Hacking Trails/Kiseki modding

FrantzX

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Which features do you want disabled?
Code:
        MemoryPatchRva(0xEB,      1, 0x2C15B7),    // bypass CGlobal::SetStatusDataForChecking

#if !DEBUG_DISABLE_PATCH

        MemoryPatchRva(0x06,              1, 0x410731),   // win
        MemoryPatchRva(0x06,              1, 0x410AD1),   // win
        MemoryPatchRva(0x01,              1, 0x40991D),   // cpu
        MemoryPatchRva(0x91,              1, 0x2F9EE3),   // one hit
        MemoryPatchRva(0x3FEB,            2, 0x452FD1),   // bypass savedata checksum
        MemoryPatchRva(0x20000,           4, 0x4E71B2),   // chrimg max buffer size

        MemoryPatchRva(CraftConditions::CraftReflect, 4, 0x7E1858),    // predefined flag

        // debug AT

        MemoryPatchRva(0x49EB,    2, 0x5F668D),    // disable orig at
        MemoryPatchRva(0x81,      1, 0x5F66D9),    // disable orig at
        MemoryPatchRva(0x80,      1, 0x5F68A4),    // force show debug at
        MemoryPatchRva(0x2C,      1, 0x5F693D),    // debug at pos.X advance

        // tweak

        MemoryPatchRva(PushActorDistance, sizeof(PushActorDistance), 0x6538EF),
        MemoryPatchRva(PushActorDistance, sizeof(PushActorDistance), 0x653BBE),

        MemoryPatchRva(0x00ull,   1, 0x653972),       // box height
        MemoryPatchRva(0x00ull,   1, 0x653C31),       // monster height
        MemoryPatchRva(0x00ull,   1, 0x655E64),       // actor height (mini map)

        MemoryPatchRva(0xEB,      1,  0x2CAA98),      // enable shimmer when width > 1024
        MemoryPatchRva(0xEB,      1,  0x2C33BE),      // enable blur when width > 1024
        MemoryPatchRva(0xEB,      1,  0x2EFBB8),      // capture ?

        MemoryPatchRva(0x00ull,   1,  0x55F6E1),      // ±¬Áé

        // monster info
        MemoryPatchRva(0xEB,      1,  0x626AC8),      // bypass check is enemy


        // buf fix
        MemoryPatchRva(0xEB,      1,  0x60CC8F),      // burst energy
        MemoryPatchRva(0x32,      1,  0x54FDA4),      // text length of menu item created by MenuCmd(1, x, x)
        // MemoryPatchRva(0x37,      1,  0x5006B8),      // dead lock while exiting

        //MemoryPatchRva(0x00,  1,  0x5304C9),      // skip op Sleep

        // iat hook

        MemoryPatchRva((ULONG64)AoGetKeyState,         4, 0x9D5A00),        // GetKeyState

#if !D3D9_VER

        MemoryPatchRva(0x1CEB,                2, 0x64ACFE),                 // remove crappy mouse control @ PositionWindow
        MemoryPatchRva(0x00ull,               4, 0x329851),                 // disable stupid get joy stick pos
        MemoryPatchRva(8 * sizeof(ULONG_PTR), 4, 0x403E92),                 // fix WNDCLASS::cbWndExtra
        MemoryPatchRva((ULONG64)CreateWindowExCenterA, 4, 0x9D59E8),        // CreateWindowExA

#endif

#endif // DEBUG_DISABLE_PATCH

        // crack

#if !D3D9_VER

        FunctionJumpRva(0x27969D, &CBattle::SetSelectedAttack),
        FunctionJumpRva(0x275DF4, &CBattle::SetSelectedCraft),
        FunctionJumpRva(0x272AB9, &CBattle::SetSelectedSCraft),

        FunctionJumpRva(0x279986, &CSSaveData::SaveData2SystemData),
        FunctionJumpRva(0x279FA8, &CSSaveData::SystemData2SaveData),

#endif // D3D9_VER

        FunctionJumpRva(0x279553, &CBattle::SetSelectedMagic),
        // FunctionCallRva(0x51E1C7, xxx),

