- Nov 10, 2022
- 3
- 2
curious if you're still working on this?I'm working on translating this one. Just need a few days.
curious if you're still working on this?I'm working on translating this one. Just need a few days.
get at least 100% in the meter on days 1 through 10 and beat day 10 with 100% or moreDoes anyone know how to unlock the last 5 remaining scenes ?
Thanks for your reply, but I already have more than 100% on these 2 events, so Idk what's wrongget at least 100% in the meter on days 1 through 10 and beat day 10 with 100% or more
If thats the case the only other one is to lose on day 10Thanks for your reply, but I already have more than 100% on these 2 events, so Idk what's wrong
Thanks, I'll try thisIf thats the case the only other one is to lose on day 10
Thank you very much!I made a fix so you don't have to change your format settings in Windows for the game to work properly.
Also I made a mod to have autoplay enabled.
Replace the corresponding "Assembly-CSharp.dll" in "アリアサキュズム_v1.0_Data\Managed\"
How you did fix it? Can you DM me the process if isn't much trouble? No need to be too specific if you don't want. I have seen other unity projects with similar problems related to region and formatting, I would like to learn more about possible fixes, or at least get some orientation.I made a fix so you don't have to change your format settings in Windows for the game to work properly.
Also I made a mod to have autoplay enabled.
Replace the corresponding "Assembly-CSharp.dll" in "アリアサキュズム_v1.0_Data\Managed\"
Note that this method only works for Unity games.How you did fix it? Can you DM me the process if isn't much trouble? No need to be too specific if you don't want. I have seen other unity projects with similar problems related to region and formatting, I would like to learn more about possible fixes, or at least get some orientation.
// add this at the top of the file where you put the next line of code, it's the dependency
using System.Globalization;
// put this line in a function that is run at the stat of the game, it change the localization
CultureInfo.CurrentCulture = new CultureInfo("ja-JP", false);
So if I understand it correctly the problem is triggered by how the game handles numerical and temporal values on systems with different regional configurations. If the game is not designed to work with any local settings and doesn't force a specific one, certain values important for animations, timing or game logic (such as times, speeds and positions) could be interpreted incorrectly, now that makes a lot of sense, I have been enlightened.Note that this method only works for Unity games.
Some countries use a dot for decimal numbers and others a comma. Since the game doesn't force the localization it uses the one from your system and parse floating point numbers incorrectly which usually result in a crash.
You can use dnSpy (the fork from dnSpyEx) to edit the Assembly-CSharp.dll file which contains most of the game's logic. If it was compiled with il2cpp you would have to either make a bepinex plugin to do the following or edit the assembly with ghidra for example.
The fix is to force the localization to the expected one (japanese here) by running the following code :
In this case, I added it to the Start() function in MainManager.Code:// add this at the top of the file where you put the next line of code, it's the dependency using System.Globalization; // put this line in a function that is run at the stat of the game, it change the localization CultureInfo.CurrentCulture = new CultureInfo("ja-JP", false);