My AutoIt source codes
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Re: My AutoIt source codes
A Story About My Uncle is supported. Use unreal_loc_int_export.au3 and unreal_loc_int_import.au3
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Re: My AutoIt source codes
I used unreal_loc_int_import_INT_unicode and encountered an error?
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Re: My AutoIt source codes
binlv1 wrote:
I used unreal_loc_int_import_INT_unicode and encountered an error?
but those files in same folder
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Re: My AutoIt source codes
Sajjad_Rahim wrote:binlv1 wrote:
I used unreal_loc_int_import_INT_unicode and encountered an error?
but those files in same folder
thank you~
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Re: My AutoIt source codes
Has anyone help me edit this file, as it does not is .SoundNodeWave
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Re: My AutoIt source codes
Can someone edit the judgedredd_dvsd_export and judgedredd_dvsd_import script to extract all the text from the game The Simpsons Game (PS2)
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Re: My AutoIt source codes
Hi guys, anyone can update that tool: viewtopic.php?f=12&t=4896&hilit=Oxenfree for Spanish language? I need only that language for export. Ty!
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Re: My AutoIt source codes
Swuforce, your Age of Booty script for .BIN files works on Shinobido Tales of the Ninja for PSP but does not extract all the text. You could modify your script and release it to Shinobido: Tales of the Ninja PSP? Thank you!
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Re: My AutoIt source codes
swuforce, your tool for Resident Evil 4 does not work on the NGC and Wii version.
I created a topic with the files. I would appreciate it if one day you would create a tool for them.
http://zenhax.com/viewtopic.php?f=12&t=8174
I created a topic with the files. I would appreciate it if one day you would create a tool for them.
http://zenhax.com/viewtopic.php?f=12&t=8174
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Re: My AutoIt source codes
Can you update ur cryxml_import.au3? I get this errors. The game is Ryse Son of Rome.
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Re: My AutoIt source codes
FinalFantasyIII_IV_import
#include <File.au3> not exist
add force encoding ansi1251 for all eureka_ msd (double encoding)
(a small hack to get around the problem with Cyrillic encoding, by replacing glyphs in the font)
standart script utf8 or ansi1251 > game
https://i.imgur.com/f9RfzJP.png
https://skr.sh/s1LrgtBN1Ff
https://skr.sh/s1LXnbUuDrs
forced 1251 > game
https://i.imgur.com/JuvftTZ.png
https://skr.sh/s1LrIZL4C7Z
https://skr.sh/s1LYOO09wx4
normal working script look this
https://i.imgur.com/b73SSPP.png
example text: вернётся! Прыгаем!
#include <File.au3> not exist
add force encoding ansi1251 for all eureka_ msd (double encoding)
(a small hack to get around the problem with Cyrillic encoding, by replacing glyphs in the font)
standart script utf8 or ansi1251 > game
https://i.imgur.com/f9RfzJP.png
https://skr.sh/s1LrgtBN1Ff
https://skr.sh/s1LXnbUuDrs
forced 1251 > game
https://i.imgur.com/JuvftTZ.png
https://skr.sh/s1LrIZL4C7Z
https://skr.sh/s1LYOO09wx4
normal working script look this
https://i.imgur.com/b73SSPP.png
example text: вернётся! Прыгаем!
Last edited by gamemazahist on Wed Mar 25, 2020 10:50 am, edited 1 time in total.
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Re: My AutoIt source codes
is it possible to add cli for FinalFantasy tools?
a lot of time is lost because of this
a lot of time is lost because of this
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- Joined: Fri Feb 28, 2020 8:39 am
Re: My AutoIt source codes
since the game uses shift-jis for dialogs (since there are no Chinese characters in ansi1252) and forced utf8 is used for the menu and other things (eureka_ * .msd)
then when exporting, when displayed in the same encoding, not all characters are displayed correctly, the same when inserted into the game.
as it should be: (Chinese character - encoding error)
https://skr.sh/s1OLzdLqeVI
as it should be right:
https://skr.sh/s1O3pgB1doD
https://i.imgur.com/3XkWCPQ.png
https://i.imgur.com/dhaukC5.png
to import the same thing.
