-
Posts
57 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
Events
Everything posted by qberty
-
For sure. Though, I could easily just take any script from a game and reverse engineer it to be compatible with the engine. Right now i'm testing this out by integrating the script format of Narcissu's VNDS version and then i'll test it by running Fate/Stay through the same modified engine. If it works, then i've follow script_format.txt perfectly, and my engine will then be compatible with VNDS. Than I can do Ren'py for the majority of people wanting Katawa Shoujo on their phone. Is there any Kiriri games that have their scripts fully decrypted? I could just reverse engineer them.
-
Though it may not be that helpful, since most of the translated documents aren't translated, and i'm not to big on reading any kind of kanji. I'd just need to know the TJS2 script format basically.
-
What you guys need to realize is that in this case I HAVE to do it line by line. I'm not purposelessly doing this for fun. Scripts for certain games cannot be properly automated. So it must be done by hand. Just no way around it. Games like Narcissu, Fate/Stay CAN be automated because they use a scrypting language that I can integrate into the engine itself, so no porting needed. But again, a game like Princess Waltz needs to be done line by line.
-
Well if you can find me documentation on it's scripts than for sure I'll add it. I'm starting to like the idea of an engine that can read all script formats. Hell, maybe even design it to allow meshing, so that multiple people that know those engines can port together regardless of the scripting language they use. Having an engine that accepts multiple script formats might also intrigue people to port more VN's to android. If you can find me docs of script engines than I can just integrate them into my engine instead of having to port every game all the time.
-
Thank you. Infact, the scripting isn't all that bad (http://digital-haze.net/files/vnds/script_format.txt). I think I can make my engine read VNDS Never heard of a VN engine that could read multiple types of engines but VNDS and Ren'py sound like good candidates.
-
Well VN Engines are only as good if they have a commercial backing. Which my engine will, but also be publicly available. Since it's not a race to see who can create the most efficient engine, it's more over just being about which one has the most features, and is the easiest to use while still having a candy UI. But i'm determined to make sure as many markets get to play a visual novel as possible. I mean, it's different from just a simple fan translation where it's just a group translating into one language. Being universal is great as long as it doesn't wreck the quality. So far, I barely find quality in todays engines.
-
I totally agree. Though, would you rather get paid for it, confirming that it will be done at all? Versus no good VN's on Android, for free. lol Though, Google Play has this new feature for top developers (i've had access to it for quite some time), and it allows you to submit an entire app for professional translation into multiple languages. Now, if we can get games ported properly, I don't mind shelling out for an easier way to get visual novels in different languages. Especially fast paced. Also, in regards to fate stay night, from what I see, the script is VNDS readable. If I integrated a VNDS interpreter into my engine... well then some VN's wouldn't even need porting. Anyone know of where I can find some documentation on VNDS?
-
Well actually no.If you want to think about it technically, this is very different from a fan translation. Most notably because a porter isn't actually translating anything. There's no real thought process or creativity involved. It's like building a car on an assembly line, not like copying a painting. A person spends more milliseconds on deriving if their own translation of a line is plausible or not. A porter would literally need no thought process. It's a simple matter of following directions. Firstly, a porter would have to know every type of possible variation of data per line. Best way to do that, is by going through line by line. They see a line contains an image file, they don't have to think about it, they just copypasta in to the new script. Same goes for all the other types of elements that is possible for a line (chars,bgm,sfx,text). So if you're saying that 50,000 lines would take up to a year: 31536000 / 50000 = (630/60) = 10 minutes per line. Seeing as how you wouldn't be translating/porting all day everyday. Say you spend 3 hours a day, for 3 days of the week, So: 32400 * 52 = 1684800 seconds a year you spend translating/porting. 1684800/50000 = 33 seconds a line for translations. From my experience, i've been able to PORT YMK line by line at about 4 seconds per line. SO: 4 * 50000 = 200000 seconds. Spreading that out over a course of a week: 200000 / 32400 = 6 6 as in 6 weeks. So about 3 months to do 50,000 lines of porting versus translating the same lines in a years time. Sorry about the chaos math, of course it is all a rough estimate (this is of course, just for a single person doing it line by line. You add another person, and the variables fly off the handle and it becomes pretty doable. Just painstaking.). Alternatively, I could have just said porting is faster but I always seem to feel like I need to explain myself. In my opinion, I think it's pretty worth it considering how porters + consumers benefit from it. Financially, apps are the new software on the go. People prefer it. More privacy, and more control. For a porter, i'm offering a percentage on any of the paid game ports. If the porter decides to do it for free, than I cannot sell the port of course.
