Hacking Trails/Kiseki modding

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I just uploaded a new version of the Crossbell Translation Tool to my GitHub. Many bug fixes included for crashes when playing the game with translated files.

It also includes a new 'formatjson' command to make your JSON files easier to work it. Of course, backup your files beforehand.

https://github.com/FrantzX/CrossbellTranslationTool/releases/tag/v1.6.0.1

I just finished Chapter 1 on the PC version, so my next goal is to hand edit Kitsune's text for Chapter 1 for both PSP & PC. It should take me a few days, I think.
If you're going to translate things by hand, I think you should try contacting http://gurennoheyakara.blogspot.ca/p/games.html and ask if you could help with translation efforts because you might end up translating something that they already have translated (which would be a waste).
 
That'd be more work than one would think because the text isn't uniform in the document. Rather, it's scattered around and not in order. So for someone to do that, they'd need to basically play the game through and translate each of those events as they go. Since none of us are real translators, I'm not sure that'll happen.

What I could do is compile up a spreadsheet with those lines of dialogue as I go along. We'll see how that works out but I won't make any promises. In any case, it'll be awhile.

@ils One thing to note is that the Google translation screws with a lot of those # commands. I assume that's a source of a lot of potential crashes and runtime errors. I scanned through the spreadsheet a bit and noticed tons of those that were broken usually with a space between the # and the command.

Also could you please update the OP with the scena for PC?

yah sorry i forgot about PC scena
get it here

about those # command, i remove it all in the last patch
it allows special text to display but it seems #4R makes the patched game crash for some reason
other # command display correctly but it didn't mean anything in English (for example the word "cousin" has "itoko" above it, which if in Japanese it show "cousin" in Kanji and "itoko" in hiragana/katakana)
 
The #4R command is for Furigana.

This command also has a closing #. It should look like this:

Code:
#{number}R{text}#

{number} looks to be the number of previous characters, times 2, that the furigana should go over. It could be a count of bytes instead of characters.
{text} of course, is the furigana itself.

You need to have the closing #. Removing that is probably the cause of the crash.
 
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Oh good glad it's something like that. I know there were other # commands I saw that were not #4R though that were also broken.
 
If you're going to translate things by hand, I think you should try contacting http://gurennoheyakara.blogspot.ca/p/games.html and ask if you could help with translation efforts because you might end up translating something that they already have translated (which would be a waste).

I agree 100% with you that collaboration is important, and I think the best practice is as julialy and frantzx are doing is to continue to openly publish work on github. Others can easily contribute this way, and I hope many more do contribute (eg the notebook translations in this thread).

Real thanks to everyone here for their hard work! It is really great to see this live progress, I am refreshing this thread every day.
 
Try changing your non-unicode language to Japanese. The UI text will be mojibake, but the scena files will be fine.

That wouldn't work cause the game doesn't even run properly when it's not on simplified chinese. It always starts in a small window and the config file doesn't do anything for it.
 

OK. I was able to get this to work. I create a dll, EDAO.dll, and rename yours to __EDAO.dll. It only works if I LoadLibrary your dll into the process. This means there is something in your dll initialization code that is necessary for the game to work.

Header.h
Code:
#pragma once

#define UNICODE

#include <windows.h>
#include <d3d9.h>
#include <stdlib.h>
#include <stdio.h>

#pragma pack(1)

#pragma comment(linker, "/EXPORT:Direct3DCreate9=_Direct3DCreate9_Hook@4")

Source.cpp
Code:
#include "Header.h"

HINSTANCE hLThis = 0;
HINSTANCE hL = 0;

BOOL WINAPI DllMain(HINSTANCE hInst, ULONG reason, LPVOID)
{
    if (reason == DLL_PROCESS_ATTACH)
    {
        hLThis = hInst;

        hL = LoadLibrary(L"__EDAO.dll");
        if (!hL) return FALSE;
    }

    if (reason == DLL_PROCESS_DETACH)
    {
        FreeLibrary(hL);
    }

    return TRUE;
}

extern "C" __declspec(dllexport) IDirect3D9 * WINAPI Direct3DCreate9_Hook(UINT SDKVersion)
{
    return Direct3DCreate9(SDKVersion);
}
 
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New hook version.
English-documented features:
New quit dialog box.
Turbo mode: hold shift to enable, or press T to toggle
AT bar is always enabled
Arianrhod is playable with additional files
You can add files to the Ouroboros¥ or patch¥ directories, and the game will read files from those directories before reading from the data¥ directory.
The showing of warning.itp is bypassed.
Loading save data thumbnails is faster.
Enemy sbreak (this feature is currently disabled because it uses functions not implemented in Wine)
Turn order is displayed along the left hand side.

