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  1. Hello ! I'm intending on translating the game 3days (3days ~満ちてゆく刻の彼方で) and would like some help with the script, extracting and unpacking into a text file. I used "arc_unpacker" but ran into an error, though it did tell me it recognised the decoder as using nscripter/nsa. I thought maybe using nscdec could work, but the script file is separate and only named script.dat not nscript.dat , I renamed it to nscript so it would run, but it just gave me a file full of nonsense text. Probably a dumb attempt haha. If anyone could help it'd be greatly appreciated! Its made by lass the same people who made 11eyes btw!
  2. I need help primarily the phone conversations on the Visual Novel, I have been wrecking my brain trying to figure out how to fix the font sizes on the Phone Dialogues. I have already went through the gameexe.data and added a default font for the translation however I cant seem to find the ones for the phone dialogues I was told it would be at Scene.pck but I can't for the life of me find it all I see in the scripts are the Cutin's being called everytime the phone gets pulled out I just want to adjust the Text boxes or perhaps fix the font as I hate seeing these string of characters get whacked by weird spacings and the log sometimes doesn't register certain characters (I'm working on Tsukikana, and would love if some people are interested in translating the visual novel with me along side with people we only have one translator and it would be great if someone is interested in working on this project)
  3. I tried to translate this vn into english with Translator++, and the MO is rather simple: 1. Extract the Rio.arc or similar file that contains the scripts with GarBro 2. Open the extracted files in T++ with the VN Translation Tools option. 3. Translate the text. 4. Export the files. 5. Use GarBro to repack the translated files into Rio.arc This method has worked for every advhd game I've tried to translate, but for some reason, this particular vn starts to loop at some points instead of moving to the next scenario.
  4. I have successfully extracted all the game files, including script and scene files, and I'm ready to start translating it into my language. However, the major problem is that the game doesn't support my language (Thai), causing text alignment issues. (In the image is Thai language ) The mood will be something like this. [F in all y the isl and wa s vi sib le.] I have been trying to solve this problem on my own for 4 days (the first 2 days searching on GitHub, and the last 2 days trying to fix the fonts), but it hasn't worked. I'm dont know what to do next. Since I've been translating visual novels, this is probably the first game where I've encountered this kind of problem. I want to know if anyone knows how to solve this problem. I've heard of several methods, such as converting characters like 就 = A, but I don't know how to do it. If there's another method, please tell me, I would be very grateful.
  5. I'm trying to repack this into a VN to make an english patch to this game, but I've never worked with this file format before. I'm only familiar with .xp3 file formats. Inside of each of these "root.pfs" files are the usual scenario/sound/system etc files. This is what the files are labeled as. "root.pfs" then it's nubmered "root.pfs.000-root.pfs.005" If anyone knows how to repack this/convert this file type and could give me some help, it would be greatly appreciated.
  6. I'm not trying to make assurances about translating Last Run, but I'm interesting in getting the scripts into a format where they can be edited. I can extract the scenes using Garbro but I don't know how to unpack the .scn.txt files. They're encrypted as far as I know. I should add that I'm a total amateur with Github so if a link to a repository is provided I'll need step by step instructions on how to use it.
  7. I'm looking for tools to work with a vn called "A Maiden's Woven Canvas of Love". - https://vndb.org/v7794 I need tools that can decrypt and encrypt scripts in the .wsc format. I also need tools for working with .arc archives of the old WillPlus format.