#if !DEBUG_DISABLE_PATCH

        // tweak

        // FunctionCallRva(0x40492A, ShowExitMessageBox),
        FunctionCallRva(0x3640A1, InitWarningItpTimeStamp),   // bypass show warning.itp
        FunctionCallRva(0x3E2B42, EDAO::NakedLoadSaveDataThumb),
        FunctionCallRva(0x465F08, EDAO::NakedSetSaveDataScrollStep),

        FunctionJumpRva(0x279AA3, &EDAO::CheckItemEquipped, &EDAO::StubCheckItemEquipped),
        FunctionCallRva(0x5DE1D9, &CBattle::NakedNoResistConditionUp),

        FunctionCallRva(0x5F690B, CBattle::FormatBattleChrAT),
        FunctionCallRva(0x5B05C6, CBattle::ShowSkipCraftAnimeButton),

        FunctionJumpRva(0x46B6A0, &CSoundPlayer::GetSoundControlWindow),
        FunctionJumpVa (LookupExportTable(FindLdrModuleByName(&WCS2US(L"USER32.dll"))->DllBase, USER32_SendMessageA), CSoundPlayer::StaticDispatchCtrlCode, &CSoundPlayer::StubStaticDispatchCtrlCode),

        FunctionCallRva(0x328C77, &CInput::HandleMainInterfaceInputState, &CInput::StubHandleMainInterfaceInputState),

        // patch max se index

        MemoryPatchRva((ULONG64)0xEB, 1, 0x50EC22),
        FunctionJumpRva(0x2795B2, &CSound::GetSoundPathByIndex, &CSound::StubGetSoundPathByIndex),

        // bug fix

        FunctionCallRva(0x5B1BE6, &CBattleATBar::LookupReplaceAtBarEntry),
        FunctionJumpRva(0x275DAE, &CBattle::ExecuteActionScript, &CBattle::StubExecuteActionScript),
        FunctionJumpRva(0x550C90, &CScript::ScpSaveRestoreParty, &CScript::StubScpSaveRestoreParty),

        FunctionCallRva(0x6A58FF, CMiniGame::HorrorHouse_GetMonsterPosition),


        // file redirection

        FunctionJumpVa (NtOpenFile,               AoOpenFile,             &StubNtOpenFile),
        FunctionJumpVa (NtCreateFile,             AoCreateFile,           &StubNtCreateFile),
        FunctionJumpVa (NtQueryAttributesFile,    AoQueryAttributesFile,  &StubNtQueryAttributesFile),
        FunctionCallRva(0x48C1EA,                 AoFindFirstFileA),
        FunctionCallRva(0x48C206,                 NtClose),
        FunctionCallRva(0x4E6A0B,                 EDAO::GetCampImage),
        FunctionCallRva(0x5A05B4,                 EDAO::GetBattleFace),
        FunctionCallRva(0x2F9101,                 EDAO::GetFieldAttackChr),
        FunctionCallRva(0x4948B9,                 &EDAO::GetCFace),
        FunctionCallRva(0x4948DF,                 &EDAO::GetCFace),


        // custom format itp / itc
        //INLINE_HOOK_JUMP_RVA(0x273D24, METHOD_PTR(&EDAOFileStream::Uncompress), EDAOFileStream::StubUncompress),


