azerty1 said:could anyone lend a hand, please?
Don't know what you need to calculate your inserter but this is what I got from the files.
Header
Code:00000000 tttttttt ssss0000 ????0000 ????0000 ????0000 00000000 00000000
tttttttt
azerty1 said:could anyone lend a hand, please?
Don't know what you need to calculate your inserter but this is what I got from the files.
Header
Code:00000000 tttttttt ssss0000 ????0000 ????0000 ????0000 00000000 00000000
tttttttt

jjjewel said:azerty1 said:could anyone lend a hand, please?
Don't know what you need to calculate your inserter but this is what I got from the files.
Header
Code:00000000 tttttttt ssss0000 ????0000 ????0000 ????0000 00000000 00000000
tttttttt
azerty1 said:wow, you're good at this...
but i'm not quite sure of the offset xxxx...
Like, right after going to the eeeeee offset, which presumably takes us to the pointer table, I see the 0401****0301****, but what comes after the 0301 don't seem to work out...
it seems to be in the format:
0401 yyyy 0301 xx 00 xxxx except no matter how I work with those numbers, i'm not getting anything consistent...

it seems to be in the same format as 101_1_1.bin, except much shorter...I'm working mainly with 101_1_1.bin because it has the first text...jjjewel said:azerty1 said:wow, you're good at this...
but i'm not quite sure of the offset xxxx...
Like, right after going to the eeeeee offset, which presumably takes us to the pointer table, I see the 0401****0301****, but what comes after the 0301 don't seem to work out...
it seems to be in the format:
0401 yyyy 0301 xx 00 xxxx except no matter how I work with those numbers, i'm not getting anything consistent...
I was looking at the files in \bin\scene\ folder. It look less complicated in than the files in \bin. I'll check again.
I'll try file 500_ev1010.bin for now. If you have a chance, please take a look at it. Will be right back.![]()

ÂÂÂÂÂÂÂÂCodeÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OffsetÂÂÂÂAddrÂÂÂÂÂÂscript
0401 4E00 0301 0600 0000ÂÂÂÂ00ÂÂÂÂÂÂÂÂ0256ÂÂÂÂev1010
0401 7201 0301 0400 0600ÂÂÂÂ06ÂÂÂÂÂÂÂÂ025CÂÂÂÂfg01
0401 3E00 0301 0200 0A00ÂÂÂÂ0AÂÂÂÂÂÂÂÂ0260ÂÂÂÂ?
0401 3C00 0301 1000 0C00ÂÂÂÂ0CÂÂÂÂÂÂÂÂ0262ÂÂÂÂ?…………???
0401 3E00 0301 0600 1C00ÂÂÂÂ1CÂÂÂÂÂÂÂÂ0272ÂÂÂÂ???
0401 3C00 0301 2A00 6A00ÂÂÂÂ6AÂÂÂÂÂÂÂÂ0278ÂÂÂÂ????????
0401 3C00 0301 2A00 3200ÂÂÂÂ32ÂÂÂÂÂÂÂÂ0288ÂÂÂÂ?????????????????????
0401 3C00 0301 0800 5C00ÂÂÂÂ5CÂÂÂÂÂÂÂÂ02B2ÂÂÂÂ????
0401 3E00 0301 0600 6400ÂÂÂÂ64ÂÂÂÂÂÂÂÂ02BAÂÂÂÂ???
0401 3C00 0301 2A00 6A00ÂÂÂÂ6AÂÂÂÂÂÂÂÂ02C0ÂÂÂÂ???……???????????????????
0401 3C00 0301 0C00 9A00ÂÂÂÂ9AÂÂÂÂÂÂÂÂ02F0ÂÂÂÂ???
0401 5800 0301 0600 A000ÂÂÂÂA0ÂÂÂÂÂÂÂÂ02F6ÂÂÂÂyama_r
0401 3E00 0301 0200 A600ÂÂÂÂA6ÂÂÂÂÂÂÂÂ02FCÂÂÂÂ?
0401 3C00 0301 0C00 A800ÂÂÂÂA8ÂÂÂÂÂÂÂÂ02FEÂÂÂÂ?……???
0401 8201 0301 1800 B400ÂÂÂÂB4ÂÂÂÂÂÂÂÂ030AÂÂÂÂ????????????
0000 2003 0301 0500 CC00ÂÂÂÂCCÂÂÂÂÂÂÂÂ0322ÂÂÂÂsure1
Not sure I got what you meant, but a name with 1 Kanji character like ? only uses 2 bytes.QUOTE said:but there is absolutely now way a string and all its accompanying op codes are going to be 2 bytes long.