  8. Hi, I've had a pretty silly idea in my mind where I wanted to replace Subarashiki Hibi's soundtrack with custom music. The game contains all it's "bgm" files in the archive "data05000.arc", so I extracted the files from there (with GARbro, making sure that I don't tick the option for converting the audio files) and deleted the archive itself, the game still runs with the music working correctly. I then converted an MP3 I had into OGG with Audacity, removed the extension, launched the game and... Playing said music in the Music Room immediately crashed everything. I figured something was wrong with the way my file looked, so I opened it in HxD Editor and compared it to one of the game's default files (I use bgm002 as an example if you're curious). That is when I realized that the game's music has 0x40 bytes of header data which have 8 bytes of signature ( 40 00 00 00 62 77 20 20), then 4 bytes that give the file size without the header, in little endian notation (so a file of size 0x2213DD will be written as 9D 13 22 00), 4 bytes that will give the sample count of the song, still in little endian notation (so if a file has 6392072 = 0x618908 samples the header will say 08 89 61 00), and finally 3 mysterious lines of header which seemingly always say "44 AC 00 00 02 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00". After that, there is a supposedly normal OGG file, which the game encodes with the 1.0.0 version of libvorbis by the way, indicated by the OGG header that says "Xiph.Org libVorbis I 20020717", an empty tag for the title and artist but one filled tag for the genre (J-POP(J)), then the sound data itself. I have attempted writing the header bytes by hand for my own file: the game didn't crash anymore, but the music was still not playable. I then tried to downgrade my version of libvorbis, and have found an old Audacity release (1.3.0) which still generated OGG files with the 2002 version of the library, at least according to the signature of my resulting files: same result. Is there anything that I am missing ? Thanks in advance !
  9. Salute guys, we need some tips from experienced VN readers. In short, quite a lot of questions arose in my work when working with sex scenes. Of course, I won’t immediately load you with them, but something still bothers me and editors for a wile, even after we made inquiries and used personal experience. Therefore, I decided to contact you, to ask you directly, so to speak, about the morals of the people and What Do You Prefer. Here are a couple of options if it’s hard for you to decide, but I’ll be glad to have a detailed comment with yr opinion as well) - I prefer voiced hentai scenes with a lot of lines - For me, content is more important than lines and sounds - I like scenes where moans and screams are not so pronounced - I love any hentai scenes Also... just waned to put it here for some reason ^^ - I love hentai scenes IF they have some choices in them or before them
  10. I've recently started translating a visual novel from dlsite. I was able to identify that it was Kirikiri game based on the Xp3 archive files in the folder. Using translator++, I was able to parse and translate the scenario files. With GARbro, I extracted the ui elements and images from all the xp3 files that I could find in pimg, tlg, png, and jpg format. I modified them and was able to repack all that into a patch which works perfectly. However, there are still parts of UI elements that I can't find in the xp3 files or least not in any of the formats I know. For example, this settings menu: The background, frame, lines and bars are all images that I can see. However, the Japanese text itself is not in any ks files nor any images. I'm guessing that the text has be in some tjs compiled tjs files, but I'm unsure how I would go about de compiling them. I have also found no psb files with GARbro
  11. So I was trying to extract the files from the game directory for this game - https://vndb.org/v19083 But when I extract the files from the circled ones, the texts that come up are garbled nonsense. I tried to switch to different encoding but the results remained the same. First of all I went into the game directory and extracted the contents of this file - Then I selected the CODE file to open thinking it will have the coding part - But all it showed was this blasphemy - Then I changed the encoding several times but the results were more or less the same - Does anyone have any idea, how can I hack the script for this game? Thanks for taking time to read this post.
  12. Hi, not sure if this the correct section to post this sorta question/help but if anyone knows, is there by anychance a decrypt/extraction tool for Suigetsu 2? more specifically the PlayStation 3 version cuz the game's files uses .dat and .sdat files, very differently than what the PC version uses instead. Here's the file structure the PS3 version uses: Edit: finally found a tool that could do so called offzip that can extract it and i'd used ev.dat to test it with, but now all the files inside it output to as .kca and now looking for a tool that can read them, so if anyone knows please let me know.
