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Posted (edited)
  On 7/3/2020 at 8:05 AM, Trail_Wind10 said:

Does anybody know what game engine ANIM TEAM.MM uses?

 

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I'm almost sure it uses an updated or remaked version Crowd Engine... It uses the same image formats and script style.

name_sce.dat

The old crowd engine decrypter/encrypter made in 2009 still seems to work and does not displays any errors but the output file is just garbage text.
The encryption or engine format might have changed or I might not be using the tool correctly.

Edited by darksshades
Posted
  On 1/26/2020 at 8:40 AM, Kelebek1 said:

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:

UCFuTOV.png

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.

Expand  

I was playing around today with script and I found out a very simple way to input proper text into the game.
The game engine really does ignore all ascii character in the normal range as it when it detects "NAxx" it replaces it for an icon or character name.

So a very simple way to make the text appear was using full-width latin character(https://www.utf8-chartable.de/unicode-utf8-table.pl?start=65280&utf8=dec)
It works..... the downside is that each line can only have 33 characters which is kinda small. But its doable if you just add more text window or abreviate the character names(I tested with Dragon Carnival that have the character name inside a small the textbox, newer games might be different)

And a simple way to convert the text is using this site(https://en.calc-site.com/letters/convert_full_half/5) and selecting "half-width character -> full-width character" or any other converter of your preference.
Here is an image:
7u2iNxq.jpg

 

But the RPG related text anywhere(skill/item descriptions) are unfortunately not extracted at all with the script. 
My main goal was actually making interface patches for splush wave games to maybe let some more experienced translators notice it.

Do you or anyone have any way  to extract/repack the RPG text(skill/items names and descriptions) of the game?
My biggest fear is that it is plugged into the .exe but hopefully it isn't so.

Posted (edited)

HAo there, I'm trying to translate this VN, https://vndb.org/v4803,  well more like I want to translate it since I dont know how to extract the data. The game uses some kind of .dat files or something like that and its a real pain in the ass to get it working. I tried using arc_unpacker and a lot of other extractors to no avail. Arc_extractor at least pointed that maybe it was an NScripter engine but I used Filextractor, nsaout and nsdec and it was fruitless as well. Im actually about to give up at this point. 

 

Edited by LewdRidereros
Posted
  On 7/19/2020 at 3:23 AM, LewdRidereros said:

HAo there, I'm trying to translate this VN, https://vndb.org/v4803,  well more like I want to translate it since I dont know how to extract the data. The game uses some kind of .dat files or something like that and its a real pain in the ass to get it working. I tried using arc_unpacker and a lot of other extractors to no avail. Arc_extractor at least pointed that maybe it was an NScripter engine but I used Filextractor, nsaout and nsdec and it was fruitless as well. Im actually about to give up at this point. 

 

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TinkerBell/WendyBell uses a custom engine named "C,system"... this .dat format is their own encrypted format.

This is the only available tool there is http://asmodean.reverse.net/pages/exbelldat.html
It can extract from most old games(2007~, so Kowaku no Toki should work) and might work on some of the new ones if they did not change the encryption again.

But unfortunately I don't think there is a way to repack them available. asmodean rarelly makes repack scripts and s/he does not appear to be active anyone anyways.
Also I don't know why but this is the only script there that I saw that did not include the source code together with the tool.

  • 2 weeks later...
Posted
  On 6/9/2017 at 7:00 AM, Huang Ling Yin said:

this is a bunch of tools to extract/repack, encrypt/decrypt, dump/insert (…or so how you call it) script from various vn engines.

to get the script, (sometimes) you need to extract the game archive first, please go to the data extraction thread.

since there are so many game engine, I can not test all of them (because of resources limitation, like internet download, pc, etc…),
i'll keep this list updated as i can, but if this tools didn’t work, or you did not found tool for specific game engine, I can not help any further…

 

ADV

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AI5V / SILV

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ASM / Complets

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Alice Soft

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AZSys

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BGI / Ethornell

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Cat System 2

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Criware CPK

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Crowd Engine

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EntisGLS

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Escude / ACPX

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Etude

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Eushully / ARC Game Engine

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ExHibit

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FJSystem

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FVP Engine / Favorite

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Ikura GDL

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Innocent Grey / Noesis

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Kirikiri/KAG/KRKRZ

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Kogado

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Liar-Soft / Rail-Soft

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Majiro

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Malie Engine

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Nekopak / Neko SDK

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NeXas

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Propeller

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Purple Software / CMVS

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RealLive

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Rejet Engine

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RSystem

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Siglus Engine

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Silky Engine

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Softhouse Chara

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Softpal / Amusecraft / Unisonshift

