ROM Hack Harvest Moon - A new beginning => Scripts etc in Plain Text

Sliter

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well just have to wait until FEb :v I'm calming my hype by playing ANB (first time btw hahah)
well if you can find a translationteam we can do it before but SOS localziation isn't bad like FE to do this, right? õ3o
(anyway, I'm in for graphics if this goes xD)

Btw I was to revive/restart this thread since I'm planning on translating ANB but first I could try to play making some mods there, but I still have to learn lots of stuff XD (like.. I have cxi dump now, how I can get the files and see stuff?:v totally noob lol)
 
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Angely

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@Sliter I see xD. I'm a total noob too, though I decrypted the rom thanks to Asia81's guide with my 3ds & his pack (i think you can extract .cxi with it too). I also haven't finished ANB & still have to restart SoS after I lost my save last year, which made me feel totally unmotivated to play xD. Here in Europe we waited freaking long for the release of SoS. I was lucky my 3ds was exploitable at the time so I imported the US version of SoS, idk how long we'll have to wait for SoS 3oT to be released here.
 
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you can extract the complete text from the game and then translate it. The .nut files are plane text and everything else is just compressed. There are already tools for that
 
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Angely

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you can extract the complete text from the game and then translate it. The .nut files are plane text and everything else is just compressed. There are already tools for that

Yeah we already knew the .nut scripts are plaintext & is squirrel language script. Btw which tools are you talking about & do they work on a x86 sysrtem? I followed some links posted in this threads, but those tools were for x64..... I sadly have no x64 system atm.:(

The NPC dialogue's are probably in the Msg.xbb file. I haven't extracted them myself yet, but I found them somewhere on net. (btw I'm talking about SoS 3oT, but all those Bokujou games were built similiar though)
 
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andibad

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well just have to wait until FEb :v I'm calming my hype by playing ANB (first time btw hahah)
well if you can find a translationteam we can do it before but SOS localziation isn't bad like FE to do this, right? õ3o
(anyway, I'm in for graphics if this goes xD)

Btw I was to revive/restart this thread since I'm planning on translating ANB but first I could try to play making some mods there, but I still have to learn lots of stuff XD (like.. I have cxi dump now, how I can get the files and see stuff?:v totally noob lol)

you should try on ANB first before starting mod sos 1 and sos 2. for editing message file, is have 3 kind of format for message text plus blank type on xseed version. and for sos 2 ... is more strict and tidy than older title, you need carefully to edit constant xbb file, since is already fixed memory allocation on it. you should register new offset on exefs for 3ds, citra emu is running fine without modification on it.

for sos 2, you should wait xseed done with translation. Since is have 5,635,426 japanese character (not including item name on constants file), is not worth for translate it to english. yeah i already have some progress on it to translate on my mother language.

SNAG_0001.png

if someone want to see message file, you can check on my sos group. i already posted anb, sos 1, and sos 2 on readable format (on excell) and some texture too.
 
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Sliter

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@Sliter I see xD. I'm a total noob too, though I decrypted the rom thanks to Asia81's guide with my 3ds & his pack (i think you can extract .cxi with it too). I also haven't finished ANB & still have to restart SoS after I lost my save last year, which made me feel totally unmotivated to play xD. Here in Europe we waited freaking long for the release of SoS. I was lucky my 3ds was exploitable at the time so I imported the US version of SoS, idk how long we'll have to wait for SoS 3oT to be released here.
thanks! XD
I wanted a retail cart of ANB (don't matter the region hahha but japanese would be more for collection than playing ... yet XD but I could not find at good price... the price dropped a lot outside here (US, europe etc) but here used still the price of a new game for a used one 3= I gave up and freeshoped it XD but if I find a good price, I'm getting it! xD (I like to buy the games I like.... )
do Eur version have more languages?

you can extract the complete text from the game and then translate it. The .nut files are plane text and everything else is just compressed. There are already tools for that
yeah and this is why I'm exited but still have projects to finish XD
I wonder if US version hava latin characters like ã , ç , etc if not maybe the eur have, if there's more langauges?

you should try on ANB first before starting mod sos 1 and sos 2. for editing message file, is have 3 kind of format for message text plus blank type on xseed version. and for sos 2 ... is more strict and tidy than older title, you need carefully to edit constant xbb file, since is already fixed memory allocation on it. you should register new offset on exefs for 3ds, citra emu is running fine without modification on it.
well, let's go step by step xD not much hurry actually... but I have no idea how to memory alocation o-o

for sos 2, you should wait xseed done with translation. Since is have 5,635,426 japanese character (not including item name on constants file), is not worth for translate it to english. yeah i already have some progress on it to translate on my mother language.
but I think latin alphabet is present ingame, right? it can be easy for someone that knows japanese
There are many indonesian fan translation? It's nice to see fantranslation of games in or "forgotten" languages XD
(not much fair I say that because we are already getting a lot of game sin portuguese, even dubbed :v but nintendo's? ha! only if it's mickey :v)


