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higurashi-vita's Issues

Text Skipping

Sometimes some dialogs skip as soon as the text finishes displaying, like in auto mode. In some cases even, like the typing machine ending in Ch. 2 it keeps on skipping forever, had to use -3 text speed. Any ideas?
Also, are there any chances of improving the Auto mode giving it a delay between the final display of a dialog and the start of the next one?
Thanks a lot for your work, I really apreciate it!

[QUESTION] Android Support

Hey, you're doing great work here. I just recently took interest on this when I tried searching for Android ports for the Higurashi remakes.
Do you not do builds for Android anymore?
I haven't seen your repo yet but will it be hard if I want to continue your work in the Android builds (in case you won't do them anymore)? I can't check the repo now because I'm on my phone but I'm assuming you must be doing some reverse engineering in the Unity engine files? (which, is a thing I'm not very confident about).
Edit:
I am thinking that the previously released Android build would still work but after many new releases after 1.8, I think it would be great if those changes are merged for the Android build too.
Edit:
Nevermind. There are so many files (and others that looks like not in the repo that are needed like the actual Android Project) to be able to compile it.
Yeah, probably something I cannot do. Lol. Especially the reverse engineering part. I don't know how you put it up, but if it worked, you're amazing. I just hope there's a chance for the Android build to be back up (and updated too).

Text offset in ADV mode

I noticed that for some fonts aside from the default (for example in my case Brookerly), characters such as "y", "g" are cut off at the bottom in ADV mode. Is there some way to add a settings that allow for the textbox to be offset from the bottom in ADV mode?

Possible bug with custom adv textboxes?

Untitled

I've been using VNDS, and randomly decided to try to set a custom adv textbox. When 'small' textbox is set the image seems to stretch out on the right. This might not be an issue with 16:9 widescreen novels but it shows up here.

I could have messed up somewhere with the _gamespecific.lua commands, but I'm reasonably sure I didn't.

Crash at very end of Tsum_010, seems linked to HideWindow() function

HideWindow( 0 );
DrawScene( "Sora2", 3000 );

SetDrawingPointOfMessage( 0, 3 );

SetSpeedOfMessage( TRUE, 10, 0 );
//SetValidityOfInput( FALSE );
SetValidityOfTextFade( FALSE );
SetStyleOfMessageSwinging( 1 );

OutputLine(NULL, " そう、ひぐらしのなく頃に。",
NULL, "Yes, it will be over when the higurashi cry.", Line_ContinueAfterTyping);

SetSpeedOfMessage( FALSE, 0, 0 );
//SetValidityOfInput( TRUE );
SetValidityOfTextFade( TRUE );
SetStyleOfMessageSwinging( 0 );

At first I thought it might be either SetValidityOfTextFade() or SetStyleOfMessageSwinging(), but neither actually causes the crash. Changing HideWindow() to DisableWindow() fixes it. No clue why they use the Hide function when they switch the scene and text right away...

Graphics glitch in Chapter 6

Meant to post this the other day - sorry for the late report! I've got steam screenshots showing how this effect is supposed to look, and Vita shots to show how it currently looks.

The one with Satoko and Rena looks to be stuck at the top of the screen now, might've been because of your update to cull stuff outside of the background? Anyways...

Vita:

2020-06-23-232324

PC:

20200625211000_1

Vita:

2020-06-20-201421

PC:

20200625211039_1

As for the code itself, here's it for the first screenshot:

DrawSprite( 0, "Me_eyex2", NULL, 90-320, 100-240, 0, 0, 0, 0, FALSE, FALSE, 0, 256-90, 20, 0, TRUE );
MoveSprite( 0, 90-320-90, 100-240, 0, 0, 0, 0, 0, 20*10, TRUE );
DisplayWindow();

SetSpeedOfMessage( FALSE, 0 );

OutputLine(NULL, "「今日の圭ちゃんの気迫には敬意を表するよ。",
   NULL, "\"Your fighting spirit deserves my respect, Kei-chan.", Line_WaitForInput);
OutputLine(NULL, "今日のあんたには正面からぶつかりあって、互角以上の勝率を弾き出せる自信がない!!」",
   NULL, " I'm not sure if I would've been a match for you today if I didn't have this gun!!\"", Line_Normal);

PlaySE( 0, "s_Kyupiin", 128, 64 );
DrawBustshot( 13, "white", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
DrawBustshot( 13, "black", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 0, TRUE );

DisableWindow();
DrawSprite( 1, "Kei_eyexa1", NULL, 7-320, 300-240, 0, 0, 0, 0, FALSE, FALSE, 0, 256-90, 20, 0, TRUE );
MoveSprite( 1, 7-320+100, 300-240, 0, 0, 0, 0, 0, 20*10, TRUE );
DisplayWindow();


includedpreset.txt not found

when attempting to load kanon and cross-channel, both having gone through the vnds converter, I get an error saying includedpreset.txt not found and that the game folder is invalid

I'm not really sure what this means or how I can fix it.. thank you!

