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velocity7
2007-11-09, 23:42
I'm very interested in starting up a Tomoyo After PS2 translation project, but I require a programmer that can handle all of the wetwork required to build a base for this.

One of the following is plausible:

an emulator that runs the game specifically, realtime patching the English text and custom fonts as needed
a method to convert the scripts to RealLive as well as access graphical/sound assets from the PS2 disc

Can anyone help?

---

I originally posted this on NGEmu (http://forums.ngemu.com/1229664-post141.html):
Game Name: Tomoyo After CS Edition
Game Code: SLPM-66611
CPU: Intel Core 2 Duo E6600 @ 2.4GHz
RAM: 3GB DDR2 RAM
GPU: nVidia GeForce 8800 GTS 640 MB
PCSX2: PCSX2 0.9.4 Windows XP, x32, VM
Plugin Configuration:
All CPU options enabled, MTGS and DC enabled
GSdx9 0.10.0, using Direct3D and software modes, Pixel Shader 2.0 & 3.0. Only "linear texture filtering" and "Enable NLOOP hack" are checked.

Status:
Currently, graphics look like crap in hardware mode, but sound is near-perfect. If you know where you're going with menus, it goes in and does what it's supposed to do. Software (float) mode gets graphics perfect, but speed takes a massive hit (drops to 10 fps as opposed to default 60 for this game).

Progressive mode does not work, and at worst, crashes PCSX2.

ZeroGS does not work with this game.

Direct3D:
http://img118.imageshack.us/img118/6451/d3dscreen01cy2.th.jpg (http://img118.imageshack.us/my.php?image=d3dscreen01cy2.jpg)http://img118.imageshack.us/img118/5301/d3dscreen02yn6.th.jpg (http://img118.imageshack.us/my.php?image=d3dscreen02yn6.jpg)
http://img89.imageshack.us/img89/658/d3dscreen03xg1.th.jpg (http://img89.imageshack.us/my.php?image=d3dscreen03xg1.jpg)http://img89.imageshack.us/img89/7171/d3dscreen04mo2.th.jpg (http://img89.imageshack.us/my.php?image=d3dscreen04mo2.jpg)

Software:
http://img89.imageshack.us/img89/2964/softscreen01jx8.th.jpg (http://img89.imageshack.us/my.php?image=softscreen01jx8.jpg)http://img132.imageshack.us/img132/2018/softscreen02xd7.th.jpg (http://img132.imageshack.us/my.php?image=softscreen02xd7.jpg)
http://img509.imageshack.us/img509/5070/softscreen03le0.th.jpg (http://img509.imageshack.us/my.php?image=softscreen03le0.jpg)http://img132.imageshack.us/img132/4577/softscreen04lf8.th.jpg (http://img132.imageshack.us/my.php?image=softscreen04lf8.jpg)

UPDATE: I've talked with Gabest on the matter, and internally there is now a build that renders Tomoyo After (and CLANNAD) properly! Better progress than nothing. Please note that GSdx 0.1.7 at this time doesn't do it; Gabest's next release should do the trick.

fireshark
2007-11-10, 00:09
Minagi on here made something to extract and repack PS2 scripts and images, you might want to look into that
________
Suzuki Dl650 Vstrom (http://www.cyclechaos.com/wiki/Suzuki_DL650_VStrom)

zalas
2007-11-10, 01:40
So the obvious question is... why not the PC version?

Rasqual Twilight
2007-11-10, 05:55
From what I saw from the disc contents, it pretty much looks like the same structure as in CLANNAD PS2 was used for Tomoyo After PS2.
You should at least be able to reuse the code on the CRI's AHX/MZX audio file format from 名無しさんだよもん in http://www.geocities.com/sleephook/clannad/index.en.htm (or ahx2wav: http://gomaigasane.blog86.fc2.com/blog-category-4.html / http://forums.sonic-cult.org/index.php?showtopic=3086 / http://info.sonicretro.org/Image:Ahx2wav_v014mod.zip )

I didn't take a look at the graphics format, maybe ExtractData will give sth?

velocity7
2007-11-10, 08:46
So the obvious question is... why not the PC version?

