By any chance would you be able to port this? There's an English patch already done.
Hmmmmm.......
Ask AnoNL. Or Jake.
Bump because I'd like to see this too.
lol, that is pretty funny. Never noticed that before. Looks like you DO learn something new every day.
...
you people...
I'd be willing to work on it because it's so simple. If someone could supply something to extract the .mbl (or supply the extracted english script), it would be a simple job, the game is fairly short.
>>6
yell at the people who translated it for that stuff.
I've managed to extract the .mbl archives, but they yeild only generic encrypted files. I've managed to open some music files, but absolutely no luck on the script files. The opening is also strangely encrypted, though it looks like a lot of image files.
The encryption is a simple xoring.
The game's scripts use 00h instead of a linebreak so replace those with 0Dh to turn them into standard text files.
int key[0x0C] = { 0x82, 0xED, 0x82, 0xF1, 0x82, 0xB1, 0x88, 0xC3, 0x8D, 0x86, 0x89, 0xBB };
for(i=0; i<fsize; i++,x++)
{
if(x>0x0B)
x=0;
buffer[i]^=key[x];
if(buffer[i]==0x00)
buffer[i]=0x0D; // optional, fixes linebreaks}
Double post. Here's a tool specifically for the mg_data files, it will not work on the others.
http://www.mediafire.com/?mjkzomdxyey
Usage: mbl.exe (file)
Example: mbl.exe mg_data2.mbl
This will output all of the files into a folder with the same name as the input file. All files should display properly in most good text editors but some might not display the new lines.
Good luck, have fun.
Wow, thanks so much. I'm not very good with encryption, so your information really helps a lot. I have currently extracted the english script, and am starting to implement vnds functions. I'll have a beta out soon, as soon as I extract the backgrounds and characters.
I'm waiting,thou i never played this, i really wanted to try it,keep it guys,ganbatte!
Just one question:
Would you guys complain if the day indicator would be missing in the DS version?
By the way, how do you think about ending/cg viewers or music players in DS ports?
day indicator means the date?
maybe, of course put it at the first convertation of that day..
maybe
12 may 2xxx....
or maybe,
[name of character] 12 may 2xxx
and the ending / CG viewers, i really loved to see that...
not difficult to integrate ending or CG viewers, take a look at the code for Saya No Uta and Ballad of an Evening butterfly. You could even just copy the code and replace the file directories.
So how's the project?
there is no beta test?
i really wanted to try this one..
I guessing that this project is currently dropped or at least on extended hiatus xD. If someone is willing to put it all together, I think I might be able to help a little bit.
Here is a little mock-up bit of it (only goes up to the first question, so don't get your hope up too much). It took maybe an hour or so to fix it all up (since I don't have a DS to test it, I checked over my work just a little bit harder xD) and I don't have the day indicator (didn't want to reinstall wanko on my pc atm). I couldn't think of a way to get the SE files in a nice format (if someone can tell me how to convert a .wady file then I could do it, but I haven't found a way yet)
Hopefully this mock-up will inspire someone to continue porting Wanko.
Please remember that I have not tested this (have nothing to test it on) so it may or may not have a couple bugs.
http://www.mediafire.com/?zzwymijoyjx
.....
Anyway, I want to say I could do this, but I really don't have the time to start working on something like this. Would give me a good reason to play through Wanko though, I really liked it. Damn, it's really making me want to try porting it just to try and to see how much work it is.
Porting actually isn't that much work xD. Its very easy and most of it doesn't take much thinking whatsoever. The only parts that actually take a long time is obtaining and preparing all of the multimedia (images, voices, music, script, etc). After that, its just taking the time replacing the script with vnds commands.
(Although the Planetarian script I have doesn't have anything but the text, thus I have to reference the PC version to see all of the changes)
umm seeing as how no-one has announced they are going to port this
I figured that I would give this a go as i have too much spare time and need a reason to finish to wanko kurasou. I already have the game on my computer so it should be simple enough. I would like some help though if I run into trouble with porting process. Expect updates soon.
have extracted all needed things ie:sound (which has nearly over 8000 files =.=', images , etc...
I will post a beta??
btw anyone know a good way of going through all these sound files??
>>25
Going through all of the sound files as in what xD? Listening to them, renaming them, using them in the script, etc.?
