2007-09-06, 10:17 | Link #421 |
Member
Join Date: Jul 2007
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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). |
2007-09-07, 07:12 | Link #422 |
Junior Member
Join Date: Sep 2007
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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 |
2007-09-09, 23:00 | Link #424 | |
Member
Join Date: Jul 2006
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Quote:
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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2007-09-10, 05:44 | Link #425 | ||
Blick Winkel
Join Date: Sep 2007
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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:
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2007-09-10, 22:56 | Link #426 | |
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Join Date: Jul 2007
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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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2007-09-11, 06:12 | Link #427 |
Blick Winkel
Join Date: Sep 2007
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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. |
2007-09-11, 08:25 | Link #428 | |
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Join Date: Jul 2007
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Quote:
Keep it simple. Happy translating! |
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2007-09-19, 23:26 | Link #433 |
Member
Join Date: Jul 2007
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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 |
2007-09-21, 00:56 | Link #435 | |
Mahjong Triple Pro
Join Date: Sep 2006
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2007-09-21, 03:02 | Link #436 | |
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Join Date: Jul 2007
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2007-09-23, 05:41 | Link #438 | |
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Join Date: Jul 2007
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2007-09-25, 09:35 | Link #440 | |
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Join Date: Jul 2007
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visual novel |
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