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Old 2007-09-06, 09:27   Link #421
Marko
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It... works!

Thaaaaaaaaaaaaaaaaaaank you =) ^____________^
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Old 2007-09-06, 10:17   Link #422
dsp2003
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Forgot to add: ALL PREVIOUS savegames will be INCOMPATIBLE with the game now. That's the UNSOLVEABLE problem (you'll have to start the new game).

Hint. If you don't have enough space for the text (i.e. 5x48 is not enough), then... you can simply ADD new string (and DELETE some of them if necessary)!

---

--------------------------------------------------------------------------
{ 0} - end of string, end of table entry, end of item ???
{ 1} - set cursor at the next line (Return)
{ 2} - end of text string byte 1, player click parser ???
{ 3} - end of text string byte 2, player click parser ???
{ 4} - ???
{ 5} - unterminated string byte 1 ???

{ 11} - begin of command selection ???
{ 12} - append string ???
{ 13} - begin of voice file identifier
{ 14} - text window type (speech dialog), Clear Screen instruction?

{128} - unterminated string byte 2 ???
--------------------------------------------------------------------------

Example (decompiled script):

{14}{5}{128}{0}{0}The string is too long...{2}{3}{0}

--->>>

{14}{5}{128}{0}{0}The string is too long...{2}{3}{14}{5}{128}{0}{0}...so we have splitted it.{2}{3}{0}

128 (integer) is a 80 in hex (use the Calculator to convert the values if you want).

A few other examples:

Simple string --

{14}{5}{128}{0}{0}This is a testing string.{2}{3}

Simple multilined string --

{14}{5}{128}{0}{0}This is {1}a testing {1}string.{2}{3}

Simple dialog string (default for player) --

{14}{5}{128}{0}{0}[Player]{1}This is a testing string.{2}{3}

{13}WAVEFILE{0} makes the string voiced, so...

Simple voiced dialog string --

{14}{13}WAVEFILE{0}{5}{128}{0}{0}[Girl]{1}This is simply a test!{2}{3}

WAVEFILE is the name of WAF file in the voices.dat (without WAF extension).
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Old 2007-09-07, 07:12   Link #423
Gabest1
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This is for never7, where only 0-5 11,12 are in the script, but in that {4} is some kind of delay for showing the following text. {5} is the color followed by 8x 00 00 8y 00 00 where x and y are 7 bit palette indexes, and {11} stands before the choices of an answer:

{5:0,2}{11:1}『だって今日は、カレーでしょ?』{1}
{11:2}『だって今日は、クリームシチューでしょ?』{1}
{11:3}『だって今日は、肉ジャガでしょ?』{1}
{0}

I don't know about {12}, it's single byte.

PS. Funny that I also used curly braces in my output file
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Old 2007-09-09, 22:39   Link #424
MidoriHiME
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I have a question regarding this game, as I have been wanting to buy it for awhile. Do you make a lot of choices in this game, or is it really primarily just reading dialogue with a few choices here and there?
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Old 2007-09-09, 23:00   Link #425
komichi
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Quote:
Originally Posted by MidoriHiME View Post
I have a question regarding this game, as I have been wanting to buy it for awhile. Do you make a lot of choices in this game, or is it really primarily just reading dialogue with a few choices here and there?
Well generally speaking, it really isn't such an interactive game with like choices every 10 minutes. There is A LOT of reading in this game including things you might want to research about if you've never taken a physic or calculus class before (only if you're the curious type) but these decisions are sometime very crucial in term of giving you clues and triggering events. Like where you choose if you're going to play from Takashi's perspective or the kid's.

Now if you're asking about re-playability, it took me 50+ hours to beat it because the true ending can only be obtain once you've unlocked all the good endings (2 for Takashi and 2 for Kid) so it took a while to piece everything together.

This game is worth every penny you're going to spend for it. ^_~
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Old 2007-09-10, 05:44   Link #426
Marko
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Quote:
Originally Posted by MidoriHiME View Post
I have a question regarding this game, as I have been wanting to buy it for awhile. Do you make a lot of choices in this game, or is it really primarily just reading dialogue with a few choices here and there?
As komichi said, there are some choices but they're not the hub of the matter. In other words, the game doesn't revolve around the "make your choice and see what happens" stuff: the story goes far beyond this, and you surely have to read a lot.
To be honest, I played this game as an anime. Since I don't like to mix interaction and a good story (if I want to play I want to play, if I want to read and live a beautiful story I want to read and live a beautiful story), I used the game guide who told me how to get the good endings in the right order (Tsugumi, Sora, You, Sara) to live the story at its best. And that was the best choice I could have ever made.

