Maidens of the Kaleidoscope
~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Touhou Projects => Topic started by: 0xodbs02 on November 12, 2015, 07:31:36 AM
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I want to translate touhou pc98 version to korean
But I can't do that.
(http://cafefiles.naver.net/20150816_29/0xodbs02_1439654074717iepey_PNG/Cap_2015-08-16_00-52-22-323.png)
I can find only some text in the th2 op.exe file like this picture.
Exclude this, I can't find no text files with hex editor
Can you help me to find and modify the text?
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I asked nmlgc about that (one of those who made the PC-98 english patches), here is his answer:
Well, since they say they couldn't find the text (because OP.EXE is compressed using Diet, yada yada yada...), I suppose this is just a mock-up picture and they first have to create their own Korean FONT.ROM file. Which of course means that their patch won't work on real hardware, but who cares...
Once they've got that, they could simply get the ReC98 source code (https://github.com/nmlgc/ReC98), change the hardcoded strings there and recompile. That's what that project is for, after all.
Also, the compiler package for ReC98 can be found at http://nmlgc.net/ReC98DevKit.zip
Edit:
Oh wait, they actually have a Korean FONT.ROM and did replace text in the executable? (https://www.shrinemaiden.org/forum/index.php/topic,13903.msg1221524.html#msg1221524) So they actually just need Touhou Toolkit (https://github.com/thpatch/thtk/releases/tag/thtk-7) for repacking 東方封魔.録, which has all the other, non-hardcoded text.
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Oh, I was founding tcc.exe........
Thank you so much!
And nmlgc said 'Oh wait, they actually have a Korean FONT.ROM and did replace text in the executable?'
But we have no Korean Font.ROM.
In korean, when translating PC98 Games(or using limited character games), they modify japanese font to korean like this
(http://cfile29.uf.tistory.com/image/2619F445564C61EE2303D8)
(part of anex86.bmp)
(Because of this, Korean People must use emulator)
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Oh, I can't compile the files.
(http://cfile28.uf.tistory.com/image/26522F38564C65F92D22C7)
When I run build.bat, I can see this masage.
But I'm not using 64-bit Windows....
(http://cfile23.uf.tistory.com/image/234F6E38564C65FB2EB08D)
And When I run build16.bat
I can see this error massage
What can I do?
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Yeah, bitmap = font ROM. I do prefer the FONT.ROM file myself though, since I've had too many issues with wrong font files in the past.
About the 64-bit OS error: I've installed a 32-bit Windows 10 VM to try this. Indeed, TLINK doesn't run there anymore, and I don't have any idea how to fix this.
About the compilation error : Running FIXTCDIR.COM in the TC4J directory extracted from the dev kit archive should fix this.
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(http://cafefiles.naver.net/20151119_119/0xodbs02_1447918828410EWazv_PNG/Cap_2015-11-19_16-39-59-475.png)
Hmm..... I'm using 32bit Windows.....
I think about that later.
And thanks to you, I finally printed korean!
(And It takes an hour that be used to using compiler well)
But I missed OP.EXE file which I translated before about six month....
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I almost done to translating th02!
(although I didn't translate endx.txt files haha)
But I have few problems.
f(http://cafeptthumb2.phinf.naver.net/20151119_130/0xodbs02_1447942829109weWn0_PNG/Cap_2015-11-19_22-40-07-693.png?type=w740)
first, I can't find image of 靈撃, 靈夢, 靈力 at the side bar.
second, When I modify the pi image, the game crash.
Do you know how to solve these problem?
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first, I can't find image of 靈撃, 靈夢, 靈力 at the side bar.
Those are located in MIKOFT.BFT. You can edit them with YY-CHR.NET (1BPP 16x16 format).
second, When I modify the pi image, the game crash.
If you're using ViX to convert PNG to PI, open the converted PI file with a hex editor and change the values at offset 0x5 from 0101 to 0000.
Also, I recommend using Windows XP version of Paint for saving the PNG files; it doesn't add any junk data which can lead to the corrupted images in-game.
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Oh, thank you!
I want to ask one more thing
When I eat 占or P
The score(?) is look like 一七00
Do you know what file is it?
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You can find those numerals with YY-CHR at the end of MAIN.EXE.
