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<blockquote data-quote="Gil_Unx" data-source="post: 9311753" data-attributes="member: 541063"><p>It's been almost a year since ARD contacted me.</p><p>Yes i just want give some information about</p><p>the possibility of making a fgb patch.</p><p>The biggest obstacle is the identification of kanji.</p><p>The game itself uses a different table for each script file.</p><p>Especially the kanji.</p><p>So the same kanji can have a different index table for each</p><p>the script file, depending on what kanji characters come out in the script.</p><p></p><p>option,</p><p>1. Identify the kanji per script file, create table,</p><p>dump plain txt.</p><p>a pretty good option, but will end up identifying the same kanji over and over again.</p><p>less efficient in my opinion.</p><p></p><p></p><p>2. Without kanji identification, dump texture,</p><p>bad options, will end up with a translate texture,</p><p>can use the ocr application to get the plain text.</p><p></p><p>3. Identify the kanji of all script files, sort duplicates, create all tables,</p><p>dump all the plain text, most recommended option, but as I said above,</p><p>there are so many kanji characters that need to be identified,</p><p>around 3000 ++ kanji characters.</p><p></p><p>Kanji sample:</p><p>[ATTACH=full]239738[/ATTACH]</p><p></p><p>So in essence, cannot dump the script file until the kanji has been identified.</p><p>The script file, in my opinion, is not too complicated.</p><p>If the kanji table has been obtained.</p><p>Dumping using a standard text extractor / inserter can be done.</p><p>Or make a text extractor / inserter too not too difficult.</p><p>Meanwhile, the unpacker and repacker of * .cpk files are also available on the internet.</p><p></p><p>Some Rough Translate</p><p>[ATTACH=full]239741[/ATTACH]</p></blockquote><p></p>
[QUOTE="Gil_Unx, post: 9311753, member: 541063"] It's been almost a year since ARD contacted me. Yes i just want give some information about the possibility of making a fgb patch. The biggest obstacle is the identification of kanji. The game itself uses a different table for each script file. Especially the kanji. So the same kanji can have a different index table for each the script file, depending on what kanji characters come out in the script. option, 1. Identify the kanji per script file, create table, dump plain txt. a pretty good option, but will end up identifying the same kanji over and over again. less efficient in my opinion. 2. Without kanji identification, dump texture, bad options, will end up with a translate texture, can use the ocr application to get the plain text. 3. Identify the kanji of all script files, sort duplicates, create all tables, dump all the plain text, most recommended option, but as I said above, there are so many kanji characters that need to be identified, around 3000 ++ kanji characters. Kanji sample: [ATTACH=full]239738[/ATTACH] So in essence, cannot dump the script file until the kanji has been identified. The script file, in my opinion, is not too complicated. If the kanji table has been obtained. Dumping using a standard text extractor / inserter can be done. Or make a text extractor / inserter too not too difficult. Meanwhile, the unpacker and repacker of * .cpk files are also available on the internet. Some Rough Translate [ATTACH=full]239741[/ATTACH] [/QUOTE]
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hey sylv? do you know why gameyob crashes on the EZP?
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@SylverReZ
forgor to tag lol
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SylverReZ
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@Materia_tofu
, Maybe ask the EZ-Flash team.
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maybe tomorrow lol
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You can make a post on the DS forum about your findings, and they'll do their best to respond. They have a GBAtemp account here, you know.
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Materia_tofu
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oh ye i made a post i did forget they had an account i prob shouldve tagged them in the post
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@Materia_tofu
, Would've been a great idea, because they'll notice.
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im not a very bright individual, but we live and we learn
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@Materia_tofu
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this is true! i learned how to make soundfont remixes from a friend back in 2021
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this is true! i learned how to make soundfont remixes from a friend back in 2021
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