
Kelebek1
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Kelebek1 last won the day on December 30 2020
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DrKappa reacted to a post in a topic: Kami no Rhapsody Translation by Rhapsody Translation (Full patch released)
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How big is the file? I downloaded the game trial but it doesn't have any opening.mei file in it, seems like it's not included with the trial. Is the file too big to upload?
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It's a Unity game, and Unity Asset Bundle Extractor works just fine: https://github.com/DerPopo/UABE/releases
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darksshades reacted to a post in a topic: Script Extraction Thread
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It's basic zlib compression with a little Kirikiri header. Here's a very simple Python script that'll work with the 1 file you gave: https://pastebin.com/s1w1kY3p
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https://omochikaeri.wordpress.com/
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flamepaladin reacted to a post in a topic: Kami no Rhapsody Translation by Rhapsody Translation (Full patch released)
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darksshades reacted to a post in a topic: Script Extraction Thread
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https://files.catbox.moe/8difuh.rar I only tested this with their newest game, and it requires python 3. Run extract.py in the game's base folder to extract all the archives, the game script should be in FGN_TADD as a txt file. Edit the script however, and put compress.py in that folder and run it. It'll make the new script, and a new archive from the files in that folder, which you can use in-game. Unfortunately it looks like the game just takes all ascii text as commands, and doesn't actually print it at all: There may be some in-built way around that in their format though, I'm not sure. You'll have to play around with it I guess.
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MerzZly reacted to a post in a topic: Data extraction thread
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Weird text Issue With Kamidori Alchemy Miester
Kelebek1 replied to mitchhamilton's topic in Voluntary Tech Support
That's always there. FS is movement basically, it tells you how much movement moving to that square will take. I'm not sure why all your tiles say 移動 though, I don't have that. I can't find an option for that. -
Looking for technical advice with the Kirikiri engine
Kelebek1 replied to ShoujoQ's topic in Fan Translation Discussion
I already did it and gave out my code. -
Looking for technical advice with the Kirikiri engine
Kelebek1 replied to ShoujoQ's topic in Fan Translation Discussion
The script isn't that bad, the format's just... annoying. Script opcodes 0x15, 0x16, 0x17 and 0x18 are strings, which one just determines how big the data following the opcode is, 0x15 is 1 byte, 0x18 is 4 bytes. That points to the location of the string entry in the list from the header at 0x10. First few bytes are the same kind of deal for that table, first one is data type, followed by the number of entries, and then the stride. After that you can add your opcode data to it, get the location of the string, load that up, and boom you have the string. Should be pretty easy to decompile and add new strings or move them all around. Here's a script which extracts the strings in the script order (which isn't necessarily the read order in-game cause of jumps) from ShoujoQ's script: https://pastebin.com/5XWvDW17 - It's *extremely* messy and badly-written, and only covers a few of the opcodes, so it won't work for every script, but should give you an idea of how it works and you can expand on it if you wanted to get them all, if someone like Marcus wanted to keep trying to make a proper decompiler. Here's an example with the in-order strings from ShoujoQ's script: -
Tyr reacted to a post in a topic: H-code issue with ITHVNR and Da Capo III PP
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H-code issue with ITHVNR and Da Capo III PP
Kelebek1 replied to The Last Melody's topic in Voluntary Tech Support
Standard load address for Windows exes is 0x00400000, so you just add it on. 0x10000000 for DLLs. Maaaaany games will use random layouts though and not load there at all, that's just the default/preferred, and in that case any absolute addresses will be in the wrong place unless you get really lucky, so it's not reliable at all unless you know the game doesn't use it. -
My saves are inside the savedata folder, not hidden or anything.
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https://vndb.org/v13188 https://vndb.org/v1967 https://vndb.org/v12260
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Archeia reacted to a post in a topic: Data extraction thread
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pual reacted to a post in a topic: Data extraction thread
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A lot probably, but you'll need to at least find where it creates the font with something like CreateFont or CreateFontIndirect and modify the arguments to support whatever character set you want. If changing that to a specific font and characters still show up as ?, then you'll just have to follow with what the game does to render the text and see if it's throwing out characters at certain ranges. You'll find the reason it crashes at non multiples of 2 somewhere there too.
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