In most cases, you are going to be extremely hardcore if you plan on worrying about the sound files xD (even more than me with Planetarian).
does anyone really want the cg gallery of to wanko kurasou?? if not im going to scrap that part.
also does anyone know if i have to change the format of the .ogg sound files?? If so this is going to take awhile....
double post AGAIN! GO DANCING KIRBY <(' '<) <( ' ' )> (>' ')>
now to the serious part... the bgm files for to wanko kurasou is in a format called wady (WHO THE HELL USES THIS KIND OF FORMAT!) meaning i dont know how to convert into mp3.
Please advise.
Grab a copy of the OST. It has all of the files needed xD. I totally forgot about that fact for at least an hour before I realized it myself.
The CG gallery shouldn't be too hard to make (thus I vote for full port xD!)
As for the ogg files, they may work as they are (doubt it) but the converter in the vndstools (weeaboo.nl) might be able to cover you on that side, although it might take quite a while, so maybe test it on a couple files before dedicating your computer to the 8k+ files.
what about that volvagia-converter? is it still in production?
I have absolutely no idea about that. Apart from telling us about it that one time way back when, I haven't really heard anything about it.
dam spam...
okay i found the ost...
and FINE ILL MAKE YOUR CG GALLERY.
but when i try and resize a ton of pictures (being 2.3k) at the same time the programs always freeze...
may just be my com though...
oh and also like some other guy asked DO I NEED THE DAY INDICATOR?
Are you trying to use Irfan Viewer? Its a really great image viewer that can batch resize and convert images. I've never tried converting that many images at once, but it should be able to handle quite a bit.
Also, you don't have to resize all of the images, since there are quite a few menu type images (buttons and other things) that don't need to be used. I would suggest rendering all of the character sprites, since those by themselves take up 1650 and make the image resizing seem large. Once you render them, you can delete all of the outline images, bringing your pictures to convert to about 1400.
The day indicator is actually pretty easy to get. You can use two images plus the total number of days to make the day indicator. The only thing it requires is to get the image (probably a cut and pasted screenshot, since I can't remember seeing that image in the graphics, and yes I did actually look through most of those 2.3k images) and to maybe photoshop the screenshot to take out the day and then create overlays of all of the days to use as a foreground graphic. You just have to remember that you need an image before the screen highlights and while the screen highlights, the rest can be done with time, an image editor, and vnds xD.
sounds hard... how about I just include the date in the text??
hmm and also for foreground what are the usual x,y positions of the characters??
If I get the time to make the day indicator images, I'll hand them to you so you can use them, but for now I suppose you can just include the date in the text (you should probably do that regardless of the day indicator actually).
For the foreground positions, if you keep the original sizes of the characters and batch resize them, they should be able to fit the y positions as is, for the x positions, it should be roughly in 85 pixels for three characters (provided all the characters are within an 85 pixel width, note its the characters, not the size of the foreground image). From the images, there are varying widths, so you are going to have a varying number of X values, but if you set the values to variable strings, it should be easier to manage since each character can only have roughly three positions, though because each character has 2-3 different widths for their sprites, you will have to come up with different numbers.
The best I can give you are these formulae:
For One or Three Characters
(48)-(character width/2)=X for left position
(96)-(character width/2)=X for center position
(144)-(character width/2)=X for right position
For Two Characters
(86)-(character width/2)=X for left position
(169)-(character width/2)=X for right position
zzzz the ost was missing a sound file and now im going to have to revise my entire script.. anyone know what the 21st sound file for to wanko kurasou is called??
oh and also ive decided to include that god dam cg gallery that CXBLACKCAT wanted...(dont tell him that it was easier than i thought)
oh and also the sound effects like rain falling and pencils and stuff is missing because its once again encoded in .wady. does anyone mind if they become non existent in the game??
one more thing. Ive decided to include the original opening animation as a bonus. (not compulsory to watch as in main menu you choose ORIGINAL OPENING)
decided to post a beta of what I have SOOOOOOON!
The missing song is a revised version of the full ending song to be roughly 2 and a half minutes long instead of nearly 5 minutes. Both songs start out exactly the same and there isn't really much of a difference between the two songs (I believe it swaps to the second verse earlier and that is it). So actually, you don't have to revise squat -_-"...Also, the 21st song is the full ending song, the 20th is the shortened version.