        // hack for boss

        FunctionCallRva(0x5D1ED5, &CBattle::   NakedAS8DDispatcher),
        FunctionCallRva(0x56F7C7, &CBattle::   NakedGetChrIdForSCraft),
        FunctionCallRva(0x5E027B, &CBattle::   NakedGetTurnVoiceChrId),
        FunctionCallRva(0x5E1015, &CBattle::   NakedGetRunawayVoiceChrId),
        FunctionCallRva(0x5E0CA3, &CBattle::   NakedGetReplySupportVoiceChrId),
        FunctionCallRva(0x5E09E0, &CBattle::   NakedGetTeamRushVoiceChrId),
        FunctionCallRva(0x5DFA1B, &CBattle::   NakedGetUnderAttackVoiceChrId),
        FunctionCallRva(0x5E081E, &CBattle::   NakedGetUnderAttackVoiceChrId2),
        FunctionCallRva(0x5E062B, &CBattle::   NakedGetSBreakVoiceChrId),
        FunctionCallRva(0x5A3644, &CBattle::   NakedCopyMagicAndCraftData),
        FunctionCallRva(0x5A3814, &CBattle::   NakedOverWriteBattleStatusWithChrStatus),
        FunctionCallRva(0x578368, &CBattle::   NakedIsChrStatusNeedRefresh),
        FunctionCallRva(0x622C83, &EDAO::      NakedGetChrSBreak),
        FunctionJumpRva(0x277776, &CGlobal::   GetMagicData,                    &CGlobal::StubGetMagicData),
        FunctionJumpRva(0x274E18, &CGlobal::   GetMagicQueryTable,              &CGlobal::StubGetMagicQueryTable),
        FunctionJumpRva(0x2767E0, &CGlobal::   GetMagicDescription,             &CGlobal::StubGetMagicDescription),
        FunctionCallRva(0x332B26, &EDAO::      GetStatusIcon),
        FunctionCallRva(0x2F82B8, &EDAO::      GetLeaderChangeVoice),
        FunctionCallRva(0x4A7487, &CSSaveData::GetTeamAttackMemberId),
        FunctionCallRva(0x4A74A7, &CSSaveData::GetTeamAttackMemberId),
        FunctionCallRva(0x5EB9E7, &CGlobal::   FixWeaponShapeAndRange,          &CGlobal::StubFixWeaponShapeAndRange),  // weapon shape
        FunctionCallRva(0x5EC037, &CGlobal::   FixWeaponShapeAndRange),                                                 // weapon RNG
        FunctionCallRva(0x5AF055, &CBattle::   NakedFindReplaceChr),
        FunctionCallRva(0x58B258, &CBattle::   NakedCheckCraftTargetBits),
        FunctionJumpRva(0x27A2A0, &CBattle::   GetConditionIconPosByIndex),
        FunctionJumpRva(0x27AF52, &CBattle::   IsTargetCraftReflect,            &CBattle::StubIsTargetCraftReflect),
        FunctionJumpRva(0x276EA2, &CBattle::   OnSetChrConditionFlag,           &CBattle::StubOnSetChrConditionFlag),
        FunctionCallRva(0x5AA2FF, &CBattle::   NakedUpdateCraftReflectLeftTime),


        // avatar

        FunctionJumpRva(0x273469, &CBattle::FindEmptyPosition),
        //FunctionJumpRva(0x276C81, &CBattle::IsAvatarLoaded),
        MemoryPatchRva((ULONG64)0x9B2AE2, 4, 0x5B2EC0),


        // inherit custom flags

        FunctionCallRva(0x358457, &CScript::NakedInheritSaveData),


        // enemy sbreak

        //TODO: fix this on Wine
        // FunctionCallRva(0x56526F, &CBattle::NakedGetBattleState),
        // FunctionJumpRva(0x599100, &CBattle::SetCurrentActionChrInfo, &CBattle::StubSetCurrentActionChrInfo),
        // FunctionCallRva(0x591C3A, &CBattle::NakedEnemyThinkAction),


        // monster info box

        FunctionCallRva(0x626AEA, &CBattleInfoBox::SetMonsterInfoBoxSize),
        FunctionJumpRva(0x27AC8C, &CBattleInfoBox::DrawMonsterStatus, &CBattleInfoBox::StubDrawMonsterStatus),


        // acgn

        FunctionJumpRva(0x275EFD, &CBattle::LoadMSFile, &CBattle::StubLoadMSFile),  //it3
        FunctionJumpRva(0x5D3545, &CBattle::NakedAS_8D_5F),                         //ʱ¿Õ´ó±À»µ


        //FunctionJumpRva(0x275755, &EDAO::Fade, &EDAO::StubFade),
        //FunctionCallRva(0x601122, FadeInRate),

#endif // DEBUG_DISABLE_PATCH

Well, crap. If you have the source to build it, I'll take that.
 

uyjulian

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Well, crap. If you have the source to build it, I'll take that.
https://transfer.sh/IE5p6/EDAO.zip

This requires WinDDK, the Windows 7.1 SDK, and the latest MSVC build tools.

