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AdvHD - new Willplus script pattern #5
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Maybe you need this first: ahdprc ror -n 2 *.ws2 But, this tool seems old and I did not write an English document, so sorry for that.
After you extracted the RIO.arc and get .ws2 files, you can use this code to deal with the text. #define PROC 1 // ROR every byte with 2 bit in ws2 files to decrypt
#define PROC 2 // Export the text for translationg (output: Shift_JIS, the same as source)
//#define CCR // This is designed for anothor game, you should not enable it You should compile with PROC==1, decrypt the ws2 files; then compile with PROC==2, export the text. |
build error... actually, I have small knowledge on programming... |
THX >_< I don't know what should i do. ... sorry to bother you again.. T_T |
This instruction uses a simple extract tool: Prepare the files:all files in Filt the fictioncopy the story files into folder Decrypt filesyou should compile #define PROC 1 Get the textyou should compile #define PROC 2
(Optional) Convert text to unicode
How about korean encoding?just select one of the two commands ~ How to compile with...? |
god.... THX >< |
btw.,
|
the outputed script format is new defined. it do not fit with |
aha. Ok. |
@sgqy Thanks for your source... |
@marcussacana nice work! internal class CCRLine
{
public int order;
public int offset_text = -1;
public int srclen_text = -1;
public string src_text;
public string dst_text;
public int offset_chara = -1;
public int srclen_chara = -1;
public string src_chara;
public string dst_chara;
public void ReplaceChara(Dictionary<string, string> dic)
{ try { dst_chara = dic[src_chara]; } catch { } }
}
// ... ... ...
private List<CCRLine> content = new List<CCRLine>();
private static Encoding enc = Encoding.GetEncoding(936, new EncoderReplacementFallback("_"), new DecoderReplacementFallback("_"));
// ... ... ...
private void FitLength()
{
// 1. calculate the diff of every line
var errorList = new List<int>();
for (int i = 0; i < content.Count; ++i)
{
var charaError = 0;
if (content[i].srclen_chara != -1)
charaError = content[i].srclen_chara - enc.GetByteCount(content[i].dst_chara);
var textError = content[i].srclen_text - enc.GetByteCount(content[i].dst_text);
errorList.Add(charaError + textError);
}
// 2. balance the diffs
int fit = 0;
for (int i = 0; i < errorList.Count; ++i)
{
if (errorList[i] >= (-fit))
{
errorList[i] += fit;
fit = 0;
}
else
{
fit += errorList[i];
errorList[i] = 0;
}
}
// 3. check the total diff
if (fit != 0) throw new Exception("Translation is too long");
// 4. apply the modification
for (int i = 0; i < content.Count; ++i)
{
content[i].dst_text += new string(' ', errorList[i]);
}
} it seems ugly, right? xD so, here is another solution(?), |
@sgqy you can send this script of the screenshot for me see here? |
and this "values" is "jump point" in the script... shit... i don't know a way to detect this values... |
cocoro_com_004.zip |
Found this thread and try to understand what to do to extract the .ws2 script from Ensemble game... And... I can't understand, really. Maybe, because I'm zero in programming. Can anyone explain me "for noobs"? (I just don't want to paste the every line of script from VNR, it's madness). Thanks! |
get_ws2_text.7z.pdf |
@sgqy I tried to extract, but something goes wrong. The system cannot find the file specified. And (No such file or directory). And "pause"... And the folder "text" is empty. |
@Veshurik In the readme of sgqy's archive, what you need to do is just drag your |
tried sgqy tools with veshurik game scenario, |
@0xh3LL0 As I know, addr file is the output of the tools you used. You can read the code in this repo/AdvHD/ws2.cpp.
The reason why you met the error msg, is that you didn't run the program correctly. |
About WillPlusManager - that's a good tool. But editing every line and save every time can be very exhaustingly. And I don't talk about font in game (will they support necessary letters or not). And names doesn't appear in text. It's like SCN Editor for Kirikiri - works but "dreary". Anyway, thanks. |
@Veshurik Well, WillPlusManager is a good tool, but for me it's also not convenient. The most valuable part is the code. Like most code in this repo, it give us the clue about the game. Understanding others code and writing your own tool will be more comfortable. |
My tool is intentionally not convenient. |
WillPlusManager don't can extend strings length, i really don't like of this my tool :/ |
Agh... Eroge engines never be such easy for translations. Japanese is really sadists. |
@sgqy 想问一下菊苣上面用的hex editor具体叫什么名字? |
@Neroldy |
@Inori Thanks~ |
@Veshurik Sorry for late reply. |
@sgqy You're the best! It works! Brilliant! Hah, finally! Now I wonder, why every line in script has a second copy (with ##). And how to translate them - just copy or leave one of line. |
@Veshurik Using double line format is because we let translating work go 2-pass. (##) label is used to fit this editor: https://github.com/regomne/lneditor (No English version) |
Well, here might be another new code for ws2. |
@sgqy Like that? |
@Veshurik That is! |
@sgqy i used your "get text" tool , works perfectly well. The only issue is that i dont know how to make these .txt files back .ws2. I need to do the opposite process otherwise the game i'm trying to translate won't read changed file, i suppose. Would be grateful for your help or advice |
you can just overwrite the .ws2 strings, but looks he don't update the jump points, generating corrupted scripts... this is the reason to my tool don't allow extend the length size. |
@marcussacana your VNX+ tool seems to be working well but I have some questions. What does the "/n" mean ? This "N" letter shows almost in every line of the text. IDK if I can delete it or not. Also , Im still looking for a way to do the opposite proсess (.txt convert to .ws2) because it's not convenient for me to translate the text from your tool , it would be cool for me to convert these .ws2 file to .txt then translate them and finally convert them back to .ws2. Is this possible? |
@PurpleGeeZ
|
Idk if anyone is still active here but i need a favor.... Can anyone fix me these scripts to be actually readable? They are also .ws2 and use the same engine as yr talking about but they are from an append disk, which tend to come as a folder with them in it instead of an archive.. http://www.mediafire.com/file/dm84i00y0pztvv9/Golden+Marriage+Append+Scripts.rar |
Eh, well... I need a help again. If I create folder "rel" and gettext.bat, then files becomes 0Kb... And... if I drag Rio.arc on .bat, it shows /pause and "click on any button"... That is all. What is wrong? |
extract the pack, make folder @Veshurik see content of |
i am pretty new to these stuff, I don't know if it's too late.... i was able to get the txt files, made some translation fix (For personal use) but i'm struck on how to change the txt files back to ws2? Can someone please be kind and explain me 2 things 1)How to get the txt files back to ws2? |
I'm trying to convert 見上げてごらん、夜空の星を 体験版 script to txt.
(unpacking arc works well)
command prompt looks working well.
but,
converted txt have 0 size or txt file doesn't existed output folder.
I think pattern might be changed.
this is Rio.arc file on 見上げてごらん、夜空の星を 体験版
http://www.mediafire.com/download/0u8puf8izancdal/Rio.arc
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