GetRandomNumber() causes crash in ch6

void main()
{
char rn_Iri_Def1;
char rn_Iri_Def2;
char rn_Iri_Warai;
char rn_Iri_Majime;
char rn_Iri_Majime2;

int i;
i = GetRandomNumber( 3 );
if(i == 0)
{
rn_Iri_Def1 = "Iri_Def1#"; rn_Iri_Def2 = "Iri_Def2#"; rn_Iri_Warai = "Iri_Warai#";
rn_Iri_Majime = "Iri_Majime#"; rn_Iri_Majime2 = "Iri_Majime2#";
}
if(i == 1)
{
rn_Iri_Def1 = "Iri_Def1!"; rn_Iri_Def2 = "Iri_Def2!"; rn_Iri_Warai = "Iri_Warai!";
rn_Iri_Majime = "Iri_Majime!"; rn_Iri_Majime2 = "Iri_Majime2!";
}
if(i == 2)
{
rn_Iri_Def1 = "Iri_Def1+"; rn_Iri_Def2 = "Iri_Def2+"; rn_Iri_Warai = "Iri_Warai+";
rn_Iri_Majime = "Iri_Majime+"; rn_Iri_Majime2 = "Iri_Majime2+";
}

This seems to only be used once - in Day 3-3 - and the game rolls a random number to see which of Irie's three outfits will be used for his portraits for the scene.

Current workaround - replace any instances of rn_iri_majime (and etc) called, with one of the 3 sets of portraits.

Thankfully the GetRandomNumber() function isn't used elsewhere in Chapter 6, a quick search shows.

Enabling different directories or bubbles for games

Hi! I love VNDS, but I'd like to have separate bubbles for each game so that the VNDS title screen and the selection for the game are bypassed. Pretty silly thing, but it would make it clearer to see what VNs are installed and that'd be very helpful.

Probably the simplest way to do this would be for me to duplicate the folder under ux0:app titled VNDSCLONE by just adding a number at the end. But since it's hardcoded to read the folder ux0:/data/HIGURASHI/games, that won't work with this code. Maybe you could add an optional configuration file in the folder ux0:/app/VNDSCLONE - on launch, it could check if the file exists, and if it does it could bypass the title screen and go straight to the game in that folder.

For instance: a configuration file in ux0:/app/VNDSCLONE2 would read "ux0:/data/HIGURASHI/Games/Adagio/". When booting ux0:/app/VNDSCLONE2/eboot.bin, it would see that a configuration file in the same directory exists and go straight to the folder from the configuration file (bypassing the Load Game screen).

If you could do this that'd be awesome. I've been stuck trying to compile the libraries to do that myself for a while, but I haven't been able to compile them.

"Fragments" necessary for Chapter 8 (Matsuribayashi)

Sorry for flooding you with issues - this should be the last obstacle preventing Chapter 8 from being playable on Vita. (I still need to personally test Ch6/7, but Ch5 works without issue now - so here's hoping!)

So, without going into spoilers - Chapter 8 only has 1 TIPS, but it also uses an entirely different system/script category - Fragments. They're listed as "kakera" in the /scripts folder.

Obviously... that's a problem with the current build, and how preset files are handled. This might take a bit of extra work. Maybe a check during conversion if the StreamingAssets folder is Ch8, much like how it currently asks if you're using the PS3 Patch, and what platform you're using.

If we can get this sorted out, I have a friend that is willing to make the last preset file we'd need. Hopefully, that means that this is the last thing really preventing the whole story from being playable on Vita!

Edit: Oh yeah! Maybe it's about time to axe "Hou" from the app title?

Select with Circle instead of X

I have my PSVita set up so that I use the Circle to select, like the Japanese models do

Is there any way to swap the Circle and X buttons in VNDS?