I don't need to know that it was easier than you though xD (if it was beyond the scope of VNDS and I hadn't done it myself before, then I wouldn't have said anything).
For the sound effects, attempt looking for replacement sound effects that are similar to those although probably leave that for last, since that is a horrible thing to try and do without a reference.
I planned on placing the original opening animation as a bonus until I remembered the problem with size as well as frame speed.
To play the opening to even match the song is 30 fps I believe, which would mean making the VNDS system play 3700+ images in space of the two minutes would take a screen changing of roughly 2 frames wait time by using delay (and that is if everything was perfect without loading time). Most likely, if you place those images in the demo, the demo will take longer to load than FSN just to play (and that is pretty damn long) and the images will desync with the music. possibly trying with delay 1 would sort of work, but then vnds might just freeze from the super rapid swapping and loading (I believe some of my IDAT errors might be because of this, and I'm not even swapping ten images yet). If you still want to try it, feel free though (taking out some images is a possibility, but to spend so much time on the opening seems almost pointless).
If this opening you are talking about is some video thing, yeah, it doesn't work so well. I tried to make a basic video-like thing using delay and others and nothing really works.
The max speed VNDS seems to go for me when swapping out images is 1 per second.
Unless I missed a feature (very possible), there isn't any rapid-switch type stuff built in in any way. Which is fine for most visual novels...
Well, if you use the same method that I do, it takes quite a bit of setup. You have to get the first image as a background, and then the four-five subsequent frames are foreground each displaying with delay 1. The only reason this actually works is because of the background option to choose the fade speed (fade speed at 0 or 1). After the five-ish frames, you clear out the setimg with the seventh frame as a background, and repeat process. That is how I got both Hallucinate and the little bit of Planetarian to have a little bit of animating, but in both cases, there can be no interruptions and who knows how badly it might rip up the microSD's read/write cycles. It could be that it completely fries the microSD after a couple runs, but I don't exactly know enough about VNDS to know if that is a danger.
Technically, it could be possible, since the DS specs do have only 4mb of ram, meaning that we are pretty much using as much of it as we can, and it does need to get the new information somehow, so it might be burning read/write cycles (though it takes years for a normal usage SD to run down I think, but with the 3700+ images...who knows)
Ah, using the foreground for later frames is pretty genius. Yeah, I'm not sure about read-write cycles though, that's a pretty good point when you're swapping that many images. If it became common to use that, I bet it could be wearing them out pretty fast.
Though, I don't know the mechanics behind that kind of stuff at all.
Toanzz, so how is that porting coming along? Its been a while and a couple of people are probably waiting on seeing how your beta is going to be.
rawr, I want this port! Toanzz, are you still working on it?
I want it too!
whooops sorry guys. I got locked out of my own comp for awhile
kinda embarrasing but it happens to people. Im resuming my work on this thing but welllllllll the writing of the script is BOOOOORING
xD Then you have hit the snag that many of the vnds porters hit. In any case, try using this thread's supporters and your own accomplishments on the port to continue onward xD, and we all hope you can complete it.
I rly want any vn to be ported!
/supports.
morally.
I'm willing to pay good money to get this on my DS
Wow, I just tested out my own mock-up version and apparently, nobody tested it since I found out that it didn't even work correctly xD.
I decided to fix it anyways (someone could always use it as a starting point maybe...).
http://www.mediafire.com/?zl3mgznuocg
...I wonder what has happened to toanzz...he hasn't said anything in a couple months...but then again, I haven't really done anything for Planetarian ever since my DS broke (works now though...maybe I should get back to porting that...but I'm not quite as determined as ShinseiTom plus I'm picky as hell about random shit that barely anyone would mind anyways xD)
...
Dang it, now that I've done it once...
I wonder how bad/complex the script is?
So wady files are some kind of 8bit raw PCM files. Or something similar (various other combinations of bit/hz/channels work too) to PCM files. Audacity, if you import the files as an 8bit stereo raw files, can play the music recognizably (though horribly static and the wrong pitch).
It almost sounds like... there's... junk data in the files or something. Anyway, I can't find any way to convert the files so if you want to get the sound effects you'll probably have to record them all externally.
