| ~Hakurei Shrine~ > Touhou Projects |
| Modifying EoSD's Script |
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| Arcengal:
--- Quote from: Drake on May 29, 2009, 05:21:47 AM ---if you really want to get into editing hexadecimal values and the like, talk to Alice Margatroid. --- End quote --- You know, I wish I could draw well so you could see the AMAZING image this sentence put into my head. |
| dustyjo:
--- Quote from: Sora Misaki on June 01, 2009, 09:51:20 PM ---I opened up the English-patched MSG files, and it looks like that's where the data is, but I can't figure out how to repack my files into a .dat. I tried using the python-based program off of the Touhou wiki too, but I can't wrap my head around it at all. --- End quote --- Yeah I was using the English patched ones too. Maybe it's some kind of encoding or something? |
| Rufus:
Hey guys, I cleaned up and packaged the MSG compiler I made for the PoFV translation, with source code. http://www.mediafire.com/?mwznml2tznz I don't know if it will work with EoSD, but it's worth a shot. Basically, you run it from the command prompt like so: --- Code: ---msg -d pl00.msg pl00.txt --- End code --- Open up the resulting text file "pl00.txt" and skim down through to see if you find any text. You'll want to ignore and leave alone the lines starting with "ptr" Those lines retain information on the original index table and are used to rebuild the text file into a msg file. Here's an example of a msg text line: --- Code: ---msg 008C 10 0000 So far, this incident has been happening everywhere I've been without exception. --- End code --- You'll want to edit just the text and leave the numbers alone. After you've made all the alterations you want, you run the program again like: --- Code: ---msg -p pl00.txt pl00.msg --- End code --- Also some cool things I found out when I was playing with the PoFV dialogue: --- Code: ---msg 00BB 11 0000 0100000005000000 --- End code --- If you find a line with type "11", it determines who's speaking and what their expression is. The first set of 8 hex bytes tells us who's speaking. (01 for enemy/opponent almost always, 00 for player) The second set of 8 hex bytes tells us that person's expression. This is the list of expressions I came up with for PoFV. Like I said before, I don't know if PoFV's msg and EoSD's msg are compatible, but it's worth a look. You might have to map out your own set of expressions. --- Quote ---FFFFFFFF/8? = defeated 7 = surprised 6 = unngh, dizzy 5 = eyes closed/calm, provoking 4 = sweatdrop 3 = angry 2 = happy 1 = mouth open 0 = normal --- End quote --- Let me know how it works. |
| Drake:
Oh jesus this sounds hilarious to work with if I ever get bored enough. |
| dustyjo:
IT WORKS With MoF at least, I can't find any MSG files in the EoSD .dats... |
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