The old crowd engine decrypter/encrypter made in 2009 still seems to work and does not displays any errors but the output file is just garbage text.
The encryption or engine format might have changed or I might not be using the tool correctly.
I only tested this with their newest game, and it requires python 3. Run extract.py in the game's base folder to extract all the archives, the game script should be in FGN_TADD as a txt file. Edit the script however, and put compress.py in that folder and run it. It'll make the new script, and a new archive from the files in that folder, which you can use in-game.
I was playing around today with script and I found out a very simple way to input proper text into the game.
The game engine really does ignore all ascii character in the normal range as it when it detects "NAxx" it replaces it for an icon or character name.
So a very simple way to make the text appear was using full-width latin character( -chartable.de/unicode-utf8-table.pl?start=65280&utf8=dec)
It works..... the downside is that each line can only have 33 characters which is kinda small. But its doable if you just add more text window or abreviate the character names(I tested with Dragon Carnival that have the character name inside a small the textbox, newer games might be different)
And a simple way to convert the text is using this site( -site.com/letters/convert_full_half/5) and selecting "half-width character -> full-width character" or any other converter of your preference.
Here is an image:
But the RPG related text anywhere(skill/item descriptions) are unfortunately not extracted at all with the script.
My main goal was actually making interface patches for splush wave games to maybe let some more experienced translators notice it.
Do you or anyone have any way to extract/repack the RPG text(skill/items names and descriptions) of the game?
My biggest fear is that it is plugged into the .exe but hopefully it isn't so.
HAo there, I'm trying to translate this VN, , well more like I want to translate it since I dont know how to extract the data. The game uses some kind of .dat files or something like that and its a real pain in the ass to get it working. I tried using arc_unpacker and a lot of other extractors to no avail. Arc_extractor at least pointed that maybe it was an NScripter engine but I used Filextractor, nsaout and nsdec and it was fruitless as well. Im actually about to give up at this point.
script format: -
tools needed: nekopackextract
status: untested
info: nekopackextract only used for unpack and repack the game archive, the game script it self is just saved in a plain text format.
script format: -
tools needed: Softhouse Chara Script Tools
status: untested
info: initially made for Wizard Climber, Bunny Black, and Suzukuri Dragon, but probably compatible with other Softhouse Chara games as well
Just add random tag so people who search with google will be redirected here
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The Amakano series uses CatSystem2 engine, and the tutorial given in the first page works very well for it. As a side note, Azarashi soft uses different engines for each of their titles, save for the Amakano series. The 'Maid-san no Iru Kurashi' possibly uses the Artemis engine.
Hello there, maybe there's someone who can help me with a problem i have regarding a visual novel called Wagamama High spec and sorry if this has been explained already in another thread.So the thing is, i want to translate it to spanish, i extracted the files with Garbro and edited the script files using scnEditor then i made a patch.xp3 using garbro and xp3-repack like i did with other kirikiri vn, but it didin't work, what do i need to do in order to make the engine recognise the patch? i already have the common route fully translated and i want to release it as a sample, if some can help me i would appreciate it.
Anyone know sofware to extract text from .box. The wizard climber tools for Softhouse Chara games is incompatible with their old generation games. Currently trying to translate Wafer or Uehasu-Princess was dangerous today too.
Some time ago I created not bad compiler and decompiler of .gsc scripts of codeX RScript engine (Liar-soft, raiL-soft games). With it thou can fully edit code, not just strings as in RailTools.
gscScriptCompAndDecompiler.
Here is the updated patch for version 1.07 if anyone is interested _of_DRAGOON_english_UI_for_game_1.07.rar/file
I'll make a proper thread for it somewhere whenever I translate the interface images.
Edit: Here are the monster.dat unpacked by GARBRO and the original monster.dat unpacked without decompressing the file by kiririki for reference.
_and_packed_monster.dat.rar/file
Now thou wouldn't need to use rather restricted tool such as mestool. With new tool thou can fully edit code and freely make line/message breaks. So if text can't get in the message box fully, thou can just add a new message.
I was poking around with Natsu no Ame. Thankfully csxtools used with Yosuga no Sora & Haruka na Sora work perfectly. Now the issue is there seems to be a 25-26 character limit (spaces included) after which it does a line break. It might be enough for japanese however in English it takes 4 lines for writing a simple sentence and only covers half the screen. It doesn't matter if I don't use a "new line". Is this one of those things which requires an executable modification?
Also, I got Koichoco HR. GARBRo tools works perfectly and I can browse all archives perfectly. But I just don't understand which file is the script file. Can only see ttf,otf files in System.arc, so I imagine the actual script is in one of the "data" arc files. If anyone is screwing around with this game, feel free to shoot me some pointers.
I am with the same problem as GTX1080TI (with koichoco HR)
i was translating the old VN and i got stuck becasue i could not change the fond of the game therefore letters like or accents are not show ingame being insiede an XMED file
so i thought that i with the HR i would be easier, i did the same i extracted the files with garbro since with the arc_unpacker it gave an error but the scripts have no format and when opening it with a hex, and they have an encryption BSE 1.1 but from there I don't know what to do
Now I did develop a better tool for Stuff Script Engine's script format .msc: mscScriptTool. Most of the propeller games, such as Bullet Butlers, Chrono Belt, Evolimit and Sougeki no Jaeger, are on this engine.
There are two version of this scripts, first and second. First is, for instance, in Bullet Butlers and Chrono Belt, while second on later games. Sougeki no Jaeger, the latest propeller's game, has some unique commands, so it's like latest subversion of second version. Scripts of first version are commonly encrypted.
Now thou wouldn't need to use for scripts rather restricted tool such as PropellerManager, which does support only text dump and doesn't support encrypted scripts (and maybe even all first version's scripts). And thou don't need to use for scripts propellertools anymore, which supports only one subversion of the latest version, and somewhat lacks in functionality. With new tool thou can fully edit code and freely make message breaks. So if text can't get in the message box fully, thou can just add a new message.
Anyone know how to repack .pak files for EAGLS engine? I was able to extract the scripts for OLE Oppai Baka easily, but I am having trouble packing them back together to be incorporated into the game. Even if I have to start looking at the HEX of the original file, I could probably do that. The tutorials just have been a little unclear up to now. Also HSHINTAI_Decrypt does not work with this game.
Not an example file, but still relevant - I decided to share my extraction/repacking tools for the EAGLS engine. Tried it on the script files @vnthegodfatherkiwi sent me via pm and various other games, works on all samples I could test.
You need Python 3.8 or newer, platform doesn't matter. Both python files can unpack and pack. scpacker.py extracts and decrypts the script files to UTF-8, and rawpacker.py can extract all archives the engine uses but doesn't decrypt files. Can be useful if you are able to recompress the cg files and want to pack them back into a new archive, for example. The files GARbro extracts are already decrypted and can't be side-loaded into the engine.
Also threw in a regex formatter for translation works, maybe it's useful for someone. Let me know if you need help with the tools or the engine.