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Technical Issues For bug reports, problem solving, and help running Japanese software. |
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#1
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I have been messing around with the idea of attempting to throw all the ogg files from the clannad voice patch into an ovk archive and have a pretty good understanding of the file structure but I have yet to be able to get the game to even play the ovk files at all, even a prebuilt one from another game and even when using the same koeplay function call that was used by that game. I even tried throwing in a newer version of the reallive executable but alas it did nothing. Is there a specific setting in the GAMEEXE.INI or somewhere in the seen.txt itself that enables ovk playback?
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#2
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try change
#FOLDNAME.KOE = "KOE" = 0 : "" to #FOLDNAME.KOE = "KOE" = 1 : ""
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Ligueston |
#3
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hmmm that appears to be part of the solution. Since to use the folders of ogg files one had to change that variable to zero it makes sense that changing it back to one would be the right direction. Sadly it still does not work though. Any other ideas?
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#4
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the only problem I can now think out is the problem with filename
as in clannad, Z000100035.ogg should be in the ovk pack z0001.ovk ----------------------- if that's still not the problem, maybe you can paste a tiny sample(containing a gameexe.ini,a test seen,and a test ovk file), and then it would be much clear how to solve as well as if it's the problem only on your computer. By the way, I've already tried convert all oggs to ovks, and it work perfectly for clannad.
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Ligueston |
#5
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Basically what I've been trying to do was use the z0001.ovk file from the planetarian trial version (only ovk example I have) and inserting the koeplay line after the first game text line in seen0414.ke
@1 wait (3000) bgmLoop ('BGM01') intZ[503] = 1 wait (2000) #res<0000> koePlay (100529, 0) <--- exact same line that appeared in planetarian trial's seen1000.ke pause #res<0001> pause strS[1000] = 'BG031' intA[1000] = strcmp (strS[1000], 'NONE') goto_unless (!intA[1000]) @2 strclear (strS[1000]) Gameexe.ini: (only 1/4th of it so post won't be so long) #SCREENSIZE_MOD=0 #DEMONSTRATION=0 #SEEN_START=9030 #SEEN_MENU=9032 #CANCELCALL_MOD=1 #CANCELCALL=9040,00 #CAPTION="CLANNAD" #SUBTITLE=1 #REGNAME = "KEY\CLANNAD" #DISKMARK = "CLANNAD.ENV" #FOLDNAME.TXT = "DAT" = 1 : "SEEN.TXT" #FOLDNAME.DAT = "DAT" = 0 : "DAT.PAK" #FOLDNAME.ANM = "ANM" = 0 : "ANM.PAK" #FOLDNAME.ARD = "ARD" = 0 : "ARD.PAK" #FOLDNAME.HIK = "HIK" = 0 : "HIK.PAK" #FOLDNAME.PDT = "PDT" = 0 : "PDT.PAK" #FOLDNAME.G00 = "G00" = 0 : "G00.PAK" #FOLDNAME.M00 = "M00" = 0 : "M00.PAK" #FOLDNAME.WAV = "WAV" = 0 : "WAV.PAK" #FOLDNAME.BGM = "BGM" = 0 : "BGM.PAK" #FOLDNAME.KOE = "KOE" = 1 : "" #FOLDNAME.MOV = "MOV" = 0 : "MOV.PAK" #FOLDNAME.GAN = "GAN" = 0 : "GAN.PAK" #SEEN_TEXT_CURENT = 1 #CDDA_DAT_SETUP_NEED = 1 #CDDA_BGM_SETUP_NEED = 1 #CDDA_KOE_SETUP_NEED = 1 #CDDA_MOV_SETUP_NEED = 1 #SAVE_USE=1 #SAVE_FORMAT=3 #SAVE_INDEX=1 #SAVE_CNT=100 #SAVE_TITLE="" #SAVE_NODATA="ƒf[ƒ^‚ª‚*‚è‚Ü‚¹‚ñ" #SAVEPOINT_MESSAGE=1 #SAVEPOINT_SELCOM=1 #SAVEPOINT_SEENTOP=0 #SOUND_DEFAULT=007 #KOEFILE_MOD=2 #KOESYNC_FILENAME="" #CGTABLE_FILENAME="mode.cgm" #TONECURVE_FILENAME="tcdata.tcc" #ALT_ENTER_USE=1 #CTRL_USE=1 #GRAPHIC_DISP_MODE=0 #WAIP_WINDOWCLOSE=1 #GRPCOM_WINDOWCLOSE=1 #WINDOW_MSGBK_BACKUP=1 #MESSAGE_KEY_WAIT_USE=0 #MESSAGE_KEY_WAIT_TIME=1500 #SYSCOM_USE=1 #SYSCOM_MOD=1 #SYSCOM_MOD2=1 #SYSCOM.000=U:"‚r‚`‚u‚d" #SYSCOM.001=U:"‚k‚n‚`‚c" #SYSTEM_SAVELOADMESSAGE_STR="ƒZ[ƒu^ƒ[ƒh‚ÌÛAŠm”FƒƒbƒZ[ƒW‚ð•\ަ‚·‚éB" #SAVEMESSAGE_TITLE_STR="ƒZ[ƒuŠm”F" #SAVEMESSAGE_MESS_STR="ƒZ[ƒu‚µ‚Ä‚à‚æ‚낵‚¢‚Å‚·‚©H" #SAVEMESSAGE_MESS2_STR="i¦‚±‚ÌŠm”F‚ÍAŠÂ‹«Ý’è‚Ìu‚»‚Ì‘¼‚ÌÝ’èv‚Å‚n‚m^‚n‚e‚e‚Å‚«‚Ü‚·Bj" #LOADMESSAGE_TITLE_STR="ƒ[ƒhŠm”F" #LOADMESSAGE_MESS_STR="ƒ[ƒh‚µ‚Ä‚à‚æ‚낵‚¢‚Å‚·‚©H" #LOADMESSAGE_MESS2_STR="i¦‚±‚ÌŠm”F‚ÍAŠÂ‹«Ý’è‚Ìu‚»‚Ì‘¼‚ÌÝ’èv‚Å‚n‚m^‚n‚e‚e‚Å‚«‚Ü‚·Bj" #SAVELOADDLG_USE=1 #SAVELOADDLG_WINDOW_SIZE=410,330 #SAVELOADDLG_TITLE_COLUMN_SIZE=350 #DLGSAVEMESSAGE_TITLE_STR="ƒZ[ƒu" #DLGSAVEMESSAGE_OK_BUTTON_STR="ƒZ[ƒu" #DLGLOADMESSAGE_TITLE_STR="ƒ[ƒh" #DLGLOADMESSAGE_OK_BUTTON_STR="ƒ[ƒh" #SYSCOM.002=U:"•¶Žš‘¬“x" #SYSCOM.002.PAGE=1 #INIT_MESSAGE_SPEED=30 #INIT_MESSAGE_SPEED_MOD=0 #SYSCOM.003=U:"ƒEƒBƒ“ƒhƒE”wŒi" #WINDOW_ATTR=100,100,160,200,0 #SYSCOM.004=U:"‰¹—ÊÝ’è" #SYSCOM.004.BGM = 1 #SYSCOM.004.KOE = 0 #SYSCOM.004.PCM = 1 #SYSCOM.004.SE = 1 #SYSCOM.005=U:"‰æ–ʃ‚[ƒh" #SYSCOM.005.000="ƒtƒ‹ƒXƒNƒŠ[ƒ“" #SYSCOM.005.001="•W€ƒEƒBƒ“ƒhƒE" I'm glad to hear that it's possible to get clannad working with ovk files so long as I can figure out what I'm doing wrong. |
#6
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I don't know what's wrong with yours, maybe you can leave me an Email address, and I can send my piece of test file for you to try out what was the matter.
Here's some additional info about mine: Reallive version: 1.4.1.3 gameexe.ini: from a game called SnowPE with some modification, specification will be in Email ovk: z0001.ovk contains only z0001000529.ogg, original source is z051300454 from LBEX Seen: contains only seen0001 of following #file 'SEEN0001.TXT' #kidoku_type 2 #entrypoint 000 'test start' pause 'play voice 100529' koePlay (100529, 0) pause 'test end' pause end eof halt ----------- this one again works perfectly on my computer.
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Ligueston Last edited by hkuclion; 2008-08-16 at 17:34. |
#7
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Bingo! That example seen file really helped me out. Although the result is not exactly what I expected.
Thanks to your help I was able to get CLANNAD to play directly from the ovk file that I borrowed from the planetarian trial. I had to modify a variable but I'm not exactly sure why it helped. Basically I changed: #REGNAME = "KEY\CLANNAD" to #REGNAME = "" I'm guessing it had something to deal with the fact that I have been screwing around with my CLANNAD install for days trying to get this working and ended up breaking something somewhere. Anyway, I'll have to reinstall CLANNAD sometime and see if it still works but for the moment I think we have a winner. I also noticed that I couldn't get the reallive.exe that came with clannad to work with the ovk. However the reallive.exe that came with kanon SE (1.2.6.8) and later games seemed to work perfectly. It's also interesting to note that changing: #FOLDNAME.KOE = "KOE" = 0 to #FOLDNAME.KOE = "KOE" = 1 only seemed to affect the ability to play koe files that were not in ovk archives. The ovk archive played fine regardless of what this variable was set to. Thanks alot for the help! |
#8
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#REGNAME
varible detemines which key in registery to use to loacte data folders if #REGNAME = "KEY\CLANNAD" then reallive will look up HKCU/software/Key/Clannad in registery for infomation. if this key exists, reallive will use the settings inside it to locate g00,wav,koe,dat,etc. folders, regardless of the folder setting in gameexe on the other side.if the #REGNAME value is not available, all folders will be located just under CURRENT folder,so if using current folder, be sure to remove the #REGNAME varible
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Ligueston |
#9
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Ah, that makes perfect sense.
Once again thanks for the help. |
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