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arcusmaximus avatar arcusmaximus commented on September 28, 2024 1

That one used an entirely different convention (doesn't call the "Print" function but instead populates a large array). Support for that one is now available as well.

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Presi5 avatar Presi5 commented on September 28, 2024

Additional info: in this case, it seems that the scripts are in UTF8, but I'm not sure if this apply to all games. At least English versions of this engine and this company (Jast) use UTF, but Japanese versions with the same engine use SJIS. I thought that you may know that, just in case.

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AtomCrafty avatar AtomCrafty commented on September 28, 2024

For reference: MWare uses Squirrel as the embedded VM. The language specification and additional info can be found on http://squirrel-lang.org.

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Cosetto avatar Cosetto commented on September 28, 2024

Another reference: https://github.com/marcussacana/MwareStuff/blob/master/NUTEditor/NUT.cs
https://github.com/AyamiKaze/exNUT/tree/master/nutcracker

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arcusmaximus avatar arcusmaximus commented on September 28, 2024

Support implemented with UTF8 encoding. If you ever need SJIS, you can change the Encoding property in MwareScript.cs to StringUtil.SjisTunnelEncoding.

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Cosetto avatar Cosetto commented on September 28, 2024

Can you also add support for English script like this one from Muramasa?
script.zip

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AtomCrafty avatar AtomCrafty commented on September 28, 2024

I can provide some context for this: Mware has builtin multilanguage support, so there are two different kinds of files to worry about. Both are squirrel scripts (.nut).

The first are the actual game scripts, they contain all the logic and Print calls. They are located in media/script/nut. The Print function takes an index as its first parameter (can be either an integer or a string). When a non-default language is used, this is the index into the translation table.

The second kind are the language files. They are located in media/nut/lang and do nothing except populate the translation tables. There are several common tables, like TransText, TransAddText and TransLog, but games may define entirely new tables for specialized use.

I'm pretty sure all of these files are automatically generated from yet another format, but I don't have any specifics on that.

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