A couple of reasons:

1. Non-hentai! :p
2. More story content in the PS2 version versus the PC one.

Savta-tan
2007-11-10, 09:43
1. Non-hentai! :p

That ruins all the fun of the game. If someone doesn't want the H-Scenes, he can just install the nonH patch

Unregistered
2007-11-10, 10:07
Agreed, nothing wrong with H and it's not like there's that many.
Plus this way peoples have to buy the game for sure if they want to use the patch.

Unregistered
2007-11-10, 10:53
A couple of reasons:
1. Non-hentai! :p

Oh come ON.

2. More story content in the PS2 version versus the PC one.

Now that is very valid, but how about making a patch for the PC version anyway, since it's a subset of the PS2 one? Just don't translate the moaning at all, H scenes tend to be pretty... intuitive anyway.

velocity7
2007-11-10, 13:00
Well, if anyone else is interested in translating the hentai scenes, using this project as a base, I'm willing to allow for that. To tell you the truth though, I don't think I'd ever keep a straight face translating anything hentai. :p

Asceai
2007-11-10, 15:00
Tomoyo After's H scenes would be more bothersome to translate than anything else by Key (which generally have pretty short and non-descriptive H scenes. Tomoyo After's aren't really much worse at all, but relatively speaking =p). That said, translating and patching the PS2 version is going to be generally a pain (and several of us did not buy the PS2 version, because we don't have a PS2 =p) so it's going to an unusually large amount of effort to avoid some H and get some additional story. And there aren't _many_ H scenes, in any case.

Of course, since a translation is generally the most time-consuming part of any game translation, it probably wouldn't add too much effort to move a patch between the two versions (provided they both use the same SEEN scripting format and we can diff it or whatever to see exactly what changed)

jyuichi
2007-11-10, 15:27
The PC version is out of print so a PS2 patch seems more logical to me.

velocity7
2007-11-10, 16:07
The PC version is out of print so a PS2 patch seems more logical to me.

Interesting, didn't know that. :o

zalas
2007-11-11, 00:01
I guess it didn't sell well enough for Key to release a 通常版 or something? Or are they waiting a bit before doing a rerelease?

GreatSaintLouis
2007-11-11, 00:54
Seeing as Little Busters' regular edition dropped at the end of September, I'd imagine it's highly doubtful that Tomoyo After will be getting a rerelease anytime soon. I'm no corporate analyist and don't purport to speak for the company, but I'd think that if they had any intention of releasing a regular edition for Tomoyo they'd have done it by now rather than rush out with the regular edition of their latest product, but that's just my opinion.

dsp2003
2007-11-11, 01:11
-_- *Sigh*

There's could be an simple answer -- grab both PC & PS2 versions, combine everything together and release it as monsterous patch for PC version ^_^ or even FanDisc (there's will be a lot of problems with PS2. First, because there's no guarantee that the console will accept the "homemade" disc. Second, there's no guarantee that the PS2 executable will accept the hacked resources -- by knowing Key, PC EXE could behave in the same way too. Probably, you should ask Haeleth or Serke about this one).

velocity7
2007-11-21, 20:50
-_- *Sigh*

There's could be an simple answer -- grab both PC & PS2 versions, combine everything together and release it as monsterous patch for PC version ^_^ or even FanDisc (there's will be a lot of problems with PS2. First, because there's no guarantee that the console will accept the "homemade" disc. Second, there's no guarantee that the PS2 executable will accept the hacked resources -- by knowing Key, PC EXE could behave in the same way too. Probably, you should ask Haeleth or Serke about this one).

The other problem with this method is that it demands:

1. Person in question must have both PC/PS2 discs bought, or at best the PS2 disc.
2. Requires a shitload of RealLive coding.

Also as a note, if this works out, it will leave room for a PS2 port of the CLANNAD translation currently in progress. (Rasqual, could you elaborate more on that? I'm kind of interested...)

Rasqual Twilight
2007-11-23, 12:08
The DVD contains a allpac.mrg archive which contains individual SEEN____.MZX files, potentially the script contents.

hkuclion
2007-11-24, 09:27
In fact I've done some effort to convert PS2 script to PC style script,currently up to Seen3418 has been converted,(not completely tested,of course,but will be),And I also extracted and rebuilt the Opening Animation.