  13. I try to translate Waffle game. So how to change Kyonyuu Fantasy(steam) font?
  14. Yeah see im a big dumb dumb that wants to take on the massive project of trying to translate Schwarzesmarken. Yeah i know thats a big ol project and in order to do that i need practice so i thought why not finish the translation for the early 2005 to 7ish version of muv luv altered fable by completing someone else's patch https://alternativeprojects.wordpress.com/2014/05/11/muv-luv-altered-fable-patch-3-by-jutsuki-sen/ . I mean its already mostly done i just need to translate small bits and pieces mainly the good ol H scenes but im dam confused on getting the archives to open and etc to work with garbro and im trying to piece pieces on how to work with them from what others have done with it but to no avail but i did manage to get the soundtrack to be extracted out of it so thats nice and i got a semi working cheat engine script for the pain in the ass volley ball game. if anyone could give me a link or two or a blog page of someone translating any other muv luv games i'd love it as i have 4 months to do nothing and i wanna do something for fun like this i just need the tools and the rest is done. edit as of may the 3rd 2024 ive finished the Ayamine route now i need play testers to screen shot things tell me whats wrong with my horrible translation and anything i need to fix i might have missed (note i just did Ayamine route i still got other things to do) heres the patch just shove it in the game folder and it should work i also just made a dozen or so links to were i uploaded the file so theres options in case one of the links die update as of 2024 may the 7th these links are outdated but ile keep em here just in case click on the play test link instead for the up to date files. pic related im the big dunder head with blue hair
  15. Greetings! I remember having a super reliable time tracker but ever since formatting my computer I pretty much lost it forever. Any recommendations? I sometime get distracted in the middle of a readthrough and that messes with any manual tracking...
  16. I am trying to translate a visual novel into English using Kirikiri engine. I also did all the steps on the web. First, I used Kirikiri Extract to extract my data.xp3. Then I searched for scenario in data folder. I used Translator++ to automatically translate all the script files (which are .ks files). After that, I injected all my English scenario files into my data folder. Finally, I repacked my data folder into patch.xp3. But it did not work. I tried to delete my original data.xp3 and replaced with new data.xp3 (which has a translated scenario inside), but it raised an error called script exception. I tried to encode all the files to Shift-JIS, but some still remained ANSI. I also tried not to repack the data folder and put it back into the game, but it did not work as well. Can anyone help me with this problem? P/s: The game I am translating is: Koakuma-chan no Yuuwaku!. The game uses Kirikiri Z core. :<<<<<<<<
  17. Hello friends, I need help because I don't know what's happening, but the tool seems to not extract some files correctly and only extracts some. Do you know what the problem is and how I can solve it?
  18. Hello fuwanovel members/users. I've been using VNR to machine translate novels, but I just wanted to try translating some novels permanently (at the moment I have 11 I'd like to complete, but for now I'm starting on one). At the moment I decided I wanted to start with an eroge, Sister Lesson https://vndb.org/v28016#main Now, after reading through some posts on this site and the others I began my attempt to translate. This visual novel I chose uses the .fpk archival format. I used GARbro to extract the data.fpk file and then edited the ACT_A_JA.txd file, which opened with the script in japanese. I then used google translate to translate a portion of the beginning text to test if translation of the script is possible, inserted the translated text into the file where the previous text was, and finally I repacked with AE (GARbros is unable to create .fpk files.). I then replaced the "data.fpk" with the new "data.fpk" file I created in the games directory and tried loading the game. The game loaded and incredibly, the translated script did in fact appear. However, the script for some reason no longer appears fully within the confines of the text box in the game and sentences are fragmented as a result. I already tried translating the larger ACT_A.txt file, but I discovered that translating that and repacking the data.fpk file with it won't cause the translation to appear. It seems only translating the .txd files causes the translated text to appear (although translating the .txt file as well doesn't seem to change anything in regards to game running and the translation from the .txd file still appears). At the moment only the ACT_A_JA.txd file is translated and repacked into data.fpk. Please provide some advice on what to do to make the text appear within the confines of the text box properly if you can. I've attached screenshots of the game running depicting this problem, along with a screenshot of the txd file I edited. https://ibb.co/HHpCMnk https://ibb.co/mTbFVJ2 https://ibb.co/rm6JsSG
  19. Hi y'all, so currently I am working on an English patch for the Visual Novel Kishin Hishou Demonbane - the sequel of Deus Machina Demonbane. Currently we are having some issues with repacking the extracted script files into a singular .pak file as seen in the attached picture. All of the files are .pak files, we are unable to edit the scripts unless we have learned a way to repack them. Is there anyone who can help us to repack those files? I can send the files or the game if anyone needed, regards.