I used a hacked up environment to build the hook. (The above tools installed in a wineprefix, then using Make for the buildsystem)
 
Last edited by uyjulian,

FrantzX

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https://transfer.sh/IE5p6/EDAO.zip

This requires WinDDK, the Windows 7.1 SDK, and the latest MSVC build tools.

I used a hacked up environment to build the hook. (The above tools installed in a wineprefix, then using Make for the buildsystem)

Well, this is going to be more involved than I thought. OK, this is what I am trying to do, at least as step 1.

My copy of Ao no Kiseki PC is the program ED_AO.exe. I want to be able to do binary patches to the executable, just like my tool does for the PSP's decrypted EBOOT.BIN. However, the executable looks to be compressed or encrypted. The initial zip file you provided, ED_AO_Hook.zip has both ED_AO_CRACK.exe and EDAO.dll. This executable is not compressed or encrypted, so I can search for the phrase "诺艾尔", or "Noel" in Chinese (C5 B5 B0 AC B6 FB), write "Noel" at offset 0x76C920, and do the same patch as I mention on my GitHub page.

Do you have a way to get the actual .exe file from the original ED_AO.exe?
 
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uyjulian

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Well, this is going to be more involved than I thought. OK, this is what I am trying to do, at least as step 1.

My copy of Ao no Kiseki PC is the program ED_AO.exe. I want to be able to do binary patches to the executable, just like my tool does for the PSP's decrypted EBOOT.BIN. However, the executable looks to be compressed or encrypted. The initial zip file you provided, ED_AO_Hook.zip has both ED_AO_CRACK.exe and EDAO.dll. This executable is not compressed or encrypted, so I can search for the phrase "诺艾尔", or "Noel" in Chinese (C5 B5 B0 AC B6 FB), write "Noel" at offset 0x76C920, and do the same patch as I mention on my GitHub page.

Do you have a way to get the actual .exe file from the original ED_AO.exe?
Nope.
The unpacked ED_AO_CRACK.exe was emailed to me by the original hook creator by request.

However, the hook libraries can redirect a portion of the string table (look for pointer, if in lookup table, pass on different pointer), so you don't need to hex edit the ED_AO_CRACK.exe. I plan on releasing an updated hook.
 
Last edited by uyjulian,

FrantzX

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Nope.
The unpacked ED_AO_CRACK.exe was emailed to me by the original hook creator by request.

However, the hook libraries can redirect a portion of the string table (look for pointer, if in lookup table, pass on different pointer), so you don't need to hex edit the ED_AO_CRACK.exe. I plan on releasing an updated hook.

Ideally, all the options should be configurable via ini file or equivalent.

It looks like the dead minimum that EDAO.dll needs to do is proxy calls to Direct3DCreate9 and DirectInput8Create. I guess I get to find out if I remember enough c++ to do that.

While I try to remember C++, can you provide a EDAO.dll that does not make any game changes? I need to play the game as vanilla as possible to make sure I am compiling the scripts correctly.
 
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ils

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It seems it also crashes during the pomtto minigame during the main quest in geofront b only when attempting to win for the extra DP, other than that if played to intentionally lose it can still proceed further in the story.

that's weird, i just finished that part of mini game and the game didn't crash :unsure:
i should be in the conference soon, hopefully it's something easily fixable

just found another crash before fishing mini game, the one in Armorica Old Road when we challenge certain person
(i don't think i can fix this). i just load original ISO to play this mini game :lol:
 
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shadow12345

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okay guys, sorry if i can't patch it for now
i'm currently playing this game too and hopefully i'll reach to your point soon so i can figure out what's wrong (no promises though)
i guess for now you can use the original ISO to bypass those scene

here's the patch with Fugsnarf's Quest translation
PSP with Voice
PSP without Voice
Hi, the game hangs for me at chapter 2, during the trade conference when Dieter is about to propose something and then Arios yells (probably a monster or somebody intruded), then it froze. I tried both with and without voice options but neither worked.
 
