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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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So, I'm currently translating Da Capo to portuguese and I'm running into some issues here.
I managed to extract the scripts and translate/repack them with no problems. Only thing is, when I repack them to .ARC extension, the game itself refuses to run. I already tried putting one scenario script alone in the game's root folder and executed the game and it shows the text perfectly, but once I replace the .ARC (in this case, data01000.arc file), the game no longer runs. I'm kind of at lost here. I'm using bgi tools to do the repackaging. One thing I noticed is that the original game's data01000 is around 2mb, and the repackaged file is around 8mb. Is that what's causing my problem? Anyone here have a lead of how to solve this issue? Please? |
#3
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That bgitools you sent me was the exact same one I have in my computer. Plus, I tested it once again and got the same error...
I could use animED, sure, thing is (this will sound extremely noob now) I don't know how to use it. Either if I run it as admin or not, it shows I must start the program on a "saner" OS, like Windows XP. I use 7, so I don't know if it affects the program... as if it wasn't enough, I did started the program on XP, and guess what, I got the same message again. Searching around a bit more, I discovered a tool called arc_conv, and it has support for our game's engine (both Shuffle! and Da Capo)...but I also don't know how to use it since the creator of the software is Russian, so I don't even know what's written in the program's forums. So far I just worked out how to extract the .arc file, but no luck on repacking it again =( Can you help me how to solve this? Have any ideas? Thx for replying fast btw ^^ |
#4
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I'm not too familiar with Arc_conv but if you extract all the files in its archive you will see a txt called "formats.txt". There you can read how it works, as it's explained only in English. |
#5
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Oh....I see, haven't seen that option before.
Nevertheless, I'm still facing the same problem. AnimED identifies the file format as ethornell/bgi with no problems, so I selected that option and created the .arc archieve once again from the extracted folder (by the same program), but the game still refuses to run... A friend of mine said that the Da Capo game somehow detects changes in its .arc files, and if it detects one, it simply blocks the .exe, meaning no game until the original .arc is put back...Is it true or am I doing something really wrong here? |
#6
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I don't know what to say. I've never managed to make a BGI game accept a new archive. I only know that it recognizes your files if you drop them in the game folder.
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#7
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Well, i been looking through some pages on internet and i think i found a answer. I don't know if its allowed to post link to other forums here, so i just copy & paste from there, check it out:
Quote:
Try dissassembling ipl._bp and see if you can find out about the checksum function, and if even is possible to remove it, like it was said in the quote from the other forum. |
#8
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Thx everyone for the help, now I did it even without even getting to modify checksums ^^
In short, in the end, I couldn't delete the checksum entirely, but I could bypass it by making it check the original file first, but reading the scripts in another file. That way, the checksum will always be true when the game launches and it will always read the translated scripts. Just like in this photo: ![]() |
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