Any game hackers around with experience with Kogada games, or feel confident learning them? I really want to do this, but the techs I know are busy with other projects or real life.
comment #56015 Maybe, but perhaps people who come here know people who know people... Getting the word out is a start. I'm afraid I swore not to ever consider doing anything like that again after a week of wrestling fruitlessly with Tenerezza's PAK format, but there must be some people out there who like to get their hands dirty (not in the normal danbooru sense >_>) and who still have their enthusiasm intact.
comment #56035 Well the .pak is fine. Kogado's hypack is reverse engineered by a couple people. arctool and susie both extract it fine. arctool says it'll compile, and I"m just about to try a cheapo edit and see if I can't crash the game by ignoring opcodes and whatnot...
The main thing is ripping the text out of the script with VASTT and putting the translated text back in. The archive itself and making the game run it is probably solved already.
I've always found Perl useful for extracting text from script files. Once you figure out the basic script structure (you don't even need to know what the control codes are - you only need to be able to recognize them as control codes), putting together a collection of conditions and regexps to yank out the text is usually straightforward. Then you can convert it into whatever format you're comfortable editing it in, and use a little more Perl to match your changes back to the script file.
Of course, you'll probably want to figure out things like whether jumps in the script use labels or absolute file positions as references before you begin - if the latter, you're either going to have to play the "creative translations" game, or spend more time deciphering the control codes so you can correct them.