The main problem I'm facing now is about the voice.mrg.Although ExtractData can peek the structure of the file,getting the data out seem to be impossible for ExtractData1.07 ... all extracted files have just a head of wave files,only 44 bytes...><

I also consulted someone who's familiar with encoding and decoding,and after examing the sample file,he told me that PS2 TA used a different encoding in voice file,and he could not figure that out unless tracing into the execution of the program,which is impossible for him now.(But he extracted the original PS2 style Seen script for me.)

So I wonder if anyone here can extract the voice,if anyone does,I'd like to share the converted Seen script.Thanks in advance...~

velocity7
2007-11-27, 16:43
Uploaded new images of the game running on PCSX2. Check first post.

In fact I've done some effort to convert PS2 script to PC style script,currently up to Seen3418 has been converted,(not completely tested,of course,but will be),And I also extracted and rebuilt the Opening Animation.

The main problem I'm facing now is about the voice.mrg.Although ExtractData can peek the structure of the file,getting the data out seem to be impossible for ExtractData1.07 ... all extracted files have just a head of wave files,only 44 bytes...><

I also consulted someone who's familiar with encoding and decoding,and after examing the sample file,he told me that PS2 TA used a different encoding in voice file,and he could not figure that out unless tracing into the execution of the program,which is impossible for him now.(But he extracted the original PS2 style Seen script for me.)

So I wonder if anyone here can extract the voice,if anyone does,I'd like to share the converted Seen script.Thanks in advance...~

Sounds interesting. Anyone want to give the man some help here? :)

hkuclion
2007-12-10, 21:16
Oh...It seems that no one here is able to extract the sound (or unwilling to do?).
Our team now started a effort to record sound from PS2 simulator...This prove to be a huge project as too many sounds need to be recorded,and,adjusting volumn and cutting sound pieces would also be a difficult work...

dsp2003
2007-12-11, 02:23
I could try to recognize the format of audio - just drop me a sample file (something not larger than 100 kb please) at e-mail. :) Of course, i can give no guarantees, but i'll try my best.

dsp2003@ya.ru (i'm not afraid of spam bots XP)

hkuclion
2007-12-11, 02:52
Thank you for willing to help me,and I'm not sure that a file containing 100k would provide enough information,but I will try.
But I don't know your Email-Address(Seems not shown in your contact profile),If you could type it,I will send you an Email as soon as I see it.
Thanks again for your help

dsp2003
2007-12-11, 04:41
Actually 100 kb is more than enough. ^_^

Edit: sorry, it's uses RLE-like compression & MSADPCM format, so it's hard to decode without disassembled PS2-EXE code. Gomen. :(

hkuclion
2007-12-21, 21:43
thanks for your help,and I'll try someone else.
Thx again

hypertoast
2007-12-31, 21:25
2. More story content in the PS2 version versus the PC one.

Yeah, there's way more stuff in the ps2! In fact, the last time I counted, there is an whopping 27 lines (included the repeated stuff, totaling at around 2 minutes of playing time) that isn't in the pc version!

oh yeah, I'd translate those lines if anyone wants them.

hkuclion
2007-12-31, 23:52
In the checking of Keakon,he found there's about 4000 lines removed,and over 2000 extra lines added...mainly in Seen06xx and Seen 50xx

hypertoast
2008-01-02, 11:34
Really? wow... that's strange, I was so sure that only the ending was changed...but most of the removed and changed lines should be the h, shouldn't it?

hkuclion
2008-01-02, 21:39
Yes,that's it, By the way, some CG have been added and removed.

Now recording of the the voice from PS2 started,but as known, this is too large a project, that presently only the different(or rather missing) part can be recorded directly from PS2,So this would very puzzling:the voice for Tomoyo is not of the same person in PC and PS2 version.My try adding the voice successed, but when testing in the game,the changing of voice is really somewhat unacceptable...

On the whole ,I'm still expecting someone can extract voice directly from the voice.mrg from PS2 Tomoyo After...

hkuclion
2008-01-11, 07:24
Up to now all scripts that have different of PS2 version have been converted.Additionally the voice of different part have been all recorded and inserted into the seen...
A test version file have been created...but the size is 62.6MB...Orz
After full checking,I could publish this...