Thank you

Compiling error: cannot find -lsamplerate

arm-vita-eabi-gcc -Wl,-q -O3 -g -Wall -Wno-pointer-sign -Wno-char-subscripts -IInclude -Llib src/main.o src/legarchive.o stolenCode/qdbmp.o src/utils.o -lGeneralGoodVita -lvorbisfile -lvorbis -logg -lsamplerate -lpthread -lScePower_stub -lvita2dcustom -lSceDisplay_stub -lSceGxm_stub -lSceSysmodule_stub -lSceCtrl_stub -lScePgf_stub -lSceCommonDialog_stub -lSceAudio_stub -lSceTouch_stub -lfreetype -lpng -ljpeg -lz -lm -lc -lluaVita -lm -lmpg123 -o Higurashi.elf
/usr/local/vitasdk/bin/../lib/gcc/arm-vita-eabi/7.3.0/../../../../arm-vita-eabi/bin/ld: cannot find -lsamplerate
collect2: error: ld returned 1 exit status
makefile.vita:57: recipe for target 'Higurashi.elf' failed
make: *** [Higurashi.elf] Error 1

I ran ld -lsamplerate --verbose and it looks fine?

attempt to open //usr/local/lib/x86_64-linux-gnu/libsamplerate.so failed
attempt to open //usr/local/lib/x86_64-linux-gnu/libsamplerate.a failed
attempt to open //lib/x86_64-linux-gnu/libsamplerate.so failed
attempt to open //lib/x86_64-linux-gnu/libsamplerate.a failed
attempt to open //usr/lib/x86_64-linux-gnu/libsamplerate.so succeeded
-lsamplerate (//usr/lib/x86_64-linux-gnu/libsamplerate.so)
libm.so.6 needed by //usr/lib/x86_64-linux-gnu/libsamplerate.so
attempt to open //usr/lib/x86_64-linux-gnu/libfakeroot/libm.so.6 failed
attempt to open //usr/lib/i386-linux-gnu/libm.so.6 failed
attempt to open //lib/i686-linux-gnu/libm.so.6 failed
attempt to open //usr/lib/i686-linux-gnu/libm.so.6 failed
attempt to open //usr/local/lib/libm.so.6 failed
found libm.so.6 at //lib/x86_64-linux-gnu/libm.so.6
libc.so.6 needed by //usr/lib/x86_64-linux-gnu/libsamplerate.so
attempt to open //usr/lib/x86_64-linux-gnu/libfakeroot/libc.so.6 failed
attempt to open //usr/lib/i386-linux-gnu/libc.so.6 failed
attempt to open //lib/i686-linux-gnu/libc.so.6 failed
attempt to open //usr/lib/i686-linux-gnu/libc.so.6 failed
attempt to open //usr/local/lib/libc.so.6 failed
attempt to open //usr/lib/x86_64-linux-gnu/libc.so.6 failed
attempt to open //usr/local/lib/x86_64-linux-gnu/libc.so.6 failed
attempt to open //usr/lib/x86_64-linux-gnu/libc.so.6 failed
attempt to open //usr/local/lib64/libc.so.6 failed
attempt to open //lib64/libc.so.6 failed
attempt to open //usr/lib64/libc.so.6 failed
attempt to open //usr/local/lib/libc.so.6 failed
attempt to open //lib/libc.so.6 failed
attempt to open //usr/lib/libc.so.6 failed
attempt to open //usr/x86_64-linux-gnu/lib64/libc.so.6 failed
attempt to open //usr/x86_64-linux-gnu/lib/libc.so.6 failed
attempt to open //usr/lib/x86_64-linux-gnu/libfakeroot/libc.so.6 failed
attempt to open //usr/lib/i386-linux-gnu/libc.so.6 failed
attempt to open //lib/i686-linux-gnu/libc.so.6 failed
attempt to open //usr/lib/i686-linux-gnu/libc.so.6 failed
attempt to open //usr/local/lib/libc.so.6 failed
found libc.so.6 at //lib/x86_64-linux-gnu/libc.so.6
ld-linux-x86-64.so.2 needed by //lib/x86_64-linux-gnu/libm.so.6
attempt to open //usr/lib/x86_64-linux-gnu/libfakeroot/ld-linux-x86-64.so.2 failed
attempt to open //lib/i386-linux-gnu/ld-linux-x86-64.so.2 failed
attempt to open //usr/lib/i386-linux-gnu/ld-linux-x86-64.so.2 failed
attempt to open //lib/i686-linux-gnu/ld-linux-x86-64.so.2 failed
attempt to open //usr/lib/i686-linux-gnu/ld-linux-x86-64.so.2 failed
attempt to open //usr/local/lib/ld-linux-x86-64.so.2 failed
found ld-linux-x86-64.so.2 at //lib/x86_64-linux-gnu/ld-linux-x86-64.so.2
ld: warning: cannot find entry symbol _start; not setting start address

