where do i have to put the file in ? There is 2 first file when I extract the game which are content and run time file.Okay, I have translated this.
Everything is translated, including the room nameplate at the beginning. The start menu and options text are now in English only because the original English subtitle was too small. I also modified the game to indicate who is speaking with color in the ending dialogues and swapped the Enter/Space functionality to the Hide Text/Advance Text.
To apply it, download the base game from elsewhere and unpack the translation's .zip file into the unpacked game directory with overwriting.
thanksOkay, I have translated this.
Everything is translated, including the room nameplate at the beginning. The start menu and options text are now in English only because the original English subtitle was too small. I also modified the game to indicate who is speaking with color in the ending dialogues and swapped the Enter/Space functionality to the Hide Text/Advance Text.
To apply it, download the base game from elsewhere and unpack the translation's .zip file into the unpacked game directory with overwriting.
This game doesn't pass rule 7 Ig, so no thread.Okay, I have translated this.
Everything is translated, including the room nameplate at the beginning. The start menu and options text are now in English only because the original English subtitle was too small. I also modified the game to indicate who is speaking with color in the ending dialogues and swapped the Enter/Space functionality to the Hide Text/Advance Text.
To apply it, download the base game from elsewhere and unpack the translation's .zip file into the unpacked game directory with overwriting.
I don't remember implementing .anm nor .xnb, but GR will fallback to autoscan if asset format not recognized. Maybe that's how .anm is parsed. Never heard of .xnb, more precisely I think it's a Mac XCode interface stuff, which is unlike here, but wouldn't rule out.It has both still CGs and animated CGs but they're in the form of .anm files and .xnb file.
Is there a way to decrypt both of them? I tried justaplayer69's GameRipper and it decrypts the .anm file but not the .xnb ones, it also decrypts them into frames instead.
GR can export into animated gifs. But for a CLI solution, just run "ffmpeg -i input.anm output.gif".I also tried ffmpeg to view the .anm files and it works, but I don't know how to use it to somehow convert the .anm files into gifs or mp4s.
Whoa I didn't expect you to reply to my post here, I guess adding the @ to your name turns it into a mention lol, but thank you! I'll try it out.I don't remember implementing .anm nor .xnb, but GR will fallback to autoscan if asset format not recognized. Maybe that's how .anm is parsed. Never heard of .xnb, more precisely I think it's a Mac XCode interface stuff, which is unlike here, but wouldn't rule out.
Anyway, if there's a mega, pixeldrain, gofile, etc. link, I'll take a look, but I can't promise when, because I'm very busy atm.
GR can export into animated gifs. But for a CLI solution, just run "ffmpeg -i input.anm output.gif".
EDIT: I've found the game link on previous page and I've checked the .anm and .xnb files. The .anm is just concatenated .jpeg files, that's why GR can pick them up as-is (although it loads each as a separate picture, and not as frames of the same animation). As for .xnb it turned out to be Silverlight format (aka. XNA Framework, aka. MonoGame), I've added support for it and uploaded a new GR version, please give it a try.
Yes, it does turn into an alert, that's why I noticed. You were insanely lucky though, because .xnb is just a shitty container format, and all the required codecs were already implemented in GR, so adding support for it was a really really low hanging fruit.Whoa I didn't expect you to reply to my post here, I guess adding the @ to your name turns it into a mention lol, but thank you! I'll try it out.