Rasqual Twilight
2008-01-22, 16:53
There is probably something wrong with the mzx decoding part in ExtractData, it seems decompression ends abruptly for the tomoyo files (probably due to a newer format), and the footer isn't a nice AHXE thingie [except for the two first dummy files]. The AHX decoder tries to find a MPEG-II layer 3 frame header but fails to and returns an empty wave file...

current mzx decompress code (GPL) - src points to "MZX0" sig

void CMzx::Decompress(unsigned char *dst, size_t len, const unsigned char *src)
{
unsigned char ringbuf[128], last1, last2;

const unsigned char *psrc = src + 8;
unsigned char *pdst = dst;
size_t ring_wpos = 0;
int clear_count = 0;

for (int i = 0; i < (int)len; ) {
if (clear_count <= 0) {
clear_count = 0x1000;
last1 = last2 = 0;
}
clear_count -= (*psrc & 3) == 2 ? 1 : (*psrc >> 2) + 1;

switch (*psrc & 3) {
case 0:
for (int j = *psrc >> 2; j >= 0; j--) {
*pdst++ = last1;
*pdst++ = last2;
i += 2;
}
psrc++;
break;

case 1:
{
int j = *psrc++ >> 2;
int k = *psrc++;
k = -k * 2 - 2;
for ( ; j >= 0; j--) {
*pdst = pdst[k]; pdst++;
*pdst = pdst[k]; pdst++;
i += 2;
}
last1 = pdst[-2];
last2 = pdst[-1];
break;
}

case 2:
last1 = *pdst++ = ringbuf[(*psrc >> 2) * 2];
last2 = *pdst++ = ringbuf[(*psrc >> 2) * 2 + 1];
i += 2;
psrc++;
break;

default:
for (int j = *psrc++ >> 2; j >= 0; j--) {
last1 = ringbuf[ring_wpos++] = *pdst++ = *psrc++;
last2 = ringbuf[ring_wpos++] = *pdst++ = *psrc++;
ring_wpos &= 0x7f;
i += 2;
}
break;
}
}
}

Rasqual Twilight
2008-01-23, 04:41
It was really dumb. Files without the AHX footer are good ole' ADX voice files. Seems like the MZX decompression was not wrong after all. Doh!

Now, I don't know what to do with files that carry the .mzx extension (e.g. SEEN7500.MZX). Any hints?
Edit:
Oh well, don't need the hint anymore. XOR(0xFF) on uncompressed data will do the trick!

Edit2: It seems my decompressor implementation for mzx is crashed by certain CLANNAD SEEN*.MZX files. Attached to post.

Edit3: http://rsk.twilight.free.fr/ps2/ (Latest is test2-2008-0123.rar)

velocity7
2008-01-23, 08:02
Awesome work. We're getting there!

We'll need to parse the data so that it gets into a format much like the CLANNAD SEENs at the moment.

dsp2003
2008-01-23, 10:40
Rasqual Twilight, good job! ^_^

P.S. Good piece of code for educational needs, nya! ~_^

hkuclion
2008-01-23, 12:07
The Seens have all been extracted 2months ago(Oops!) by Dwing I mentioned...And I did my effort to convert it into PC style ,Which seems to run alright...

here's all extracted PS2 style Seen files(using UTF-8 encoding)
http://hkuclion.googlepages.com/TA_PS2_SEEN.rar

And here's my convertion of File Seen0628
http://hkuclion.googlepages.com/TAPS2toPC_Seen0628.rar
in it,Seen0628.ke and Seen0628.utf are PC style Seen files,and Seen0628.TXT is seperate bytecode file.Place Seen0628.TXT in PC TomoyoAfter's Folder and run the program,then the content's of the first day(which is in Seen0628) will be of PS2's.

I have almost converted all different seens and now they are being tested,if everything goes well,I believe I will publish them in just one or two month.