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(http://dcimg2.dcinside.com/viewimage.php?id=39b2c52eeac7&no=29bcc427b38177a16fb3dab004c86b6f1a1232ae65b0ad26328089ef5c7b0f18dd08e851c624d8128736b4e184f30d939bb04cfd6bb61552)
I finally I released Korean Patch 1.0
But someone noticed me that it has serios error.
When the game is end, there is nothing with blackscreen
https://www.youtube.com/watch?v=rdRAWaKvcRA&feature=youtu.be (https://www.youtube.com/watch?v=rdRAWaKvcRA&feature=youtu.be)
look this movie.
At the 37:37, it's freezing!
do you know why this happen?
(I fixed PI file's hex code to 00 00 at 0x05)
-Edit-
Oh, I solved it
But there is another question.
when i unpack th04, the image files fomat is .cdg
how i can modify it?
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But there is another question.
when i unpack th04, the image files fomat is .cdg
how i can modify it?
You can edit those with CDG converter (https://www.mediafire.com/?jeh07c56k6552ei) Nmlgc made (there is also a GRF converter in the archive, in case you want to edit HRtP HUD).
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(http://pds3.egloos.com/pds/200709/03/86/d0008786_46dc075fe013a.jpg)
I can't find title images.
Also the ending image can't be found.
where is it?
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I can't find title images.
Also the ending image can't be found.
where is it?
You can find these files in 幻想郷ED.DAT. Use Touhou Toolkit to extract them.
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(http://cfile29.uf.tistory.com/image/25212539565539B41CBAB6)
sff1.pal file is mising
0ω0
(http://dcimg2.dcinside.com/viewimage.php?id=39b2c52eeac7&no=29bcc427b38177a16fb3dab004c86b6f1a1232ae65b0ad26358089ef5c7b0f18694f60ee2d7917ef28e24f47661e4e52faf3ef8d5657cac3)
And I modifyed _DM00.TXT
0
=0
傾戚巷: 暗奄拭 赤澗暗走.
昔娃 戚須税 刊浦亜松?ga8
蟹神獣走.
$
like this.
And it made a bug.
I used
but why the line didn't changed?
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sff1.pal file is mising
Indeed. It wasn't included in the original archive, so sorry, but I don't have it. There's nothing too critical in the SFFX.cdg files, though - it's just Staff Roll graphics, so you can leave those untranslated. :)
And I modifyed _DM00.TXT
0
\=0
傾戚巷: 暗奄拭 赤澗暗走.\n
昔娃 戚須税 刊浦亜松?\ga8\n
蟹神獣走.
\$
like this.
And it made a bug.
I used \n but why the line didn't changed?
For LLS script (and MS endings), use Non-breaking Space (""; hex: A0) instead of a regular single-byte Space (" "; hex: 20). Use regular Space to separate the script and the commands, like this:
0
\=0
傾戚巷:暗奄拭赤澗暗走. \n
昔娃戚須税刊浦亜松? \ga8\n
蟹神獣走.
\$
Also, do not forget about the text box limitations - it's 3 lines, 30 bytes per line. The second text box line in your code is 31 bytes, including Gaiji character. \ga8 is used for a custom graphic 2-byte question mark, so you can remove it.
Here's a list of Gaiji characters for TH03-05:
http://pastebin.com/Uq8uA1N6
Hope it will be of help
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(http://cafeptthumb1.phinf.naver.net/20151125_149/0xodbs02_1448443359034jyGHa_PNG/Cap_2015-11-25_18-17-43-712.png?type=w740)
Thank you for your help.
But I solved problem in other way, which is use 2 bite space (code = "8140").
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(http://cfile27.uf.tistory.com/image/21599839565853B31306CB)
I have an error at the high score.
I think I read about this... but i could't find
How can I solve this?
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I have an error at the high score.
I think I read about this... but i could't find
How can I solve this?
Hmm. Make sure that the file size of the modified OP.EXE is 75,840 bytes. Speaking of which, how did you modify .exe files? Did you use Nmlgc's ReC98, or simply edited the text with a hex editor?
and i modified the stapp roll image and why this happen?
(I make bakground transparency
I assume the wrong palette file might be the problem, in case you used CDG converter. How did you edit the .cdg file?
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I assume the wrong palette file might be the problem, in case you used CDG converter. How did you edit the .cdg file?
I give up about this.
Hmm. Make sure that the file size of the modified OP.EXE is 75,840 bytes. Speaking of which, how did you modify .exe files? Did you use Nmlgc's ReC98, or simply edited the text with a hex editor?
I modified the english patch to korean with a hex editor.
