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Rasqual Twilight
2007-06-23, 15:56
 



RLVM
RealLive Virtual Machine

Latest version: RLVM 0.6.3 (16 Aug 2009)

Official Site (http://eglaysher.github.com/rlvm/)
http://forums.novelnews.net/images/godsface/buttons/subscribe.gif Add Subscription to this thread! (http://forums.novelnews.net/subscription.php?do=addsubscription&t=35543)
http://osgnv.sourceforge.net/images/icons/glyph-screenshots.gif Screenshots (http://eglaysher.github.com/rlvm/screenshots.html)



RLVM (http://eglaysher.github.com/rlvm/) is an open-source project based on jagarl's xclannad and H�le�es libreallive (http://svn.haeleth.net/pub/libreallive/) which aims at providing a free implementation of VisualArt's RealLive interpreter.
One of its advantages is the fact it is written in portable C++ (Boost (http://www.boost.org/)) and relies on the multimedia library SDL (http://www.libsdl.org/), allowing it to run on many platforms, such as MacOSX, or various flavors of Linux.

The project is licensed under the GNU GPLv3 or later.


From the official website:
rlvm is an open source implementation of the RealLive virtual machine for Linux and OSX. RealLive is a game engine used in Japan to write visual novels (...)
Currently, I'm working on getting three games working: Kanon Standard Edition, CLANNAD and Planetarian. The newer Full Voice Edition of CLANNAD also works and plays character voices correctly. rlvm can run NDT'S Kanon Patch.



Here are info pertaining to the latest release:


v0.6.3:
Only new feature is fullscreen support. All other changes are non-user visible.


v0.6.2:
Bugfix release.

* Fixes regression where G00 animations weren’t being played (Seen in Planetarian.)
* Fixes regression where Yumemi’s face in the final scene in Planetarian was being drawn twice because of poor clip rect handling.
* Support for English patches compiled with debugging symbols stripped.
* Temporarily disables scrollback due to crash that will be invasive to fix.



v0.6.1:
Contains initial support for the CLANNAD English patch, available at the CLANNAD translation wiki’s Assembla page. This is a minor update and only fixes obvious problems early in the game (i.e. crashing at startup). Despite this disclaimer, I haven’t gotten a crash with the SEENr28_FV.TXT currently up on Assembla (though I have only played about half an hour in). Note: The recently posted SEENr30_FV.TXT doesn’t work; I am not sure why.


See STATUS.TXT (http://github.com/eglaysher/rlvm/tree/master/STATUS.TXT) for more details, in particular regarding games support.


A guide for installing the NDT translation patch (http://eglaysher.github.com/rlvm/guide_kanon_eng.html) for use with rlvm was written by Eliott Elliot.


* Linux Ubuntu packages:
Downloads:
Ubuntu (Jaunty) package for x86 machines (version 0.06.3) (http://www.elliotglaysher.org/Releases/rlvm_0.6.3_i386.deb)
Ubuntu (Jaunty) package for amd64 machines (version 0.06.3) (http://www.elliotglaysher.org/Releases/rlvm_0.6.3_amd64.deb)

* MacOSX packages:
Downloads:
Mac OSX Application (Universal Binary) (version 0.06.3) (http://www.elliotglaysher.org/Releases/rlvm_0.6.3.dmg)

* Source code:

Source code (0.06.3, GPLv3) (http://github.com/eglaysher/rlvm/tarball/release-0.06.3)
Git Repository (development) (http://git.elliotglaysher.org/rlvm/)
Repository on github (http://github.com/eglaysher/rlvm/tree/master)



Source can be checked out using
git clone http://git.elliotglaysher.org/rlvm/
git clone git://github.com/eglaysher/rlvm.git

Building requires:
* SCons (http://scons.org/) (python)
* Boost (http://www.boost.org/)
* SDL, SDL_mixer, SDL_image
* (optional) rldev (http://dev.haeleth.net/rldev.shtml), to build the test cases.

zalas
2007-06-23, 17:00
I wonder what he's using Boost for...

EDIT: Ah, I guess it's for some nice memory management stuff. I hope it doesn't make the porting/maintaining too difficult.

Starchanchan
2007-06-23, 17:44
Oooooh, I like the sound of this. o_o

Rasqual Twilight
2007-09-27, 13:30
There has been progress on making RealLive games work. The original goal was focusing on making Kanon play, but news from the CLANNAD translation project have been a good motivation.

