wanko to kurasou (42)

1 Name: Anonymous : 2009-03-14 20:08 ID:u9Cchll+ [Del]

By any chance would you be able to port this? There's an English patch already done.

2 Name: Anonymous : 2009-03-18 04:51 ID:ED9z++wV [Del]

Hmmmmm.......
Ask AnoNL. Or Jake.

3 Name: Anonymous : 2009-04-07 21:51 ID:u9Cchll+ [Del]

Bump because I'd like to see this too.

4 Name: Anonymous : 2009-04-07 21:55 ID:YqxCibkV [Del]

>>1
>>3

>ID:u9Cchll+

pretending to be two people is a bit harder to do on these boards.

5 Name: Anonymous : 2009-04-08 12:14 ID:nI5ZsVnl [Del]

lol, that is pretty funny. Never noticed that before. Looks like you DO learn something new every day.

6 Name: Anonymous : 2009-04-08 16:16 ID:iSwwD8RD [Del]

...

you people...

I'd be willing to work on it because it's so simple. If someone could supply something to extract the .mbl (or supply the extracted english script), it would be a simple job, the game is fairly short.

7 Name: Anonymous : 2009-04-08 17:14 ID:YqxCibkV [Del]

>>6
yell at the people who translated it for that stuff.

8 Name: Anonymous : 2009-04-09 16:18 ID:iSwwD8RD [Del]

I've managed to extract the .mbl archives, but they yeild only generic encrypted files. I've managed to open some music files, but absolutely no luck on the script files. The opening is also strangely encrypted, though it looks like a lot of image files.

9 Name: Nagato : 2009-04-09 23:35 ID:Add2yGev [Del]

The encryption is a simple xoring.

The game's scripts use 00h instead of a linebreak so replace those with 0Dh to turn them into standard text files.

int key[0x0C] = { 0x82, 0xED, 0x82, 0xF1, 0x82, 0xB1, 0x88, 0xC3, 0x8D, 0x86, 0x89, 0xBB };

for(i=0; i<fsize; i++,x++)
{

if(x>0x0B)
x=0;
buffer[i]^=key[x];

if(buffer[i]==0x00)
buffer[i]=0x0D; // optional, fixes linebreaks

}

10 Name: Nagato : 2009-04-10 00:10 ID:Add2yGev [Del]

Double post. Here's a tool specifically for the mg_data files, it will not work on the others.

http://www.mediafire.com/?mjkzomdxyey

Usage: mbl.exe (file)
Example: mbl.exe mg_data2.mbl

This will output all of the files into a folder with the same name as the input file. All files should display properly in most good text editors but some might not display the new lines.

Good luck, have fun.

11 Name: Anonymous : 2009-04-10 19:43 ID:iSwwD8RD [Del]

>>10

Wow, thanks so much. I'm not very good with encryption, so your information really helps a lot. I have currently extracted the english script, and am starting to implement vnds functions. I'll have a beta out soon, as soon as I extract the backgrounds and characters.

12 Name: Eishun : 2009-07-22 07:44 ID:t2Ry97E1 [Del]

I'm waiting,thou i never played this, i really wanted to try it,keep it guys,ganbatte!

13 Name: Anonymous : 2009-07-22 09:42 ID:26xh9QFL [Del]

Just one question:
Would you guys complain if the day indicator would be missing in the DS version?

By the way, how do you think about ending/cg viewers or music players in DS ports?

14 Name: Eishun : 2009-07-23 06:44 ID:dHTLubpH [Del]

day indicator means the date?
maybe, of course put it at the first convertation of that day..
maybe
12 may 2xxx....

or maybe,
[name of character] 12 may 2xxx

and the ending / CG viewers, i really loved to see that...

15 Name: Anonymous : 2009-07-24 20:03 ID:VWG5WhBc [Del]

>>14

not difficult to integrate ending or CG viewers, take a look at the code for Saya No Uta and Ballad of an Evening butterfly. You could even just copy the code and replace the file directories.

16 Name: Eishun : 2009-07-29 00:40 ID:dHTLubpH [Del]

So how's the project?
there is no beta test?

i really wanted to try this one..

17 Name: VKLink : 2010-02-07 14:40 ID:vwewsw5B [Del]

>>16

I want to try too, it is the project dropped?

18 Name: Anonymous : 2010-02-07 18:50 ID:aqIPgBVt [Del]

>>13
Can't you make the day indicator a sprite?

19 Name: CXBlackCatXD : 2010-02-13 23:39 ID:4ldfAACN [Del]

I guessing that this project is currently dropped or at least on extended hiatus xD. If someone is willing to put it all together, I think I might be able to help a little bit.
Here is a little mock-up bit of it (only goes up to the first question, so don't get your hope up too much). It took maybe an hour or so to fix it all up (since I don't have a DS to test it, I checked over my work just a little bit harder xD) and I don't have the day indicator (didn't want to reinstall wanko on my pc atm). I couldn't think of a way to get the SE files in a nice format (if someone can tell me how to convert a .wady file then I could do it, but I haven't found a way yet)
Hopefully this mock-up will inspire someone to continue porting Wanko.