Ah, there is another error.
This time, I apply the english patch's MAINE.EXE by the anxdiet.
And the game is crash.
Sometimes, english patch's OP.exe is not work, too.
I think that's because the file size is not same.
Then, how to apply this well?
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This time, I apply the english patch's MAINE.EXE by the anxdiet.
And the game is crash.
Sometimes, english patch's OP.exe is not work, too.
I think that's because the file size is not same.
Then, how to apply this well?
Try importing the patch files with EditDisk (http://hp.vector.co.jp/authors/VA013937/editdisk/index_e.html).
If that doesn't help, upload the archive with Korean EXE files at mediafire.com - I'll try to figure out what the problem is.
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(http://cfile28.uf.tistory.com/image/23436C395659DA3518A667)
Oh, it works. Thank you.
Now the main problem is the highscore and Skill Verdict's english and number's did not print.
May I give you .EXE files?
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Now the main problem is the highscore and Skill Verdict's english and number's did not print.
May I give you .EXE files?
Aha, the font used for the Hi-Score screen and Skill Verdict numerals is located in GAMEFT.BFT (幻想郷ED.DAT).
It may be possible that you've missed it when you re-created the .DAT file with thdat. Try re-creating the .DAT file with this command:
thdat c4 幻想郷ED.DAT _ED000.txt _ED001.txt _ED010.txt _ED011.txt _ED100.txt _ED101.txt _ED110.txt _ED111.txt _MUSIC.txt _UDE.txt CAR.CD2 CONG00.PI CONG01.PI CONG02.PI CONG03.PI CONG04.PI CONG10.PI CONG11.PI CONG12.PI CONG13.PI CONG14.PI ED00.PI ED01.PI ED02.PI ED03.PI ED04.PI ED05.PI ED06.PI ED07.PI ED08.PI ED09.PI ED10.PI ED11.PI ED12.PI ED13.PI ED14.PI ED15.PI ED16.PI END1.M26 END1.M86 END2.M26 END2.M86 GAMEFT.BFT HI01.PI HI_M.BFT LOGO.M26 LOGO.M86 MIKO.EFC MIKO.EFS MS.PI MSWIN.BFT MUSIC.PI NAME.M26 NAME.M86 OP.M26 OP.M86 OP0B.PI OP1.PI OP1B.PI OP2B.PI OP3B.PI OP4B.PI OP5B.PI OPS.RGB SCNUM.BFT SCNUM2.BFT SFF1.CDG SFF1.PI SFF1B.CDG SFF2.CDG SFF2.PI SFF2B.CDG SFF3.CDG SFF3B.CDG SFF4.CDG SFF4B.CDG SFF5.CDG SFF5B.CDG SFF6.CDG SFF6B.CDG SFF7.CDG SFF7B.CDG SFF8.CDG SFF8B.CDG SFF9.CDG SFF9B.CDG SFT1.CD2 SFT2.CD2 SL.CD2 SLB1.PI ST00.M26 ST00.M86 ST00B.M26 ST00B.M86 ST01.M26 ST01.M86 ST01B.M26 ST01B.M86 ST02.M26 ST02.M86 ST02B.M26 ST02B.M86 ST03.M26 ST03.M86 ST03B.M26 ST03B.M86 ST03C.M26 ST03C.M86 ST04.M26 ST04.M86 ST04B.M26 ST04B.M86 ST05.M26 ST05.M86 ST05B.M26 ST05B.M86 ST06.M26 ST06.M86 ST06B.M26 ST06B.M86 ST06C.M26 ST06C.M86 ST10.M26 ST10.M86 STAFF.M26 STAFF.M86 UDE.PI ZUN00.PI ZUN01.BFT ZUN02.BFT ZUN03.BFT ZUN04.BFT
I don't think that .EXE files is the issue in this case, but if you're still having trouble - sure. I can take a look, if you want.
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Oh, I really missed that. Thanks
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How to modify the GRP and MDT files?
And I can't find th01's title image
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How to modify the GRP and MDT files?
And I can't find th01's title image
.MDT files are the game's music files, so there is really no need to modify them.
.GRP files are essentially .PI files, just like the ones found in other PC-98 Touhou games. To edit those, you'll need a hex editor and ViX.