  20. Hello me find this Visual Novel about incest! So I've been scowering the internet trying to find this visual novel have a memory of playing way back like...five to four years ago. Here's what I can remember: There was three romancable girls, one of which was as you can tell by the title the characters sister. remember them tackling this topic/route with a lot of seriousness and it felt quite harrowing and emotional. remember there being a scene where right at the end he and his sister go to this cliff and I think in this like weird dissociated state are going to kill themselves together but I swear the protagonist sees a butterfly or something and snaps out of it and they don't? Then there's a scene where it's years later and obviously their relationship ended and she is getting married to a none family member. A few other details recall is there being a scene where he and his sister are... getting intimate and swear he's like sleep deprived and starts hallucinating about what his friends would say if they knew? One of the other romancable girls may have had short pink hair and think the game opens up with a flashback of him in his hometown with a you g girl from his childhood who also believe was a possible romance. honestly can't find any sign of this game anywhere, thought l'd see if anyone else can help.
  21. I could not pirate reflection blue so I will have to settle on normal summer pockets for now.So can you answer this answer?
  22. Hello all. I'm looking to translate Pure x Connect as a project in my Japanese studies. Quite sadly however, I'm not so adept at all the technical stuff. I've mucked around using all sorts of programs but it seems this is what I have so far the works the easiest: Garbro (for unpacking .arc files) Sacanawrapper (for extracting/repacking scripts) AE VN tools (for repacking .arc files) BGIimageencoder (for converting edited .bmp files back to BGI format) Pure x Connect runs off the Buriko general interpreter (BGI) engine. My only problem lies in the repacking of certain .arc files, namely those that have a file inside exceeding 16 characters. Any such files while repacking gets truncated to 16 characters and the game starts acting funny. Please note that I'm repacking using the v1 BGI format because v2 gives me the error: "Access violation at address 005164D0 in module 'AE.exe'. Write of address 00000000." I looked around on another forum on Fuwanovel for another of smee's games with a similar problem and one of the guys said a fix is to adjust the script file engine calls and truncate them as well. For example, changing the file name himari_love_encount to himari_love_enc and the engine call HIMARI-LOVE-ENCOUNT to HIMARI-LOVE-ENC. Tried this method but the same funny things started happening again so that was a bust... Do you guys have any nifty ideas or how to fix that v2 error? Cheers. Edit1: v2 repacking seems to be getting stuck every 6th file hence giving the error, works totally fine if only repacking 5 files at a time though. Edit2: Have also tried on a separate pc, same error for v2 repacking.
  23. I want to translate a game for myself. With GARbro I was able to extract files that have lines to translate, but they are in .scw format. Maybe you know how I can convert from .scw to .txt to translate the lines and then back to .scw. Also, the already finished .scw files need to be packed into the .dat file I extracted them from. Sorry if this is complicated. So: 1) Using GARbro, I extracted the .scw files that are needed for translation from the .dat file. 2) Need to convert .scw to readable .txt for translation. 3) Convert the finished .txt to .scw. 4) Pack all .scw back into .dat. I can't find the engine this dev - Autobahn - uses. The .dat archives use some kind of DataPack5/GsPack4 encryption. I couldn't find any tools that are able to convert the .scw text files to a readable format. Game - https://www.dlsite.com/maniax/work/=/product_id/RJ126977.html
  24. The other day, I was working with some visual novels to possibly start a FanTL and a question came to mind: Is it possible to make a Visual Novel that will only run if you have your region in Japanese, run in any region? I mean, yes, Locale Emulator exists, but that just makes the program you execute think the region is on Japan. So there must be a way to make it work without the use of those tools. But I needed a game to test on, in first place, so I started working with Karenai Sekai to Owaru Hana. This is what I found out until now: First thing I did was open the game executable with Resource Hacker to find anything that could help me. I found the game reads "Shift_JIS" encoding, at first I thought it'd be helpful in the process to make the game run in any region, I've reached somewhere, but