"] @ch text="【Emi】" charaname="&mp.b" @eval exp="f.ADV_CurrentCharaName = '【Emi】'" [endif] [if exp="mp.text == '【八純】'"] @ch text="【Hazumi】" charaname="&mp.b" @eval exp="f.ADV_CurrentCharaName = '【Hazumi】'" [endif] [else] @ch text="&'【' + mp.text + '】'" charaname="&mp.b" @eval exp="f.ADV_CurrentCharaName = '【' + mp.text + '】'" [endif] Then just do that for every character. Keep adding [if ] [endif] blocks for every name in data.xp3\scenario\avan\Init_VariableADV.ks The above is good syntax for debugging because it appends the name to the current name plate which proves the game is reading and updating the names correctly. For the final patch, once you have finished adding every [if][endif] block for all of the characters, comment out the original japanese name by prepending a semi-colon. [if exp="mp.text.charAt(0) == '【'"] ;@ch text=%text charaname="&mp.b" ;@eval exp="f.ADV_CurrentCharaName = mp.text" [if exp="mp.text == '【絵未】'"] I am not sure is the code after [else] ever activates, but if it does, then that will also need to be updated. [else] @ch text="&'【' + mp.text + '】'" charaname="&mp.b" @eval exp="f.ADV_CurrentCharaName = '【' + mp.text + '】'" [if exp="mp.text == '八純'"] @ch text="【Hazumi】" charaname="&mp.b" @eval exp="f.ADV_CurrentCharaName = '【Hazumi】'" [endif] [endif] Then do the same thing for the other macro without the voices to update that too. One very important thing to keep in mind is that the scripts.ks files use tabs instead of spaces. Tabs \t not spaces must be used when indenting the lines or the game will crash if using 4 spaces for indentation. Another thing I noticed about this kirikiriZ game is that the dialogue scripts like 0_FDちなこな_1.ks are encoded in UTF-8 which is very cool. I am pretty sure that is a no-go for kirikiri2, but it is nice to see at least some kirikiriZ games natively support utf-8 using dialogue.ks scripts instead of always requiring the emote format (.txt.scn).
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Linsey22 reacted to a post in a topic: Finding UI elements in a Kirikiri game
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Finding UI elements in a Kirikiri game
Entai2965 replied to Nakkubu's topic in Fan Translation Discussion
Update! I found a program that can work with tjs2 bytecode by marcussacana called https://github.com/marcussacana/SacanaWrapper . The actual program is a .dll in one of their Github repositories which SacandaWrapper uses meaning that SacandaWrapper is just a proxy for that .dll. The SacanaWrapper releases page has a tool, StringTool.exe, that works like this. >StringTool.exe --help Usage: StringTool -Dump {InputScript} [OutputText] StringTool -Insert {InputScript} [InputText] [OutputScript] StringTool -Wordwrap {InputScript} [InputText] [OutputScript] So like... tools\SacanaWrapper_2.1.5\tjs>StringTool.exe -Dump initialize.tjs initialize.tjs.txt tools\SacanaWrapper_2.1.5\tjs>StringTool.exe -Insert initialize.tjs initialize.tjs.txt output\initialize.tjs Dependencies - The tool itself requires .Net Console Runtime 8.0+ and Windows. I tested it with runtime 8.0.8 and Windows x64. - It is probably better to download the release from Github and update the plugins yourself ...probably, but here is an offline version that has all the plugins already. Name: SacanaWrapper_2.1.5_with_plugins.7z Size: 8413407 bytes (8.02 MiB) CRC32: 28FB26AB CRC64: 807872665305C687 MD5: 192cabadbfec2861ba8269e33fe3158f SHA1: cd7af8123de94394cd7805cf750cb886927af58c -
Entai2965 reacted to a post in a topic: [VNka] Melty Amethyst Translation Project [Released]
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Entai2965 reacted to a post in a topic: FW-EDITOR? .pak archives contain .csb files? Help a beginner translate a VN.
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Entai2965 reacted to a post in a topic: FW-EDITOR? .pak archives contain .csb files? Help a beginner translate a VN.