I don't know what that means, I used winrar before, and when I retry it just comes back blankextract using RAR using appllocal
no no applelocal is used when you dont want to switch your pc local language to japnese for example.I don't know what that means, I used winrar before, and when I retry it just comes back blank
Ok, how do I do that?no no applelocal is used when you dont want to switch your pc local language to japnese for example.
it's a program you need to download.Ok, how do I do that?
But I don't need the language switched, someone already put a fix for that. Also I'm not finding anything when I do Google it, I just get apple products and a language learning website.it's a program you need to download.
https://f95zone.to/threads/i-am-the-armour-v1-09-toraumacompany.247582/Huh, looks like this dev has a new game. Something about living armour?
You can convert midi into ogg with fluidsynth+oggenc+sox (sox to remove silence), it's the best choice. If you useWanted to play this game again, but I've since moved to Linux and it's giving me issues. I managed to fix most of them by checking through the thread, but now I've encountered an issue I can't find a solution to - namely, the music won't play. I assume it's some kind of compatibility issue with the RTP .mid files and Wine. Any hints?
Scc1t2.sf2 it's going to sound exactly like it should. Alternatively use winetricks gmdls dmsynth dmusic dsdmo quartz to get software midi working in wine. Also wma and mp3. And wav. Previously wine could use fluidsynth available via alsa but rpg maker didn't want that, so you had to stick with gmdls. Keep in mind those overrides will break sound in random other places.I managed to get it working with another method, but I'm interested in this method of converting midi to ogg you mentioned for other games. By "oggenc" you mean ogg encoding, right? Also I'm not familiar with the Scc1t2.sf2 soundfont, where can I get it? ...I have a lot of questions about accurate MIDI conversion, tbh, but I don't wish to overwhelm you if you're unwilling. Mainly I'm curious if I could use this Scc1t2.sf2 soundfont to get accurate conversions for RPGMaker 2003 games, too - there's one I've been wanting to make conversions for, but it's been... Difficult, to say the least.You can convert midi into ogg with fluidsynth+oggenc+sox (sox to remove silence), it's the best choice. If you useScc1t2.sf2it's going to sound exactly like it should. Alternatively usewinetricks gmdls dmsynth dmusic dsdmo quartzto get software midi working in wine. Also wma and mp3. And wav. Previously wine could use fluidsynth available via alsa but rpg maker didn't want that, so you had to stick with gmdls. Keep in mind those overrides will break sound in random other places.
Ah yes I think you can use this method with every original rpgmaker engine as long as the ogg format is supported. To avoid problems with nonstandard/broken wav and mp3 I convert those too. The program is like thisI managed to get it working with another method, but I'm interested in this method of converting midi to ogg you mentioned for other games. By "oggenc" you mean ogg encoding, right? Also I'm not familiar with the Scc1t2.sf2 soundfont, where can I get it? ...I have a lot of questions about accurate MIDI conversion, tbh, but I don't wish to overwhelm you if you're unwilling. Mainly I'm curious if I could use this Scc1t2.sf2 soundfont to get accurate conversions for RPGMaker 2003 games, too - there's one I've been wanting to make conversions for, but it's been... Difficult, to say the least.
verifydeps
cd Audio
for pt in SE ME BGS BGM; do
cd "${pt}" || continue
tc_wav24
#fix_broken mp3
tc_ext mp3
tc_ext wma
process_midi
clean
cd -- ~-
done
fluidsynth -aalsa -malsa_seq -c 2 -z 1024 -r 48000 -nil -o synth.gain=1.0 "$sf2file" -Traw -F/dev/stdout "$file" | opusenc --bitrate "$BITRATE" --raw /dev/stdin "$fbname ($sf2bname).opus" but sox had some problems with that.sf2file='/share/Scc1t2.sf2'
file="$1" #midi file
ffname="${file##*/}"
ffext="${ffname##*.}"
fbname="${ffname%.*}"
fluidsynth -aalsa -malsa_seq -c 2 -z 1024 -r 48000 -nil -o synth.gain=1.0 "$sf2file" -Traw -F "/dev/shm/$fbname.raw" "$file"
sox -t raw -r 48000 -b 16 -c 2 -L -e signed "/dev/shm/$fbname.raw" "/dev/shm/${fbname}_sox.raw" silence 1 0 0%
mv -v "/dev/shm/${fbname}_sox.raw" "/dev/shm/$fbname.raw"
oggenc -q7 -r -B16 -C2 -R48000 -s0 "/dev/shm/$fbname.raw" -o "$fbname.ogg"
rm "/dev/shm/$fbname.raw"
Have you considered that the piece of shit could be you, not the game?what a piece of shit game. the final boss is literally unkillable if you arent super high level and the game doesnt even have the decency to warn you of it beforehand so if you only have one save slot in use you will hardlock yourself in the final boss with absolutely nothing you can do about it. Gonna have to try cheat engine to hopefully get past it
no decent game will have a situation where you can easily get hardlocked right at the final boss so you cant see the rest of the story unless you start from the beginningHave you considered that the piece of shit could be you, not the game?
I just played the game for the first time and it literally stops you in your tracks with a jingle and prompt that warns of you reaching a point of no return. So unless you played a version of the game where this somehow wasn't the case, I don't see an issue.no decent game will have a situation where you can easily get hardlocked right at the final boss so you cant see the rest of the story unless you start from the beginning
point of no return to me means that you are about the reach the end so go do all the sidestuff you want to do before that. had they included any sort of warning that the player needs to be high level and really prepared for the boss then i would agree that the warning is enough. i try to just have one save file to prevent the temptation of save scumming and usually the games dont just become actually impossible with no way to get out of that situation.I just played the game for the first time and it literally stops you in your tracks with a jingle and prompt that warns of you reaching a point of no return. So unless you played a version of the game where this somehow wasn't the case, I don't see an issue.
If the argument is that the game should prevent people from being able to save at all there, I guess that's fair. But you can just, you know...follow the game's warning.
Why would they include a level warning? I can't think of a single game that I've played that has done that. If you're going to encounter a final boss, it's almost always implied that you should be as prepared as possible.point of no return to me means that you are about the reach the end so go do all the sidestuff you want to do before that. had they included any sort of warning that the player needs to be high level and really prepared for the boss then i would agree that the warning is enough.
I don't see how having multiple saves is save scumming. Having multiple lets you avoid missing something that could have been helpful or to change what you invested in for a game. They wouldn't include so many save slots in games if they didn't want you to use them.i try to just have one save file to prevent the temptation of save scumming and usually the games dont just become actually impossible with no way to get out of that situation.
Unless you skipped fighting in the last few rooms of enemies almost entirely, I feel like you should have been strong enough. I saw the room full of those tree spirits and just assumed I'd fight something more annoying, so I fought a chunk of battles against them until they were a cakewalk. My guess is that you didn't hit the soft level cap that unlocks everyone's super move? That would probably explain the difficulty spike.And up until that point of no return warning i was able to beat the enemies easily enough so i thought i was overleveled already so i had no reason to think the difficulty would suddenly change so much