I soon hit a roadblock. You see, kirikiriZ executables have two encoding options: Shift_JIS and utf8. Changing the encoding in the .exe to "utf8" made it executable, at least, in any other region. But you'd get this error: Investigating a little bit into the error I saw that the engine working on utf8 reads the files as UTF16 LE BOM, and since most .ks and .tjs files were in Shift_JIS, I had to make myself a tool to change the encoding of all the files from cp932 (Shift_JIS) to UTF16 LE BOM to see if it worked. And would you look at that, ANOTHER ERROR. However, this one was confusing. The error was this one: "What?" "But the startup.tjs IS in the data.xp3 I created..." The next thing I did was to find out what was happening, and when I saw the data.xp3 of the game, THIS is what I found out: If one startup.tjs isn't there, the game will not work. I searched if someone talked about this before, and I found a fairly recent post on this topic with someone mentioning this when trying to extract the data.xp3 of the VN they've been working on. No one responded, sadly, so I had to keep investigating. I remember that in the official Kirikiri tools, there was a startup.tjs in a folder called "Encrypt", but I don't really think it has something to do with it since it's probably for another purpose, like encrypting the .xp3 files. But now, what can I do? I got stuck now since I can't find a way to get two files with the same name in a .xp3 file. And making two patch.xp3 files with one startup.tjs inside each is contraproducent, as patch.xp3 is made exactly to be able to replace files and those two need to "live in harmony" in order to make the game work. After analyzing executables from other visual novels, I realized I may have been wrong this whole time since they all had Shift_JIS as its encoding property. And yet, they ran in any region. The first two I analyzed were Sousaku Kanojo no Ren'ai Koushiki and 9-Nine- Episode 2. The only difference I could find was that the .ks and .tjs files inside the .xp3 were all in UTF16 LE BOM. I appreciate if you read this hell of a text wall I made. Do you happen to know something I don't and want to add info to this thread? You're free to reply to this thread with your findings! This whole investigation was purely made because I wanted to know more about the engine, but it might be of help FanTL if I/we figure a solid way to make the region restriction go away, imo. Update: check at the end of this post. Might update this if I find something else Looks like I'm gonna have to give up on this investigation, at least for now, sadly. I'm lost asf, to be honest. This past week I've been endlessly searching for clues, a form to work with it, anything at all, but to no avail. I haven't found a way to make those two startup.tjs files just... be there, in the same compressed file or just make the game work without emulating region. Just that kind of blocked all of the investigation alone. And there's still things that I haven't covered here that I just couldn't find an explanation for. It was a total letdown for me. If anyone just happens to follow this or saw this obscene amount of text and knows something, you can just post it here. Or not, you do you. There must still be a reason as to why some visual novels run and some don't. A reason I could think of is engine version. For example, Kareseka's executable shows the version is 1.2.0.3 and Sousaku Kanojo's one shows it's 1.4.0.8. It may have something to do with that, but even I think that's kind of... stupid. But for FanTL, you can just kinda do what @Sisulizer suggested. Use the version.dll VNTextProxy by ArcusMaximus provides for Kirikiri, it has a built-in locale emulator and other useful stuff like rendering non-SJIS characters (you know, letters with acute like á, é or í and other characters that don't form part of the cp932 character table). You will have problems if you want to use another version.dll from another tool like Xp3Pack from KirikiriTools (that's also made by ArcusMaximus lol), though. Good luck, programming adventurer! Until next time.
  25. I wanted to translate this vn, so to get things started I tried using Krkrextract, which works out for just about every kirkiri game, but this time, it didn't even identify the process as kirikiri. Then I used GarBro to decrypt and extract the contents of the scenario folder, and tried repacking it with the same encryption method, just to make sure it would work, but when I tried playing the vn, this error popped up: Then I used Translator++ to create an xp3 file, which resulted in this error: And now I'm completely lost as to how to pack the translated files after the translation is done Any help would be appreciated
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