2011-02-04, 13:34 | Link #961 | ||
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Join Date: Jan 2011
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0.10 actually seems faster in the Save/Load menus (for me) than 0.09; I used to have to hold down a mouse button to get clicks to register in that menu, and I don't anymore. However, what's really interesting is that the text is properly formatted in that menu now, which means that Elliot has successfully implemented his own version of ObjOfTextCall(). (I don't know if he's done the same for Select_SCall(), but combing through his changes on GitHub might clarify that.) You might want to grab the source to rlvm and have a look; I don't know how much of it would be Windows-portable, but it's probably better than starting from scratch. Things that haven't changed from 0.09 to 0.10: fonts are still not selectable from the Config menu, and Auto Mode is still semi-broken -- there are no numbers when you adjust the sliders for wait time, and it still doesn't wait for voice clips to finish playing before moving to the next message. That bit you posted about the location of rlvm save games was super-helpful, because it's not documented in any obvious place. (OK, it's probably noted somewhere in the source code, but that doesn't count. It's certainly not in any of the README's accompanying the tarball.) Thanks to that, I was able to re-test the Sunohara rap issue under 0.10, and confirm that it's not a problem; I'm betting it probably would've worked in 0.09 too if I'd known where the save files actually lived. I should (hopefully) have some time this weekend to do some more proofreading. -XCN- |
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2011-02-06, 09:22 | Link #962 | |||
Dango Digitizer
Join Date: Sep 2010
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Glad to be of help. If you're up for bug reports and suggestions, head on over to https://github.com/eglaysher/rlvm/issues Quote:
rlBabel uses the Windows API to format the text, so rlvm's code won't be portable, but it might provide insight into meanings of byte values. The current biggest annoyances in the DLL code are hard-coded numbers with no written explanations. You can be in charge of that (or at least for the time being)... hacking rlBabel is surprisingly fun, hehe... |
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2011-02-06, 16:47 | Link #963 | ||||
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Join Date: Jan 2011
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(Also, you're using the branch from SVN, right? I think litghost hacked both rlBabel and rldev for 1.5.0.4 compatibility with FV.) Quote:
What's interesting to me is that there's an implementation of rlBabel in rlvm ... in fact, there's a file in the rlvm source (under src/Systems/Base) called "RlBabelDLL.cpp", which looks like a consolidated, cleaned-up version of various functions from the rlBabel source. Quote:
-XCN- |
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2011-02-07, 09:54 | Link #964 |
Junior Member
Join Date: Feb 2011
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umm sorry maybe i was too late, but please help me
i've downloaded clannad game for psp,also the english patch, but it said something about CD, maybe CD is required for this game? is there any way to enjoy this game without cd? please help, thanks |
2011-02-07, 22:24 | Link #965 | |
Dango Digitizer
Join Date: Sep 2010
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2011-02-10, 09:57 | Link #966 | |||
Dango Digitizer
Join Date: Sep 2010
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An alternative possibility for static text (Tomoyo, Kappei and empty save slots) would be to pre-render them as new .g00 files and modify the Kepago code to use obfOfFile() instead of objOfText(). For Fuuko's pranks... we COULD replace select_s() with select(), but I can't see fans being happy with that Quote:
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2011-02-10, 21:58 | Link #967 | ||
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Join Date: Jan 2011
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I talked with Elliot privately over E-mail, and discovered that he actually fixed objToText() by accident. It also turns out that the fix was trivial for him, because he isn't doing gymnastics to get RealLive.exe to do stuff through an external DLL. That's the upside of writing your own implementation of RealLive. (The downside, of course, is that he can only clone behaviors and functionality he's aware of, which is tricky when you're dealing with an undocumented VM.) Quote:
1.) Get someone to properly implement select_s(). (Unlikely, but possible.) 2.) Replace RealLive with rlvm. (However, rlvm is written for Linux and OSX, which implies that it would have to be built and run under Cygwin or Cygwin + MinGW. Even assuming you can get it to run in Windows, you'd then have to extensively test its behavior against the original RealLive Windows build, to make sure that everything behaves in the same fashion. Also, you can't choose fonts in rlvm, due to differences between supported platforms.) 3.) Implement all Fuuko's menus as .g00 objects, then write your own routines in Kepago to properly detect and interpret mouse clicks on them, and process the choices appropriately. (If possible, it's still a load of pain and suffering.) For now, let's see if we can stir any interest in getting select_s() properly implemented. May as well try, anyway. Implementing Fuuko's menus by hand is a rather ugly fallback ... but not impossible. (SEEN9520.ke seems to do just that with the right-click menus, but the number of op calls in there is frightening.) -XCN- |
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2011-02-12, 00:00 | Link #968 | |||
Dango Digitizer
Join Date: Sep 2010
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All translated graphics will need to be redone to support the original Clannad (including EverSynth's menus). The Memorial Edition uses the same graphics as Full Voice (except for copyright dates, the legal notice at the start of the game, and the config menu). I haven't tested rlBabel-GenMap yet, but if it works on ME's RealLive, it should be easier to port our work to ME than to the original edition. Quote:
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I haven't made any .g00 files for it yet so the above uses objOfText() with monospaced font (there's another option, a la Kanon: ship Deja Vu Sans Mono and recommended players to use it). The menu isn't interactive yet, but from other mouse experiments (pun intended) I believe it's possible to mimic most of select_s()'s behaviour (minus the ability to read the text log while the menu is open, and maybe the ability to mark it as a return point for "Return to previous selection") In the process, I also found out that we can alleviate the CPU overdrive issue by inserting a wait() command into the menu loops. I wouldn't replace RealLive with rlvm on Windows (at least just yet), as we'd lose more features than we gain (screen shake, sepia toning, text input, animated selections [both select() and select_s()], playback of previous speech... just off the top of my head) Out of curiosity, by "implement select_s()" properly, did you mean getting the compiler to do it, or getting rlBabel to do it? Last edited by Polarem; 2011-02-22 at 09:16. Reason: corrected feature list that rlvm currently lacks |
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2011-02-14, 20:43 | Link #969 | ||||||
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Join Date: Jan 2011
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I can't believe that suggestion is not only viable, but practical! Actually, it's probably not as hard as I was thinking, because the actual code for what the buttons DO doesn't have to change, only the routines to detect mouse clicks and animate the buttons. Quote:
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-XCN- |
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2011-02-15, 01:35 | Link #970 | |||
Dango Digitizer
Join Date: Sep 2010
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Anyway, for the menu, we have 2 options at this point: 1) Use the custom menu, and find a way to trigger a save point (or ignore it, if a way can't be found) 2) Use the built-in menu, forcing RealLive to use a monospaced font for the menu text (check your email; I sent you some test code) |
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2011-02-18, 21:37 | Link #972 | |
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Join Date: Aug 2007
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As Polarem already mentioned...