Quote:
This game is worth every penny you're going to spend for it. ^_~
This is the biggest truth.
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Old 2007-09-10, 22:56   Link #427
dsp2003
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Quote:
Originally posted by Gabest1:

PS. Funny that I also used curly braces in my output file
Well, the choice of using the "{}" combinations had come into my mind because the "[]" forced my testing compiler code to gone crazy. ^_^'

Thank you for decoding the unknown part of the text script bytecodes. I'm thinking to write the "normal" scripting pseudo-language, but the further instructions set decoding is required... I don't have a time to do so, because of the translation work... maybe later.

P.S. I'm looking for the CPS ENCODER (i've managed to extract the necessary bitmap data from in-game memory (32-bit, with ALPHA MASK --KID Tools GUI KILLS MASKS WHEN EXTRACTING) and patched the exe (in memory) for overriding the GUI data with the translated BMP files, but the title menu screws it all and makes app to crash, because it's uses non-standard alpha mask (possibly that the CPS file contains TWO sections - 24-bit image and 8 (or 4 bit) alpha)!). T_T
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Old 2007-09-11, 06:12   Link #428
Marko
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dsp2003, I have a question about the translation.
You said to use 5x48 and it's ok with the regular text boxes, but what about the "still screen" made of text only? I mean, for example, when a blue screen (resembling the sea's waves) appears and then the text goes with it. When there are explanations (for ex. the one about the memory stuff or when Takeshi goes to rescue Chami, etc.), etc...
What rule should I use in those cases? I think that 5x48 is no longer ok.
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Old 2007-09-11, 08:25   Link #429
dsp2003
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Smile

Quote:
Originally Posted by Marko View Post
dsp2003, I have a question about the translation.
You said to use 5x48 and it's ok with the regular text boxes, but what about the "still screen" made of text only? I mean, for example, when a blue screen (resembling the sea's waves) appears and then the text goes with it. When there are explanations (for ex. the one about the memory stuff or when Takeshi goes to rescue Chami, etc.), etc...
What rule should I use in those cases? I think that 5x48 is no longer ok.
Actually, the same rule is applicable here... with the ONE exception - some (IT'S VERY RARE, BUT HAPPENS) strings is *appending* to the previous. The only option here is trial-and-error (with using of the same 01h "Enter" byte). ^_^

Keep it simple. Happy translating!
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Old 2007-09-11, 15:59   Link #430
Marko
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Quote:
Originally Posted by dsp2003 View Post
Keep it simple.
Lol! Great quote!^_____^
Thank you
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Old 2007-09-14, 02:16   Link #431
dsp2003
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Yesterday night i was *a little bit* drunk because of "International Day Of Programmer" Celebration (September 13)... and then this thought stucked into my mind... "Of course! That's what it was!":

Spoiler for 2034th Accident Reconstruction:
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Old 2007-09-14, 13:25   Link #432
4as
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Spoiler for 2034th Accident Reconstruction:
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Old 2007-09-17, 05:45   Link #433
dsp2003
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Spoiler for 2034th Accident Reconstruction. Added:
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Old 2007-09-19, 23:26   Link #434
dsp2003
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16.09 - 20.09. 5 days of non-stop coding. The result is an feature-packed Ever17 PC US Release Executable editor (with the instant results preview)! For your translation needs.

http://www.dsp2003.narod.ru/download/animed/exedit.7z
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Old 2007-09-20, 01:54   Link #435
luckyovermind
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Ha? Are you that russian translator everybody is talking about? Nice to meet you XD.
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Old 2007-09-21, 00:56   Link #436
Malintex_Terek
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Quote:
Originally Posted by dsp2003 View Post
16.09 - 20.09. 5 days of non-stop coding. The result is an feature-packed Ever17 PC US Release Executable editor (with the instant results preview)! For your translation needs.

http://www.dsp2003.narod.ru/download/animed/exedit.7z
I seem to be late to the party, so pardon my ignorance. What does this do? Is it for edting the Ever17 ROM to allow for proofing the translation mistakes?
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Old 2007-09-21, 03:02   Link #437
dsp2003
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Quote:
Is it for edting the Ever17 ROM to allow for proofing the translation mistakes?
Better. It allows to edit the text resources in the Ever17 EXE file. You can do the most of those things in the HEX-editor, but with this tool you're at the 95% protected from the unexpected crashes. :]
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Old 2007-09-21, 07:45   Link #438
clowezra
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I liked it, but I've seen way better.
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Old 2007-09-23, 05:41   Link #439
dsp2003
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Quote:
I liked it, but I've seen way better.
Thanks. You're telling about the EXE ROM injectors and PCharZ redirecting (because the strings is hard-coded and could not be edited with an Resource Editor -- i've tried that as well), right? Unfortunately, this not always works as expected (otherwise i'd prefer to use LikeRUS XP or other EXE memory-joiner application -- after editing the Windows core says that the application is "not an Win32 application". ^^').
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Old 2007-09-23, 14:13   Link #440
SuzumiyaU1
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I've played it in Japanese once.
OMG,it was crazy!!!
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Last edited by SuzumiyaU1; 2007-09-23 at 14:26.
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