I've made steady progress towards a non-sound, non-movie playing version of rlvm, and am currently working on saved game support.


Elliot would like to support the planetarian demo, but lacks documentation on the HIK animation (movie?) format used in the intro and near the end of the (full?) game. If someone is willing to study and document this, go ahead.

From this point of view, CLANNAD is an easier target, though I'm not so sure about that regarding the rest.

If you would like to participate in the development otherwise, I suppose an interesting and important task would be helping write software tests.
For people illiterate about computer science, it means writing a set of program input and watching what is obtained in results.
For instance, for the following Kepago(1) excerpt:
intA[0] = 5
intA[1] = a + 7
one expects the subscripts of intA, an array of values defined by the RealLive engine and available for storing data, to have the values 5 and 12.

(1) Kepago is the human-readable source form of bytecode disassembly that can be modified and recompiled, for example for translating, adding calls to voice sounds, etc..

Basically, a way to contribute is writing such tests in kepago and see if the VM acts according to the RLdev manual (http://dev.haeleth.net/rldev/manual.html) and mimics the RealLive program correctly. Feel free to help.


The current project status is still alpha IMHO(2). There is no sound support yet, some instructions are still to be supported, and error handling is rather crude. Elliot develops it on his free time.

Of course, if you feel you are skilled enough to write things such as the sound system or HIK support, I suppose you should contact Elliot directly by mail (glaysher <the-round-sign-that-resembles-an-A-but-is-not-one>umich<maru>edu)

If you want to checkout a working copy, use http://svn.elliotglaysher.org/rlvm/trunk
as the repository copy using a Subversion client.
If you're just curious, you may as well browse the code a bit.

(2) See http://svn.elliotglaysher.org/rlvm/trunk/STATUS.TXT

fireshark
2007-09-27, 13:43
!!!!!!!!!!!
________
GRAPE APE (http://trichomes.org/marijuana-strains/grape-ape)

Asceai
2007-09-27, 13:53
So are Key/VisualArt's the only folks that use this engine?

I guess the only free games to experiment with are demos of Key/VisualArt's games.

Rasqual Twilight
2007-09-28, 10:40
VisualArt's licensed its RealLive engine to a sizeable number of companies, including but not limited to, companies having their website hosted under *.product.co.jp.

You've got plenty of demos to experiment with, but to tell the truth, I think many won't run out of the box, since not all functions have been implemented. planetarian demo reportedly plays through the end, bar movie playback and common glitches/unsupporteds such as lack of sound, plain cursor, etc.

DrBlue
2008-04-16, 22:12
Hi, I've attempted to post this announcement in a new thread, but every time I post it, it says it is a dupe of a previously posted thread. (Nothing shows up in search.)

-----

After a year and a half of hard work, I'm pleased to announce the first release of rlvm (http://www.elliotglaysher.org/rlvm). rlvm is a Free Software reimplementation of the VisualArt's KK's RealLive interpreter. It is meant to provide Linux
and Apple users with a compatible, portable interpreter to play VisualArts games, specifically those released by Key.

As this is the first publicly released version, there are bound to be bugs. The machine is missing major features. (See KNOWN ISSUES in README.TXT.) Right now, only the CD edition of Planetarian is playable through the end.

rlvm compiles on Ubuntu Gutsy Gibbon (and most likely any modern Linux distribution), Mac OSX 10.4 Tiger, and Mac OSX 10.5 Leopard. Binaries for Gutsy and for OSX are provided.

Download

Links to old versions removed

-- Enjoy.

DrBlue
2008-07-24, 22:04
Version 0.02

rlvm 0.2 adds music and sound effect support, along with custom mouse cursors included in RealLive games.

While rlvm plays music and sounds, rlvm still does not support voices. nwatowav does not support the voice format used on the Planetarian CD edition. If anyone knows anything about the voice file format used in Planetarian, please contact me at <glaysher at umich dot edu>.

This version is not backwards compatible with rlvm 0.1's save files. I've added versioning information to the save files so hopefully future versions of rlvm will be compatible with the save game files produced by version 0.2. No user action is required to upgrade; save files are written in a different location and are now compressed with zlib.

rlvm compiles on Ubuntu Hardy Heron (and most likely any modern Linux distribution), Mac OSX 10.4 Tiger, and Mac OSX 10.5 Leopard.