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Miracutor

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Hi, the game hangs for me at chapter 2, during the trade conference when Dieter is about to propose something and then Arios yells (probably a monster or somebody intruded), then it froze. I tried both with and without voice options but neither worked.

The only available solution (unless @ils patched it) is to load with Japanese ISO. You only missing a little. Save in game before entering Chancellor Osborne room. Watch until hang. Then, load with Japanese ISO with that save and press 'X' to fast forward everything until the hang in patched ISO. Just read normally (I read with kitsune worksheet). After the end of that scene, save and reload with patched ISO. Already at Chapter 3 - Day 3. Still none of bug with exception of this hang.:yay:
 

legendaryheroes123

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I hope this isn't too much to ask but could anyone please manually translate bits of text for each chapter so we can follow the walkthrough by zoelius on gamefaqs without running into machine translated text? Like the text in this part:

Chapter 1
  • West Street
    Law Office - Speak to Ian for an event.
    Bakery Cafe "Morge" - Speak to Oscar to receive a muffin.
  • East Street
    Bracer Guild - Crossbell Branch - Speak to Lynne or Aeolia on the second floor.
  • Government District
    Police Station - Speak to Fran.
  • Entertainment District
    Arc en Ciel - Enter main stage for an event. Note: (This event will raise Rixia's Bonding Points)
  • Residential Street
    Hayworth Residence - Speak to Harold, Sofia or Colin for an event.
  • IBC
    Speak to Lanfe by the receptionist counter to receive a Primary Card.
    Speak to Rezelo near the entrance to receive a Celestial Balm.
  • Downtown
    Trinity - Short event when entering.
    Ignis - Short event when entering.
    Exchange Shop "Neinvall" - Short event when entering.
    Guillaume Factory - Short event when entering.
  • Mainz Mountain Path - Crossbell Cathedral
    Speak to Sister Marble for an event.
    You can speak to KeA for an event. Note: (This event will raise KeA's Bonding Points)
    You can visit the grave of Guy, Saya and Ozma for another event scene.
It would be absolutely amazing if someone could do this :)
 

uyjulian

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Ideally, all the options should be configurable via ini file or equivalent.

It looks like the dead minimum that EDAO.dll needs to do is proxy calls to Direct3DCreate9 and DirectInput8Create. I guess I get to find out if I remember enough c++ to do that.

While I try to remember C++, can you provide a EDAO.dll that does not make any game changes? I need to play the game as vanilla as possible to make sure I am compiling the scripts correctly.
If you don't want any changes, just replace EDAO.dll with a file that immediately returns on DllMain.
 

shadow12345

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I hope this isn't too much to ask but could anyone please manually translate bits of text for each chapter so we can follow the walkthrough by zoelius on gamefaqs without running into machine translated text? Like the text in this part:

Chapter 1
  • West Street
    Law Office - Speak to Ian for an event.
    Bakery Cafe "Morge" - Speak to Oscar to receive a muffin.
  • East Street
    Bracer Guild - Crossbell Branch - Speak to Lynne or Aeolia on the second floor.
  • Government District
    Police Station - Speak to Fran.
  • Entertainment District
    Arc en Ciel - Enter main stage for an event. Note: (This event will raise Rixia's Bonding Points)
  • Residential Street
    Hayworth Residence - Speak to Harold, Sofia or Colin for an event.
  • IBC
    Speak to Lanfe by the receptionist counter to receive a Primary Card.
    Speak to Rezelo near the entrance to receive a Celestial Balm.
  • Downtown
    Trinity - Short event when entering.
    Ignis - Short event when entering.
    Exchange Shop "Neinvall" - Short event when entering.
    Guillaume Factory - Short event when entering.
  • Mainz Mountain Path - Crossbell Cathedral
    Speak to Sister Marble for an event.
    You can speak to KeA for an event. Note: (This event will raise KeA's Bonding Points)
    You can visit the grave of Guy, Saya and Ozma for another event scene.
It would be absolutely amazing if someone could do this :)

I wholeheartedly second this. Having these scenes translated would make the game significantly more enjoyable. I am not sure how much work it is though, but probably way less than the effort needed to translate the main story.