Minagi
2008-01-28, 01:42
Thanks to Rasqual posting his program (your code is difficult to read btw D:), I was able to learn more about the format and code my own tools.

http://minagi.files.wordpress.com/2008/01/tomoyoaftercs-small.jpg

Very irritating and I still need to work on it more, but I feel like sharing my progress since I worked hard on it. XD;

By the way, Rasqual, as I noted on your wiki entry, _MXNP(*); is the function to display the names. The names are hard coded into the SLPM file, this is what I got (and it seems correct):

char *names[39] = { "朋也", "智代", "声", "鷹文", "親方", "初老の男", "智代・朋也", "女の子", "とも", "先生",
"女性", "初老の女性", "主婦A", "主婦B", "管理人", "母親", "クマ", "パンダ", "主婦", "河南子",
"男", "影", "子供", "キャプテン", "部員", "有子", "書道の先生", "村人", "老婆", "少女",
"医師", "男子生徒", "小川", "女生徒", "直幸", "側近", "父親", "医者", "老人" };

The 智代・朋也 part, while it may look weird, is correct. It's used when both Tomoyo and Tomoya call out for Takafumi at the same time in SEEN0707.

Another thing I noticed was I *believe* _VPLT(*,*); is the function to play voices.

Rasqual Twilight
2008-01-28, 03:29
To Minagi/M-Nagato:
Thanks for figuring this out. If you would please, feel free to modify the wiki pages (http://www.baka-tsuki.net/project/index.php?title=Special:Prefixindex&from=RasqualTwilight/&namespace=2) you think are relevant (-it's a wiki after all-).
_VPLT is linked to voices, indeed. I didn't include it, as I wanted more details on the method used by cps2 to map voices. It seems it uses map.txt for this task, but the details of how it was generated are not disclosed. Maybe manual work.

On my side, I've been trying to have the .mzp graphics converted to png (and forth), if only to get the same graphics as the .g00. I've also collected samples from Baldr Force EXE and Equilibrium in addition to the CLANNAD/Tomoyo ones, so if anyone needs them, just send me a PM.

hkuclion
2008-01-28, 06:50
Well,here List All that I have known

_ZZ set Entrypoints
_CALC calculate
_DDAT displayDate <known>
_STTI setTilte <known>
_CALN calendar <known>
_STBG setBackground <known>
_FADB FadeBackground (style[,time,??])
_MXNP setName <known>
_ZM displayText (text)
_WTKY waitKey <known>
_VPLT voicePlayT koePlay(koe,character)
_SEL select select(first,second[,third])
_IF__ if (condition)
_IFJP ifJump (*lable)
_EIF_ elseIf (condition)//must follow ZY immediately
_ZY setLable (lable)
_WTVT ??? //I neglected this
_SEPL soundEffectPlay wavPlay(sound)
_SELP soundEffectLoop wavLoop(sound,channel)
_SEFD soundEffectFade wavFadeOut(time)
_MPLY musicPlay <known>
_MFAD musicFade bgmFadeOut(time)
_MSTP musicStop bgmStop
_PLDB PreloadBack (image)
_PLDS PreloadChara (image)//I neglected this
_JUMP Jump <known>
_CHCL ?changeCalendar? //guess,But in PC version,you need to write this out
_SHAK shake shake(style)
_FADF fadeFront (style[,time,??])
_GOTO goto goto(@lable)
_WTTM waitTime wait(time)
_T007 specialCase op<1:Sys:00366, 0> (0)
_T008 specialCase PauseCursor (0)
_T009 specialCase HideSyscom
_T015 specialCase op<1:Sys:02502, 0>
_T016 specialCase op<1:Sys:02402, 0>
_MCOF hideCursor HideCursor
_MVPL moviePlay movPlayEx(movie,x1,y1,x2,y2)
_MVPK moviePlayK movPlayExC(movie,x1,y1,x2,y2)
_ETXT editText farcall_with (9070, 1)
_SPIA specialCase farcall_with (9061, 0)
_CLOS closrMessage <known>
_ETIT editInit farcall_with (9070, 0)
_ETMD editMode farcall_with (9070, 2, mode)
_ETSR edit?? farcall_with (9070, 4, 1500)
_ETWT editWait farcall_with (9070, 9, time)
_ETFL editFrameLoad farcall_with (9070, 6, frameNum, wordLength)
_ETCM editCommand farcall_with (9070, 10, endingLength, waitTime)
_ETCL editClear farcall_with (9070, 11, waitTime)//if next command is _ETFL,here need a extra farcall_with (9070, 1)
_ETLS editLoadStyle farcall_with (9070, 3, style)
_WTK2 waitKey2 <known>
_VPLN voicePlayN koePlayEx(voice,chara)
_WNTY WindowNotify TextWindow(type)//type convertion PS2->PC : 2->10
_MCON showCursor ShowCursor
_EVTN eventN //this is Ending,can be partially modified from 6000
_EVT0 event0 //eventAfter Ending,just loop background of CG64[a-c][e-f],need own script
_RTMN returnMenu ReturnMenu