Links to old versions removed

pb186
2008-08-21, 23:13
nwa2wav works just fine with the planetarian CD nwk voice files, that is unless you were having a problem unrelated to creating wav files from the nwa files within the nwk archives.

DrBlue
2008-08-22, 18:25
nwa2wav works just fine with the planetarian CD nwk voice files, that is unless you were having a problem unrelated to creating wav files from the nwa files within the nwk archives.

That's not my experience. While the nwatowav binary appears to work when invoked:


$ ./nwatowav ~/GameImages/PLANETARIAN/KOE/z0001.nwk
Writing file /home/r/GameImages/PLANETARIAN/KOE/z0001.nwk-529.wav...
... Omitting several hundred lines ...
Writing file /home/r/GameImages/PLANETARIAN/KOE/z0001.nwk-9219.wav...
Writing file /home/r/GameImages/PLANETARIAN/KOE/z0001.nwk-9222.wav...


The output wav files are mostly static. In some of them, I can make out a highly distorted voice. How are you playing the output files? The wav headers may simply be messed up and your player may be ignoring them.

I've tried playing these wavs in mplayer and in kaffeine and in both I'm just getting static.

pb186
2008-08-22, 21:14
ahhh... I'm assuming you are using a linux based nwa converter. The one I used was called nwa2wav, rather then nwatowav, and it's a windows application.

http://elku.at.infoseek.co.jp/other/nwa2wav.zip here is where I got it.

I'd guess that the program would work fine using wine but I have a broken gentoo linux install so I'm in windows and can't confirm. Hope this helps and best of luck.

btw the files play just fine in foobar2000, wmp, and mplayer so I'm assuming it will work fine for you as well.

pb186
2008-08-22, 22:18
looking at the files again, it looses the proper filenames and replaces them with an incrementing number starting with 000. There's probably a way to fix this.

DrBlue
2008-08-28, 18:34
ahhh... I'm assuming you are using a linux based nwa converter. The one I used was called nwa2wav, rather then nwatowav, and it's a windows application.

http://elku.at.infoseek.co.jp/other/nwa2wav.zip here is where I got it.


What I'm looking for is not a program, but a piece of C/C++ code that I can integrate into rlvm to decode nwk files at runtime. Nothing on that site appears to offer source code, which is a shame, since that might have been enlightening.

Jagarl, of xkanon and xclannad fame, wrote nwatowav.cc (http://www.creator.club.ne.jp/~jagarl/nwatowav.cc) which is what both xclannad and rlvm use to decode nwa BGM files. Jagarl generally releases his code under liberal licenses (MIT or GPL), (and I use Jagarl's ANM, GAN and G00 loaders too). It plays the nwa files just fine. It gets hang ups with the nwk files, or at least the nwk files that ship on the Planetarian CD.

There's quite a bit of code in there that looks like it's designed to handle nwk files, so I'm wondering why it's not working, and what it was designed to do.

DrBlue
2008-10-04, 16:48
Work has been started on getting CLANNAD playable under rlvm. Nagisa’s route is playable to the end, minus the MPEG video. rlvm now remembers the CG viewed. User selections are now usable and don’t lock up the interpreter. Despite all this, CLANNAD support is far from complete. There are still several graphical glitches and unimplemented opcodes.

In addition, there are several stability fixes. The race condition in the BGM system has been fixed. Scrolling through Planetarian’s backlog no longer crashes.

Links to old versions removed

DrBlue
2008-12-17, 22:14
CLANNAD is now playable to the True End of the After Story. All routes in Kanon SE are playable, and there's a minimal default interface for Kanon and other games that don't provide a custom one.

rlvm still does not handle rlBabel translation patches very well. This is the major planned feature for 0.5, now that there appears to be an incoming Kanon translation patch, along with the ongoing CLANNAD translation work.

Links to old versions removed

Source Code
I thought I should also mention that the whole project history, in addition to being hosted locally, is now also on github (http://github.com/eglaysher/rlvm/tree/master), for those interested in following development or contributing.

dsp2003
2008-12-17, 22:46
Hmm... just a thought. Could it also be ported for Win32 (and then we'll have a 100% license-violation-free OpenSource RealLive replacement)? I'm asking because RealLive itself handles cyrillic texts in a VERY BAD manner (if you aren't using the hacked EXEcutable), which makes it useless for the translation. T_T

Rasqual Twilight
2008-12-18, 04:58
It does run on Win32, but you'll probably have to download the source tarball & build it yourself, as Elliot does not have a Windows machine handy.
i.e. tweak the .vcproj files for structural changes, modify a few files because of CR/LF encoding and compile.

