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<blockquote data-quote="flame1234" data-source="post: 6605979" data-attributes="member: 179200"><p>Yes, everything is UTF-8.</p><p></p><p>I looked into this a little tiny bit.</p><p>世界は――悠久の昔から変わらない。</p><p>それは、この世界が、全知全能の\n『女神クリューネア』によって統治されて\nきたからである。</p><p>女神クリューネアこそ――世界を創りし者。</p><p>OK, those are the first three lines.</p><p></p><p>The first script file is, within all.cpk \kbd\EV00_0100.kbd</p><p></p><p>[ATTACH=full]59131[/ATTACH]</p><p> </p><p>There are three boxes (or at least part of three boxes) in this screenshot.</p><p>Green: This value 0x38 seems to identify dialogue boxes. (The 0x3C bytes before this I can't make sense of. There don't seem to be any pointers.) </p><p>Blue: Experience tells me this value is referencing a voice clip. So that's something we don't need to change. You see it is 0xAC2 in the 1st, 0xAC3 in the 2nd and 0xAC4 in the 3rd.</p><p>I confirmed that this has to do with voice clips by changing the value in memory viewer.</p><p>Purple: No idea. One of these values, probably the 3rd, is the speaker ID.</p><p>Yellow: Specifies the length of the text. You multiply by 2 to get the actual length. Set your breakpoint on 0x088512E4 to watch it load the length parameter, and then multiply it by 2.</p><p></p><p>Notes: </p><p>The text is terminated with a null byte. An extra null byte is added if necessary to get an even number of bytes total for the string.</p><p>When the developer wanted "one line centered vertically within the box", 0xA (linebreak) is used as the first character. You see this in box 1 and box 3 above.</p><p></p><p>How about the repacking technique? We need to repack, without changes, and boot the game to see if it will run.</p><p></p><p>This doesn't look that hard. <s>No way to know until we get a repacking method.</s> Nope, this <strong>definitely </strong>works. I just modified the memory adding nulls after a line and it worked fine.</p><p>Basically you'll be limited to three characters for every 1 character used by Furyu. In practice it ends up being not much of a limit. I am pretty sure the game will ignore nulls on the end, so we'll just do it that way and there won't be a need to understand pointers.</p><p></p><p>Need that repacking method. Then repack and boot the game, without changes.</p></blockquote><p></p>
[QUOTE="flame1234, post: 6605979, member: 179200"] Yes, everything is UTF-8. I looked into this a little tiny bit. 世界は――悠久の昔から変わらない。 それは、この世界が、全知全能の\n『女神クリューネア』によって統治されて\nきたからである。 女神クリューネアこそ――世界を創りし者。 OK, those are the first three lines. The first script file is, within all.cpk \kbd\EV00_0100.kbd [ATTACH=full]59131[/ATTACH] There are three boxes (or at least part of three boxes) in this screenshot. Green: This value 0x38 seems to identify dialogue boxes. (The 0x3C bytes before this I can't make sense of. There don't seem to be any pointers.) Blue: Experience tells me this value is referencing a voice clip. So that's something we don't need to change. You see it is 0xAC2 in the 1st, 0xAC3 in the 2nd and 0xAC4 in the 3rd. I confirmed that this has to do with voice clips by changing the value in memory viewer. Purple: No idea. One of these values, probably the 3rd, is the speaker ID. Yellow: Specifies the length of the text. You multiply by 2 to get the actual length. Set your breakpoint on 0x088512E4 to watch it load the length parameter, and then multiply it by 2. Notes: The text is terminated with a null byte. An extra null byte is added if necessary to get an even number of bytes total for the string. When the developer wanted "one line centered vertically within the box", 0xA (linebreak) is used as the first character. You see this in box 1 and box 3 above. How about the repacking technique? We need to repack, without changes, and boot the game to see if it will run. This doesn't look that hard. [s]No way to know until we get a repacking method.[/s] Nope, this [B]definitely [/B]works. I just modified the memory adding nulls after a line and it worked fine. Basically you'll be limited to three characters for every 1 character used by Furyu. In practice it ends up being not much of a limit. I am pretty sure the game will ignore nulls on the end, so we'll just do it that way and there won't be a need to understand pointers. Need that repacking method. Then repack and boot the game, without changes. [/QUOTE]
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