That'll be hell.
OR... you could possibly rewrite a small section of the original Wanko script to play the effects on after the other, inject it back in to the windows version, and record them like that.
Maybe someone could check the PC Wanko to see if there is a setting to set the bgm to nothing so the sound effects are the only noises. Then at least it is a little bit simpler to record (could always try that one method of putting a cable from speaker output to the headphones jack of the same computer).
that would be pretty difficult, as you'd have to go through the script to make sure you 'heard' em all.
Out of curiosity, any chance you could put one up for download?
Don't have Wanko, but I'd be interested to look at the file.
Here is a sound effect and below that is a music file.
http://www.mediafire.com/?2zgmyhtinym
http://www.mediafire.com/?nbmavtt0ndz
The script is pretty easy to understand and if anything, we could just try injecting a different script into Wanko (I never checked if Crass can do that...so maybe it might not be so easy) and then have it call for all of the sound effects in order.
Well I've been stuck just trying to read the sound effect files like everyone else however i managed to download all the bgms from a different site however one track still eludes me. Its 21 because in the sound section of Wanko To Kurasou only has 20 bgms. Also is this verification thing new??
Well, you might as well worry about the sound files last (leave the filename in the script as if you had the sound files though). Maybe later I'll ask the WankoTL channel how to inject the script back and then do the idea I posted in >>56.
As for that one BGM file that is missing...I explained about that file earlier here >>38...You just need to substitute the full version of the ending song for both 20 and 21 of the BGMs (short version & long version respectively).
The verification is new. Apparently there was an option for it (to cut down spambots).
Well, after much effort (NOT xD), ShinseiTom and I think we might have a way to get the sound effects from Wanko (pretty much any sound/song, though there may be a quality drop...we have no idea, since we haven't tried it yet) by, yes I asked the WankoTL, injecting the script back into the mg_data2. This means that if we are all lucky, there might be a port (depending on motivation of somebody other than myself xD, though they can build off of the mockup that I made).
hey you guys,
just wanted to know if anyone knows of any sheet music for the intro to wanko to kurasou.
Ive only managed to learn about a minutes worth by ear.
heck, if I can play it all well then Ill put it on youtube :)
>>59
Back from vacation now. I could possibly mess with recording the stuff if you haven't already, BlackCat.
>>60
Sorry, can't find any sheet music for it. Only track 7, 8, and 9. The intro (I'm assuming you mean "World of You and Me"?) sounds like it would be too annoying to arrange for piano for such a obscure song.
You might try asking on Ichigo's forums though. Maybe somebody would transcribe it for you.
Welcome back ShinseiTom xD. I'm currently on a random vacation that I wasn't expecting (my parents just said, "you should go with [people that were visiting] and visit UCD and then UCB with your cousin"...and since then, I've been on a wild vacation. I have to go to SF and then back to my cousin, then finally back home to go straight to LA o.0...I still need to order my school books too TT-TT).
I haven't tried any of the recording yet (I was waiting for you to get back xD, since I wasn't planning to go anywhere...though it seems to have backfired now xD). I tried reinjecting a modified script and it seems to have worked out, though I never tried it in-game (it should work anyways). A majority of the ideas that I have for recording is to use a screencapture or just use a cable and connect it from the audio output to the microphone input (I would have tried this, but my cable is broken TT-TT). Worst comes to worst, one of us could just record some max volume semi-decent quality with audacity and some good speakers xD.
I tried looking for the arrangement for that song as well (I never found it either). I would go with ShinseiTom's suggestion on that...I can sort of play it by ear too, but I'm not the sort of person that can really transcribe it xD (my sense of timing is wonky).
why are we needing sheet music for "the world of you and me"?
Well, I'm totally fine if someone is asking for sheet music, some VN's really do have some decent music (cough cough Narcissu/Narcissu2 cough cough). It's not like we have really done much else with this thread at the moment xD.
>>65
xD We could do the port without sound effects, but if someone actually does get the urge to port the entire thing, I wouldn't mind manually recording all 70+ sound effects (just like I wouldn't mind adding my own tiny tweaks to making Narcissu 2 nicer for me to use xD)
Since I was bored, I made a script reference for Wanko. Mainly it'll be used by me when I make my automatic porter (if I get around to it), but I thought I'd put it up for the two others that might care on here.