Please remember that I have not tested this (have nothing to test it on) so it may or may not have a couple bugs.
http://www.mediafire.com/?zzwymijoyjx

20 Post deleted by moderator.

21 Name: ShinseiTom : 2010-02-14 00:31 ID:8ncHKkd4 [Del]

.....

Anyway, I want to say I could do this, but I really don't have the time to start working on something like this. Would give me a good reason to play through Wanko though, I really liked it. Damn, it's really making me want to try porting it just to try and to see how much work it is.

22 Name: CXBlackCatXD : 2010-02-15 21:09 ID:4ldfAACN [Del]

Porting actually isn't that much work xD. Its very easy and most of it doesn't take much thinking whatsoever. The only parts that actually take a long time is obtaining and preparing all of the multimedia (images, voices, music, script, etc). After that, its just taking the time replacing the script with vnds commands.
(Although the Planetarian script I have doesn't have anything but the text, thus I have to reference the PC version to see all of the changes)

23 Post deleted by moderator.

24 Name: toanzz : 2010-02-21 01:05 ID:JLLx25Mr [Del]

umm seeing as how no-one has announced they are going to port this

I figured that I would give this a go as i have too much spare time and need a reason to finish to wanko kurasou. I already have the game on my computer so it should be simple enough. I would like some help though if I run into trouble with porting process. Expect updates soon.

25 Name: toanzz : 2010-02-21 02:53 ID:JLLx25Mr [Del]

have extracted all needed things ie:sound (which has nearly over 8000 files =.=', images , etc...
I will post a beta??
btw anyone know a good way of going through all these sound files??

26 Name: CXBlackCatXD : 2010-02-21 16:04 ID:4ldfAACN [Del]

>>25
Going through all of the sound files as in what xD? Listening to them, renaming them, using them in the script, etc.?
In most cases, you are going to be extremely hardcore if you plan on worrying about the sound files xD (even more than me with Planetarian).

27 Name: toanzz : 2010-02-21 18:53 ID:JLLx25Mr [Del]

does anyone really want the cg gallery of to wanko kurasou?? if not im going to scrap that part.

also does anyone know if i have to change the format of the .ogg sound files?? If so this is going to take awhile....

28 Name: toanzz : 2010-02-21 19:24 ID:JLLx25Mr [Del]

double post AGAIN! GO DANCING KIRBY <(' '<) <( ' ' )> (>' ')>

now to the serious part... the bgm files for to wanko kurasou is in a format called wady (WHO THE HELL USES THIS KIND OF FORMAT!) meaning i dont know how to convert into mp3.

Please advise.

29 Name: CXBlackCatXD : 2010-02-21 19:39 ID:4ldfAACN [Del]

Grab a copy of the OST. It has all of the files needed xD. I totally forgot about that fact for at least an hour before I realized it myself.

The CG gallery shouldn't be too hard to make (thus I vote for full port xD!)

As for the ogg files, they may work as they are (doubt it) but the converter in the vndstools (weeaboo.nl) might be able to cover you on that side, although it might take quite a while, so maybe test it on a couple files before dedicating your computer to the 8k+ files.

30 Name: Anonymous : 2010-02-21 20:13 ID:DJtGEY2t [Del]

what about that volvagia-converter? is it still in production?

31 Name: CXBlackCatXD : 2010-02-21 20:37 ID:4ldfAACN [Del]

I have absolutely no idea about that. Apart from telling us about it that one time way back when, I haven't really heard anything about it.

32 Post deleted by moderator.

33 Name: toanzz : 2010-02-21 23:49 ID:JLLx25Mr [Del]

dam spam...

okay i found the ost...
and FINE ILL MAKE YOUR CG GALLERY.

but when i try and resize a ton of pictures (being 2.3k) at the same time the programs always freeze...

may just be my com though...

oh and also like some other guy asked DO I NEED THE DAY INDICATOR?

34 Name: CXBlackCatXD : 2010-02-22 07:24 ID:4ldfAACN [Del]

Are you trying to use Irfan Viewer? Its a really great image viewer that can batch resize and convert images. I've never tried converting that many images at once, but it should be able to handle quite a bit.
Also, you don't have to resize all of the images, since there are quite a few menu type images (buttons and other things) that don't need to be used. I would suggest rendering all of the character sprites, since those by themselves take up 1650 and make the image resizing seem large. Once you render them, you can delete all of the outline images, bringing your pictures to convert to about 1400.
The day indicator is actually pretty easy to get. You can use two images plus the total number of days to make the day indicator. The only thing it requires is to get the image (probably a cut and pasted screenshot, since I can't remember seeing that image in the graphics, and yes I did actually look through most of those 2.3k images) and to maybe photoshop the screenshot to take out the day and then create overlays of all of the days to use as a foreground graphic. You just have to remember that you need an image before the screen highlights and while the screen highlights, the rest can be done with time, an image editor, and vnds xD.

35 Name: toanzz : 2010-02-22 20:56 ID:JLLx25Mr [Del]

sounds hard... how about I just include the date in the text??

hmm and also for foreground what are the usual x,y positions of the characters??