Edit: Well, it seems Elliot removed the project files a long time ago. Never mind.

DrBlue
2008-12-18, 15:12
Edit: Well, it seems Elliot removed the project files a long time ago. Never mind.

It was actually deleted fairly recently, as part of a migration to SCons, and away from OMake, where I deleted all old build files.

http://github.com/eglaysher/rlvm/commit/05325c013d1f626366033666f0185b69df4240a2

So revert that commit to get VisualStudio project files.

The code should (theoretically) work in win32 as long as you restrict file paths you feed it to the lower ascii set (or maybe Microsoft has shipped a fixed copy of the C++ library). You may have more luck compiling against cygwin using the SCons system in place. Even if you revert the commit above, you're going to have to update the vsprojs because I guarantee that they're out of date and missing recently added files.

I have no problem with a windows fork; there just needs to be a maintainer for it as, to channel the Capistrano maintainer, Windows is not my gorilla (http://groups.google.com/group/capistrano/msg/f5213577eaeadc47?pli=1).

dsp2003
2008-12-19, 00:59
I think you've misunderstood. ^_^ When i'm speaking about Win32, i'm not really meaning the Windows itself (coz i truly hate Vista and Seven), but any Win32-compatible OS or software environment (i.e. ReactOS and "Wine Is Not an Emulator").

The real reason why i don't use Linux is really pretty simple - problems with codepages at the filesystem level. In other words, i've lost PLENTY of my natively-named files and i'll never do the same mistake again. *sigh*

Anyway, thank you, Dr. Blue. :)

Edit: Serke, it's just one of the numerous reasons. Please do not offtop here. -_-

Unregistered
2008-12-19, 01:20
I think you've misunderstood. ^_^ When i'm speaking about Win32, i'm not really meaning the Windows itself (coz i truly hate Vista and Seven), but any Win32-compatible OS or software environment (i.e. ReactOS and "Wine Is Not an Emulator").

The real reason why i don't use Linux is really pretty simple - problems with codepages at the filesystem level. In other words, i've lost PLENTY of my natively-named files and i'll never do the same mistake again. *sigh*

Anyway, thank you, Dr. Blue. :)

If you stick to unicode, you should be fine, at least as long as your distro supports it which any modern one should.
I have lots of files in different languages that show up correctly on my box, and have for years without issue.

Serke
2008-12-19, 08:48
The real reason why i don't use Linux is really pretty simple - problems with codepages at the filesystem level. In other words, i've lost PLENTY of my natively-named files and i'll never do the same mistake again. *sigh*
That's strange, you know. When we happened to have a little chat about this, you provided me with entirely different kind of explanation of why you're so reluctant to try, let alone use Linux, remember? If memory serves me right (and I bet is does) you didn't even mention codepages and stuff. So now you're going to tell me that the reason you're claiming to be real now is more real than the one that you gave me before? ;)

Personally, I never use national characters when naming files in any OS as I consider it a bad practice.

fireshark
2009-01-08, 17:48
How is that a bad practice?
________
Mark X (http://www.toyota-wiki.com/wiki/Toyota_Mark_X)

Rasqual Twilight
2009-01-11, 16:27
Good question. That shall be the case for batch activities which know what's going in and out, but for a general, all-purpose consumer PC (*personal computer*), there's not really a need to refrain from naming files with -what may seem to you- exotic characters.
English-centrism in software is long gone (broadly).
But I digress.

DrBlue
2009-01-17, 17:18
The big new feature is rlBabel support! NDT’s Kanon teaser patch is now playable to the end of the translated text. Western text is now word wrapped correctly and translation notes work (though there is a minor bug that they can only be read once). However, italicized text is not supported and italicized words will be displayed with the normal font. The text is also not kerned.

There appears to be some broken unofficial CLANNAD patches floating around. English patches that were *not* compiled with rlBabel will, obviously, not line break correctly. You can check to see if rlBabel is enabled by hitting [F1] at any time. “rlBabel” should be set to “Enabled” and “Text Encoding” should be set to “Western”. rlvm can not, and will never, support these broken patches.

rlvm now has a site on github (http://eglaysher.github.com/rlvm) with screenshots (http://eglaysher.github.com/rlvm/screenshots.html) and a guide to installing NDT’s English patch (http://eglaysher.github.com/rlvm/guide_kanon_eng.html) under Linux.

rlvm compiles on Ubuntu Intrepid Ibex (and most likely any modern Linux distribution) and Mac OSX 10.5 Leopard.