Go to http://wanko.pastebin.com/ and click on the one subdomain entry.
Since I was bored... oh wait, I already said that.
Anyway, I've got VERY VERY alpha scripts for Wanko. They obviously don't do any audio or images right now, but most everything is set up so that I just have to do a little more work to get it all up and running.
Here's the scripts:
http://www.mediafire.com/?3cvw8jmd3jbbwyp
I really don't recommend running or even downloading these unless you're just highly curious. Anyway, sleep now.
Alright, I've got the basics. I can start the game, backgrounds and sprites work (for the most part), it just craps out at the first selection menu. Which it should, I haven't messed with those.
However, I have a problem. I have no idea how to fix up the character sprites. When I messed with it, my end result was something left with a horrible black lining. Anybody know how to fix that?
I think Umineko does a similar thing, with a separate transparency image that creates the effect, but I have no idea how to put those together.
Alright, unlike the other one I uploaded, you CAN play this one! I have no idea where it craps out though, and you definitely can't play the whole game, and sound is missing (since none of it's been converted yet).
Anyway, it'll give you a taste of what the final product will be.
Fair notice: It's a little large, at ~30MB. Not huge, but that's without any audio at all.
Anyway, the download:
http://www.mediafire.com/?dyde3jax284bd6e
Oh yeah, and THANK YOU anonl for including the source code to your Umineko converter. Using it, I was able to hack together a sprite transparency thing for Wanko real quick.
In preparation for the release of WankoDS (which WILL be sometime this weekend), here are the no-voices and with-voices sound files, zipped up in .7z format.
No voices:
http://www.mediafire.com/?joi0dtw3acllz0b
With Voices:
http://www.mediafire.com/?7kwmjyhl3ig44r0
As far as I know, these are the final voice files and they will not change no matter what I do from here on out. I don't guarantee it, but you shouldn't ever have to download these ever again.
Alright, as promised, here is "Wanko to Kurasou" for VNDS.
http://www.mediafire.com/?2es149wlw906vbb
This can be used standalone, or with one of the sound zips from the post above. I've fixed everything up, but there hasn't been any playtesting (and my checker won't check it...). Anyway, it should work just fine.
Any errors should be reported here.
(Note: There are quite a few places where the text breaks in odd locations. I assure you, these are actually in the original english translation for the PC version too.)
I once had a way to fix these wierd text breaking locations. Maybe I could adjust it to your version.
Btw.: How did you work around the "OR"'s in this one big decision scene? (I think you should know what I mean)
Not sure what you mean... There was one menu (flashbacks?) that was retardedly large in VNDS simply because of it's odd nature in Wanko (using variables to decide whether to show a choice or not). I just made a huge if structure... and freaking dang it.
I forgot to get rid of the unused checks in the choice menu. Doesn't change the choice, but it looks ugly.
Alright, though it doesn't really need a update, here's a new script.zip for Wanko.
http://www.mediafire.com/?d94ucnlkjszvsif
Basically this fixes what I mentioned before, and gets rid of a possible problem in the menu. Stupid oversight on my end.
Extract the script.zip out of the 7z file and put it straight in the Wanko to Kurasou VN folder on the DS, overwriting the old.
It's really not that hard fixing text breaks...even I could do it xD. The thing I dislike at the moment is that the voices are mono instead of stereo (I'll probably convert them or something) and that the sprites look like they are positioned strangely (but I can't check if they are the same on the PC at the moment). If anything, I'm going to do whatever I feel will make it better (xD ShinseiTom can do all the hard stuff that I can't...and yes I'm very grateful xD).
>>74
=D You should play with us on the irc if you don't already. Then you can see what is happening and help us out...well, help ShinseiTom mostly xD (...it's just very silent a majority of the time) since I am much too lazy to attempt my own full ports of anything longer than 30 minutes. Then again, I'm one of the people that pushed Wanko onto him (I even went to the WankoTL to figure out a way to get the sfx =D). You should join me in convincing him to make more converters xD (I'm sure we all love you ShinseiTom, we just have a lame way of showing it)
Alright, new script file. There was a major error that made it impossible for anyone to go any further than April 22nd. Here's the fix:
http://www.mediafire.com/?i1pbjpuclvwh936
Same instructions as above.
