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Unity None (かまくらら) アリアサキュズム [RJ01212921]

ZorasSon

Newbie
Sep 18, 2020
15
10
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 :
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);
In this case, I added it to the Start() function in MainManager.
Wait, this happens with Unity?
I would expect this from something like the Wolf RPG engine, but it's insane we're still seeing games that fail to run in different locales.
I suppose it's because the dev saved a float value to an external json file (or something of that effect)? If not, this could be a good PR to do for Unity! :ROFLMAO:
 

caiban123bo

Newbie
Dec 5, 2019
30
23
Wait, this happens with Unity?
I would expect this from something like the Wolf RPG engine, but it's insane we're still seeing games that fail to run in different locales.
I suppose it's because the dev saved a float value to an external json file (or something of that effect)? If not, this could be a good PR to do for Unity! :ROFLMAO:
rpg maker game on their way to frezze the whole game if you use the wrong monitor refresh rate. Some game engines just weird lol
 
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azaa2

Newbie
Aug 4, 2019
53
106
Wait, this happens with Unity?
I would expect this from something like the Wolf RPG engine, but it's insane we're still seeing games that fail to run in different locales.
I suppose it's because the dev saved a float value to an external json file (or something of that effect)? If not, this could be a good PR to do for Unity! :ROFLMAO:
I haven't bothered looking up what was it for but I would assume it has to do with retrieving the system time to do something with it.
The save file and the track files (in Resources\StageData) aren't in any weird format.
They are in UTF-8 and are encoded with a really simple XOR cypher.
The save file, decrypted, looks like this:
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This is mere plain text, without any special character.

I made a simple Python script to decrypt and re-encrypt it when I played the 1.0. It should work on track files too (although you need to change what file it points to). I'm posting it for the sake of posterity, if it ever becomes needed:
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(Crazy secure password as you can see).
 
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