1) Open GRP file with a hex editor;
2) For comparison purposes you can open a PI file from any other Touhou game with a hex editor;
3) Change the first 12 values of the GRP file (ZN PC98 / 5A4E1A000000000450433938) to those of the PI file (Pi WIN* / 50691A000000000457494E2A), save;
4) Change the file extension from GRP to PI;
5) Now you can convert the PI file to PNG format with ViX and edit it;
6) After editing, convert the PNG file back to PI, open the converted PI file with a hex editor and change the values at offset 0x5 from 0101 to 0000;
7) Change back the first 12 hex values from step 3 (ZN PC98), and change the file extension back to GRP;
8) Replace the GRP file with EditDisk and run the game to try it out.
The main title screen is located in REIIDEN3.GRP.
By the way, I managed to fix Kongara's Siddham characters, so if you want to use those in your patch, feel free to add them:
(http://i.imgur.com/q4r21U8.png)
Download. (https://www.dropbox.com/sh/uucn1fluq5qaw62/AAAi9Zp9jmpx0dqU2sctJfLia/TH01_fixed_kongara.rar?dl=0)
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OKay... thank you
But why the MDT file is in english patch?
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OKay... thank you
But why the MDT file is in english patch?
ST7.MDT is basically a renamed copy of ZIPANGU.MDT, which is the unused theme, "Shrine of the Wind". I included it along with the modified FUUIN.EXE, because I wanted to utilize this song in some way, and as a result, this track is now used as a Good Ending theme (https://youtu.be/Oe20PSCtC7k?t=15m1s).
ST6.MDT of the bonus Jigoku Mekuri patch is a renamed copy of SYUGEN.MDT, which is Sariel's second theme, respectively. It has a little bit of history with its internal title; in case you're curious, I've made a video (https://www.youtube.com/watch?v=zY-iPCm9cE4) showing this bonus patch in action.
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Oh, I see
Ah, I found ENDB_A.GRP is missing in the english patch.
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(http://cfile5.uf.tistory.com/image/25188E475687809426DC74)
Long time no see
I'm now translating MS(th05) but I have some problem.
When I'm translating _DM00.TX2 file, some space to write was needed.
So I make some enter at reimu's mesage.(and other character's ones ,too)
(I think) Because of this behave, it makes glitch like this picture.
How can I solve it?
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Happy New Year.
Ah yes, Mystic Square's .TX2 files are very tricky. The corruption of those files can lead to some... interesting results (https://www.youtube.com/watch?v=LMjTIRHTtCI).
There might be an easier way to edit those files, but here's how I did it:
First of all, make a copy of the original .TX2 files - it can be helpful later on for reference.
I would recommend preparing an already aligned script in advance (the rules are the same as LLS - 3 lines of 30 bytes per line, custom 2-byte graphics/Gaiji characters should be placed in odd-even byte pattern (e.g.: 1st & 2nd, 11th and 12th, 29th and 30th bytes of the line, etc.)).
Open _DM00.TX2 with WinHex.
Replace the original script with translated text, one line at a time. Pay close attention to the number of bytes for each line (30 max).
If you can't type or paste Korean (or Japanese in this case, as you use a modified font) in WinHex, there is a way around that. Download GetMyHex by Ryusui (http://www.romhacking.net/utilities/504/) and paste the first line of translated Reimu's dialog in there. Now you can copy the hex values of that line and paste them into the .TX2 file in WinHex. Ctrl+V it where the line should be (select ASCII Hex when asked), and delete the original Japanese hex values of that line. Be careful not to delete any Gaiji characters or commands though.
You can find the list of Gaiji characters' hex values (0CXX) in the Pastebin link I posted earlier:
http://pastebin.com/Uq8uA1N6
If for some reason you need extra space for a line, you can use Edit->Paste Zero Bytes option and replace zero bytes with text or commands.
Here's some commands that can help you with inserting new lines or text boxes, and better understanding how .TX2 files work in general:
0B0D - next line
0BFF0X0D - next text box (0X: 00 - player, 01 - boss)
0BFF0X020Y0D - next text box (0X - player/boss switch, 0Y - portrait change)
Portrait codes:
Reimu: 00 - normal, 01 - wink (gohei wield), 02 - smile, 03 - sweat, 04 - angry
Marisa: 00 - normal, 01 - raised hand, 02 - angry, 03 - sweat, 04 - lightning
Mima: 00 - normal, 01 - closed eyes, 02 - angry, 03 - sweat, 04 - rapeface (unused; I made some use of it in the English patch. If you are curious and want to use it as well, check out the modified files from the English patch.)
