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I extracted the scn files from the game but it looks like a mess. I first thought that there is a another script just for dialogue and this one is use just to display scenes but it is the only snc file in the data.xp3 file. Translator ++ import: the file
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I am translating purely x cation ( https://vndb.org/v18723 ) but the archive is in .dat format. i am able to extract the scenario scripts using krkrextract but how do i make a patch file of .dat format. i patch a .xp3 patch its not working. also tried to rename it to patch.dat still not working. i also tried to completely unpack and repack to main.xp3 and renamed it to main.dat and still not working . what to do
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I decided to try my hand at a project that I find truly interesting. I've been eyeing the game Maitetsu - Last Run!! for a long time, and I finally got around to working on it. I've always considered Kirikiri to be one of the easiest engines for translation, but this game surprised me. Before committing to the project, I made a "basic test MTL translation" for the very beginning of the game to see how everything would look. However, I discovered that I couldn't repackage the modified game files back into XP3 in a way that made everything work properly. I usually used Garbro or KrkrExtract, and it always worked fine. In the worst case, I would simply delete the original XP3 files and replace them with folders of the same name containing the extracted content. But this time, I hit a dead end. Archives packed with Garbro result in the game failing to launch. KrkrExtract, on the other hand, simply refuses to pack the archive, throwing a "can't read" error during the process. As for the "universal patch," I don’t really understand how it works. I tried different approaches, but none of them worked properly. I tried looking at how the translation was implemented in the sugoivisualnovel translation. It seems they used the "universal patch" and added a ProjectDir folder to the game with translated scenario files. However, with this approach, tips simply don’t display, and I’m sure there are other negative aspects tied to this method. I want to take part of the translated resources from the "standard" eng version of the game (if that’s possible) and add them to the final version, while translating the remaining content using GPT-4o (or possibly DeepSeek v3). If anyone has any useful advice, please share.
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Hey, so i want to translate a single visual novel because there is nothing in my language(kazakh) The novel i want to translate is Clannad. I have a russian fan-translation version that GarBro doesnt reads the .gan files, im on my way to buy a steam version, i just wanna ask, how i can translate KiriKiri vn's?
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I have just edited some scripts, and images out from the .dat file modify them, and create a patch.dat or patch8.dat file, and I opened it. It doesn't work, can you tell why?, I was wondering if this is the same method as Kirikiri, and I dunno what Source Engine is the game "Niizuma Lovely x Cation". It might soon I will be creating a translation project for the Hibiki Work's VN.
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Hello everyone, I'm currently trying to translate an older EAGLS novel made by OLE-M: Oppai no Ouja 48 https://vndb.org/v3356 I managed to extract the .pak files using arc_unpacker but from what more I tried, game needs repacking of translated Script files and this is what I'm having issues with. Found a tool online called HSHINTAI_decrypt which is supposed to be for EAGLS but whenever I use it I get an array out of bounds exception: System.IndexOutOfRangeException: Index was outside the bounds of the array. at scriptthingy.ScriptFile.TryToFindDataFileKey(Byte[] dataFile, List`1 FileOffsets, Int32 keyLength, Byte[]& outputKey) I tried using it on other games made with EAGLES like https://vndb.org/v1802 but it didn't work for that either. https://vndb.org/v8082 seems to work though so I'm thinking it probably has something to do with the games using an older version of the engine which the tool is not compatible with. Any ideeas ? Thanks
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I been having problem with the Yu-Ris engine, I tried multiple tools to edit files from a certain game, Unionism Quartet, but most tools didn't work, I found that the only one that did was Translator++. However I have a new problem, there's problem in the dialogue, everytime that a box have more than one line, it show broken texts https://imgur.com/a/gA33MSg Does anyone have a idea of the problem and a way to fix it ?
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So, i'm translating Atri -My dear moments- but the texts in this VN are encrypted. so is there a tool or something I can do to edit those files? PLEASE HELP!!
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Hello everyone! I decided to try translating the game "Mugen Kairou 2 Rasen" using ChatGPT4o, and I’ve currently finished the MTL part of the project. I’m now proofreading, doing manual corrections, and also fixing display issues. So far, the best display has been achieved using VNTextProxy. I placed the sjis_ext.bin, ddraw.dll, and a font (the filename doesn't match the actual font name) into the game folder (for example, the font's name is Tsunagi Gothic black but the file is named TsunagiGothic.ttf). I don’t know why, but this method (out of all the ones I've tried) prevents the display of Latin characters with significant gaps between them. The problem is that occasionally, in some dialogues, there are display issues like this – https://freeimage.host/i/2L8UHa1 (Don't mind the brackets at the start of the name and line; this is a special marker that allows me to check the text in the game more efficiently and make corrections in the files). In fact, the line doesn't have that many dots, it's just an ellipsis – https://freeimage.host/i/2L8kVBS It looks like the game engine is ignoring what's specified in the translated text files and inserting punctuation marks that were in the original. If anyone has any suggestions or ideas, please share! UPD I couldn't solve the problem in the end. Overall, such "defects" don't prevent the game from being completed, but it's a shame that I spent so much time and got nowhere. I ended up testing the game and completing it 100%, but I skipped proofreading. Maybe I'll come back to the project later, tweak it a bit, and release it in some form, but for now, I have no desire to do so. In the end, if you translate using VNTranslationTools, there will be an issue with text display—not critical, but still annoying. If you use "selfmade tools," it seems like the problem can be solved, but then it's unclear how to fix the issue with the large spacing between letters.