Links to old versions removed

jyuichi
2009-01-17, 20:18
The big new feature is rlBabel support! NDT’s Kanon teaser patch is now playable to the end of the translated text. Western text is now word wrapped correctly and translation notes work (though there is a minor bug that they can only be read once). However, italicized text is not supported and italicized words will be displayed with the normal font. The text is also not kerned.

There appears to be some broken unofficial CLANNAD patches floating around. English patches that were *not* compiled with rlBabel will, obviously, not line break correctly. You can check to see if rlBabel is enabled by hitting [F1] at any time. “rlBabel” should be set to “Enabled” and “Text Encoding” should be set to “Western”. rlvm can not, and will never, support these broken patches.

rlvm now has a site on github (http://eglaysher.github.com/rlvm) with screenshots (http://eglaysher.github.com/rlvm/screenshots.html) and a guide to installing NDT’s English patch (http://eglaysher.github.com/rlvm/guide_kanon_eng.html) under Linux.

rlvm compiles on Ubuntu Intrepid Ibex (and most likely any modern Linux distribution) and Mac OSX 10.5 Leopard.

Downloads:
Ubuntu (Intrepid) package for x86 machines (version 0.05) (http://www.elliotglaysher.org/Releases/rlvm_0.5_i386.deb)
Ubuntu (Intrepid) package for amd64 machines (version 0.05) (http://www.elliotglaysher.org/Releases/rlvm_0.5_amd64.deb)
Mac OSX Application (Intel Only) (version 0.05) (http://www.elliotglaysher.org/Releases/rlvm_0.5.dmg)
Source code (0.05) (http://www.elliotglaysher.org/Releases/rlvm_0.5.tar.bz2)

Thanks so much! :D Its wonderful to play in Mac!

DrBlue
2009-04-19, 20:31
Supports the Full Voice edition of CLANNAD, with several general improvements
to all versions of CLANNAD. Most notably, rlvm 0.6 supports the Ogg Vorbis
voice archives used in CLANNAD Full Voice edition. (Older KOE and NWK archives
are not yet supported).

Currently, English patches to CLANNAD are known to not work. (And I suspect
that they never did.) Specifically, I've tested with the SEEN.TXT files on
Assembla and things aren't working. More investigation is needed. rlvm still
works properly with the NDT Kanon patches.

By popular demand, OSX application are now universal binaries again. (I am not
sure how many more releases will have universal binaries because my old G4
laptop is dieing.)

Links to old versions removed

Shizuka
2009-04-20, 22:00
Supports the Full Voice edition of CLANNAD, with several general improvements
to all versions of CLANNAD. Most notably, rlvm 0.6 supports the Ogg Vorbis
voice archives used in CLANNAD Full Voice edition. (Older KOE and NWK archives
are not yet supported).

Currently, English patches to CLANNAD are known to not work. (And I suspect
that they never did.) Specifically, I've tested with the SEEN.TXT files on
Assembla and things aren't working. More investigation is needed. rlvm still
works properly with the NDT Kanon patches.

By popular demand, OSX application are now universal binaries again. (I am not
sure how many more releases will have universal binaries because my old G4
laptop is dieing.)

Downloads:
Ubuntu (Intrepid) package for x86 machines (version 0.06) (http://www.elliotglaysher.org/Releases/rlvm_0.6_i386.deb)
Ubuntu (Intrepid) package for amd64 machines (version 0.06) (http://www.elliotglaysher.org/Releases/rlvm_0.6_amd64.deb)
Mac OSX Application (Universal Binary) (version 0.06) (http://www.elliotglaysher.org/Releases/rlvm_0.6.dmg)

Try the r30 build from the Assembla page; I stripped out the debug data, which might be clogging up RLVM. If you want a copy WITH debug data, I'll send that to you as well.

Voice Patch Original SEEN: no idea
All of the Voice Patch unofficial SEEN: no debug data
"Official" rlBabel Voice Patch SEEN: no debug data
Full Voice Original SEEN: no idea, probably not
"Official" rlBabel Full Voice SEEN (on the Assembla files page): r30 does NOT have debug data, the rest do. (Unfortunately this breaks savefile compatibility...)

