So, I've begun porting the translation of the Hidden Demon chapter of Higurashi. I'm doing it all manually, so things will be going slowly. Excuse the large file of the RAR, considering that it's only until just after Keiichi meets Rena on the first day, I just converted all the backgrounds and sounds/musics to get it out of the way.
Also there are a couple of bugs. I noticed if you skip where the train SFX is supposed to end, it'll ignore the stop command and keep playing, for example. Also (I like saying also, it seems), sprites need some work. As in, not have a horrible outline and not be floating off the ground. Oh well.
>>I noticed if you skip where the train SFX is supposed to end, it'll ignore the stop command and keep playing, for example.
don't use pcm for sounds. use aac instead.
>>lso (I like saying also, it seems), sprites need some work. As in, not have a horrible outline and not be floating off the ground
i suggest you use the alpha mask that appears to the right of the sprites to create 32 bit png images instead of trying to do a 1 bit flat color transparency. not only it'll remove the outline, it'll make it half transparent, blending it nicely with the backdrops.
also once you're done think the ps2 sprite/background/music upgrade could be integrated to be selectible from the title screen?
>>i suggest you use the alpha mask that appears to the right of the sprites to create 32 bit png images instead of trying to do a 1 bit flat color transparency.
What's the best way to go about doing that?
>>also once you're done think the ps2 sprite/background/music upgrade could be integrated to be selectible from the title screen?
Well, I guess I could consider it (especially seeing as the PC sprites are..well..awful).
not sure. i know anoNL has some script that can do that (did the whole tsukihime and kagetsu tohya sprite packs which use the same method), but if you go at it manually, i use paint shop pro 7, separate the image into two halves, then apply the alpha mask image to the sprite one using masks>new>from image>source luminance and the alpha channel image while i have the sprite selected.
after that resize the sprites from 480 to 192 height.
Alrighty. Time to learn how to properly use masks in Photoshop then.
Thanks for the tip.
>>5
Upload the extracted images somewhere and I'll convert them for you.
>>6
Really? Okay: http://www.sendspace.com/file/50rh7j
Thank you very much.
>>7
Converted FG images:
http://www.mediafire.com/?wncyjzim4tm
Nice to see someone porting Higurashi. Quite possibly the best VN out there.
I also attempted porting it, but only got the opening script done:
http://www.mediafire.com/?ycky9wxjb0i
It mimics the original VN by having everything advance on its own.
The delays may be off though, as I used a 100 millisecond -> 1 second -> 60 frames conversion method
I fixed all the file names to match up with the port KSS put up, so all it needs is to be renamed and put in the script folder.
Hope this helps. :)
>>8
Thanks for that, that's really helpful.
>>9
Yeah, I was toying with the idea of that, but.. well honestly the auto-advancing in the opening just annoyed me, because I read really fast, apparently, so I'd be sitting there waiting for the blasted thing to move to the next line.
Obviously it's a little different in VNDS, as the skip button bypasses waits (or at least I think it does), but that's my reasoning, anyway, heheh.
Well, I've implemented very basic (and done it completely the wrong way) support for the PS2 graphics. So if anyone wants to supply me with jpg/png versions of the backgrounds and sprites I can get to work with that as I go. I also noticed when I was looking over T-Patch's opening.scr, that I had completely missed a line ("bouquet."), so uh, thanks for that.
Actually, while I'm at it.. is there a setimg command to clear all sprites? The overlapping Rena's are kind creepin' me out.
bgload will remove all sprites from the screen.
Alright, I think I can work with that. Thanks.
There'll be another uh, WIP build later tonight. Here's a teaser.
So, I maaaay have fallen asleep while uploading and never got the link. Whoops.
http://www.mediafire.com/?sharekey=b5d3c47f847d8898d2db6fb9a8902bda
Guess since the last post here was over a year ago, this port is dead. Kind of sucks, because I would love this for the ds, even though it would only be Onikakushi-hen, since the rest isn't translated yet (unless you count what mangagamer released as a translation). Oh well :s
If someone can point me in the direction of what I'd need to extract the script, I'd be more than happy to pick up where this person left off. ^^;
If anyone decides to pick this up, please consider using the PS2 sprites, or at least the option of it.
Just a preference. I'd prefer the PS2 stuff if it covered everything (apparently some stuff is missing) simply because I watched the anime first, and it's closer in style to what I remember the most.
On the flip side, I like the Umineko VN character sprites more than the anime's, as I read the VN before I watched the anime.
oops I just deleted a perfectly good not-spam post
sorry :<
Yes you did, and now it makes my post look out of place....
Haha, oh well.
And for some reason my name wasn't there too. Weird.
Well regardless, its like...if someone remade a Dr. Suess book, and changed all the artwork, its just nto the same in my opinion. (I'm the person's who's post was deleted by the way). And I also saw the anime adaption first..But I guess its simply personal preference
I wish they would find a way to stop this freaking porn posting bot >_>
Oh wow, this is still kicking about. Yeah, I kinda gave up on it, as I ended up getting a full-time job.
>>18
On Insani's site, there's a couple of onscripter decompilers that will dump the script for you. That's what I used originally.
do \es any one of you know how to run ds perfectly on an emulator?
i means its continuously showing white screen
G'day,
See BlackCat's post here
http://digital-haze.net/ch/vnds/kareha.pl/1232303013/21
in essence, you need to compile the source with a setting changed. then it should work fine