A MESSAGE EDITOR? YEAHHHH
tell me it work on ANB XD

BTw I'm the only that don't liked hpw this serie is going outside? I mean... some " fakes" (and not good looking, idk if good playing ) HM being released (I wouder if these go to japan?) and bokujou having a ne wtitle, better but still not the original meaning AND LOGO STYLE (that isn't hard to mimic, come on XD I have to do it someday...)
maybe I care too much..
 
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Angely

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SNAG_0001.png

if someone want to see message file, you can check on my sos group. i already posted anb, sos 1, and sos 2 on readable format (on excell) and some texture too.

Awesome, can I have a link to your SoS group? That text editor seems so nice! Did you made it yourself?o.o

@Sliter You mean that you don't like the US Natsume HM (Lost Valley)? Well me neither, when it comes to te graphics I mean! I think it got relased in Japan too. Also about the EU version, I know SoS1 has multi language, but not sure about ANB I'll go check my copy for you!

edit: I checked & ANB was english only!
 
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Sliter

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and seed of memory or something alike... the visual is stupid lol lost valley was better but idk about both games in the play :v
I saw here, both natsume's HM don't went to japann, at least yet XD
Thanks!
 

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yeah and this is why I'm exited but still have projects to finish XD
I wonder if US version hava latin characters like ã , ç , etc if not maybe the eur have, if there's more langauges?
us and eu used same font.

but I think latin alphabet is present ingame, right? it can be easy for someone that knows japanese
is including standard character set, so don't worry. you can used font converter to use other font, if is not fit for you. here for some and old screenshot for some testing on citra emu :
SNAG_0047.png

A MESSAGE EDITOR? YEAHHHH
tell me it work on ANB XD
by theoretically is supported, since is used same format as japanese version (anb, sos 1, sos 2 jp still used same format).

That text editor seems so nice! Did you made it yourself?o.o
yes, used for datamining and also for translating purpose.
 
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SapphireDaisy

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you should try on ANB first before starting mod sos 1 and sos 2. for editing message file, is have 3 kind of format for message text plus blank type on xseed version. and for sos 2 ... is more strict and tidy than older title, you need carefully to edit constant xbb file, since is already fixed memory allocation on it. you should register new offset on exefs for 3ds, citra emu is running fine without modification on it.

for sos 2, you should wait xseed done with translation. Since is have 5,635,426 japanese character (not including item name on constants file), is not worth for translate it to english. yeah i already have some progress on it to translate on my mother language.

SNAG_0001.png

if someone want to see message file, you can check on my sos group. i already posted anb, sos 1, and sos 2 on readable format (on excell) and some texture too.
I want to see message file,could you give link to sos group?
 

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Not sure if this topic is still alive or not since the TC got banned, but I didn't feel like starting my own topic since I don't have all the info nor understand all the material covered in this topic so far.

Anyway, I finally got around to doing some edits on this for shits and giggles, but for the life of me I can't seem to compile the game to reflect any of the changes I make to the scripts. I mean, once I make the cia file and load the game, the game would crash at the avatar creation menu if I make edits to swap gender models or add new clothing, or it doesn't see other changes like modification to the amount of health lost due to tool usage and starting amount of gold.

Was just wondering if anyone's successfully made these changes, since I can't seem to make them. For reference, I use RomFS Builder to compile the the romfs directory into a .bin file, then I use 3ds builder to repack the bin files in the decrypted directory into a 3ds file and then convert that to cia.
 

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Not sure if this topic is still alive or not since the TC got banned, but I didn't feel like starting my own topic since I don't have all the info nor understand all the material covered in this topic so far.

Anyway, I finally got around to doing some edits on this for shits and giggles, but for the life of me I can't seem to compile the game to reflect any of the changes I make to the scripts. I mean, once I make the cia file and load the game, the game would crash at the avatar creation menu if I make edits to swap gender models or add new clothing, or it doesn't see other changes like modification to the amount of health lost due to tool usage and starting amount of gold.

Was just wondering if anyone's successfully made these changes, since I can't seem to make them. For reference, I use RomFS Builder to compile the the romfs directory into a .bin file, then I use 3ds builder to repack the bin files in the decrypted directory into a 3ds file and then convert that to cia.
Yes! I've been able to make permanent changes to the game!

