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Topic Review (Newest First)
2011-12-26 12:21
Quote:
Originally Posted by Pencil View Post
My only question now is, when I did managed to dissamsemble SEEN into its various parts, I got a lot of different error messages about the resulting code.
If you're trying to disassemble a game using RealLive v1.5 or later, you'll have to figure out the game specific key, passed to rldev with -y. I vaguely remember getting bytecode parsing errors when trying to disassemble one game or another.

Quote:
Originally Posted by Pencil View Post
A whole bunch of "out of parameters", an unimplemented function, and the odd message "expected '{', found 0x0a in read_select". I asked a few other people, and apparently I need to go and fiddle around with the code of the actual disassembler. I haven't touched a drop of code in about two years, so I was wondering if you could give me a small heads up about what in the disassembler's code I want to be looking for that could cause these errors.
The rldev parser is incomplete. If you intend to debug this, you should:
  • Keep the rldev manual open, especially section 5.7.1, which is about the select command. (I assume this is where you'll be working due to read_select being in the error message.)
  • You'll probably want to start in src/kprl/disassembler.ml. read_select is defined there.
  • For debugging purposes, you'll want to run kprl with -x for extract instead of -d for disassemble. This will give you a bunch of .uncompressed files that are the decrypted bytecode, but not disassembled. Look at these files in a hex editor for what binary string isn't being parsed correctly.
  • If you do figure out the new select syntax, please send a pull request on github so I can integrate your patch.
2011-12-02 07:53
Pencil That worked perfectly, thanks. My only question now is, when I did managed to dissamsemble SEEN into its various parts, I got a lot of different error messages about the resulting code. A whole bunch of "out of parameters", an unimplemented function, and the odd message "expected '{', found 0x0a in read_select". I asked a few other people, and apparently I need to go and fiddle around with the code of the actual disassembler. I haven't touched a drop of code in about two years, so I was wondering if you could give me a small heads up about what in the disassembler's code I want to be looking for that could cause these errors.

I forgot to mention this, but I'm using eglaysher's 98772 fork of RLDev.
2011-12-01 23:06
jyuichi
Quote:
Originally Posted by Pencil View Post
This may be a newb question, but how do I set $RLDev like the program wants me to?
Type this in to command line:

HTML Code:
set RLDEV=PATH_TO_YOUR_RLDEV
Follow the RLDev manual for the rest (or see this thread when I asked the same question for another game 5 years ago)
2011-12-01 20:44
Pencil I'm currently attempting to translate Kichiku Megane, an old RealLive engine VN. I'm having trouble de-encrypting SEEN.txt into anything that resembles anything, so I thought I'd try eglaysher's updated fork of RLDev. When I boot up kprl in the command line, though, I get the following error:
Quote:
Error:Error:unable to locate reallive.kfn. Try setting $RLDEV to your RLDev installation directory.
As fair as I know, the installation directory is usually the folder where all the program files are kept after a program is installed, but as far as I can tell, I never actually installed any part of RLDev; it's all run from the folder I downloaded. $RLDev doesn't seem to refer to anything contained therein, and I can't find any info about it online, reallive.kfn is in the lib folder.

This may be a newb question, but how do I set $RLDev like the program wants me to?

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