Please help document this hook more:
https://github.com/uyjulian/ao_hook

https://transfer.sh/CIs5f/ed_ao_hook_2.zip
 
One question about @ils patch: At the beginning of Chapter 3, almost all the text for the side quests (i.e. Fake brand trader quest, or suspicious person at Maronica(spelling?) village) seems to have been google-translated. However, I just noticed that kitsune's spreadsheet does contain translation for those. Did I mess up the patch somehow, or is this part also work in progress?
 
One question about @ils patch: At the beginning of Chapter 3, almost all the text for the side quests (i.e. Fake brand trader quest, or suspicious person at Maronica(spelling?) village) seems to have been google-translated. However, I just noticed that kitsune's spreadsheet does contain translation for those. Did I mess up the patch somehow, or is this part also work in progress?

nope, if it's google translated then my script probably didn't pick it up (maybe the filename didn't match or other reasons)
but i don't think i want to rerun kitsune's translation with my script again. it's buggy and need manual "repair" in each file/compile
 
@ils would you mind putting up a spreadsheet of the current merged scena? There are several manual edits I'd like to make.

Also @FrantzX since you're here and you had already decompiled the text files, would you know what might be involved in decompiling the image files from the PC version in things like the chr and monster folders into something usable like PNG files for the purpose of being inserted into PPSSPP for texture replacement? Or, since they use the same file structure, if there's an easier way to insert them into the ISO in such a way that the thing can actually run, that'd be nice too.
 
@ils would you mind putting up a spreadsheet of the current merged scena? There are several manual edits I'd like to make.

Also @FrantzX since you're here and you had already decompiled the text files, would you know what might be involved in decompiling the image files from the PC version in things like the chr and monster folders into something usable like PNG files for the purpose of being inserted into PPSSPP for texture replacement? Or, since they use the same file structure, if there's an easier way to insert them into the ISO in such a way that the thing can actually run, that'd be nice too.

.itp files, both for the PC and PSP versions, are image files. Use itpcnv.exe to convert to/from .bmp.
 
Hi @ils, another crash report: The game hangs when I attempted to challenge those lake lord's apprentices (those 5 fishermen that occupy the area), no matter which one.
 
Don't know if it's a bug or not but when I try to challenge the Imperial fisherman's guild rapresentative near Armonica (break area), it's impossible to catch a fish (also imperial rapresentative skin it's replaced by Lloyd skin).
In the end it's always a draw.
 
Last edited by MexicanTail,
Don't know if it's a bug or not but when I try to challenge the Imperial fisherman's guild rapresentative near Armonica (break area), it's impossible to catch a fish (also imperial rapresentative skin it's replaced by Lloyd skin).
In the end it's always a draw.
Have you tried doing it in the original game?
 
@ils would you mind putting up a spreadsheet of the current merged scena? There are several manual edits I'd like to make.

Also @FrantzX since you're here and you had already decompiled the text files, would you know what might be involved in decompiling the image files from the PC version in things like the chr and monster folders into something usable like PNG files for the purpose of being inserted into PPSSPP for texture replacement? Or, since they use the same file structure, if there's an easier way to insert them into the ISO in such a way that the thing can actually run, that'd be nice too.

sorry, there are no merged Excel file
both kitsune's and Google Translate use different script (and Excel) to implement

I can rerun Google Translated one, but not for kitsune's.
as I said before, my script for using kitsune's translation is bugged and can lead to compile error. I need to manually fix it each files (so I won't do it again)

Hi @ils, another crash report: The game hangs when I attempted to challenge those lake lord's apprentices (those 5 fishermen that occupy the area), no matter which one.

I too experienced crash in Armorica Old Road while challenging fisherman there. I already take a look yesterday but didn't find any clue, sorry
 
Last edited by ils,
Hi @ils, another crash report: The game hangs when I attempted to challenge those lake lord's apprentices (those 5 fishermen that occupy the area), no matter which one.

it can be bypassed by using the japanese iso for now, then switch back to the patched iso after the fishing duel.
 

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