36 Name: CXBlackCatXD : 2010-02-22 21:45 ID:4ldfAACN [Del]

If I get the time to make the day indicator images, I'll hand them to you so you can use them, but for now I suppose you can just include the date in the text (you should probably do that regardless of the day indicator actually).

For the foreground positions, if you keep the original sizes of the characters and batch resize them, they should be able to fit the y positions as is, for the x positions, it should be roughly in 85 pixels for three characters (provided all the characters are within an 85 pixel width, note its the characters, not the size of the foreground image). From the images, there are varying widths, so you are going to have a varying number of X values, but if you set the values to variable strings, it should be easier to manage since each character can only have roughly three positions, though because each character has 2-3 different widths for their sprites, you will have to come up with different numbers.

The best I can give you are these formulae:
For One or Three Characters
(48)-(character width/2)=X for left position
(96)-(character width/2)=X for center position
(144)-(character width/2)=X for right position

For Two Characters
(86)-(character width/2)=X for left position
(169)-(character width/2)=X for right position

37 Name: toanzz : 2010-02-22 21:54 ID:JLLx25Mr [Del]

zzzz the ost was missing a sound file and now im going to have to revise my entire script.. anyone know what the 21st sound file for to wanko kurasou is called??

oh and also ive decided to include that god dam cg gallery that CXBLACKCAT wanted...(dont tell him that it was easier than i thought)

oh and also the sound effects like rain falling and pencils and stuff is missing because its once again encoded in .wady. does anyone mind if they become non existent in the game??

one more thing. Ive decided to include the original opening animation as a bonus. (not compulsory to watch as in main menu you choose ORIGINAL OPENING)

decided to post a beta of what I have SOOOOOOON!

38 Name: CXBlackCatXD : 2010-02-23 00:02 ID:4ldfAACN [Del]

The missing song is a revised version of the full ending song to be roughly 2 and a half minutes long instead of nearly 5 minutes. Both songs start out exactly the same and there isn't really much of a difference between the two songs (I believe it swaps to the second verse earlier and that is it). So actually, you don't have to revise squat -_-"...Also, the 21st song is the full ending song, the 20th is the shortened version.

I don't need to know that it was easier than you though xD (if it was beyond the scope of VNDS and I hadn't done it myself before, then I wouldn't have said anything).

For the sound effects, attempt looking for replacement sound effects that are similar to those although probably leave that for last, since that is a horrible thing to try and do without a reference.

I planned on placing the original opening animation as a bonus until I remembered the problem with size as well as frame speed.
To play the opening to even match the song is 30 fps I believe, which would mean making the VNDS system play 3700+ images in space of the two minutes would take a screen changing of roughly 2 frames wait time by using delay (and that is if everything was perfect without loading time). Most likely, if you place those images in the demo, the demo will take longer to load than FSN just to play (and that is pretty damn long) and the images will desync with the music. possibly trying with delay 1 would sort of work, but then vnds might just freeze from the super rapid swapping and loading (I believe some of my IDAT errors might be because of this, and I'm not even swapping ten images yet). If you still want to try it, feel free though (taking out some images is a possibility, but to spend so much time on the opening seems almost pointless).

39 Name: ShinseiTom : 2010-02-23 00:17 ID:8ncHKkd4 [Del]

If this opening you are talking about is some video thing, yeah, it doesn't work so well. I tried to make a basic video-like thing using delay and others and nothing really works.
The max speed VNDS seems to go for me when swapping out images is 1 per second.
Unless I missed a feature (very possible), there isn't any rapid-switch type stuff built in in any way. Which is fine for most visual novels...

40 Name: CXBlackCatXD : 2010-02-23 00:32 ID:4ldfAACN [Del]

Well, if you use the same method that I do, it takes quite a bit of setup. You have to get the first image as a background, and then the four-five subsequent frames are foreground each displaying with delay 1. The only reason this actually works is because of the background option to choose the fade speed (fade speed at 0 or 1). After the five-ish frames, you clear out the setimg with the seventh frame as a background, and repeat process. That is how I got both Hallucinate and the little bit of Planetarian to have a little bit of animating, but in both cases, there can be no interruptions and who knows how badly it might rip up the microSD's read/write cycles. It could be that it completely fries the microSD after a couple runs, but I don't exactly know enough about VNDS to know if that is a danger.

Technically, it could be possible, since the DS specs do have only 4mb of ram, meaning that we are pretty much using as much of it as we can, and it does need to get the new information somehow, so it might be burning read/write cycles (though it takes years for a normal usage SD to run down I think, but with the 3700+ images...who knows)

41 Name: ShinseiTom : 2010-02-23 15:48 ID:8ncHKkd4 [Del]

Ah, using the foreground for later frames is pretty genius. Yeah, I'm not sure about read-write cycles though, that's a pretty good point when you're swapping that many images. If it became common to use that, I bet it could be wearing them out pretty fast.

Though, I don't know the mechanics behind that kind of stuff at all.

42 Name: CXBlackCatXD : 2010-03-07 21:14 ID:4ldfAACN [Del]

Toanzz, so how is that porting coming along? Its been a while and a couple of people are probably waiting on seeing how your beta is going to be.

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