Adv Mode (Textbox) - Not an Issue, More of a Curiosity

Hey, so I just finished reading The House in Fata Morgana, and as I was reading it I kept thinking about the vnds reader you developed and an improvement that would be awesome if it could be implemented. So, I'm sure you're aware that most other visual novels have a standard textbox, which shows up at the bottom of the screen, and the textbox is set to a specific size to accommodate the text in the story. The standard textbox doesn't touch the bottom of the screen, floating just a cm or less above the bottom of the screen.

So, my idea, if it can be done, would be to convert the adv mode of your vnds to a standard textbox, rather than the adjusting black box that appears at the bottom for each individual line of text. No worries if it can't be done, but I was wondering if this is an idea you would be willing to tinker around with and see if it could be done. I think this would be a great improvement to the vnds reader. Hope all is well. Take care.

CG graphics not working

Hi,
Im found a Kanon port, but I have problem. Music, characters and sound work, but backgrounds (from CG folder) dont working.

Example bgload from script:
bgload KEYLOGO.jpg 20

image

[enhancement] Click to Continue indicators.

Thanks for the windows fixes. It works well. I was looking at it and there an click indication cursors?
It would be aesthetically better if they were there. Just in case, I've attached the cursor image files for reference,

icon1
icon2

Tsumihoroboshi Inquiry

Yo leg, got bored and threw together a preset file for Tsumihoroboshi, as I finished Meakashi awhile ago. obviously with 7th-mod going balls-out on their script & gfx updates is going to make using their latest asset patches incompatible. Not to mention thier scripts are constantly changing.
So what else can be done at this point to get Tsumihoroboshi's compatibility with vita vnds up to par if even only with voices patched in? I don't mind helping out where I can, when I got the freetime, as i'd love to get this chapter mobile as well.

Ch6_Tsumihoroboshi.txt

Incorrect fade and letterbox effect

In my converted copy of Higurashi with PS3 patch occurred a problem - fade in black screen and letterbox screen with game logo ends nearly to the left edge leaving some pixels with BG. Screenshot applied.

2021-10-05-164347

Is it problem on the port's side or the game's side?

Some improvement ideas for vnds

Hi if its possible could you implent skip read/unread option and some better saving mechanics like with screenshots, its very hard to remember if you have a lot of them.

Umineko not fully displaying 960 x 540 resolution

As the title says, the PS Vita renders the backgrounds with two vertical black lines on each side of the background image. Manually setting each background resolution to 960 x 540 nor any other resolution (bigger or smaller) always yields this result. It doesn't help that the Umineko Converter doesn't support converting to PS Vita resolutions.
I noticed that other games that had 640 x 480 background resolutions were able to display them in the Vita at full screen.
Any hints as to the issue?

Minor branching path in Chapter 7

Minagoroshi has a minor choice early on, for Day 2-1. At the end you're given a choice - and the intended outcome is that, while nothing changes, there's slight variations in dialog. Intended behavior is that depending on the choice the player will either read Day 2-1a or Day 2-1b, and then move on to Day 2-2. Of course, with the current way that preset files work - it'll just read both back to back.

Not a major issue, but one worth noting.

"If variable ... jump" not working.

In Tsukihime I can't get to the "other" 3 routes that requires a flag check early in the game.

Attached is the problematic script (changed to txt for Github support). Although I'm pretty sure the flagcheck didn't work in any other script.

If I save in the middle of the script I can see that the flags are set properly/adding the "regard" value, but for some reason are not triggering the "IF" script jump.

s31.txt

Red text not appearing red in Umineko?

I've seen this is supposed to have been added in 2.9.4, but using the latest version it doesn't work. Is this a bug or is it because of the converter? Are there any solutions?

DrawFragment() Function is probably unnecessary, but here's how it works

DrawFragment(), as per Chapter 7's Opening, draws a 3D object with semi-transparent faces that use a cubemap to showcase stills from other chapters. This is a cool effect but by no means a necessary implementation. At least in Minagoroshi it appears that the game will default to a 2D image that gets across the same point if DrawFragment() is NULL'd out.