Yuuka: 00 - normal, 01 - smile, 02 - smile & closed eyes, 03 - sweat
Sara: 00 - normal, 01 - raised eyebrow, 02 - closed eyes, 03 - defeated
Louise: 00 - normal, 01 - open mouth, 02 - wink, 03 - defeated
Alice: 00 - normal, 01 - open mouth, 02 - defeated
Yuki & Mai: 00 - normal (Yuki), 01 - normal (Mai), 02 - smirk (Mai), 03 - angry (Yuki), 04 - defeated (Mai), 05 - defeated (Yuki)
Yumeko & Shinki - 00 - normal (Yumeko), 01 - raised hand (Yumeko), 02 - defeated (Yumeko), 03 - normal (Shinki), 04 - raised hand (Shinki), 05 - both hands raised (Shinki)
EX Alice: 00 - looking in the book, 01 - open mouth, 02 - smile, 03 - defeated
Now that you've edited the script, let's finish it up with one last thing. See those first 10 bytes in the very beginning of the file? Those are pointers, 5 reversed byte pairs. The first pointer is always 000A (0A00) - the beginning of Reimu's dialog. The second pointer is the end of Reimu's dialog (and beginning of Marisa's), the third pointer is the end of Marisa's dialog, the fourth pointer is the end of Mima's dialog, and the fifth poiner is the end Yuuka's dialog (and the end of the file).
All you have to do is compare the location of the pointers in the original file to your modified file, and type in the location of the pointers (reversed) at the beginning of the file. Here's a comparison image of the original file and file from the English patch:
http://imgur.com/pnuWWu6
And that's it. What a nightmare, I know.
Good luck!
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I HAVE ANOTHER QUESTION!
(I'm sorry to just quest only)
I can't find MIKOFT.BTF at TH05
I unpacked first Dat file and second dat file
but there is no MIKOFT.BFT
Where is it?
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It's okay.
If you're searching for the game's custom font and HUD, try opening ZUN.COM with YY-CHR.
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Thank you!
Ah, There is another one
when I opened _ED00.TXT
\c=靈,15 \c=神,11
\t0 \p,white.pi \p= \fi1
\t200 \p,edbk0.pi \p= \p,ed01.pi \wi2
\==0,2
first 4 lines like this
I think \c=靈,15 \c=神,11 is imfortant
Should I modify 靈and 神 to another text?
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Should I modify 靈and 神 to another text?
No need for that. That first line is a memo which color is used for which character (霊夢 / Reimu - \c15, 神綺 / Shinki - \c11, etc).
Edit:
Actually, wait a sec. IIRC, because of that first line, the translated text wasn't colored correctly, so I deleted it and re-did the whole coloring code from scratch in similar fashion to the text files from PoDD and LLS.
Since you're using Kanji (full-width characters), try changing 靈, 神 and other Kanji/Kana from the first line of the _EDxx.TXT files to the first letter you use for Reimu and others' names in your custom font.
傾戚巷
靈 -> 傾
\c=傾,15
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Thank you, I will do like that
And~
THERE IS ALSO ANOTHER QUESTION(SORRY)
(http://cfile3.uf.tistory.com/image/2521854656AA9DDB1E3AA6)
I remember this text was located in MAIN.EXE when I translated TH02 and TH04
But there is nothing in MAIN.EXE (JUST Score Screen and Yuki and Mai's Music name)
Where are they?
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Stage and BGM titles are located in .STD files in 怪綺談2.DAT. You can edit them with Winhex, just like the .TX2 files (don't forget about the pointer).
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Long time no see~ :D
I'm going to two things in may.(Because, the mid-term test ends in 5/1!)
First is to translate "The Phantasmagoria of Dim. Dream (th03)" into korean.
Second is to make "Lotus Land Story (th04)" like "the Embodiment of Scarlet Devil (th06)"
I think second thing will be fun.
LLS have similar story way(?) with EoSD
So I am thinking about change texture and messages LLS into EoSD
But I (think that) can modify character's standing CG, message, title screen.
but I have no idea to modify music, background, character's sprite.
Do you know how to modify this?
Also Before I tanslate th03, i think it will be good if i take advice to you.
(Like when i translate th05...)
Is there anything I should take care about it?
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Hey, how is it going? :)
Also Before I tanslate th03, i think it will be good if i take advice to you.
(Like when i translate th05...)
