![]() |
|
Technical Issues For bug reports, problem solving, and help running Japanese software. |
![]() |
|
Thread Tools | Display Modes |
#1
|
|||
|
|||
![]()
Now I am very new to all of this and I have looked around these forum, but up to the extent I can figure out when I extract the scenario.xp3 file with ExtractData1.09 I get .ks files and I think this might be where the text for the game is held because I am looking for the Japanese text that I could replace with my own translations to English. So what I am wondering is if anyone knew how I could extract/open/convert these files so I can view/change their contents. If anyone needs me to upload the .xp3 or .ks files I can do that if it helps.
Any help would be appreciated, thanks! |
#3
|
||||
|
||||
![]()
Just comment out the original Japanese lines with a semicolon and add your translation after.
|
#4
|
|||
|
|||
![]()
Oh okay thank you very much for the help with my mistake! But now I was wondering if anyone knows a program that can allow me to recompress my ks file back into the .xp3 files for the game?
Last edited by TaZ; 2008-01-28 at 16:51. |
#5
|
||||
|
||||
![]()
Yeah, chocoed made some Python tools for that. They are still around... somewhere.
EDIT: Aha: http://www.insani.org/tools/. Thankfully kirikiri games are among the easiest to translate and patch the text of, so if you need any help with that it won't be far away. Last edited by Asceai; 2008-01-28 at 17:04. |
#6
|
|||
|
|||
![]() Quote:
Last edited by TaZ; 2008-01-28 at 18:32. |
#7
|
|||
|
|||
![]()
There should be a README file included describing how to use everything... the tools are just command-line utilities, by the way, so there's no user-interface to speak of.
|
#8
|
||||
|
||||
![]()
It's really quite simple. Assuming the XP3s are unencrypted, you can basically just use the tools as they are documented in the readme to extract to a directory. The one could be data.xp3 or possibly scenario.xp3. Then you can simply exit the .ks files. Convert them to UTF-16 BOM if you like (so that the game will work without Japanese language support) or just leave them as sjis, comment out each line of Japanese text as you come to it and replace the line with English. Use ChocoEd's provided wordwrap tool to add wordwrap markers to the text, and patch the system XP3 files (could be found in a data.xp3 or even system.xp3) with ChocoEd's changes to add in the wordwrapping code. Or write your own, although that's probably a bit of a waste of effort, you may need to make some modifications depending on how much the original game is modified (chances are, if there are problems, they relate to the HistoryLayer / scrollback buffer. That's what I've found in my limited experience with krkr games).
After making your changes, there's a few things you can do. You can either repack the entire directory into an xp3 again and replace the old xp3 with it, or (and I think this is preferable) put your altered files in a patch.xp3 or something else that the game tries to load if it exists. That way the patch files will override the original files, which is an excellent way of providing other people with a translation patch. |
#9
|
|||
|
|||
![]()
I have a quick question.. what program can you use to simply read the contents of a .ks file? I cant find anything through google except weird registry scans.
|
#11
|
||||
|
||||
![]()
I like to use gvim. You probably need to AppLocale it if you don't have Japanese non-unicode charset support enabled
|
#12
|
|||
|
|||
![]()
So the game's title is "Temptation Naked". Bad news, but this game is crypted. I remember when I was playing the game, I tried to extract the script out and edit some of them because I wanted to see all the CGs and be able to read the _scenarios_ without the trouble of playing through the game. But, it's encrypted, and I didn't find a tool that would do the job of decrypting the script files for me.
If all you want are the *.ks script files, one (bad_and_tedous) way of doing this is dump the scripts from memory as they're loaded into the game. This almost always works because none of the kirikiri2 games I've seen have altered the scripting engine itself; no, they might have added encrption plugins, but they don't alter the way TJS2 works, and *.ks scripts are based on that. So you grab a hex editor that opens memory, say WinHex, search for some common KAG command tags like [backlay] or [cm] or the like, and you'll find the scripts somewhere. That's for the extracting part. For the repacking part, though, you're still better off if you know how exactly the game was encrypted... |
![]() |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Getting started with "Aria The Origination ~Aoi Hoshi no Il Cielo~" | DarkMorford | Production & Help | 0 | 2014-07-07 15:45 |
Koisuru Otome to Shugo no Tate - The Code Name is "Shield 9": Setup Help | SweetieBelIe | Technical Issues | 1 | 2012-09-28 07:06 |
Idea Factory posts "otome games in English" poll | dorkatlarge | General Discussion | 14 | 2012-09-10 16:23 |
New Project: "A plugin that leverages ITH to subtitle any VN" | Aaeru | General Discussion | 2 | 2012-04-20 21:15 |
How to turn on debug mode in "Little Busters!"? | LBQuest | Technical Issues | 2 | 2007-08-18 00:06 |