If you import the script into utf8, then almost everything is normal, since it correctly displays correctly in the game for both dialogs and menus.
but if you need to import the script into utf8 as in my case, it’s normal in the dialogs, except for the eureka_ files for which you need to use forced cp1251 since the game displays them in forced utf8 (in which the Cyrillic alphabet for some reason does not work)
in other words
therefore, you need to import too, if one encoding is utf8 then there will be no problems, if in different encodings (I have this forced duble encoding cp1251 for eureka_ files I will have to suffer
the utility does not take into consider what is needed for eureka_ files, it is necessary to force utf8, since the game takes into consider only it, but also that I still need to force cp1251, since the game does not use extended utf8 characters for eureka_ files
It’s also very inconvenient to manually adjust the script text to fit the screen width using <lf> manually.
Need another utility to automatically fix dialogs
maximum 3 lines per dialogue, as well as the text length of one line, and the text length of the entire dialogue
then when exporting, when displayed in the same encoding, not all characters are displayed correctly, the same when inserted into the game.
as it should be: (Chinese character - encoding error)
https://skr.sh/s1OLzdLqeVI
as it should be right:
https://skr.sh/s1O3pgB1doD
https://i.imgur.com/3XkWCPQ.png
https://i.imgur.com/dhaukC5.png
to import the same thing.
If you import the script into utf8, then almost everything is normal, since it correctly displays correctly in the game for both dialogs and menus.
but if you need to import the script into utf8 as in my case, it’s normal in the dialogs, except for the eureka_ files for which you need to use forced cp1251 since the game displays them in forced utf8 (in which the Cyrillic alphabet for some reason does not work)
in other words
therefore, you need to import too, if one encoding is utf8 then there will be no problems, if in different encodings (I have this forced duble encoding cp1251 for eureka_ files I will have to suffer
the utility does not take into consider what is needed for eureka_ files, it is necessary to force utf8, since the game takes into consider only it, but also that I still need to force cp1251, since the game does not use extended utf8 characters for eureka_ files
It’s also very inconvenient to manually adjust the script text to fit the screen width using <lf> manually.
Need another utility to automatically fix dialogs
maximum 3 lines per dialogue, as well as the text length of one line, and the text length of the entire dialogue
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- Joined: Wed Dec 11, 2019 5:39 pm
Re: My AutoIt source codes
I have a problem with the arcana heart 3 export, and it is that it does not export everything, and it shows if you look for some victory phrases from Aino.
For example in that text.
The phrase is not in the exported txt.:
Note: That pass in text_en.tdf.
For example in that text.
The phrase is not in the exported txt.:
Note: That pass in text_en.tdf.
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- Joined: Wed Jun 09, 2021 10:23 pm
Re: My AutoIt source codes
sergop wrote:Can you update ur cryxml_import.au3? I get this errors. The game is Ryse Son of Rome.
has been decoded
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Re: My AutoIt source codes
ps2 god of war 2
hello, for god of war 2, I need a program that opens and closes the wad file exactly, can you help me with that?
god of war 2 R_PERM.WAD distressed
swuforce friend can you help me god of war 1 i was able to translate it perfectly god of war 2 bms or sprit negative
hello, for god of war 2, I need a program that opens and closes the wad file exactly, can you help me with that?
god of war 2 R_PERM.WAD distressed
swuforce friend can you help me god of war 1 i was able to translate it perfectly god of war 2 bms or sprit negative
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- Joined: Tue Aug 13, 2019 2:00 am
Re: My AutoIt source codes
I try modern combat 4 tool to extract text game modern combat 3. Tool can extract text but when i use input tool it gives error
Please help me
Please help me