Example (small spoilers in the video) of the function in action:
https://youtu.be/xZ-3FFW-Tog?t=271

Examples from the script:

if(GetGlobalFlag("GArtStyle")==1) then
DrawSceneWithMask( "kakerabg", "maskc", 1, 0, 1300 );
DrawFragment("minacubemap", "FragmentCube", 5000);
else
DrawSceneWithMask( "Kakera1", "maskc", 1, 0, 1300 );
end

DrawSpriteFixedSize() function necessary for Chapter 7

In the latter portion of Minagoroshi, this function is used for a bunch of pngs that give a bunch of dialog from a specific character. It's important that it gets fixed/implemented. Otherwise, with the current build, it's just a big pink screen for what feels like a minute every time it's called. There's 10 of these images, all used in a similar fashion.

//fixed size version forces the sprite to a specific size, regardless of the source image size
	DrawSpriteFixedSize( 11, "Mina1", NULL, 50, -240, 0, 0, 0, 257, 480, 0, FALSE, FALSE, 0, 0, 15, 1000, TRUE );
	//DrawSprite( 1, "Mina1", NULL, 50, -240, 0, 0, 0, 0, FALSE, FALSE, 0, 0, 15, 1000, TRUE );
	Wait( 20000 );
	DisplayWindow();

Can't access quick save menu

On update 2.9.1 (and also 2.9) I can't access the quick save menu that it's said to be implemented. Tried with both START and holding the R button.

VNDS Clone - Kanon

So I've recently found the VNDS converter for Kanon, trying it on both DS's and Android's VNDS interpreter, everything seems to be working perfectly, but on Vita, calling 'bgload' right before 'setimg' doesn't seem to be able to refresh the foreground sprite, and so the picture looks like they get staked on top.

Additional to this, I've found that after some time into this "staking", the interpreter doesn't load a background or foreground picture anymore and you are left with a blackscreen while the text keeps rolling.

Here's the game link (it's 256x192 version before Vita convertion but the scripts are the same): MEGA

It happens right from the beginning as soon as sprites are loaded, in script: SEEN0070.scr

I think it may have to do with how the scripts handle variables or the labels, but any help will be greatly appreciated.

LUA_ERRSYNTAX error

I tried to install the first chapter of Higurashi (with a translation patch) on my vita, I converted the files like said, but when I try to open the game, it say "lua_L_loadfile failed with error LUA_ERRSYNTAX You seem to have converted the files correctly... Please report the bug on the thread" Then ".../StreamingAssets_Ch1_Onikakushi.txt/Scripts/onik_op.txt:49: ')' expected near ';' "

What can I do to fix this error ? Thank in advance.

Tatarigoroshi-hen (3rd chapter) no "credits"

At the end of Tatarigoroshi-hen, when the "credits" scroll, there's just a black screen on Vita with the music playing. Here's how it should roughly look (spoilers):

https://youtu.be/TekKoTPD9HI?t=1758

I am aware that's probably out of the capabilities of VNDS, but you could probably make an optional extension of the format, as you're the sole person working on it currently. :)

Inconsistent Crashes Linked to usage of SetSpeedOfMessage() in Wata_ep1 and Onik_15_02

Sorry for yet another issue ticket - but this is something that both me (reading on Vita) and my friend (reading on 3DS) have run into. I ran into it in Chapter 1 on the 15-2 script file, and seems to be linked to some sort of bug with SetSpeedOfMessage() and a similar situation in the Chapter 2 Ep-1 script file. I don't truly know if it's the function that causes the crash - but it's the one thing that they both seem to have in common. This crash is inconsistent - sometimes you'll be lucky and it won't happen, but it happens often enough to be notable. Sometimes it won't be these exact lines that cause the crashes, but 9/10 they are - the other 1/10 it crashes it'll be shortly after these lines. I really don't get it - maybe you will?

Onikakushi 15-2

//「あはははは。監督は監督さんだよ。!s200あははははははははははははははははは!sd。@
OutputLine(NULL, "「あはははは。監督は監督さんだよ。",
NULL, ""Ahahaha. The Manager is the manager.", Line_ContinueAfterTyping);
SetSpeedOfMessage( TRUE, 0, );

OutputLine(NULL, "あははははははははははははははははは。」",
NULL, " Ahahahahahahahahahahahahahahahahaha."", Line_WaitForInput);

SetSpeedOfMessage( FALSE, 0, );
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);

Watanagashi Ep-1

//「け、!w1000......けけけ...!s100けけけけけけけけけけけけけけけけけ!sd...@ 間に合った...@...間に合った...@ ...!s100くけけけけけけけけけけけけけけけけけけ!sd!!!@
OutputLine(NULL, "「け、",
NULL, ""Hee.....", Line_ContinueAfterTyping);