>>77
Yes, the sprites are in weird areas, because I forgot to change the locations on the last conversion from the original scripts. Shouldn't take more than a quick find/replace to change them.
And the odd text breaks would have been annoying to fix in the code of the program, and there are so many of them that it would be annoying to fix them by hand, so I just decided not to bother with it.
Lalala, this bug would have been caught by my checker if it would work on Wanko, dang it. Anyway, game-halting bug fixed. Same as the previous two times.
http://www.mediafire.com/?zk4lvcahudy98yc
Interestingly, the bug I just fixed in >>79 was a bug in the original PC version. However, Wanko just keeps on going, which in this case is perfectly fine. VNDS, on the other hand, flips out and restarts the VN.
Just a noteworthy bit of information.
>>75
Yeah, I think it was the flashback scene. Since VNDS if-statement is missing a logical "or" it would lead to a gigantomatic junk of nested if-statements.
>>77
Oh, forgot you, sorry.
I'm not that active recently, and I also have a strong dislike towards irc.
Here's ANOTHER new script file. Fixes a couple of problems I found. Sorry about all the updates. At least they're small.
http://www.mediafire.com/?z1d8ip9x6hcy1da
>>81
Yeah, so I just made the gigantomatic junk of nested if-statements since that was all I could do and have it look nice to the reader.
You can find it in 007.scr starting at line 279 and ending line 845. It's pretty massive.
slight problem with script 016 and 016n(016 unable to proceed to 016n)...i tried editing script 016, but when i try to zip it back, vnds will tell me that the zip file(script.zip) is compressed, and must be uncompressed in order for vnds to run the game properly...
so now i m stuck...any one knows how to make an uncompressed zip file?
nvm, fixed it by using 'store'
Yeah, sorry about that. I know VNDS is case-sensitive, but Wanko wasn't. So that one slipped by. New scripts again:
http://www.mediafire.com/?6v17ooddedoxkaq
Lots of problems with this one. But I guess that's to be expected with no playtesting on my part.
or is script 016 actually missing a 'text' for the last line for it to have that error? i m dont really understand the script code...but seeing thats the pattern for every one of those script files, that is what i assumed...
and also, in NAD03, the line 'jump NAD_H02.scr start' should actually be NAD_H03 instead...or else it will go back to the past and loop again
and also...the later files are not playing their sound properly...i dont have the time now to look into whats causing the problem(maybe some other minor mistakes regarding playing the sound files) but i'll do w.e i can for 'buy report', hope it will help
The extra text commands are just leftover crap that don't do anything. They never get used, and really should just be deleted.
Yep, that's another error. That was totally my fault from when I was manually going through setting up the h-scene calls. Thanks for that. Here's the fixed scripts:
http://www.mediafire.com/?717ju8pd3ii8qe8
Not sure about the sound problem. What is it doing, and where?
basically, no 'voice' is being played during the 'later stage' in the NAD scenarios (i've only gone thru the NAD scenario, not sure about the others), i understand that there are no voice being played during Hscenes, but i m talking about 'normal/regular' scenarios...bgm still plays fine though, as i mentioned before, i dont quite track down what/where the problem is atm, and i dont have quite the time to check that right now
well, let me know if u figure out anything / if everything is working fine from your end
and are you sure that the 'extra' "text" command is not needed? cuz i rmb simply changing the 016n->016N and that didnt fix the problem, but it was fixed after i changed 016n->016N AND add in that "text" command, o wellz, w.e works
and 'jump NAD_H02.scr start' -> NAD_H05.scr *** was what i meant, 2 is right below 5 and that was the problem i believe, so the correct script it should link to is NAD_H05.scr, NOT NAD_H03.scr my bad on that
Hmmm, well, I'll check on it.
As far as the h-scene, I put in the right one, don't worry.
Yes, I'm sure the extra text command isn't needed. The only thing a text command does is display the line of text after it on the bottom screen. Hell, VNDS doesn't even hit that line that I know of.
script 014 would setvar chain to 015R.scr in the middle if the requirements were met, which is suppose to lead to the risa-route...but it would continue reading the code after chain is set to 015R, and then chain would be set to 015N eventually...making nad-route take over...
in another word, risa-route is locked and inaccessible...
i've added
# @end
jump {$chain} start
text
after setvar chain = "015R.scr"
to force it to go to risa-route...let me know if thats the correct way to do it or not...since i could be just overlooking things =_=
When VNDS does a jump, it does a jump period. It will never look back.