DrBlue
2009-04-21, 22:41
Try the r30 build from the Assembla page; I stripped out the debug data, which might be clogging up RLVM. If you want a copy WITH debug data, I'll send that to you as well.

I figured out the problem (http://github.com/eglaysher/rlvm/commit/b609d3e9257fc82fcc6b303fb2502e922cb2f41a) which was a bit confusing since I don't think rldev is generating the correct bytecode representations from the kepago files, but this does fix a legitimate bug in my parser. The result isn't perfect but rlvm no longer goes into an infinite loop when trying to parse the CLANNAD_FV SEEN.TXT.

(Note: I had already figured this out when I read your comment; I doubt the metadata would ever cause a problem since it's so handy for debugging machine internal errors and rlvm relies on the rldev metadata segment to be present for rlBabel support...)

I have been wondering a few things about the CLANNAD translation project though.

- Other than the patch to rldev on the translation wiki, are there any other patches to rldev that you use?
- I should probably ask litghost about this instead, but do you know where the source for the modified rlBabel.dll that's in the svn repository is? I'll probably have to merge it into rlvm's fork of rlBabel (http://github.com/eglaysher/rlvm/blob/b609d3e9257fc82fcc6b303fb2502e922cb2f41a/src/Systems/Base/RlBabelDLL.cpp).

Shizuka
2009-04-21, 23:37
I figured out the problem (http://github.com/eglaysher/rlvm/commit/b609d3e9257fc82fcc6b303fb2502e922cb2f41a) which was a bit confusing since I don't think rldev is generating the correct bytecode representations from the kepago files, but this does fix a legitimate bug in my parser. The result isn't perfect but rlvm no longer goes into an infinite loop when trying to parse the CLANNAD_FV SEEN.TXT.

(Note: I had already figured this out when I read your comment; I doubt the metadata would ever cause a problem since it's so handy for debugging machine internal errors and rlvm relies on the rldev metadata segment to be present for rlBabel support...)

I have been wondering a few things about the CLANNAD translation project though.

- Other than the patch to rldev on the translation wiki, are there any other patches to rldev that you use?
- I should probably ask litghost about this instead, but do you know where the source for the modified rlBabel.dll that's in the svn repository is? I'll probably have to merge it into rlvm's fork of rlBabel (http://github.com/eglaysher/rlvm/blob/b609d3e9257fc82fcc6b303fb2502e922cb2f41a/src/Systems/Base/RlBabelDLL.cpp).
source for litghost's rlBabel: I don't have it and I want it XD

I just figured out how to fix one of the rlBabel RealLive bugs, and it has to do with rlBabel support in rldev. So yes, I now do have a patch for rldev:
http://forums.novelnews.net/showpost.php?p=61629&postcount=32
In fact I use the precompiled version of rldev from the webpage, not the SVN version, because I suck at compiling. Also, the rldev FV patch on the wiki is unnecessary for the patch to work with FV, as I haven't been using it at all... I believe it's another lame layer of encryption that the engine can decrypt, but isn't actually necessary for it to work.

rlc actually strips out non-Western characters, at least, the way I'm compiling it:
Warning (SEEN0414.ke line 13): cannot represent U+300a in RealLive bytecode with the `Western' transformation of CP1252.
This is a source of headaches for any rldev+rlBabel build.

Whatever is important to change to English in the code, I (we?) change. The lines you mentioned in the first link are probably comments for the script's coder, so nobody's bothered to translate it (in the case of the voice patch version, it has been removed outright).

Shizuka
2009-04-22, 20:38
Source for the litghost rlBabel fork is up on the Assembla page. w00t!
http://code.assembla.com/clannad/subversion/nodes/rldev

DrBlue
2009-05-24, 11:47
Contains initial support for the CLANNAD English patch, available at the CLANNAD translation wiki’s Assembla page. This is a minor update and only fixes obvious problems early in the game (i.e. crashing at startup). Despite this disclaimer, I haven’t gotten a crash with the SEENr28_FV.TXT currently up on Assembla (though I have only played about half an hour in). Note: The recently posted SEENr30_FV.TXT doesn’t work; I am not sure why.

In addition, this version fixes reported issues with CLANNAD_FV.