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----- I belive that I may have installed the Seen from the SVN incorrectly. I keep getting an error stating: Error: interpreter detection failed. Unable t o format text. |
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2011-02-19, 09:07 | Link #973 | |||
Dango Digitizer
Join Date: Sep 2010
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That error message is due to a missing W.X.Y.Z.map file. W-Z correspond to the version number of your RealLive.exe, so assuming that you have the Full Voice version, place 1.5.0.4.map (the download button is at the right hand side) into your Clannad installation directory. |
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2011-02-19, 17:56 | Link #974 | |
Junior Member
Join Date: Jan 2011
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-- That said, I'm going to briefly spell out for everyone why console patches for Clannad are never going to happen. First, patching a console game means hacking said console, ripping and potentially re-burning said game, etc ... and we can't discuss any of that here, for obvious reasons. Second, there is no console equivalent of rlBabel.dll, which does the proportional text formatting. That would have to be rewritten for every single platform, and then forcibly hacked into the existing executable, which is a huge hurdle. (Given the amount of reverse engineering required, you'd probably be better off porting rlvm to each console -- which is also no picnic, as you'd still have to custom code routines for handling input from controllers.) Substituting some ugly fixed-width English font might work, but that also requires hacking each executable. Third, the version of SEEN.TXT currently used in the PC patch (or, more specifically, its source files) has been hacked in various, mostly undocumented ways to work properly with the rldev toolchain -- and there are further hacks in the pipeline to deal with needed functions that haven't yet been implemented in rldev. It's unclear how those hacks would work (or not work) on a ported engine (or a different engine). Finally, there's a small (but critical) amount of text that's only implemented graphically -- and it's not just the menus. Those graphics would have to be redone for every single console version, in whatever format each one takes. (And that assumes the Japanese text hasn't already been "baked" into the compressed movie ... which would be really difficult to undo.) -- The real issue here is that Key is consciously ignoring the non-Japanese fans. If they really wanted English-localized versions of Clannad, they would've made the licensing arrangements years ago. (How else do you explain the existence of Clannad on PS3 and Xbox360 in Japan, and nowhere else?) It probably doesn't make sense for them to expend resources where the market is far smaller, and they can't get away with charging the "premium" prices that the Japanese customers are used to. Believe me, I sympathize, but I can't do anything about that; we're having enough trouble scraping together manpower to finish the PC patch. -XCN- |
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2011-02-22, 16:37 | Link #975 |
Lolicon ! me ? shut up...
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I've recently acquire a Clannad game, the full voice version... (It's a present of a friend)
And I've try to install the unofficial patch 4 times and the 4 times it crashed so I need help to install the patch (My Japaneses friends won't traduce the entire game for me... XD) So, someone can help me ? I really need to play to this game because I'm a Clannad fan since a long time ago and finally I get the game yesterday. PS : Sorry for my bad english
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2011-02-22, 16:39 | Link #976 | |
Explodes when thrown
IT Support
Join Date: Jan 2009
Age: 37
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In order for any of us to give you any help, you're going to need to give us more information on the problem that you're experiencing.
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2011-02-23, 02:18 | Link #977 |
Lolicon ! me ? shut up...
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OK, so at the beginning there's a pop-up with Japanese word and when I click on Ok the game open and the screen is black.
One times the beginning of the game start and the game is in the up-left corner and the rest of the screen is black. When this happen the game freeze at the beginning of the story and the game is a white screen. When there's no translation, the game runs perfectly normally
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2011-02-23, 05:13 | Link #980 |
Dango Digitizer
Join Date: Sep 2010
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Steps for a Full Voice patch on Windows, using the Wafflehouse text patch and EverSynth's graphics patch (as of 2011-02-23)
1. From http://www.assembla.com/spaces/clannad/documents, get:
2. From http://www.assembla.com/code/clannad...nt/1.5.0.4.map, get:
3. From http://forums.animesuki.com/showpost...&postcount=603, get:
4. Put all the bolded files from (#1) and (#2) into your Clannad installation folder. 5. EXTRACT all the files from (#3), except the README file, into your Clannad installation's G00 subfolder 6. Have fun! EDIT: Latest patches available at http://forums.animesuki.com/showthre...68#post3581568 ===================================== Troubleshooting tips 1. If you have used a different patch before, or if you have played in Japanese before, delete your SAVEDATA subfolder to remove incompatible data (you will lose your saved games) 2. If you have trouble loading rlBabel.dll (the game should do it automatically), install the Microsoft Visual C++ 2008 SP1 Redistributable Package (x86) and restart your computer. Last edited by Polarem; 2011-04-22 at 07:38. Reason: Redirect to latest download links |
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bishoujo, game patch, key, pc game, translation |
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