hkuclion
2008-01-28, 07:02
_VPLT is linked to voices, indeed. I didn't include it, as I wanted more details on the method used by cps2 to map voices. It seems it uses map.txt for this task, but the details of how it was generated are not disclosed. Maybe manual work.


Hoping you can figure this out.
PS:maybe ExtraData1.07 I mentioned can help you figuring out the file structure.And I wonder if this is also a SIMPLE XOR encryption as LB's Seen

Unregistered
2008-01-28, 19:34
I just have to ask.

Are you guys planning on releasing this on the pcsx2 emulator or as some sort of engine overhaul for the PC itself? Just asking since working with the pcsx2 will require a fairly mid-high range PC and one of the great things about VN's is that you can play it with almost any Windows computer, like Starcraft.

All the code posted is making me dizzy...but I guess that means you guys are making great progress on this. Nice Job :-)

Minagi
2008-01-30, 01:02
I just have to ask.

Are you guys planning on releasing this on the pcsx2 emulator or as some sort of engine overhaul for the PC itself? Just asking since working with the pcsx2 will require a fairly mid-high range PC and one of the great things about VN's is that you can play it with almost any Windows computer, like Starcraft.

All the code posted is making me dizzy...but I guess that means you guys are making great progress on this. Nice Job :-)
I personally want to release a PS2 patch, but velocity7 wants to release a PC patch. I guess it all depends on what happens, nothing is really set in stone yet as it's still in the planning stages. You never know, you might see 2 patches.

And as Rasqual put it on IRC, I'm planning for world domination.

Hoping you can figure this out.
PS:maybe ExtraData1.07 I mentioned can help you figuring out the file structure.And I wonder if this is also a SIMPLE XOR encryption as LB's Seen
I'm not sure what all this talk about mapping is, but there isn't anything special about the voices. When it calls _VPLT(2,1), it's just playing the 3rd (0 counts as a file) file in the archive.

hkuclion
2008-01-30, 05:44
I'm not sure what all this talk about mapping is, but there isn't anything special about the voices. When it calls _VPLT(2,1), it's just playing the 3rd (0 counts as a file) file in the archive.

Yes.Naming is already a solved problem,what occurs now is that it's not yet possible to convert the contents of the voice file to WAV format(or any other format that can be replayed)

My effort trying to convert failed,since there's great amount of noise after decoding the CRI format.

Minagi
2008-01-30, 07:54
My effort trying to convert failed,since there's great amount of noise after decoding the CRI format.
The voice files aren't hard to convert. You can use Rasqual's program to extract the mrg, manually edit out the first 7 bytes (up to the MZX part) or write a program to edit out the first 7 bytes, then extract it using mzx. The output files are weird .adx file which I wasn't able to convert using adx2wav but I was able to listen to them using DKZ Studio.

Edit: Just an example output. http://www.sendspace.com/file/jej5mm

hkuclion
2008-01-30, 11:16
Thanks to Rasqual's program source code,I believe I can manage it somehow now.Trying~

----------Edit Line------------
Nothing can be more excited than this.Everything goes well.
I modified mrgo.cpp so as to skip the 7 bytes, and what's left is all done by batch converting...
Since Rasqual helped me so much, I would sent him a test version of current progress.
And the program will be sent as long as he sent me a mail .

And not later than a month(maybe sonner),I will upload the patch for PC somewhere

RT
2008-01-30, 14:30
Well, great, but I'm more interested in figuring out the image file format (.mzp) and the (cabinet-form) mrg file format which is somewhat similar. So far I've seen a bit of progress, although reversing without knowing where to look at (damn MIPS assembly) is a PITA.

