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Production & Help For discussions regarding production aspects, especially localisation, of visual novels and related games. |
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#1
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There is a project on tlwiki for the translation of the Ore no Imouto ga Konna ni Kawaii Wake ga Nai Portable for the PSP.
http://tlwiki.tsukuru.info/index.php...a_Nai_Portable EdMX has offered to help translate the game, and I am editing/QCing. Update: We now have another translator, a T/L checker, and two image editors. Ed is still bleeding for another translator though. Our hacker, RoByte, has returned. Apparently he/she can recompile the scripts so we should be fine for hacking. Thanks anons and Nanashi3 for the help! If you are interested you can contact me at bokunoyakusoku@gmail.com or just head over to the tlwiki page and announce that you'd like to help. Or you can reply here. xD Last edited by AngelicDreams; 2011-05-08 at 12:10. |
#2
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Rather than the HCA, which look very much like compressed sound effects (see also: 1296615259), I'd rather look elsewhere if I were you, at the obj files maybe?.
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#3
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Hint: it's MBCS (utf16?), but you'll have to figure out which endianness and what delimiter bytecodes in order to pull out text strings
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#4
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Unfortunately I forget to mention this but when I said I was desperate, I meant that I attempted to extract the script with absolutely no experience at all. Zero. Nilch. Nada. It was mostly trial and error trying to figure out what to do. In fact, even if I found a way to extract the script on my own, I wouldn't know how to...recompile (I think that's what it's called) everything.
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Of course, I had no idea how to do this, but in the end I opened it with Microsoft Visual Studio and found what looks like (not sure, as I, again, have no experience with this stuff) hex strings. If these strings can be converted into text then this might be the script? I have no idea. But it seems that the next poster might. Quote:
But from utf16 I would think that it is a unicode or something. (Maybe for the hex strings that I found in the .obj?) From what you posted, it seems like you have possibly found a way to extract the script? (using delimiter bytecodes, which I have no idea what they are, to pull out text from a file, maybe the .obj?) Bah, I should go learn this stuff. |
#5
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Using your example and tenoritool, I extracted the file "AKYO_0000A.obj.gz" from "AKYO_0000A.0001.dat" from "AKYO_0000A.dat" from "script.dat" from "RES.DAT". Then I extracted "AKYO_0000A.obj" from "AKYO_0000A.obj.gz" using 7zip, you can use other programs to do this.
The text strings are in UTF-16LE, to view it, you can try: remove the first byte with an hex editor (filesize should be 9888 minus 1 bytes), rename the extension to txt, open it with firefox, set the character encoding to "UTF-16LE". |
#6
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I opened it both in JEdit and in Firefox after removing the first bytewith UTF-16LE encoding and received the (I think) same result. There is definitely recognizable script in there. Of course, there is still some gibberish which I assume is what "figure out which endianness and what delimiter bytecodes in order to pull out text strings" means. I will have to figure out what this means and what I have to do, but even so, thank you everyone. At least I now know where the scripts are and that they exist. ;D Edit: Of course, I'm definitely still looking for hacker(s)/staff. If anyone would like to volunteer, please do. :D Last edited by AngelicDreams; 2011-04-09 at 09:57. |
#7
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extracted scripts
http://ifolder.ru/22871967 |
#8
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Now all I need to do is see if I can find a way to recompile the scripts after they're translated and then back into the original .dat files and get the game working. |
#9
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Usually, reinsertion is a lot more tricky than extraction... >_>;;
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#10
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Yes, unfortunately, but I am still extremely happy with what we have now, since a few days ago I had absolutely no idea how I would get this project started without scripts. And now we have them! :)
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#11
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#12
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Thank you. I was wondering where AASTARTPOINT was.
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#13
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Updated scripts, parsing additional commands (ui messages, etc.).
For modified files only: modified files QuickBMS ![]() ![]() |
#14
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Thank you! I don't exactly understand the changes, but I have provided the updated scripts to our staff.
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#15
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somewhat unrelated, toradora scripts. (extractor bumped to version 0.2.1)
Would be nice if you managed to have that other guy who (tentatively?) wrote a .dat repacker to release his/her source code. out, 7-4-3. |
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