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System-C

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System-NNN

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Tea Time

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Waffle

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WillPlus / ADVHD

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Xwhale

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Yatagarasu

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Yuka Script

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YU-RIS

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All-in-One Tools

Multiline Editor

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Sacana Wrapper

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Game Specific Tools

Ao No Kiseki

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Aristear Remain

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Danganronpa

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Dal Segno / Fortissimo EXA / Fortissimo EXS

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Fushigi Densha

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Koi to Senkyou to Chocolate

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Leyline 1 / Leyline 2

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Majikoi

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Natsuiro Drops

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Persona 3/4/5 / Altus Games

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Rewrite

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Sakaagari Hurricane (PSP?)

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Sora no Woto: Otome no Gojuusou (PSP)

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Steins;Gate / N2System

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PrismArk

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Taiyou no Promia

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Yet another game specific repository

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add engine ISM ENGINE

archive *isa - https://github.com/morkt/GARbro
script - *ism - script  - https://github.com/regomne/lneditor/releases/tag/v2.1.2

Posted (edited)

Looking for a way to unpack Eushully game Kami no Rhapsody. The links in this thread do not have tools available. If anyone has some please share thank you~! ^_^

Edited by Craztik
  • 3 weeks later...
Posted (edited)

Is there any tools compatible for Azarashi Soft's titles? I'm trying to get the script from amakano 2's trial version.

Edit:

The Amakano series uses CatSystem2 engine, and the tutorial given in the first page works very well for it. As a side note, Azarashi soft uses different engines for each of their titles, save for the Amakano series. The 'Maid-san no Iru Kurashi' possibly uses the Artemis engine.

Edited by Haoren
Found the answer for the question asked.
  • 1 month later...
Posted (edited)

Hello there, maybe there's someone who can help me with a problem i have regarding a visual novel called Wagamama High spec and sorry if this has been explained already in another thread.So the thing is, i want to translate it to spanish, i extracted the files with Garbro and edited the script files using scnEditor then i made a patch.xp3 using garbro and xp3-repack like i did with other kirikiri vn, but it didin't work, what do i need to do in order to make the engine recognise the patch? i already have the common route fully translated and i want to release it as a sample, if some can help me i would appreciate it.

Edited by Darks3
Posted
  On 9/28/2020 at 10:28 PM, Darks3 said:

Hello there, maybe there's someone who can help me with a problem i have regarding a visual novel called Wagamama High spec and sorry if this has been explained already in another thread.So the thing is, i want to translate it to spanish, i extracted the files with Garbro and edited the script files using scnEditor then i made a patch.xp3 using garbro and xp3-repack like i did with other kirikiri vn, but it didin't work, what do i need to do in order to make the engine recognise the patch? i already have the common route fully translated and i want to release it as a sample, if some can help me i would appreciate it.

Expand  

the xp3 is encrypted, you can extract all xp3s and repack then use a deprotected kirikiri executable or you can just use tools like KrKrExtract, the name is extract but can repack as well.

  • 2 weeks later...
Posted

Anyone know sofware to extract text from .box. The wizard climber tools for Softhouse Chara games is incompatible with their old generation games. Currently trying to translate Wafer or Uehasu-Princess was dangerous today too.

  • 3 weeks later...
Posted (edited)

Some time ago I created not bad compiler and decompiler of .gsc scripts of codeX RScript engine (Liar-soft, raiL-soft games). With it thou can fully edit code, not just strings as in RailTools.
gscScriptCompAndDecompiler.

Theoretically it works with all script versions (still with some, for example latest, not ideally, but it can work).

https://github.com/TesterTesterov/gscScriptCompAndDecompiler

Edited by Tester
Fix.
Posted (edited)

I've updated the english UI patch of  Gears of Dragoon ~Meikyuu no Uroboros~ from version 1.04 to version 1.07 which adds a new dungeon/bosses and fixes a few things and was planning to making a few image translations for the game interface too but I got into a problem.

Can someone help me to repack the games .dat(monster.dat, skilldata.dat, itemdata.dat)?
When unpacking the files which GARBRO it automatically unpacks the .dat into a readable format that is similar to a .json.
But when unpacking with tools like kiririki.exe I can get the original file.... Its a binary file which is about 10% of the size. Packing the files in a .rar turns those 10MB into 300kb meaning there is a lot of extra useless info in those textfiles.

