"Is published by Entergram". Publisher doesn't point to which engine is used.Entergram published the Switch port in Japan so anybody familiar with how they program their games are best suited for the programming side.
It's on pause because changes in translation messages ordering is too invasive that I lost willpower in the middle of script. I guess it would be easier if I would know Japanese good enough to easily see where are those changes instead of using google translator to help figure this out... but then I wouldn't be porting translations...Are you still doing any work on Kanon?
I could definitely see that as an issue seeing the original TL was a complete mess and has had to be fixed slowly over time."Is published by Entergram". Publisher doesn't point to which engine is used.
It's using NeXAS according to vndb which I'm familiar with enough to fully disassemble scripts. Dunno about PC version.
It's on pause because changes in translation messages ordering is too invasive that I lost willpower in the middle of script. I guess it would be easier if I would know Japanese good enough to easily see where are those changes instead of using google translator to help figure this out... but then I wouldn't be porting translations...
"Is published by Entergram". Publisher doesn't point to which engine is used.
It's using NeXAS according to vndb which I'm familiar with enough to fully disassemble scripts. Dunno about PC version.
It's on pause because changes in translation messages ordering is too invasive that I lost willpower in the middle of script. I guess it would be easier if I would know Japanese good enough to easily see where are those changes instead of using google translator to help figure this out... but then I wouldn't be porting translations...
If Entergram is developing game, yes. They have their own engine used f. e. in Higurashi or KonoSuba game that is known for implementing custom opcodes for every title, so tool for one game is not compatible with another (hell, even 2.0.0 version of Higurashi has script with opcodes changed enough to not be compatible with older versions of game). But only publishing doesn't mean anything.Entergram uses a somewhat proprietary system, I haven't been able to crack it, it's very unfamiliar to me.
Yeah, I checked the reedited script too, and it doesn't change much how messages order was manipulated.I could definitely see that as an issue seeing the original TL was a complete mess and has had to be fixed slowly over time.
I made some screenshots of both the switch and steam versions. Honestly, it seems like it's a different engine:Could you take a look at the game and post a screenshot?
It's "pak", not "pax", and not Unreal Engine, but "Prototype" studio proprietary engine. It was used in Switch versions of Summer Pockets, Little Busters, Clannad, Air, Kanon, etc. This engine is very specific and before release of Kanon in every game messages are integrated into scripts. Since Kanon they are stored separately. So for any game ported by Prototype released before Kanon you must write Disassembler and Assembler for each game separately to translate it. Disassembler for one game won't work with another.It seems the Switch version is made on UnrealEngine(3?) because the files extensions are PAX
Uh yes, sorry, my dyslexia fucked that up. Thought it was a Unreal Engine after some searches in google. Could you point me in the direction on how could I write that? I'd like to at least try, even though it sounds pretty difficultIt's "pak", not "pax", and not Unreal Engine, but "Prototype" studio proprietary engine. It was used in Switch versions of Summer Pockets, Little Busters, Clannad, Air, Kanon, etc. This engine is very specific and before release of Kanon in every game messages are integrated into scripts. Since Kanon they are stored separately. So for any game ported by Prototype released before Kanon you must write Disassembler and Assembler for each game separately to translate it. Disassembler for one game won't work with another.
UI texts + texts for non VN gameplay parts are stored inside executable.
Post automatically merged:
Messages are stored in SCRIPT.PAK in case of games older than Kanon release on Switch.
I have figured it out myself for few games and I didn't write any documentation about it.Uh yes, sorry, my dyslexia fucked that up. Thought it was a Unreal Engine after some searches in google. Could you point me in the direction on how could I write that? I'd like to at least try, even though it sounds pretty difficult
Oh wow, that looks impressive. I work with Python so I'll play around a little to see if I'm capable of doing that. Thank youI have figured it out myself for few games and I didn't write any documentation about it.
You can reference my python scripts if this will help at all, to get list of names for each opcode you must put executable into IDA and search for one of first ones in python script, because they are common - like EQUN, you should find an array list of string pointers corresponding to opcode values.
https://github.com/masagrator/NXGameScripts/blob/main/Summer Pockets REFLECTION BLUE/script_disassemble.py
https://github.com/masagrator/NXGameScripts/blob/main/AIR/script_dumper.py
I have more, but those two were actually used to make mods.
If you know Python, don't ask me why I was using there numpy etc. Mistakes of youth.
And btw. Scripts are using offset jumps, so you must fix that too.
hi @masagrator , is translating Momotaro Dentetsu World possible?
Yeah this is really possible on account of it being done in Unity, it's just a series of assetbundles that have no descriptors what so ever so it really needs to be analyzed with something like AssetRipper or UABEANext which can both do folders, the textures are swizzled so the recent build of UABEA can handle that but you gotta know which assetbundles to go for otherwise you are individually checking over 1000 files. It's 100% doable, I just simply don't have the time to work on something so monumental. However, if you get down to it and just need help with raw translation or graphic stuff, I can jump in, I just don't have the capacity or time to get the files you would need to edit for a translation patch lolI know @blashy101 was looking into translating this game but ran into some hurdles with covering files or something... But it seems possible!! Just requires a decent bit of effort!! Coincidentally, if you wanna discuss Momotaro World, feel free to message me on Discord! I wanna make an English speaking group!
I'm myutoto on discord
I am not adding to this list translations for games that already have official translation.Chaos Head Noah (Commiteee of Zero QoL Translation)
I have already explained to them that until game is being actively supported with new content, it's not finished.Then The post from Above
I won't add this without proper link.YS Memoire the Oath in Felghana - ENG PATCH (Found this on Reddit its a direct full english port from PSP )