Comments (7)
I checked out the existing tools and the sample text.dat, and it looks like this file really contains just text, not code that could require jump offset changes. Did you try out the tools to verify that they really don't work?
The AyamiKaze tool should be capable of rebuilding, but looking at the source code, it uses inconsistent file names. The extraction tool (text_print.c) reads TEXT.DAT and produces TEXT_JP.txt, but the rebuilding tool (text_packet.cpp) reads sens.txt and produces ATField.DAT. So some renaming would be needed to get repacking to work (or you could just fix the file names in the source code).
To be clear, I can add support for this format to VNTextPatch even if the existing tools already work. It's just a matter of knowing whether it's enough to emulate what those existing tools do, or if more is required.
from vntranslationtools.
Support for text.dat added into VNTextPatch considering how simple the format is. Let me know if it works for your target game.
from vntranslationtools.
@arcusmaximus that tool by ayamikaze is outdated try his new one
from vntranslationtools.
So, I've tested the tool.
It extracts and appears to repack the script properly. However, after repacking the text.dat into the original data.pac using the UniPac tool developed by marcussacana, it boots properly, but once I hit "start" in the game menu, it freezes and then crashes. I've also tested the soft-patching method of just putting the text.dat into a folder in the game directory named "data", and it results in the same crash. So, I'm going to have to assume this has something to do with the repacking of the script.
I also attempted to use the python tool suggested by Cosetto in the message above, and I can't seem to get it running, but it keeps returning an error about "encoding" being an invalid keyword.
from vntranslationtools.
After getting the game and doing some analysis, it turns out that editing text.dat is indeed not enough. The file contains string IDs, so that you'd think the scenario (script.src) references messages by these IDs - but in reality, the IDs are unused, and (as you initially suspected) the scenario uses file offsets instead.
VNTextPatch now edits both script.src and text.dat to get a working translation patch. In addition, it now changes the first byte in text.dat from $
to _
to mark it as unencrypted. (If you put an unencrypted text.dat with a $
marker in the "data" folder, the game will "decrypt" it, or in other words, corrupt it.)
@Cosetto The tool you linked might also work, but relies on several assumptions/heuristics that could go wrong and produce a corrupt scenario. The new code in VNTextPatch knows about all the game's instructions and should thus be more reliable.
from vntranslationtools.
Sorry to revive this already closed issue. I'm unsure if it is necessary to make an entirely new issue on the matter since this still relates to the original problem. It's another problem I've encountered with the tool that has to do with the script output.
To get right to it, the current version of the tool outputs most of the lines as intended. Some lines are becoming lost in the output, which probably has something to do with the truncating implemented in v0.0.3 to remove the non-text (i.e.: the first 1044-1046 lines of a raw TEXT.DAT decoding)
Personally, if this means having to do away with the truncating, I'm fine with all the non-text rows. Not that I can speak for all who will use the tool for translating a softpal VN.
Sorry again, and I hope you can make this fix!
from vntranslationtools.
The tool wasn't handling all message-related opcodes yet. Should be OK now.
from vntranslationtools.
Related Issues (20)
- Found invalid data while decoding (YU-RIS ) HOT 1
- Index out of array bounds(Csystem) HOT 10
- Invalid Files on Yu-RIS VN, after deleting them, the scripts extract weirdly HOT 5
- Softpal / POINT.DAT / Found invalid data while decoding HOT 6
- Request: Support for Will Co (.wsc) HOT 5
- question on wrapping kirikiri script HOT 3
- Some scn files cannot be parsed(一些scn文件无法解析) HOT 2
- Artemis .ast files fail to parse HOT 2
- Artemis .lua support
- About encoding HOT 4
- SjisTunnelEncoding HOT 1
- Failed to extract BGI scripts HOT 1
- Majiro engine issue
- Question: How does the program use Columns, can I add columns? HOT 1
- Artemis failed to parse
- An error occurred with the Majiro engine using sjis_ext.bin
- "Found invalid data while decoding" KaGuYa Message.Dat HOT 4
- Euphoria (Yu-Ris) Packing error HOT 2
- Help with Artemis Engine .iet extension script
- The generated script causes a memory leak in the Majiro engine.
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from vntranslationtools.