2007-08-20, 08:35 | Link #404 |
Junior Member
Join Date: Jun 2007
|
4as, Chewy
Spoiler:
@RealityEX, there is no as much visual novels in english to choose from them, the same genre doesn't exist. Do you know any normal books to read simmilar to ever17 ? I mean that behind characters is the big misery or yuo know what i mean. |
2007-08-20, 10:53 | Link #405 | |
ForUs
|
Quote:
anyway: EVE Burst Error and Desire. If im not mistaken script for those games was written by the same guy who writed for Ever17? Both games are similar but EVE is little less SF than Desire. Oh and also, both games are rated Mature.
__________________
|
|
2007-08-20, 11:13 | Link #406 | |
Senior Member
Join Date: Dec 2005
Location: Toronto, ON
Age: 39
|
Quote:
I/O (another game written by Nakazawa Takumi after he left KID) is also pretty good. If you like computers you'll LOVE this game. ONOKEN's music works really well here too. Both are PS2 exclusive games. OR you can just look for any game written by Nakazawa Takumi. |
|
2007-08-20, 12:49 | Link #407 | |
Senior Member
Join Date: Feb 2007
|
Quote:
|
|
2007-09-04, 15:53 | Link #409 |
Blick Winkel
Join Date: Sep 2007
|
Hi guys, I'm new here.
Two days ago I finished Ever17 (every ending) and I think that this is the best game I've ever played, perhaps better than every anime I've seen so far. I have some questions 1) Spoiler:
2) Spoiler:
3) If I can ask it, can you please teach me how to edit the script.dat file in order to successfully translate the game in another language? I want some friends of mine to play this game, but they can't read english. Thank you very much. I'm here because I've seen this thread on KGPTZAC's guestbook I hope I'm not pissing you off. |
2007-09-04, 17:30 | Link #410 | ||
ForUs
|
Quote:
Spoiler for 1):
Spoiler for 2):
Quote:
You can do it with any hex editor (like XVI32), just open the script.dat with it. Form here you can edit it kinda like any other text file... Theres just one rule: the filesize of the edited script.dat needs to be EXACTLY the same as the original's one.
__________________
|
||
2007-09-05, 04:24 | Link #412 | |
Blick Winkel
Join Date: Sep 2007
|
Thank you 4as for your answers!
Spoiler for 1):
Spoiler for 2):
Quote:
Anyway, can't this software help? I found it on kgptzac's website but I don't know how to use it. It splits script.dat in several *.src files that can be edited with an editor as well, but I don't know how to make a new script.dat from them. Thank you for your help |
|
2007-09-05, 08:22 | Link #413 | |||
ForUs
|
Quote:
I dont think you'll find help here ~~; Spoiler for 1):
Quote:
There is probably a way around it but I dunno. Quote:
__________________
|
|||
2007-09-05, 10:33 | Link #415 | |
❤ Fabulous MAX~! ❤
Graphic Designer
|
Quote:
__________________
|
|
2007-09-05, 14:06 | Link #416 |
Member
Join Date: Jul 2007
|
doh...try AnimED from http://www.dsp2003.narod.ru/animed.htm. It was originally created for making the russian translation of the Ever17. It can extract\create LNK (DAT) \ IKURA SM2MPX10 \ PackOnly/PackPlus & other game archives. It can (de)code WAF files. It can also split SCR file into several hundreds of chunks and merge them back (SEE USER'S MANUAL).
You can also see russian demo translation here: http://www.dsp2003.narod.ru/ever17.htm. --prove that the tool is working. The updated 0.5.7.290 AnimED's version will be released in a few weeks. Please be patient. --- 4as, you're wrong. I've decoded the SC3 format. It's uses internal text sections table (almostly looks like simplified LNK (DAT) format). When you're editing the text, the string jumping offsets changes the positions. That's the cause of edited script.dat non-working. So, it's necessary to RECALCULATE every jump table entry. My tool is able to do so (because of lazyness, i didn't wrote the normal compiler\decompiler, so you must do chunks export, edit them in HEX editor one-by-one and only then import them back). It's simplier than my ugly english. --- NOTE: In order to edit Never7, Remember11 or Memories Off Series SCR files, you MUST edit scr_def.conf (i'm not sure if they're using the same SC3 format, so please check the header before doing something with them. It's contains the SC3 files properties), otherwise the tool will load the file as "blank". Little example: ; This is the offset list - it tells this tool where's the in-game texts is stored. ; ; [file.scr] ; begin =< text table beginning offset > ; records =< number of text records in SCR file > ; ; *** PLEASE EDIT CAREFULLY! *** ; Ever17 Introduction [op00.scr] begin =7868 records =373 --- Any questions? Last edited by dsp2003; 2007-09-05 at 14:32. |
2007-09-05, 18:58 | Link #418 |
Blick Winkel
Join Date: Sep 2007
|
Thank you for your help dsp2003.
I hope you don't mind if I talk with you throught this board instead of using emails (I'm the same of the guestbook). But I think that this stuff may be helpful to the others ^^. I don't understand a thing about codes, software, etc. ^^ then I don't understand your hard words :P But this is what I tried: - Thanks to your software, I opened the script.dat and split it into scr files. - I opened the first scr file with an hex editor. - I've changed a sentence in the file, and saved it. - Thanks to your software, I merged the src files (with the new edited one) into a new script.dat - I put the new dat into Ever17's folder. Did I do something wrong? Is this the way to edit the Ever17's script file? This time, the game booted. Then I tried to start a New Game but when the changed sentence appears on the screen, the game crashes reporting this error: Whan can I do? Thank you for your help |
2007-09-05, 22:26 | Link #419 |
Member
Join Date: Jul 2007
|
To Marko:
GRRR! Open the SCR file with AnimED via "Scenario Tool" tabsheet. Next, press "Export chunks". The SCR file will be splitted into several hundreds of little files. You must edit THEM instead of the SCR file --NEVER done the same mistake again, i beg you. Next, when you'll finish to edit necessary chunks (see decompiled text sections window for the reference - not all of them should be edited ;] ), type in your compilation directory path (MUST NOT BE THE SAME AS YOU'RE EDITING CHUNKS FROM. For example, if you're editing in the "C:\SCR", then you must enter "C:\OUTPUT" or somelike (try to use the short path please) -- replace the "G:\Desktop\For Test" path (it's my testing folder, forgot to change it into other thing)) and only then hit "Import chunks" button. You'll have the 100% working SCR file in your C:\OUTPUT directory (DON'T FORGET TO CREATE IT AT THE FIRST PLACE). Since none of you is reading User's Manual, here's a few hints: KID engine have the string length limitation. It means, that the string must be <=48 symbols. "Enter" symbol for the engine is 01h (i.e., you MUST check the string length while editing the script and enter 01h bytecode if necessary --otherwise the game WILL crash. Next, the maximally possible number of strings is equals to 5). Preserve 5x48 char rule and you'll be fine. ...fhew. To 4as: That's what you've done is called byte-by-byte translation. :] It works too, but makes life harder when you'll need to change the length of string (i've done that at the first translation try-ons and become depressed in a few hours ) |
Tags |
visual novel |
|
|