Hacking [HELP] Extracting script from Uta no Prince-Sama Repeat LOVE

Daisoku

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Hi all! New here, kind of ripping my hair out over this...

Dipping my toes into having a little look around vita romhacking, really, and I decided to have a bash at Uta No Prince Sama Repeat LOVE on Vita. (I started with the original PSP version, but hit a massive brick wall. Gotten much further with the vita remake!)

Like, I really want to play this game, and nobody's done an english patch yet, so I'm willing to learn! and I am so very stubborn.

I've managed to extract and convert the NSAC encoded (shout out to quickbms!) database.dat, which is where I believe the script for the game is. Extracted textures, converted them, yadda yadda...

Inside there is a bunch of files, including memorial dats, which are like little bonus story snippets you earn through playing the game. Those are very easily viewed and copied using a hex editor as regular japanese, and I can do anything with those. yay!

My problem is that I'm looking for the main script??? Everything in my body screams that it, as well as the common route, are inside of these two files: common_story.dat and story.dat. I have absolutely no clue where to go from here, so I'm begging and pleading that someone here can point me in the right direction. Maybe a tool? God, I hope there's a tool for this. (Please note that I am utterly abysmal at writing code, and refuse to use AI to do it for me.)

I feel like I've gotten pretty far for a total newbie in the starting stages, and it would be a shame to fall here because I don't know to make these files readable.

There is a file called Story.did, but it's much smaller and doesn't give any indications that it contains anything...

Included is the folder created from opening the database dat, everything in there is what was in there!

Unless I'm barking up the wrong tree, and for some unholy reason it's inside the EBOOT file?? (which i doubt, but... stranger things have happened...)

Anyway, thank you for any assistance!!
 

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Last edited by Daisoku,
U_## means unknown opcode.
S means not tied to an opcode and needs extra work in the background to parse.
O means known opcode.

Game uses SHIFT-JIS, no idea how well ASCII characters will look with the default font.
 

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!!!!! You're a miracle worker!

To sound utterly noobish, and I'm going forward many many steps here, would this sort of thing have the text replaced with ascii (then adjusted to fit textbox params) and then converted back? I get the gist of repacking into the original nsac database.dat, but while I have the text now, I don't know what I'd do with this lua file :unsure: Truly that part seems like magic to me.

Sorry if this is like, super easy stuff and I'm just not getting it!
 
Making a repacker isn't impossible, rn I only have an unpacker made. It's just unlike unpacking, repacking needs more time to ensure all the data is properly created. And this isn't a big project I want to spend a bunch of hours in atm, nor do I want to send 50 update files in this thread if there's a bug/new opcodes in the tool. There's no guarantee I'll have something done quickly, I am in this server if you wanna talk more directly.
 

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