Is there anything I should take care about it?
You shouldn't have much problem with PoDD.
The main script, music comments and win quotes are located in .TXT files - just make sure that full-length (2-byte) characters (Kana, Kanji, Gaiji characters, etc) are placed in odd-even pattern (1st & 2nd, 3rd & 4th bytes of the line, etc).
You can find the main menu text in MIKOFT.BFT (夢時空1.DAT) with YY-CHR (1BPP 16x16 format).
Images are stored in .PI and .CDG formats - you can edit those with ViX and CDG converter.
You can edit character names from the character selection screen (CHNAME.BFT) with Tile Molester (2-Dimensional mode, 2bpp linear codec).
So I am thinking about change texture and messages LLS into EoSD
Heh, good luck with that. I'm currently working on a similar secret project for another bonus patch, and I gotta say that editing over pre-existing stuff is not that easy. Also, since this is PC-98, there are more restrictions, like the limited number of colors you can use and such, so keep that in mind.
but I have no idea to modify music, background, character's sprite.
Do you know how to modify this?
Modifying the music is very easy - just replace the original .M86/.M26 files with the music files you would like to use. However, you need to have the whole EoSD OST in PMD (.M/.M2) format to do that. You can listen to PMD music with FMPMD.
The bosses' background pictures are located in ST0xBK.CDG files; you can extract and replace them with Nmlgc's CDG converter.
If you want to change the stage layout, this is going to be much more difficult. I don't know of a convenient way to edit it, but I can point out that the tiles are located in .MPN files (you can view them in YY-CHR), and tile maps are located in .MAP files.
Character sprites are located in .BBx files; midbosses' sprites are located in .BMT files. You can edit them with Tile Molester (2-Dimenional Mode; try experimenting with the Codec (it's usually 4bbp linear though) and Width).
Danmaku data seems to be located in .STD files, but good luck figuring out how that works. lol
If you have more questions, feel free to ask. :)
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(http://dcimg2.dcinside.com/viewimage.php?id=39b2c52eeac7&no=29bcc427b38477a16fb3dab004c86b6fd0548bb7fdb4d15f4849678dd6a6cebaa6f3be800abafb7b21e71c5b679fa6926ac47a725d6d)
(th04's title screen)
I tried!
I think I need to learn photoshop to make more colorful with 16 colors! :V
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(http://cfile3.uf.tistory.com/image/2238E23C57217CC82A078D)
Hmm... this is a question which is not about data file
I making touhou allstar version (which can play all touhou pc98 version)
So i maked the menu but it look empty
(http://cfile22.uf.tistory.com/image/2241FE3C57217CC8143BA2)
This picture is th05's install disk's install's background image(which fomat is .pi)
(http://cfile22.uf.tistory.com/image/274D5A3C57217CC92216FE)
I want to print like this. How can i do that?
(I think iT is possible)
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I'm not very experienced with creating installation packages (especially for DOS), so I don't think I can help you with this one, sorry.
Btw, I've never seen this picture before. Nice find! :)
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I have Too much bugs in translation th03 :(
(http://dcimg2.dcinside.com/viewimage.php?id=39b2c52eeac7&no=29bcc427b38577a16fb3dab004c86b6fb8c469a51a466a5584032bf06204ceb0fbaf9afd0a097a287e89c4d7bcf6ddbd09abe6c20afc20)
first, i worte to much text in a line. So it makes a crash.
How much text of byte in a line?
(http://dcimg2.dcinside.com/viewimage.php?id=39b2c52eeac7&no=29bcc427b38577a16fb3dab004c86b6fb8c469a51a466a5584032bf06204ceb0fbaf9afd0a097a287e89c483e2a78febf237ecc7706513)
Secound, if i choose 18th and 19th music in the music room.
The music comment is not printed.
(http://dcimg2.dcinside.com/viewimage.php?id=39b2c52eeac7&no=29bcc427b38577a16fb3dab004c86b6fb8c469a51a466a5582032bf06204ceb0569d10ec4dce25aba9a53c7d962a48dc52547411d0600332)
(http://dcimg2.dcinside.com/viewimage.php?id=39b2c52eeac7&no=29bcc427b38577a16fb3dab004c86b6fb8c469a51a466a5584032bf06204ceb0fbaf9afd0a097a287e89c486bef78fbbe3df3adda3b970)
Third, If i choose CPUvsCPU Mode and choose 1p to chiyuri and 2p to yumemi
the game makes crash
Can you help me this three things?