I'm no asmodean, but I'll try my best.

hkuclion
2008-01-30, 16:09
Well, great, but I'm more interested in figuring out the image file format (.mzp) and the (cabinet-form) mrg file format which is somewhat similar. So far I've seen a bit of progress, although reversing without knowing where to look at (damn MIPS assembly) is a PITA.

I'm no asmodean, but I'll try my best.

There is already a software to extract all picture in allpac.mrg(usually in mrg and mzp format),
and the size for PS2 is 640*448,So when applying them to PC version,stretching is necessary,and lines become no so clear,but as tested,that's not a problem.
Also,CG mode must be re-written,since the CG table file--mode.cgm 's structure is not clear,I had to use method like SnowPE.

Rasqual Twilight
2008-01-30, 16:56
Erm, well, the Chinese CPU clock is a tad too fast for me (like, this thread is like 2 months behind). Would you mind linking to a sample, documentation or program doing this?

hkuclion
2008-01-30, 18:26
*Edited...for some reason

Unregistered
2008-01-30, 22:37
First and foremost, thank you all for all the hard work you are putting in this project. Honestly guys, you are great. Second and last point, not to try to be bothersome, will there be a patch which includes the ero-scenes. Aside from any kind of perversion, there are readers (myself included, obviously) who regard those scenes as an important part of the plot since that may be considered as an important part of the romantic development.

Once again, thanks for all your hard work. Good luck, and have fun.

Asceai
2008-02-03, 14:02
Aside from any kind of perversion, there are readers (myself included, obviously) who regard those scenes as an important part of the plot since that may be considered as an important part of the romantic development.

I personally didn't think the H scenes in Tomoyo After were necessary at all, and I'm generally one of the first to argue _for_ the inclusion of H scenes in visual novels. =p

Nevertheless, it would be relatively easy, if not entirely ethical, to subvert any provided translation patch into a patch for the PC version of the games and translate the H scenes then, if someone is actually willing to translate those (don't look at me!)

Unregistered
2008-02-05, 10:11
Nevertheless, it would be relatively easy, if not entirely ethical, to subvert any provided translation patch into a patch for the PC version of the games and translate the H scenes then, if someone is actually willing to translate those (don't look at me!)

now now Asceai, don't be so modest, we all have faith in you! You'd be my first choice for translating those scenes, hahaha.

I think we should vote on this. LOL looks like your off the hook this time i don't think this bbs supports voting.

BTW thanks guys for making an effort to try and bring this game to the english speaking masses, specially to the Clannad fans.

PS: I really don't care which version you translate so long as i can read the story!!!, although maybe i'm a bit selfish since i don't own any copy yet i'll wait till you guys have made a decision.

JDF
2008-02-05, 20:29
Can't you guys just torrent the original game?

Minagi
2008-02-05, 20:56
Can't you guys just torrent the original game?
This goes against the ethics of the group, so this will NEVER happen.

JDF
2008-02-05, 21:15
I see.
Then if it isn't too much trouble when is the ETA of the translation of Clannad?
It seems that I can't make the Clannad SEEN.txt documents on Baka-Tsuki to work.
The program stalls (lags) when I try to the start of the gameplay, to access the systems (options), change the name, and what not you can think of; forcing me to manually close it.
What should I do to solve this problem?

I do not know if this is the appropriate place to ask this.

Minagi
2008-02-05, 21:17
You should wait until the official patch is out. There currently is no ETA for the release of Clannad, the only ETA we can give you is "when it's finished".

Unregistered
2008-02-05, 21:29
I see.
Then if it isn't too much trouble when is the ETA of the translation of Clannad?
It seems that I can't make the Clannad SEEN.txt documents on Baka-Tsuki to work.
The program stalls (lags) when I try to the start of the gameplay, to access the systems (options), change the name, and what not you can think of; forcing me to manually close it.
What should I do to solve this problem?

I do not know if this is the appropriate place to ask this.

if your program is freezing when trying to start a new game or selecting the options page then set "Language for non-unicode programs" to japanese and reboot.

JDF
2008-02-05, 22:41
Well I used applocale program, set my computer language to Jap. AND rebooted it.
I don't understand the SEEN files at all.
What are they? What do they mean? What are they supposed to do? Where am I supposed to put them?

Speaking of which where can I find a translation of Clannad?