Links to old versions removed

Shizuka
2009-05-26, 19:04
Contains initial support for the CLANNAD English patch, available at the CLANNAD translation wiki’s Assembla page. This is a minor update and only fixes obvious problems early in the game (i.e. crashing at startup). Despite this disclaimer, I haven’t gotten a crash with the SEENr28_FV.TXT currently up on Assembla (though I have only played about half an hour in). Note: The recently posted SEENr30_FV.TXT doesn’t work; I am not sure why.

In addition, this version fixes reported issues with CLANNAD_FV.

Downloads:
Ubuntu (Jaunty) package for x86 machines (version 0.06.1) (http://www.elliotglaysher.org/Releases/rlvm_0.6.1_i386.deb)
Ubuntu (Jaunty) package for amd64 machines (version 0.06.1) (http://www.elliotglaysher.org/Releases/rlvm_0.6.1_amd64.deb)
Mac OSX Application (Universal Binary) (version 0.06.1) (http://www.elliotglaysher.org/Releases/rlvm_0.6.1.dmg)
Source code (GPLv3) (http://github.com/eglaysher/rlvm/tarball/release-0.06.1)


Okay, the changelog from 28 to 30 is pretty small:
1. Apply Name Fix to KE for Voice Patch version.
2. Change the name fix for SEEN1430 (Fuuko) in both versions to fix a stupid mistake.
3. Editing for parts of After Story, for both versions.
4. Strip debug data (rlc -g) for Full Voice version.* (!!)
**this is most likely what's causing the problem. Sorry about that...

DrBlue
2009-06-21, 16:16
This is a bugfix release.


Fixes regression where G00 animations weren't being played (Seen in Planetarian.)
Fixes regression where Yumemi's face in the final scene in Planetarian was being drawn twice because of poor clip rect handling.
Support for English patches compiled with debugging symbols stripped.
Temporarily disables scrollback due to crash that will be invasive to fix.


Special thanks to Shizuka for putting up with me while I figured out why having no debugging symbols broke everything.

Downloads:
Old links removed

prnoct90
2009-07-22, 17:45
Is there a way to get voices to work with Kanon. I'm on a mac, and I have Kanon Standard Edition. I am trying to use the PS2 voices ripped from that game. Will it work?

fireshark
2009-07-23, 20:33
You will have to convert the voices on Windows.

Unless they are already converted.
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Rasqual Twilight
2009-07-24, 15:54
Just passing by & updating the first post...
Unrelated question, did you ask Haeleth for a possible takeover of the rldev / rlbabel project? I think he wouldn't mind, actually.

DrBlue
2009-07-26, 16:51
Just passing by & updating the first post...

A note for anyone reading. NDT used to put out windows installers and the patching instructions covered that. Now they're distributing it as an archive that you just unpack on top of a Kanon install. The capitalization of the replacement files doesn't match that of the unpatched files. I have a preliminary patching script:

http://github.com/eglaysher/rlvm/blob/master/scripts/patch-kanon-en-ndt.sh

But it's definitely beta quality. I've only confirmed that it works on my machine. Hopefully everything will be worked out by the next release of rlvm.

Unrelated question, did you ask Haeleth for a possible takeover of the rldev / rlbabel project? I think he wouldn't mind, actually.

I haven't. If you're talking about my fork on github (http://github.com/eglaysher/rldev/tree/master), it's mostly for my benefit as I update documentation. If I were to take the project over, I'd feel compelled to make it compile on a modern ocaml...

If you're talking about the embedded copy of rlBabel in rlvm, it's really only the rlBabel interface with a different implementation backing it. (A much simpler implementation since I don't need to do all those evil hacks since I control the ReallLive implementation...) I don't have much interest in maintaining the Windows rlBabel (or Windows software in general...).

DrBlue
2009-08-16, 14:54
Only new feature is fullscreen support. All other changes are non-user visible.

Old links removed

Unregistered
2009-08-30, 11:00
paste the whole error at a pasteit service.

DrBlue
2009-11-15, 23:14
rlvm 0.7 is a major update. rlvm now supports AIR, along with several other non-KEY games (see STATUS.TXT (http://github.com/eglaysher/rlvm/blob/master/STATUS.TXT)). It can now read KOE voice archives used by older games, as well as voice patches that are loose Ogg Vorbis files (such as the one for KANON). In addition, there's been a large number of small, minor graphical fixes, including faces in text boxes, text shadow in text boxes, visual appearance of #SELBTNs (such as in Fuuko's route), and various shading effects.