Ok, I juts finished the nadeshiko ending, but I can't have the Risa arc, I've done the Risa's walkthrough that i found on the web, but it doesn't work ... :/
check 91, thats the problem why u cant go to risa's ending...
anyways...how to access the 'extra scene'??? they are located in 'OPEN'...but its taking me too long to understand the requirement to have it unlock...is it just going through all the other scenarios?
so which one do you click to download this?
Sorry but I don't understand how to modify the script for having the Risa ending, so if someone can upload the Risa-only script ... ^^'
Just so everyone knows, neither ShinseiTom or myself have actually gone through the entire thing...ShinseiTom just made a converter for the script files and put them through. That goes to say that I believe whatever is in the PC game is most likely possible in the port.
I'll try following the Risa path to see what is wrong with it.
>>96
To download you can get the sound effects from post 72, the images from post 73, and the scripts from post 88.
http://www.mediafire.com/?9jpvwqsk96wp57k
for the script in .zip (3.03MB)
this script should have the risa route 'unlocked' as it will not continue to read the script in 014.scr after the 'risa scenario'
fixed the loop that ShinseiTom fixed in post88 also
i still couldn't identify the 'no-voice' problem...so no fix on that
and also i've just added the 'extra scenario'(which is suppose to be located in OPEN.scr, but somehow they are all jumping to main.scr which the the beginning of the game...ANNNND nothing leads to OPEN.scr makes me think that it somehow isn't implemented yet); the extra scenes can now be accessed from the 'main select' where you start or go to the music database.
No, there are no requirements to have those extra scene unlocked, so they are available from the VERY beginning even if you haven't finish a route...so use those in your own discrete.(hoping someone could actually implement it properly soon)
have fun
Sorry about that. Moved into my college dorm, school internet sucks absolute ass, so I couldn't really check anything on here.
>>91
>>93
Let me look, it shouldn't be screwing up but I guess I must have missed something. Hopefully it'll be easy...
>>95
>>99
Yeah, I haven't done any of the extra scenario stuff. I just ran it through my quick converter and fixed up the variable stuff. I'll add it in when I can.
>>96
>>98
I'll post up one post with all the updated stuff soon, once all the quirks are ironed out. I know it's kinda confusing right now.
>>99
Are those actual fixed scripts, or just a workaround for the no-risa problem?
those are just what i think they should have been, but knowing my not-even-at-beginning level skills, they could be far from what it SHOULD be
i 'think' i've changed the 'risa-problem' to what it SHOULD be
while the extra scenario thing is just a workaround(since i assume extra scenario has to be unlock by clearing main route once, the script that i've posted unlocks them with no requirement...and doesn't actually use the OPEN.scr
have fun with it, now that u have sharin to work on also LOL
my game keeps crashing when sivilianna had stuff injected
and i used poster 101's script, and everything else that was instructed in post 98
Well... what is the crash? Restarting the game, throwing an error, shutting down the ds?
hmm...i just checked the script files on my DS and the silvie error that was mentioned didnt occurred to me...state the details and maybe we can help
btw...the 'Recollection' choice from 007.scr doesn't seems to 'restart' if the game was cleared before...(or at least that's what i think)is it actually suppose to do that?
also...i've been able to find the cause to the 'no voice' problem that i mentioned ages ago...it is because the 'script code' to the sound file are NOT in capital, where the sound file themselves are all CAPITALIZED!
i assume that the problem occurs in 015N, 015R, 015X, 016N, 016R, and H scenes as well(i actually thought the game didn't have voices for H scenes before) ... and by either changing the sound file name OR script code SHOULD fix the problem
which i m too lazy to do them right now...since i only know how to 'manually' edit them by using notepad, and there are TONS of them ^^;
annnnyways, if i ever feel bored and decided to edit them, i'll post an updated version of the script.rar afterward...
p.s. now that i think about it...i still havn't got ShinseiTom's permission to edit anything since this is his port-project...well, hope you don't mind =P and in case you actually do, just post a message up and i'll stop immediately~
Well he doesn't exactly care too much about you fixing up the port...Provided you don't screw something up somewhere else while fixing, none of the porters that I know would actually care...since none of us actually do very much.