SetValidityOfInput( FALSE );
Wait( 1000 );
SetValidityOfInput( TRUE );

OutputLine(NULL, "……けけけ…",
NULL, " heeheehee...", Line_ContinueAfterTyping);
//!s100
SetSpeedOfMessage( TRUE, 120, );

OutputLine(NULL, "けけけけけけけけけけけけけけけけけ",
NULL, " heeheeheeheeheeheeheeheeheeheeheeheeheehee", Line_ContinueAfterTyping);
//!sd
SetSpeedOfMessage( FALSE, 0, );

FWIW I didn't run into any crashes in Chapter 3 or Chapter 4, so those seem to be fine on that end!

Any way to run on Windows?

This really isnt an issue or anything like that, and probably is a stupid question, but is there any way to build an executable for windows?

Ive been doing some work on VNDS and this seems ti be the best version of it available. I assume itll be possible through mingw and gcc but Im not sure.

Thanks in advance.

Overlapping BGM in Higurashi Answer Chapters when stock

Separate from #17, but I discovered the discrepancy during further testing. For whatever reason, the usage of the FadeOutBGM() function is flipped in ch5 onwards. In, say, Onikakushi - it would be called like FadeOutBGM( 1, 1000, TRUE ) - with the initial number denoting one of the 4 audio tracks, 0-3 - while in Meakashi onwards it is called as FadeOutBGM( 1, 0, FALSE ). This won't crash the game or anything, but instead of the intended behavior of the function, well, fading out audio - it'll leave audio tracks looping. This leads to inappropriate music for certain situations, and tracks that were meant to be cleared overshadowing other ones (such as the music for the opening credits at the end of Meakashi Day 1)

There is a workaround - if you find+replace to set the functions to be called as they would've been in Hou, everything works on Vita as it would on PC. Maybe this can also be handled during conversion? I don't know if this is an issue with the PS3 patch, but it certainly is if you don't have it installed.

Episode 1 of higurashi (but not every game) causing crashing.

Hi there,

I would just like to let you know that the latest update seems to cause a crash on trying to open the StreamingAssets file of higurashi episode 1 for example. Basically I press the file to open the game and after a few seconds the app crashes.

By reverting to version 2.9.3 solves the issue. Could it be just me? I'm new around here, created an account just for this in fact since I love the app but haven't seen anyone report this.

Issue with Never7 option variables

In Never7, ported using your latest converter, after using the weeb general VNDS converter from the retail PC version. Managed to get the entire game to work and run fairly smoothly, aside from some audio skips here and there, as I had to use the .ogg files for the script to recognize them. the legArchive file was not being read no matter how many times i compiled it.

However I got that in workable condition now, whats really irking me is this new issue I've stumbled upon. On the various multi choice response prompts in the game, Regardless of the selection made by the player, the script pointer always treats the first option on list of choices (usually just two) as true every time. Have not been able to figure out why this is occuring.

Any assistance would be much obliged Leg. =)

Any chance Meakashi can/will be fixed for non-PS3 patch players?

I'm not sure how interested you are in fixing the port to be able to run stock, but here's the first crash point for ch5 if you don't use the PS3 patch.

https://imgur.com/a/DTzjXaM

Line it crashes right after on Meakashi Day 1, plus the error it spits out. FWIW I skipped through ch6 up to Day 2-2 and ran into the same error - maybe fixing this will help the rest of the game be playable?

Not an Issue, but a Question and possible Improvement.

I was wondering if there was anyway to implement a separate feature for voice acting and sound effects? When I read visual novels like Never7 or Fate/Stay Night I really like having the sound effects on but without the voice acting. However, with the current build the sound effect is tied to the voice acting, so I was wondering if there was anyway to separate the two and create two distinct features. If not, no big deal just wanted to know if it was something you might have considered and if it was possible at all. Thanks for all the improvements and work you've done. Great work, take care. I hope to hear back from you. Take care.

Add support for other language?

Can you add Japanese and Korean fonts? I have scripts in those languages, but VNDS clone cannot display those languages.

I mainly use VN for studying language, and I prefer to read VNs in Japanese. Also I usually like Korean translation better. Korean is more simliar to Japanese so.

Add option to change default game directory

Wondering if it would be possible to let the user choose their own directory for storing vns. I use SD2VITA and make use of both uma0 and ux0 partitions, and I want to store my vns in uma0 instead of the default directory in ux0.

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