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first, i worte to much text in a line. So it makes a crash.
How much text of byte in a line?
3 lines of 58 bytes for each win quote.
Secound, if i choose 18th and 19th music in the music room.
The music comment is not printed.
Third, If i choose CPUvsCPU Mode and choose 1p to chiyuri and 2p to yumemi
the game makes crash
Could you upload the modified MUSIC.TXT and .EXE files at Mediafire or Dropbox and send me a PM with the links?
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https://drive.google.com/open?id=0B0teE949m5M4TnpDTmlIRGRreWM
here, because i don't use mega drive or mediafire.
SO i used google drive.
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Okay, after some searching I found that you tried to rename the DAT files from 夢時空x.DAT to YUMEx.DAT, and that's probably what was the cause of the freeze. I know it might be tempting to make your life easier like that, but I'd suggest to keep the original names for such vital files. :)
Here's the modified Korean .EXE files (everything works just fine):
http://www.mediafire.com/download/u1zhkr3h3543yh5
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Okay I see
I also have problems :derp:
Because I need I tried to extract th02's dat file which I modified to korean
And thtk called a error
thdat.exe :thtk_io_read: invalid parameter passed
e:\v1.1\Bin\02>
Why I can't extract this?
(in game, this file works well)
And I need sff1.pal for zunsoft_gfx_tools to modify th04's ending scroll to korean....
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Because I need I tried to extract th02's dat file which I modified to korean
And thtk called a error
Why I can't extract this?
(in game, this file works well)
I'm not sure what may cause this error, but I can recommend renaming the .DAT file so it has Latin characters only in its file name (e.g. 東方封魔.録 to fuuma.DAT; "thdat x2 fuuma.dat").
And I need sff1.pal for zunsoft_gfx_tools to modify th04's ending scroll to korean
Alright, I think I figured out how it works. Here's the updated archive (https://www.mediafire.com/?q5ab1a9huyfbwhh). Use sff1.pal for converting SFF1.CDG, SFF2.CDG and SFF3.CDG to PNG format. Use sff2.pal for the other SFFx.CDG files. I haven't tested it in-game, but I assume that SFFxB.CDG files are used for alpha channels, so use sffb.pal for editing those.
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I'm not sure what may cause this error, but I can recommend renaming the .DAT file so it has Latin characters only in its file name (e.g. 東方封魔.録 to fuuma.DAT; "thdat x2 fuuma.dat").
Thanks for advice but I found the file was crash.
With this file, I couldn't play extra stage., because the file is crash
so I solved this problem with modifiy old patch. Thanks.
Alright, I think I figured out how it works. Here's the updated archive. Use sff1.pal for converting SFF1.CDG, SFF2.CDG and SFF3.CDG to PNG format. Use sff2.pal for the other SFFx.CDG files. I haven't tested it in-game, but I assume that SFFxB.CDG files are used for alpha channels, so use sffb.pal for editing those.
Thank you so much!
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.MDT files are the game's music files, so there is really no need to modify them.
.GRP files are essentially .PI files, just like the ones found in other PC-98 Touhou games. To edit those, you'll need a hex editor and ViX.
1) Open GRP file with a hex editor;
2) For comparison purposes you can open a PI file from any other Touhou game with a hex editor;
3) Change the first 12 values of the GRP file (ZN PC98 / 5A4E1A000000000450433938) to those of the PI file (Pi WIN* / 50691A000000000457494E2A), save;
4) Change the file extension from GRP to PI;
5) Now you can convert the PI file to PNG format with ViX and edit it;
6) After editing, convert the PNG file back to PI, open the converted PI file with a hex editor and change the values at offset 0x5 from 0101 to 0000;
7) Change back the first 12 hex values from step 3 (ZN PC98), and change the file extension back to GRP;
8) Replace the GRP file with EditDisk and run the game to try it out.
The main title screen is located in REIIDEN3.GRP.
By the way, I managed to fix Kongara's Siddham characters, so if you want to use those in your patch, feel free to add them:
(http://i.imgur.com/q4r21U8.png)
Download. (https://www.dropbox.com/sh/uucn1fluq5qaw62/AAAi9Zp9jmpx0dqU2sctJfLia/TH01_fixed_kongara.rar?dl=0)
Is it normal for the image to look this dark when I view it with ViX?
(http://i63.tinypic.com/169f4vb.png)