Because of problems in previous versions of the boost::serialization library, preferences such as text box color and text speed will not be read with rlvm 0.7. Saved games were not subject to the corruption bugs and should continue to work.

There is now a comment system on the rlvm website.

(You may also enjoy reading about rlvm development (http://www.elliotglaysher.org/2009/11/07/hardest-bug/), if you like stories about programming.)

Old links removed

Shii
2010-01-23, 14:00
Not sure why your script for patching Kanon is looking for SEEN0050.TXT in NLDT's 7zip file, because there isn't one.

DrBlue
2010-02-01, 21:13
rlvm 0.8 is a major update focusing on supporting previously unsupported features of RealLive. rlvm now can read HIK animation files, such as those used in the Planetarian opening sequence. rlvm can also now do weather effects: snow, sakura petals, balls of light, etc. These effects are used in pretty much every game I can find. rlvm also now does a better job line-breaking Japanese text. There are certain rules about certain characters not being the first character on a line that rlvm previously failed to implement correctly.

This version contains a fairly serious fix where, on certain graphics card drivers, some (but not all) images would have their blue and red color components swapped.

Due to a combination of my G4 laptop dying, Apple no longer supporting PPC chips with the release of Snow Leopard, and difficulties with several libraries I use on the PPC platform, rlvm 0.8 and future releases will be Intel only on the Mac.

Old links removed

DrBlue
2010-02-01, 21:18
Not sure why your script for patching Kanon is looking for SEEN0050.TXT in NLDT's 7zip file, because there isn't one.

I assume they've released a different patch then. My script was written in early July and it looks like NDT has done two releases since then. I'll try to whip an updated script together.

DrBlue
2010-02-16, 20:23
Not sure why your script for patching Kanon is looking for SEEN0050.TXT in NLDT's 7zip file, because there isn't one.

I've updated the script for NDT's final patch and tested it locally. It should work now.

An older NDT patch dropped a bunch of SEEN????.TXT files into the Kanon directory; this is how the planetarian patch worked, btw. It looks like they packaged everything up into one SEEN.TXT archive for their final release.

DrBlue
2010-10-16, 20:07
rlvm 0.9

As of rlvm 0.9, there is now preliminary Little Busters! support. Currently, only the original version of Little Busters is supported (There are some additional features required to support Little Busters Ecstasy!). While the entire game is completable, there are major graphics artifacts and the majority of ending sequences are garbled or just blank.

In addition, new saved games should save the current state of the screen properly. Previous versions of rlvm didn’t know how to save some commonly used graphics effects, leading to a blank background on game load. Hopefully, the new system is future proof to new graphics commands that I’ll implement.

Old links removed

DrBlue
2011-03-06, 14:11
rlvm 0.11 has bug fixes for everyone! There are graphics glitches fixes and previously unimplemented graphics commands. There are sound playback and volume bugfixes. There are text dispay and automode bugfixes.

New features? We have your new features right here: “Return to Previous Selection” buttons are now enabled and work. Voice clip replay buttons now show up in the scrollback.

Download now and we’ll throw in performance fixes absolutely free! rlvm will no longer spend 10% of runtime hopelessly searching your game’s folders for files that are guarenteed to not exist!

Old links removed

DrBlue
2013-10-13, 16:08
rlvm 0.13: The It's Been Too Long Release

rlvm should now do a much better job running Little Busters. It should also detect if the user tried to run a game before installing an English patch and offer to reset save game data.

“lurkmore” has written tonecurve support, so character sprites should be tinted in scenes with different lighting conditions. In addition, there are major changes to the graphics system to allow for sepia effects, colour tinting, and new animation primitives.

Downloads
Ubuntu (Precise) package for x86 machines (version 0.13) (https://github.com/eglaysher/rlvm/releases/download/release-0.13/rlvm_0.13_i386.deb)
Ubuntu (Precise) package for amd64 machines (version 0.13) (https://github.com/eglaysher/rlvm/releases/download/release-0.13/rlvm_0.13_amd64.deb)
Mac OSX Application (Intel) (version 0.13) (https://github.com/eglaysher/rlvm/releases/download/release-0.13/rlvm_0.13.dmg)
Source code (0.13) (http://github.com/eglaysher/rlvm/tarball/release-0.13)
Blog Post (http://www.elliotglaysher.org/rlvm/2013/10/13/rlvm-13-released.html)