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  • ? komatsu eiji 919

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  • ? aoi sora no neosphere 45

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  • ? nanoca flanka 70
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Information

  • ID: 111391
  • Uploader: Dr Fine Rolo »
  • Date: over 18 years ago
  • Size: 109 KB .jpg (800x600) »
  • Source:
  • Rating: Sensitive
  • Score: 1
  • Favorites: 1
  • Status: Active

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nanoca flanka and noki welkin (aoi sora no neosphere) drawn by komatsu_eiji
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  • Comments
  • Dr Fine Rolo
    over 18 years ago
    [hidden]

    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.

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    MD Anonymous
    over 18 years ago
    [hidden]

    What about the group that translated Gadget Trial?

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    Dr Fine Rolo
    over 18 years ago
    [hidden]

    comment #53600
    That's the guy that's busy now.

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    Dr Fine Rolo
    over 18 years ago
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    Age. But this is probably a pretty dumb place to ask for serious help.

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    MD Anonymous
    over 18 years ago
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    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.

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    Dr Fine Rolo
    over 18 years ago
    [hidden]

    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.

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    Dr Fine Rolo
    over 18 years ago
    [hidden]

    http://crossproduct.net/~md/aut.jpg well arctool and a hex editor works. That's not really reasonable for editing a massive game though.

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    MD Anonymous
    over 18 years ago
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    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.

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    Dr Fine Rolo
    over 18 years ago
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    comment #56098
    I was starting to do that but Zalassi said I'd really have to be staring at the game in a debugger.

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    Dr Fine Rolo
    over 18 years ago
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    (And actually vastt likes running things in python)

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