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  #31  
Old 2007-09-19, 13:20
Chu Chu is offline
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Here's a couple of Yumei's cels.

http://www.sendspace.com/file/r1sqnv
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  #32  
Old 2007-09-19, 17:13
Asceai too lazy to log in
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Well, the anim chunks only seem to contain the frames to show for that animation and the delay between frames. As of yet I have not found anything useful for actually positioning the images for drawing the animation. Perhaps the ENTR chunks are worth a look (after all, the images that are made up of three parts seem to have three ENTR chunks).
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  #33  
Old 2007-09-19, 17:17
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Yes, it's definitely in the ENTR chunks. Fantastic..
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  #34  
Old 2007-09-19, 19:39
Asceai too lazy to log in
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Okay, try this:

http://www.asceai.net/files/cp10d.zip

It's not a conversion program (I couldn't really do one anyway for this kind of thing), it's a displayer. I probably got the speed totally out (for some reason either the eyes blink too slowly or the mouth moves too fast) but I think I understand the ENTR and ANIM formats fairly well now.
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  #35  
Old 2007-09-19, 20:18
Chu Chu is offline
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It works well enough for my purposes (getting the actual image). Thanks!
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  #36  
Old 2007-12-27, 17:25
Rasqual Twilight
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Just out of curiosity, did anyone manage to reinsert the full version files into the PC demo version?
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  #37  
Old 2008-01-21, 09:57
casuaa casuaa is offline
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Was anyone able to extract the script and dump it back in?

I was interested in translating the Aoi Shiro demo by the same company and it seems they also use the .afs format.

The demo is the 3rd link (242 MB)
http://www.distribution.ne.jp/game/l...cess/aoishiro/
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  #38  
Old 2008-01-21, 13:52
zalas zalas is offline
 
 
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Since the demo uses unpacked .AFS files, I wonder if this means the demo will be able to run the full version without a PS2...
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  #39  
Old 2008-01-22, 09:33
casuaa casuaa is offline
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That'd be cool if it could do that.
I'll have to try once I get the game. :)
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  #40  
Old 2008-04-27, 09:02
casuaa casuaa is offline
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This might not apply for Akaiito, but for the Aoishiro demo, I was able to translate some of it by extracting the .dat files from SCRIPT.AFS using AFSExtract7 1.3 and manually editing it with a hex editor... >_<

I couldn't figure out the character encoding was used, but it's using 2 bytes for Japanese characters, and one byte for some of the English alphabet.

Ex.
9F = a BF = A
86 = z A6 = Z
7FA4 = long dash

The only problem is that I couldn't figure out how to increase the space allocated for characters.

Ex.

FC 00 indicates the next four bytes is for a name, but you can't just change it to FA 00 and add two more bytes to the file, it gives a script error...

Here's a screenshot:
http://usera.imagecave.com/casuaa/aoshiroscreenshot.jpg

First chapter translated:
http://www.sendspace.com/file/7lii9x
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  #41  
Old 2008-09-30, 16:25
Rasqual Twilight
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Quote:
Originally Posted by zalas View Post
EDIT: So what's this about a translation already done for 2 routes? The ROFS CVM format is kind of annoying for Akaiito in particular because it uses a scrambled form. roxfan figured out the descrambling needed, but I still don't know exactly what fields correspond to what in the CVM and have been too busy to sit down and figure it out. Akaiito's code is massively painful to go through, since it uses lots of optimizations -_-;
Am I wrong when I follow hints of a particular source saying the CVM file is merely an ISO-9660 file with a 0x1800-byte header, plus (in this case) scrambling of the filesystem descriptor (no Joliet AFAICT)?

I think I could locate the descrambling part, but is there a working implementation already?
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