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Chrono Cross Modification / Re: Help Updating Script CC Terminus Traduction Tool
« on: June 05, 2021, 01:06:38 am »
Ok. Solved! It's Scenar.tcc, in the 42_Tables_Avant. I put it in both that folder and 43_Tables_Apres and everything seem to work fine with the dialogue. Just thought I'd let you know in case someone else needs help. I got the modified Scenar.tcc to actually spit out the proper English auto-accent tags. I'm going to put the instructions as a review on the romhacking.net page for the tool.
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Chrono Cross Modification / Re: Help Updating Script CC Terminus Traduction Tool
« on: May 30, 2021, 02:06:09 am »
Hey Grobycftw. Thanks a lot for this. I should have been clearer on what my objective is at the beginning . I want to change two VERY special weapon by the name of Masamune and Mastermune (as well as changing Masa, Mune and Doreen's name). So I definitely have to change the script as well, which is giving me Accent problems.
I updated my original post, so please take the time to read
I updated my original post, so please take the time to read
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Chrono Cross Modification / Re: Getting the Terminus tools to google translate the game
« on: May 29, 2021, 08:10:31 pm »For one the tools' executables keep giving me errors, especially when trying to reinsert after running the dump execs.
Hi Serge50. You really have to dump the files in order. Dump_Main first, always. Then Dump_Script, follow by copying everything from "20_Dump_Avant" to "21_Dump_Apres" and the same for "30_Fichiers_Avant" to "31_Fichiers_Apres". Then Dump_Script1 and Dump_ScriptC, and lastly Dump_Accents. Copy the 7 modified files from 40_Textes_Avant to 41_Textes_Apres. Confirm you're replacing files.
Anything you edit in the Script1_CD1 and ScriptC_CD1 texts you put in 31_Fichiers_Apres (which, again, in turn you got from 30_Fichiers_Avant) will reinsert to the scripts in 31_Fichiers_Apres, using Rein_Script1 and Rein_ScriptC. You then run Rein_Script to reinsert the changes made from 31_Fichiers_Apres to the image file in 11_Image_Apres.
If you want to dump and edit inventory names and descriptions, and stuff like profile, after using Dump_Main and Dump_Script, run Dump_Termes and Dump_Persos, if I'm not mistaken.
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Chrono Cross Modification / Help Updating Script CC Terminus Traduction Tool
« on: May 28, 2021, 10:43:23 pm »
Huge edit at the bottom!
Hi. I'm working on just simply changing just the name of a weapon to something else, in Chrono Cross. Thus, in the tool, I would only use Dump_Main, Dump_Termes, and Dump_Script.
I can edit the description of the weapon and it'll show in the game, but anything I edit in "0000 (Objets).txt" (so the changed name of the weapon appears in the list in the Equip screen) and in any of the "0008 (Script)" texts doesn't appear in-game after using the method of:
running Rein_Script.bat
letting it crash
edit the Rein_Script_txt (under 60_Scripts)
then running Rein_Script.bat again to update the image file.
If I simply edit the 3 files in "41_Textes_Apres" and then use Rein_ScriptC/Script1/Script, I'll get letters missing, which is immediately noticeable with whoever the random Member 2 is. The character would say, "There n turnin back, now!"
How do I edit the script in "31_Fichiers_Apres" (everything copied over from 30_Fichiers_Avant) and actually make the changes applied when reinserting? Thank you in advance.
Here's the update: I'm 98% sure what everything does now. Basically, I dump what I want to change, copy the dumped files to their corresponding "After" folder, dump Script1 and ScriptC, same thing with copying the dumped files to their corresponding "After" folder, and any changes to these text files automatically applies to the individual "DXXX" folders in 31_Fichiers_Apres with Rein_Script1/C.
In a perfect world, I would then simply run Rein_Script, play the modified .iso on the emulator and everything should be fine. But of course, by running Dump_Script, it seems the program messes with accents of generic speech (this is why characters in your party would all say the same thing if you bring them to an event, but some will have special accents, which I will mention later).
Member 2 (prominently seen immediately in Serge's "dream" sequence in the beginning of the game, and as you know would be a random character) would have parts of words missing, due to what appears to be "pouet" commands used for everyone (special accents or not) for generic speech. So far, it's "wha", "o", "g", " 's "and possibly more. Here's an example:
|\Membre 2\:
|\Maj0\\pouet\t\pouet\i\ch\\suffixe\\pouet\it,
|\Serge.\?
See how's there four sets of "pouet"? Only the first one is the problem. It's supposed to be "Wha" for most characters, "Whâ" for Irenes, "Vo" for Luccia, etc. The other ones are fine.
So it'll come out as, "t is it, Serge?"
So I would need help finding out what is these "pouet" commands refer back to when the program puts everything together again. I'm guessing it goes by room, eg. Room 014 has the first non-demo dialogue in the game (the dialogue I put above with Member 2). So it's probably really like "pouet1", "pouet2", etc.
I'm told this might have to do with an older Accent file or something.
I can edit the description of the weapon and it'll show in the game, but anything I edit in "0000 (Objets).txt" (so the changed name of the weapon appears in the list in the Equip screen) and in any of the "0008 (Script)" texts doesn't appear in-game after using the method of:
running Rein_Script.bat
letting it crash
edit the Rein_Script_txt (under 60_Scripts)
then running Rein_Script.bat again to update the image file.
If I simply edit the 3 files in "41_Textes_Apres" and then use Rein_ScriptC/Script1/Script, I'll get letters missing, which is immediately noticeable with whoever the random Member 2 is. The character would say, "There n turnin back, now!"
How do I edit the script in "31_Fichiers_Apres" (everything copied over from 30_Fichiers_Avant) and actually make the changes applied when reinserting? Thank you in advance.
Here's the update: I'm 98% sure what everything does now. Basically, I dump what I want to change, copy the dumped files to their corresponding "After" folder, dump Script1 and ScriptC, same thing with copying the dumped files to their corresponding "After" folder, and any changes to these text files automatically applies to the individual "DXXX" folders in 31_Fichiers_Apres with Rein_Script1/C.
In a perfect world, I would then simply run Rein_Script, play the modified .iso on the emulator and everything should be fine. But of course, by running Dump_Script, it seems the program messes with accents of generic speech (this is why characters in your party would all say the same thing if you bring them to an event, but some will have special accents, which I will mention later).
Member 2 (prominently seen immediately in Serge's "dream" sequence in the beginning of the game, and as you know would be a random character) would have parts of words missing, due to what appears to be "pouet" commands used for everyone (special accents or not) for generic speech. So far, it's "wha", "o", "g", " 's "and possibly more. Here's an example:
|\Membre 2\:
|\Maj0\\pouet\t\pouet\i\ch\\suffixe\\pouet\it,
|\Serge.\?
See how's there four sets of "pouet"? Only the first one is the problem. It's supposed to be "Wha" for most characters, "Whâ" for Irenes, "Vo" for Luccia, etc. The other ones are fine.
So it'll come out as, "t is it, Serge?"
So I would need help finding out what is these "pouet" commands refer back to when the program puts everything together again. I'm guessing it goes by room, eg. Room 014 has the first non-demo dialogue in the game (the dialogue I put above with Member 2). So it's probably really like "pouet1", "pouet2", etc.
I'm told this might have to do with an older Accent file or something.
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