I'll put up more Q if/when I remember them.
Thank You!

Minagi
2008-02-05, 23:44
Speaking of which where can I find a translation of Clannad?
http://www.baka-tsuki.net/project/index.php?title=Clannad

JDF
2008-02-06, 00:06
To tell, I went to Baka-tsuki, but I still have no idea on how to use a SEEN file.

Plz explain this someone.

Minagi
2008-02-06, 00:46
They need to be compiled with the .ke files for them to work.

Rasqual Twilight
2008-02-06, 03:35
Go discuss that somewhere else, but NOT in the Tomoyo After dev thread >_>

JDF
2008-02-06, 07:32
oops... Forgot that this was the Tomoyo thread.

Also just to ask what is a .ke file?

Sorry!

fireshark
2008-02-06, 18:21
See other question.
________
VAPORIZER.ORG (http://vaporizer.org/)

JDF
2008-02-06, 22:34
You mean the other post on the technical issues section?

fireshark
2008-02-07, 00:07
Where else have you posted the same question?
________
Girlfriend Pictures (http://girlfriendpics.org)

Unregistered
2008-02-29, 23:35
Is the project going well?

Also, I was wondering. You're working with the PS2 version, right? However, I also read you're trying to port it to the PC. Is that true? If you can do that, that'd be awesome.

Thank you for all your hard work, guys.

Unregistered
2008-05-20, 22:22
Did this project die?

jyuichi
2008-05-20, 22:38
Did this project die?

Did it ever truly start?

As far as I could understand it this was only a thread to discuss how feasible a Tomoyo After PS2 translation would be from a programming standpoint, not a declaration of a project.

Velocity7 is working hard at Clannad so don't hold your breath on this one :)

Unregistered
2008-05-21, 20:23
Did it ever truly start?
Check pages from 1-3; they were definitely starting something.

Velocity7 is working hard at Clannad so don't hold your breath on this one :)
I was actually expecting the other guys to say something, but I agree, let us wait until Velocity7 finishes Clannad.

Leo_Otaku
2008-06-23, 22:06
Is the PS2 version still going to be done or is it PC only. I for one wouldn't mind PS2 since it has extra footage and I hear H scenes weren't that great anyway XD. But PC has real end.

zalas
2008-06-23, 22:30
Aww, cutting out the H scenes makes it less hilarious when Takafumi barges in on you two...

Minagi
2008-06-24, 00:48
The project never really went anywhere since everyone is off doing other things. v7 might still want to do it but I haven't really talked to him about it in a while. But I believe the original plans for the translation were to wiki the text and if other people wanted to use the translations for a PC version, they could convert it and translate the different parts and release a PC patch.

Unregistered
2008-07-22, 16:00
Man, that's sad to know, I, personally, prefer the extra scenes and the happy end over the porn.

Rasqual Twilight
2008-10-29, 18:23
Extracted:
* Dialogue lines
* Titles
* Branching choices
* Conditional branching
for display into a wiki (example (http://tsukuru.info/tlwiki/index.php?title=Tomoyo_After_CS:SEEN0628.utf))

http://rsk.twilight.free.fr/ps2/
* TA_PS2_exportseen-2008-1030.rar PHP source
* ta_ps2_SEEN+program.7z PHP source + prepared input
* ta_ps2_utf.7z output

EDIT:
* test3-2008-1030.rar fixed mrgo to handle broken .hed in PS2 CLANNAD
* test2to3.patch changes.
The PHP program needs tweaking to handle the way speaker names are set in scripts, e.g. _ZM02a16(【春原】「ひぃっ、誤解っす!」); or _ZM03934(【*B】「俺はD組の*A*B」); or _ZM0a601(【椋】「あ…あの…*Aくん…」);
(remember, the protagonist's name can be set)

Rasqual Twilight
2008-11-01, 06:30
New version of SEEN(MZX) parser/strings extractor
* Now handles PS2 CLANNAD scripts.
* Adds "SEL" label for english line of branch commands.

(Example (http://tsukuru.info/tlwiki/index.php?title=Clannad_PS2:SEEN0414.utf))

Unregistered
2008-12-09, 11:39
So it seems this is still going on?

Unregistered
2009-09-07, 11:38
dead and buried, i'd guess