huh...in my experience, (which isn't all that much when ti comes to pointers), each pointer points to the beginning of each textbox, so that's all i was looking for...jjjewel said:Okay. Here's what I got from 500_ev1010.bin
Code:ÂÂÂÂÂÂÂÂCodeÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OffsetÂÂÂÂAddrÂÂÂÂÂÂscript 0401 4E00 0301 0600 0000ÂÂÂÂ00ÂÂÂÂÂÂÂÂ0256ÂÂÂÂev1010 0401 7201 0301 0400 0600ÂÂÂÂ06ÂÂÂÂÂÂÂÂ025CÂÂÂÂfg01 0401 3E00 0301 0200 0A00ÂÂÂÂ0AÂÂÂÂÂÂÂÂ0260ÂÂÂÂ? 0401 3C00 0301 1000 0C00ÂÂÂÂ0CÂÂÂÂÂÂÂÂ0262ÂÂÂÂ?…………??? 0401 3E00 0301 0600 1C00ÂÂÂÂ1CÂÂÂÂÂÂÂÂ0272ÂÂÂÂ??? 0401 3C00 0301 2A00 6A00ÂÂÂÂ6AÂÂÂÂÂÂÂÂ0278ÂÂÂÂ???????? 0401 3C00 0301 2A00 3200ÂÂÂÂ32ÂÂÂÂÂÂÂÂ0288ÂÂÂÂ????????????????????? 0401 3C00 0301 0800 5C00ÂÂÂÂ5CÂÂÂÂÂÂÂÂ02B2ÂÂÂÂ???? 0401 3E00 0301 0600 6400ÂÂÂÂ64ÂÂÂÂÂÂÂÂ02BAÂÂÂÂ??? 0401 3C00 0301 2A00 6A00ÂÂÂÂ6AÂÂÂÂÂÂÂÂ02C0ÂÂÂÂ???……??????????????????? 0401 3C00 0301 0C00 9A00ÂÂÂÂ9AÂÂÂÂÂÂÂÂ02F0ÂÂÂÂ??? 0401 5800 0301 0600 A000ÂÂÂÂA0ÂÂÂÂÂÂÂÂ02F6ÂÂÂÂyama_r 0401 3E00 0301 0200 A600ÂÂÂÂA6ÂÂÂÂÂÂÂÂ02FCÂÂÂÂ? 0401 3C00 0301 0C00 A800ÂÂÂÂA8ÂÂÂÂÂÂÂÂ02FEÂÂÂÂ?……??? 0401 8201 0301 1800 B400ÂÂÂÂB4ÂÂÂÂÂÂÂÂ030AÂÂÂÂ???????????? 0000 2003 0301 0500 CC00ÂÂÂÂCCÂÂÂÂÂÂÂÂ0322ÂÂÂÂsure1
* Note: Addr is calculated from offset I got in the code. Ex. 00 = 0256 (the start point we got from file header.) So 0256+06 =025C, 0256+0A= 0260 etc.
You can see that when the code after 0401 is 3E00, the script there will be the speaker's name (? or ???) while 3C00 will be the scripts. Other than that will be some control codes that use English text like ev1010 or yama_r, etc. (There are some short lines which I think will show up after you click the text window in case of a very long dialogue.)
(That weird sign in the code block is "....". Somehow it didn't show correctly.)
Not sure I got what you meant, but a name with 1 Kanji character like ? only uses 2 bytes.QUOTE said:but there is absolutely now way a string and all its accompanying op codes are going to be 2 bytes long.
Both of you are amazingjjjewel said:In this case, the first one, "Search Script" should be the same as Ambassador search. (I guess.) Or you can try suruz's advice. I have read about translhextion some where too but didn't have a chance to try it yet.
Or you can try this version of CrystalTile2. I think it's the version with English interface modified by people from this forum. (There's a thread in this forum, maybe many pages back.)
Thanks for the link, but for some reason that version doesn't even start up..![]()
When I click 'Search Script' with the v2 I'm using.. I get this message.
And when I click it, I get this, apparantly something about pointers, but nothing that I need.![]()
This is confusing; I'm sorry.![]()
QUOTE(azerty1 @ Jan 19 2010, 04:33 AM) huh...in my experience, (which isn't all that much when ti comes to pointers), each pointer points to the beginning of each textbox, so that's all i was looking for...
this is more than enough to write the program...i should have it all done by this thursday. Thanks, jjewel!



in that case, it might be better to focus on ouran, then. it's got an .ntfr font, single byte works, which is all nice...i haven't looked at the second game yet, but i probably won't until i'm finished with ouran.jjjewel said:Nice job, azerty1. I'll try your program later.![]()
And 5hours, sorry that the program didn't work. You may try this one. If it still doesn't work, then I have no idea. Probably some settings or operation system incompatibility? I don't know.
New CrystalTile2 Link
http://www.mediafire.com/?minmxfgqyym
Good news and bad news for Kimi Todoke.
Good news is I think I found out the pointer system for this game. So text extracting is not quite a problem. (Text inserting is another story but doesn't look that difficult.)
The bad news is, this game uses a very fat font. Unless you figure out how to change the font width, it seems impossible to fit the English translation to this game. Some screencaps here probably explain better than words.
Pic 1, the text in the top part is supposed to be "Since I was born." The next pic is "Kuronuma Sawako. Age 15." There seems very difficult to fit English text with this font width in such a tiny box. (Not really a tiny box but the text is just so wide.)
Pics: Kimi ni Todoke Screencaps
![]()
![]()
Anyway, Ouran's text seems to be fine. So I think it might be a good idea to work on Ouran first and hold Kimi Todoke translation until you can solve the text width problem. (You can check Meitantei Conan & Kindaichi's thread. I remembered they had the same font width problem. Not sure if they solved it already or not.)
Pic: Ouran host club screencaps
![]()
(I'm Kyoya-Sempai's fangirl... hehehe...)


Wheh, for real? That means I have to change all the scripts I already hosted on my wiki..azerty1 said:oh, and i added a "Fileindex:" line, so if you did any translations with the old extractor, you should probably paste them into the new files.