It's been a LONG time since I've touched this, so I'm going to have to dig out my old hard drive and recover my toolset if I'm going to be of any help. But I was able to mess with the models just fine. At least, renaming parts of the character models works for me with no issue. The crash may be happening for you because the model you're trying to swap isn't compatible with the player skeleton (which I haven't figured out how to change).

My recommendation would be to look at the scripts carefully and make sure what you're changing isn't being overwritten elsewhere. This game certainly isn't winning any awards for "Best Programming," to say the least.

Also, did you try modifying text archives, or only scripts? It's very delicate. I had to write my own quick 'n dirty Python scripts to do the job without crashing the game.

I'm glad you asked this here, actually, what with Trio of Towns coming up soon. Maybe I should take another look at this when I get some free time.
 
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Yes! I've been able to make permanent changes to the game!

It's been a LONG time since I've touched this, so I'm going to have to dig out my old hard drive and recover my toolset if I'm going to be of any help. But I was able to mess with the models just fine. At least, renaming parts of the character models works for me with no issue. The crash may be happening for you because the model you're trying to swap isn't compatible with the player skeleton (which I haven't figured out how to change).

My recommendation would be to look at the scripts carefully and make sure what you're changing isn't being overwritten elsewhere. This game certainly isn't winning any awards for "Best Programming," to say the least.

Also, did you try modifying text archives, or only scripts? It's very delicate. I had to write my own quick 'n dirty Python scripts to do the job without crashing the game.

I'm glad you asked this here, actually, what with Trio of Towns coming up soon. Maybe I should take another look at this when I get some free time.

I've only done script edits, specifically Player.nut in the ConstRes folder and the SceneGameInitSetting.nut script in the Flow folder. In regards to model swap, I basically just copy and pasted the strings that reflected the opposite gender's clothing and body part names. When that didn't work, I even tried changing PlayerAvatarDefaultBoy to PlayerAvatarDefaultGirl, and it would still crash. I'm not sure what the limitations are when swapping them, but I just can't apply any changes with a working rom as a result.
 

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I've only done script edits, specifically Player.nut in the ConstRes folder and the SceneGameInitSetting.nut script in the Flow folder. In regards to model swap, I basically just copy and pasted the strings that reflected the opposite gender's clothing and body part names. When that didn't work, I even tried changing PlayerAvatarDefaultBoy to PlayerAvatarDefaultGirl, and it would still crash. I'm not sure what the limitations are when swapping them, but I just can't apply any changes with a working rom as a result.
The only success I've had with model swapping is just renaming the model files themselves, leaving the scripts alone.

I'm not 100% sure, but I seem to remember there being some metadata inside of the model files, causing the game to freak out when there's a mismatch (or something equally ridiculous).

First, get a clean ROM ready to go, and just make sure your tools are set up right so you can unpack/repack the whole thing without the game crashing. Once you've verified your tools are fine, try swapping the character models by renaming them. I don't remember what they're called, but I know they're referred to by number. Just open them up in 3DS explorer and see what's what. I've played around with this quite a bit, so I can say for certain you can switch the character models by just renaming them. You can do the same with *most* animations, too. For example, you want to switch the walking/running animations with the standing still animations? Go for it!

Also, I just realized I should mention this: all of my experience revolves around Story of Seasons, not ANB. The structure of the two games is EXTREMELY similar though, so my points should still apply to you. And actually, it's a lot easier to add your own character customization items in a .nut script in ANB - SoS doesn't work in quite the same way, so you can't do much with character parts from a .nut script in SoS.

In the event you don't want to swap whole character models, and just individual body parts handled by the player initialization scripts, I'm not sure what advice to give other than be very careful. The .nut scripts are pretty easy to work with, and most of the time they aren't the reason for a crash, provided there are no errors. Still, there are things (such as the scripts to create the character) that are handled in several different places. And they're pretty sensitive to syntax issues too, so definitely be careful. You might want to get Notepad++ and search for a certain string across ALL .nut files in the game. That way you don't miss anything.
 
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ChaosBoi

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The only success I've had with model swapping is just renaming the model files themselves, leaving the scripts alone.

I'm not 100% sure, but I seem to remember there being some metadata inside of the model files, causing the game to freak out when there's a mismatch (or something equally ridiculous).

Ah, I see. I do use notepad++ to edit the scripts. I couldn't understand the file names for figuring out the model parts since it's just a letter followed by 3 digit numbers, so I'm not even sure what file is what. Only thing I have to go on are the folder names. By the way, what tools do you use to repack the rom?
 

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