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Converting any image file back to .tlg file
kurosakijin posted a topic in Fan Translation Discussion
I am trying to edit some images in kirikiri file for translation, I just successfully convert the .tlg to any image like .bmp .png and .jpeg/.jpg, but after editing I don't know how to convert it back, I try to search on google but nothing shows, so If anything you can help just post in the comment, I'm trying to Translate the game PRETTY X CATION, tnx in advance- 11 replies
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I’d like to ask about a game using the Kirikiri engine (9-nine). I’ve been working on this issue for over a week, and I feel like I’m at a dead end. I extracted the data.xp3 file to edit the scripts (.scn) and put it back into the game, but the game cannot display my language (thai). I tried editing the config, but it didn’t work. Is there any way to make the game display my language?
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I'm encountering the same issue as the previous translator, as you can see in this post. I tried using GARbro, KiriKiriTools, and KrKrExtractor, but even if I can extract the files, they won't work after repacking because they are encrypted. It seems the previous translator received some help and was able to get it working (see the linked post), but in the original thread, the image he posted is no longer available. Does anyone know how he did it? I would appreciate some help here, even if it's just to decrypt the files. I can continue the rest by myself. Rui wa Tomo o Yobu is one of my favorite visual novels, and I really want more people to be able to read it, but it looks like this translation project will be closed before it even begins.
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On the supported formats page of the GitHub it has Rui wa Yomo o Yobu listened as one of the titles that this tool supports but I still can't open it. When i throw the data.xp3 it says that the content could be encrypted so I select "Rui wa tomo o Yobu" as the encryption scheme and i shows : CxEncryption(0x2E4, 0xc7) but when I click to open the file it still shows "file could not be opened as a resource archieve".
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I have extracted scripts files from a game and made a patch using Xp3Pack tool. But its showing error like this . What to do?? The game is https://vndb.org/v41948 . I am also sending the script files https://gofile.io/d/RACIOT
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Good evening everyone, I was wondering if anyone has attempted to do a data extraction on the latest minatosoft game 我が姫君に栄冠を WagaHimegimi ni Eikan o. I am actually interested in doing a translation on this, I do understand how to read code and use cmd lines but I am unfamiliar with the data extraction technology/tools needed. I have attempted to try extracting the script.dat files using GARBro, however when I tried to do that I get an File extraction error: Error occured while extracting file script/0.txt Data not recognized as zlib-compressed stream. Also, if I try to open it with other tools, it would seem like the script.dat file is encrypted. So far only GarBro is able to open it(the other tools don't seem to be able to open as archive from the data/script extraction thread, or maybe I'm doing it wrongly lol.) . Or is there other available tools that could be used to decrypt an encrypted/file cannot be opened as archive file? Has anyone succeeded in extracting the scripts? if so, what kinds of tools/software is used? or by custom python file extraction methods? If so, I would greatly appreciate it if anyone could enlighten me in this area. Thanks for reading this! I have decent proficiency in Japanese and have experience in translating, editing scripts to english(and I can understand Japanese slangs as well).
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So I was given the necessary tools in Flowers Discord about how to extract and put back the script in the visual novel but the issue is that the Japanese and English script in Flowers is written in Shift_JIS, while I am trying to translate it in Hindi which uses Devnagri Script which is written in Unicode. Does anyone how to make it work? (I don't know anything about coding)
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help How to fix the RUGP crashing from Kaseki no Uta by Age?
hardtram posted a topic in Visual Novel Talk
An early 2000s VN by the name of Kaseki no Uta caught my eye when I was browsing EGS. Unfortunately, I find out that RUGP is a pain in the ass and yeah, I'm entrenched in frequent crashes upon the first screen of text. Windows 10 - Crashing. VM with Windows 7 64 bit - Crashing. There is no fix file and Age stated on their support page that they stopped supporting the game since god knows when. Anyone know where I could get info or leads on how to fix this? Because two users on EGS managed to have gotten it working. With ratings and POV comments as well. -
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!
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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)
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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.
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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.
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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.
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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.
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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 !