Guys, sorry for being so late.
As I can see, YU-RIS engine don't store files before compiling?
I mean, script files are total mess when extracting them. Ton of ybn00001-000350 files with some strange code inside. Is there a way to "revert" it to original script before compiling? To see how code initially was written. Thanks.
And of course, is it possible to see "original file name" instead of ybn00141?
With strange code you mean the text has strange symbols? That could be a corruption error in the unpacking process. Or maybe a wrong system locale, or many things. But if you refer to the code as the programming code, I don't think you will find it out in those ybns.
As far as what i've found out after several months dealing with the engine, there's no way to see the logic code (programming) cuz the script files are super encrypted and who knows where is this code, it may as well be abstract instruction in a random file that only the engine itselfs knows how to interpret it.
For example, with the tools we got, we can only peek inside the game files (like CG galleries, sound and stuff) with programs like GarBro (which "unencrypts" those files implicitly) and download those type of files just fine from that same program, but looking directly at the script is a nono, and this is because script files are below another layer of encription.
For dealing with script files, its a mess cus you have a bn.ypf file inside your Yuris game, and this one contains commonly all of the game script (and text, like from settings section, or anything text related that isnt a static image file layered onto the screen, like splash arts and such). Then you need to convert it into a ybn, which will net you a normal folder called bn, which will have inside hundreds of small .ybn files, those with the numbers 000001.ybn until 00000XXX.ybn (can go forever if game is loooong). Those small files are the ones that contain the text sections that the engine will use, and are encrypted too, so you cannot just edit or even open them as they are (even after getting them out of the bn.ypf).
The Yuris engine uses those .ybn files to assemble the game, as in certain ranges certain files will contain specific text from the game. For example, in some games i have tinkered with, 0000033.ybn for example had random text inside the "Settings" area of the game (as seen in the attached image in my previous post). In that example, the text was in japanese and i managed to edit it by trial and error. The script from the start of the game was in like 000177.ybn in another game i think, with the previous files containing random text that i have no idea what it was used for. Another had settings text in range 22-33, etc. I haven't messed too much with it to see if there is a pattern, like "Yuris engine always stores certain text in certain specific ranges". It may well be something variable within each game, given how the engine itself is made.
So, in short, the game structure has .ypf files which contains game assets. Those .ypf files are sorta encrypted (not too much as GarBro can easily peek inside them), so they are like a .rar with some data scrambling inside. One of those ypfs, the bn.ypf , contains all the script and text related data for the game, and it contains it in .ybn files, which are also encrypted, so that's why you cannot view them with Garbro (cuz its a 2nd layer of encryption).
To make things worse, those text files go by arbitrary numeration from 000001 to 00000infinity.
If you wanna edit the text, you need to first convert those .ybns to a editable format so you can first view what is written in each of those, and then look them one by one to find where is the text you wanna edit.
And after editing them, you need to convert them back from the editable file type to the original .ybn.
Then you need to repackage all of them as bn.ypf, and then you finally can replace the original bn.ypf of your game with the recreated bn.ypf. And pray that it works, cuz sometimes things can get corrupt.
This is just for the text stuff, so imagine how it would be to see how the game logic is programmed. Seeing the game code is impossible I think, or it would require some serious mad hackerman skillz, cuz the engine itself is built upon layers and layers of encripted shit. I think that's cuz japan in general is very serious about pirating stuff, so it manifests itself into their software lol.
If you wanna give it a try, take a look at
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. It talks about the translation stuff I said above (it depicts in more detail how to edit a single file text into a yuris game is a nightmare), but it should also give you insight and maybe some ideas about how to try to see the original code, if there is a way to see it.