I don't care. It's a port. The only thing even remotely my own creation is the program that half-did the work for me, and the modified title screen (now THAT was hell to me).
If you make it better, post it. I know this one isn't really near done, but I figured it at least allowed you to get to the end of both main routes. I guess even that wasn't true until somebody else noticed...
Anyway, yeah, fix it to your heart's content. What with school starting up and having less time, this project has much lower priority than anything else right now.
tbh, i finished this ported version soon after you posted your original version...so it doesn't really hold a high priority on me either, but as i was saying...i'll update it when i have edited something if i m ever bored
the way THIS looks to me now is that both ends are obtainable as you mentioned, some code(on voice) need edit, and the 'extra scenario' option needs to be properly implement
the 'voice' fixing part i can do...since i can at least understand that little; on the other hand the 'extra scenario' i have no idea whats going on(i guess thats another title screen hell waiting for u). So if theres another update from me...it'll probably be a voice-fix
Oh yeah, and that damn-awful if-fi block-o-doom I had to do by hand.
That sucked mightily.
Anyway, do whatever you want.
http://www.mediafire.com/?a7xqh1ws1y54u57
well...since i WAS ACTUALLY bored and something good happened to me...here's the voice-fixed-script file
it SHOULD have the voice enabled for 'normal' story H-scenes, scenario that happen in the later story(015N/R/X, 016N/R, and RIS/NAD .scr), ANNND the extra scenario also
if the voice are still 'muted' in those part of the story...you might need to clear the cache for vnds to 'reload' them again...(not quite sure about this...since it didn't work for me on my first try, so i ended up clearing the cache). speaking of which...i thought there was an option in vnds itself to reload everything?
as usual, have fun
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>>112
STFU and GTFO. We don't need such useless things. This place is for people that actually give a shit to search for it, your pointless advertisement is completely stupid and your arguments are invalid and make no sense.
Who buys Louis-Vuitton jeans anyway? I go Gucci.
How to extract images from mbl and edit them?
i got error at silvianna scene to.. :(
after the scene where she's injected with stuff, the game is restarting at the point of "eyes of risa" again..
in short : eyes of risa--> eyes of kuu--> silvianna scene-->eyes of risa--> eyes of kuu-->etc..
is there's any fix for that??
You happen to have a save file or maybe an exact excerpt of text? (I don't really want to search my way through it :/) Supposing it's something simple that is just busted, then it shouldn't be too bad to fix.
problem fixed!!
overwrite the script and paste the script file from post 78..
btw, i check all the mediafire link, and it's all down -_-..
btw, is the risa route can be used with script in post 78?? i want to do the risa route badly.. XD
i would like someone to explain how to extract the images, as I'd like to start De-censoring, i would start a new thread but I think this project would benefit from scenes being de-censored, like to hear a reply soon,
thanks
I don't have it in front of me, but all of the images should be either in a folder called 'background' or in an archive with the same name, in the game's directory.
Bear in mind though...the images in the VNDS version have been resized to fit on the DS screen, so...it might be a fair bit more challenging to do that kind of editing work on them, than the actual full size images from the PC game itself.
it wasnt that, i dont know how to extract the image files out of the PC version, as i want to decensore the PC first then re-size them so it fits for the DS, some steps may help me to start extracting them as i have no clue and ives spent most of my time today trying to get into the .mbl files (if there even in there :L), waiting for your reply.
*btw the vert box doesnt work very well in google chrome (image doesnt change) just to let you know <3
>>123
Use the tools on this page: http://tlwiki.tsukuru.info/index.php?title=Tools
At a glance, I expect AnimeED, Crass, ExtractData, and the official Kirikiri tools will all work. If you can't figure out how to use one program, try another.
ok i have the files, and im sifting through the ones that dont need to be de-censored reducing the amount considerably (i fucking hope) ive devoted my ass now..
I'm not really sure what the point of decensoring is anyway, unless you want to work on your penis-drawing skills, I guess...
Good luck though. If it's any good I bet you could upload it on hongfire or something and receive some measure of praise.