Does anybody also notice some non-matching text problems at some scenes, using @ils patch? Sometimes, it is already somebody else's sentence but the portrait is still lloyd. It feels like originally Lloyd spoke two sentences separately in the Japanese version, but they were translated into one and shown on a single text box, then the next Lloyd text box takes the first sentence of the other person.

It has happened to me a lot recently in Chapter 2.
okay, fixed the "Arios shout" crash :D
luckily it's quite easy to fix, just like monster extermination crash in earlier version

here's the patch :
PSP with Voice Patch
PSP without Voice Patch

i also deleted all previous patch so newcomer didn't download the bugged one
Thanks for the quick fix :D I already went past that scene using the original Japanese version, but it is good to hear it has been fixed nontheless.
 

Fugsnarf

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I hope this isn't too much to ask but could anyone please manually translate bits of text for each chapter so we can follow the walkthrough by zoelius on gamefaqs

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?
 
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FrantzX

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If you don't want any changes, just replace EDAO.dll with a file that immediately returns on DllMain.

That doesn't work. ED_AO_CRACK.exe crashes on startup with error 0xc000007b. Dependency Walker is showing me that ED_AO_CRACK.exe expects EDAO.dll to have the function Direct3DCreate9 exported. When I do that, ED_AO_CRACK.exe shows a black screen for a few seconds, then crashes. Until I figure out what I am doing wroing, can you provide a EDAO.dll without the cheats enabled?
 

uyjulian

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That doesn't work. ED_AO_CRACK.exe crashes on startup with error 0xc000007b. Dependency Walker is showing me that ED_AO_CRACK.exe expects EDAO.dll to have the function Direct3DCreate9 exported. When I do that, ED_AO_CRACK.exe shows a black screen for a few seconds, then crashes. Until I figure out what I am doing wroing, can you provide a EDAO.dll without the cheats enabled?
To be honest, I'm not sure which are the cheats. The hook code is pretty messy.
 

Fugsnarf

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@ils Really quick request. The script seems to use a lot of actual ellipses (…) characters throughout. That is, not three separate periods but the actual … character. If you could just copy that and do a quick find+replace of all instances of that in the entire script (both google TL and kitsune) with three separate dots, that'd be much appreciated because the … character just shows up as a Chinese character in the PC version. Not sure about the PSP.
 

FrantzX

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@ils Really quick request. The script seems to use a lot of actual ellipses (…) characters throughout. That is, not three separate periods but the actual … character. If you could just copy that and do a quick find+replace of all instances of that in the entire script (both google TL and kitsune) with three separate dots, that'd be much appreciated because the … character just shows up as a Chinese character in the PC version. Not sure about the PSP.
That's because the PSP files encode text with Shift-JIS, while the PC version encodes in Simplified Chinese. I doubt any text outside of ASCII would display correct. I don't recommend using PSP files for the PC game, or vice versa.

To be honest, I'm not sure which are the cheats. The hook code is pretty messy.
Can you create a EDAO.dll that does the dead minimum to get the game to run? If I was given a known good base to work on, I could continue from there. Visual Studio 2017 is free to download from Microsoft if you don't already use it.
 

uyjulian

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@ils Really quick request. The script seems to use a lot of actual ellipses (…) characters throughout. That is, not three separate periods but the actual … character. If you could just copy that and do a quick find+replace of all instances of that in the entire script (both google TL and kitsune) with three separate dots, that'd be much appreciated because the … character just shows up as a Chinese character in the PC version. Not sure about the PSP.

Try changing your non-unicode language to Japanese. The UI text will be mojibake, but the scena files will be fine.

Can you create a EDAO.dll that does the dead minimum to get the game to run? If I was given a known good base to work on, I could continue from there. Visual Studio 2017 is free to download from Microsoft if you don't already use it.

I'll see what I can do.
 

FrantzX

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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.
 
Last edited by FrantzX,

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