-
The only hard part would be to extract the images,characters,voices,bgm,sound effects, and scripts from the game itself. Since there's some good tools that take care of that, it's not really a matter of difficulty. It's just how willing are you to dedicated some time converting the scripts of the game to scripts that my engine can read. Let me give you an example. All a person would need to do here for any of these games is: Take a script that looks like THIS: And convert it to look like THIS: Of course, that's the horribly decrypted script of Princess Waltz (Will Co's Engine scripts have not been properly decrypted, but plenty of other games have perfect 1:1 clean decryption without much garbage text). If you'd be converting a different game's scripts than the easyness factor is as good as the extractor you use to get the scripts from the game. That actual converting process as you can see is pretty straight forward.
-
Is it easy to rip assets from console visual novels?
qberty replied to danpc's topic in Fan Translation Discussion
Well that's the exact same idea I had. Which is why I made an engine to do just that. But for console games, it's a little difficult to rip the assets out of. If you have a game in mind, try using AnimED on it. It supports some PS2 archive formats. If you can get the text and other resources out, then the rest is just porting which is easy. -
Well to answer both statements, the VN list I compiled are visual novels that can be successfully decompiled by AnimED (the visual novel unpacker). The listed VN's are able to have their scripts decrypted so they can easily be ported to my engine. The problem with multiple VN's on the same engine is for example Will Co's visual novel engine. Used for both Yume Miru Kusuri AND Princess Waltz. But the scripts cannot be easily converted because each visual novel has an updated version of the engine, so the script aren't predictable. YMK is simple. The scripts are full of garbage text and hex code but are still simple image and sound based lines. Princess Waltz on the other hand, even though using the same engine, has image zooming, sound volume manipulation, custom interface images on a chapter basis, a separate character image for a zoomed in version of each character, and the list goes on. So it's not simply a matter of making a converter for the engines script if each game that uses that engine, is formatted differently, or use different features. Plus Princess Waltz has a card game. A converter of scripts would crash. So in the end, everything needs to be done line by line. But 1000 people doing 1 line would finish the conversion faster than 1 person doing 1000 lines. Hence the field work that is just time consuming lol.
-
That's pretty much the most time consuming part, yeah. If I could have automated the process by converting the scripts programmatically then I wouldn't need to do the grunt work, but scripts for every VN is obviously formatted differently. So I'd have to go through them, line by line, which is definitely a hassle :/ The more people working on it, the faster it gets done. Since this isn't a job that you need skills for, I figured it'd be extremely quick and easy to port a bunch of VN's since i've gotten all the hard coding done.
-
Not really much of an application process. The basic idea is, I completely hack/decompile a game. So in your case, shuffle!, and I give you the scripts for you to convert to a script that my engine can read. So the best way to learn what my engine can read, is by looking at the documentation @ http://vnengine.com/documentation.html Everything is in english. The scripts that my engine uses, are extremely simple. Text/variable based. And if a visual novel has a specific feature (for example, having a character image move around or have a certain filter effect on a background image), I can easily code it in while keeping the scripts 100% compatible with every new version. Once you make the script, it will be compatible with every OS that my engine is compatible with. SO, that'd be Windows, Mac, Linux, Android and even iOS (I was working on a PSP version, but i'd rather invest more time into the Vita).