It should be some standard compressing format as GARBRO automatically uncompresses it but I just don't know how to repack it back so that the game can read it. I've tried using GARBRO "compress files" but it did not work the .xp3 is still 10MB instead of the original 600KB and does not seem to affect the .dats
The game gives a reading error message with trying to read those .dat files if they are not in the expected format.

Does anyone knows how the english UI patch compressed those .dat files originally?

Edit: Here are the monster.dat unpacked by GARBRO and the original monster.dat unpacked without decompressing the file by kiririki for reference.
http://www.mediafire.com/file/5ep4yt8e2do6sn4/unpacked_and_packed_monster.dat.rar/file
____________________________________________________________

Edit2: 

Thanks to Kelebek1! It worked perfectly.

Here is the updated patch for version 1.07 if anyone is interested http://www.mediafire.com/file/5fcue33yi9olznh/GEARS_of_DRAGOON_english_UI_for_game_1.07.rar/file
I'll make a proper thread for it somewhere whenever I translate the interface images.

Edited by darksshades
Posted (edited)
  On 10/29/2020 at 10:13 PM, darksshades said:

I've updated the english UI patch of  Gears of Dragoon ~Meikyuu no Uroboros~ from version 1.04 to version 1.07 which adds a new dungeon/bosses and fixes a few things and was planning to making a few image translations for the game interface too but I got into a problem.

Can someone help me to repack the games .dat(monster.dat, skilldata.dat, itemdata.dat)?
When unpacking the files which GARBRO it automatically unpacks the .dat into a readable format that is similar to a .json.
But when unpacking with tools like kiririki.exe I can get the original file.... Its a binary file which is about 10% of the size. Packing the files in a .rar turns those 10MB into 300kb meaning there is a lot of extra useless info in those textfiles.

It should be some standard compressing format as GARBRO automatically uncompresses it but I just don't know how to repack it back so that the game can read it. I've tried using GARBRO "compress files" but it did not work the .xp3 is still 10MB instead of the original 600KB and does not seem to affect the .dats
The game gives a reading error message with trying to read those .dat files if they are not in the expected format.

Does anyone knows how the english UI patch compressed those .dat files originally?

Edit: Here are the monster.dat unpacked by GARBRO and the original monster.dat unpacked without decompressing the file by kiririki for reference.
http://www.mediafire.com/file/5ep4yt8e2do6sn4/unpacked_and_packed_monster.dat.rar/file

Expand  

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

Edited by Kelebek1
Posted (edited)

Please help,anyone know how to read or extract script .rld ? its from Exhibit engine i think, and i dont know how to use RLDManager because when i open it, there is just some empty GUI @marcus-beta

Edited by Dim
Posted (edited)

Well, it'll be better if top post would be updated.

Now I did develop a better tool for Silky Egnine's Script: https://github.com/TesterTesterov/mesScriptAsseAndDisassembler
mesScriptAsseAndDisassembler,

Now thou wouldn't need to use rather restricted tool such as mestool. With new tool thou can fully edit code and freely make line/message breaks. So if text can't get in the message box fully, thou can just add a new message.

Edited by Tester
+Bold.
  • 1 month later...
Posted

Hi, 

 

😑I hate to be 'that' guy but,

 

can anyone share  a proper decompiler for Ikusa Megami Memoria .Bin files?

 

I have the one from Kellindil, updated by Lavos to work with La DEA, but when i try to use it, it gives an 'unknown instruction' error.

Which probably means it does not support the new virtual machine codes.

 

The one for 'Kami no Rhapsody' would probably do,  but I don't want to be 'that other' guy😉 

so I'm asking here.

 

P.S. Please don't suggest pure text extraction solutions. I need a decompiler for text formatting.

Posted

I was poking around with Natsu no Ame. Thankfully csxtools used with Yosuga no Sora & Haruka na Sora work perfectly. Now the issue is there seems to be a 25-26 character limit (spaces included) after which it does a line break. It might be enough for japanese however in English it takes 4 lines for writing a simple sentence and only covers half the screen. It doesn't matter if I don't use a "new line". Is this one of those things which requires an executable modification?

  Reveal hidden contents

 

Also, I got Koichoco HR. GARBRo tools works perfectly and I can browse all archives perfectly. But I just don't understand which file is the script file. Can only see ttf,otf files in System.arc, so I imagine the actual script is in one of the "data" arc files. If anyone is screwing around with this game, feel free to shoot me some pointers.