-
Well it's pretty simple. I give the porter the script files. In plain english, and they just have to re-input it in to another script so that my engine can read from it.
-
Hey there, I know i'm not very active on these forums but I don't see a better place to post this than Fuwanovel! As some people know i'm porting YMK to Android, it's going good but I also want to port Princess Waltz. Everything is all set up and ready to go, I just need some people or a person to help port over the scripts i've decrypted to my engine (0m3ga VN Engine). I need a person that is willing to dedicate some time in to helping me port the scripts over (NO CODING/HACKING EXPERIENCE NEEDED). Now i'm not running a gag here, so you will be paid if need be. I want to get as many popular VN's on Android as possible (the android market for visual novels is slim to none). If you aren't interested in porting this particular game, I offer the same offer but for any one of THESE games: Thanks for reading.
-
Yeah, 100% of every tester has complained about the rollercoaster scroller. It's not really a bug or anything, I just accidentally added a couple of zeros to it's easing speed. So it's easy to adjust. As for the android app, PM me or e-mail me, now that i'm done a lot of my main projects, I have some more time on my hands
-
So here is one of my projects in beta stages that would actually benefit from more testing. I've finally come up with a better and more efficient way to translate visual novels. This application can be used to translate visual novels made with my engine line by line as needed (It's a beta so feature fixes and additions are welcome as well as critical comments). I'm also finishing up an API system that will allow ANY game developer / engine developer to hook into the applications database to use it's translation services. The best way for you to experience why this is an easier way to translate is by downloading it and trying it out for yourself. Seeing as I know people on this forum are very privy to visual novels AND translations, this would be easy to smooth out with some testing. Currently, i've added two test scripts from some relatively small games to test out if the database can handle high volumes of translations. Download 0m3ga VNE Translator Thanks for reading.
-
@ilegend I think an Android App for fuwan would be cool. Want me to help make one?
-
Hmm, from the looks of it the raw data itself seems to use a cyclic SHR 4 looping encryption....Or maybe SHL...I can't really tell. hmm, the best thing you could do would be to figure out the engine that this VN uses, or use an injector like AnnotPlayer or extract the media files and just rewrite the entire game one line at a time.
-
Mediafire, Rapidshare, uploading.com, etc.. Just google file uploading sites. xD
-
Could you upload it somewhere else? 4Shared requires you to have an account.
-
I know it's and old game but. Saya no Uta. Wow. Finishing it up now.... Thank you VERY much my good sir. I would be absolutely thrilled if anyone had more guro style VN's. Disgusting. *Oh and sorry for the double post, a normal bump would look weird*
-
Kii.re Project—Ripping GAME CGs, sprites, then processing them
qberty replied to a topic in Fan Translation Discussion
That's what I figured too. I'm trying my hardest to actually see a real-world benefit of this service to be efficient. It's an imageboard. It's not small footprints like pastebin.com, it's high quality graphics. For archival purposes, sure it's a neat idea. For actually USING those high quality graphics in a practical way, not so much. I'm not bashing the idea, it IS cool to have clean graphics like that all in one place, i'm just finding it very hard to see how useful it'd be. -
Kii.re Project—Ripping GAME CGs, sprites, then processing them
qberty replied to a topic in Fan Translation Discussion
I still just see this as a serious waste of bandwidth and loading times. In retrospect, the only use for this project I can think of that would be efficient is maybe online browser based visual novels. Otherwise, local files will still be everyone's main choice. Even if this project IS utilized by some browser based visual novels, depending on the server that the novel is hosted on, it would be making constant connections through the VN's server than to the Kii.re's server for the image. If the VN doesn't make constant connections to grab the graphics it needs and only caches it all at once on the server for future use, then that STILL defeats the purpose of this being such a widespread service. It's a cool idea, i'll give you that, but it just seems like this would only be useful for porters, translators and visual novel reverse engineers. If it's used once, it would not need to be used again. That kind of kills the idea. -
Wow. lol good one. xD