Posted (edited)

I am with the same problem as GTX1080TI (with koichoco HR)

i was translating the old VN and i got stuck becasue i could not change the fond of the game therefore letters like Ñ or accents are not show ingame being insiede an XMED file

so i thought that i with the HR i would be easier, i did the same i extracted the files with garbro since with the arc_unpacker it gave an error but the scripts have no format and when opening it with a hex, and they have an encryption BSE 1.1 but from there I don't know what to do

Edited by Krassh
Posted

Now I did develop a better tool for Stuff Script Engine's script format .msc: mscScriptTool. Most of the propeller games, such as Bullet ButlersChrono BeltEvolimit and Sougeki no Jaeger, are on this engine.

There are two version of this scripts, first and second. First is, for instance, in Bullet Butlers and Chrono Belt, while second on later games. Sougeki no Jaeger, the latest propeller's game, has some unique commands, so it's like latest subversion of second version. Scripts of first version are commonly encrypted.

My tool does support both version, encryption/decryption, key autofinding, version autodetection (rarely can work incorrectly), message numbers autorecount and some more features.

Now thou wouldn't need to use for scripts rather restricted tool such as PropellerManager, which does support only text dump and doesn't support encrypted scripts (and maybe even all first version's scripts). And thou don't need to use for scripts propellertools anymore, which supports only one subversion of the latest version, and somewhat lacks in functionality. With new tool thou can fully edit code and freely make message breaks. So if text can't get in the message box fully, thou can just add a new message.

Posted

Anyone know how to repack .pak files for EAGLS engine? I was able to extract the scripts for OLE Oppai Baka easily, but I am having trouble packing them back together to be incorporated into the game. Even if I have to start looking at the HEX of the original file, I could probably do that. The tutorials just have been a little unclear up to now. Also HSHINTAI_Decrypt does not work with this game.

Posted
  On 1/7/2021 at 8:07 AM, vnthegodfatherkiwi said:

Anyone know how to repack .pak files for EAGLS engine? I was able to extract the scripts for OLE Oppai Baka easily, but I am having trouble packing them back together to be incorporated into the game. Even if I have to start looking at the HEX of the original file, I could probably do that. The tutorials just have been a little unclear up to now. Also HSHINTAI_Decrypt does not work with this game.

Expand  

Can you share any .pak file as an example?

Posted (edited)
  On 1/10/2021 at 7:24 AM, MerzZly said:

Can you share any .pak file as an example?

Expand  

Not an example file, but still relevant - I decided to share my extraction/repacking tools for the EAGLS engine. Tried it on the script files @vnthegodfatherkiwi sent me via pm and various other games, works on all samples I could test.
You need Python 3.8 or newer, platform doesn't matter. Both python files can unpack and pack. scpacker.py extracts and decrypts the script files to UTF-8, and rawpacker.py can extract all archives the engine uses but doesn't decrypt files. Can be useful if you are able to recompress the cg files and want to pack them back into a new archive, for example. The files GARbro extracts are already decrypted and can't be side-loaded into the engine.
Also threw in a regex formatter for translation works, maybe it's useful for someone. Let me know if you need help with the tools or the engine.
https://files.catbox.moe/nvis0z.zip

The reason I wrote it is that HSHINTAI_decrypt doesn't work on some archive types, and even those it manages to extract can crash the game on repacking.
Txt mode can't handle multiple sections in the archive and dat mode is useless for translation works.

For the record: most game scripts I had available don't use any text formatting, yet quite a few commands are supported:
(e) puts text on the next row
(y=・) furigana
(f=1) set font size to 1 for example, can be 0-9 for gothic and 10-19 for mincho, the mapping number<->fontsize varies between games
(c=r,g,b) text color; rgb values between 0-255
(s=r,g,b) text outline; rgb values between 0-255
(r) reset text formatting
<> escapes brackets, for example

Edited by Joshiben
improved textoffset detection
  • 2 weeks later...
Posted

Hello, I'm trying to figure out what tools I need to decrypt scripts in the SDT file format, and have had no luck finding any sort of helpful information.

The game runs on the xlvns engine (Leaf/Aquaplus), and despite the numerous projects that involved said engine, I can't seem to find any tools (probably because those projects are over a decade old), outside of what was used to actually gain the encrypted files, which I can't really do anything with.

If someone could link me some tools. or point me in a helpful direction I'd really appreciate it.

 

Posted

Does anyone know how to unpack script files for the Lucifen engine? (.sob). I tried using the Multiline editor, which says its supports the engine but says that the file needs to be in a .tob format instead. I also tried messing with the file in a hex editor but nothing has worked so far . If anybody has an idea of what I should try next I'm all ears.

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