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Proger's blog
i-Tools.org - the first online tool collection!
Looking for anime/manga images? Here we have two millions of them, flexible search included! :)

Visual Novel tools

/delphi7os_small.png
Here I post some tools for working with Visual Novels' (VNs) scenarios.
I'd like to thank Shijima for providing me with hosting. I'm very thankful, really :)

If you find something that doesn't work as it should, feel free to contact me: mailme .at. smtp .dot. ru. (кстати, вы можете писать по-русски :))
Also, if you're going to translate some VN with tools from here please let me know and I will post link to your project here.

This page is opened for contributions – if you want to post your program here, just email me.

Remember that all tools are provided «as is» without any warranty.
Nevertheless, you can use both the tools and the source codes as you wish. Just remember to mention my nick and homepage somewhere if some tool has helped you :)

A VN hacking guide

Some time ago I've written a tutorial for my friend which covers quite a number of game hacking topics (even including a brief ASM language intro). If you feel like trying your teeth on this field – go right ahead :)

For those who're planning to start a translation

I can give you a space on my server with all sweeties like FTP, HTTP (web) and SVN. You can select any web engine of your choice (MediaWiki, DokuWiki, a forum or something else) and I'll copy it to your domain, give the database settings and you'll set up the engine yourself.

Yeah, this means you'll be of full control of your TL site.
If you're interested just drop me a line (my email is written above).

Important note about translating texts in files produced with these tools

Some people that were using my tools faced the following problem: the tools skipped translated texts. That could happen because of the wrong line format. Any line should have both original and translated texts. For example, for Wanko to Lily extractor, a translated line might look like:
<11FBF8> 直後、落ち着きなく辺りを見回し始めた。=Immediately after this she started to look around restlessly.
Not just: <11FBF8>Immediately after this she started to look around restlessly.
- Proger_XP aka p4s Last update (Kimi ga Aruji) was on Thursday 3rd of May 2012 (at 17:54).

In February there have been a few tools added and a few other tools fixed or updated. I suggest you check in relevant to you sections – maybe you'll find something of interest.

MD5 Tool



img/md5.png

This tool has nothing to do with VNs but it's rather useful since it computes MD5 and compares them for files passed as its parameters. I use it from «Send to» Explorer's context menu (%HOMEPATH%\SendTo).

Updated 22.02.2010: full Unicode support, a few extra checks like skipping directories and too large files (current limit is 50 MiB per one file).

Download MD5Tool with sources (826 downloads).

Encodings reconvertor

img/encreconv.png

This small program can help you reconvert text files from one encoding to another. Currently supported encodings are: You can either open a file using a button or drop a file onto the program's window.
It is also capable of autodetecting encoding used in a text file.

The tool uses ported to Delphi JWPce's reconvertion module (jwp_jisc.cpp).

Download Encodings reconvertion tool (623 downloads).

ArcTool

glyph.php?300:500:arctool_hanabira.png

This program is my attempt to create a plugin-based Delphi tool dedicated to Visual Novel translations, hacking and so on. The version I'm posting here is alpha, with bad interface, some bugs (although I wasn't reported any critical ones) and is overall not very convenient thing to use in its current state.

However, this version was not originally intended to be public and used in real world so we can forgive some limitations of it. There's a new version with totally reworked interface, which hopefully will be v1.0 but so far it's not completed so we'll have to use this one.

Actually, it can do its work.

This tool currently supports: A brief info on how to use the program: Updated 1.11.2010: FJSys/Hanabira support. Updated 5.12.2010: support for MSG archives of 9th (Hanabira!) & 10th (Amakute Otona no Torokeru Chuu) Hanabira games.

Updated 21.03.2011: better support for more recent (3rd and later) Hanabira games including support for heart symbol and somewhat better text wrapping.

Updated 17.07.2011: thanks to AXYPB feedback (as always) two glitches are fixed: successive heart symbols are extracted/inserted properly and colon in translation lines no more cuts preceding text.

Updated 21.01.2012: once again thanks to AXYPB feedback added support for 3 new Hanabira games: Lily Platinum and two German versions (I'm unsure which numbers they have).

Download ArcTool (1237 downloads).

Note: I only included plugins' sources because ArcTool is a huge project with many dependencies, even if it can't be seen from the user's side. Thus, you won't be able to compile plugins but at least you can see the logics.

OSTealer

This is a tool created to extract files from VNs' game archives, mainly music tracks. Currently supported games and formats are: Updated 23.09.2009: removed support for MGD graphics since it's not really a track :) and has much better support in msd2png tool below on this page.

Download OSTealer with sources (1639 downloads).

Bitmap Breaker

img/bitmapbreaker_sample.pngimg/patchcon_effect08.gif
img/bitmapbreaker.png

This small program splits one bitmap into many frames. Sometimes an animation is exported as a series of frames, all in one file, and you want to make an animated GIF or something but you need a series of files… this tool helps you do that.

Updated 10.02.2010: fixed a few bugs and added a feature to split images not only by X axis but by Y axis as well.

Download Bitmap Breaker with sources (500 downloads).

Ikura GDL / Crescendo

This was my first experience in hacking VN so expect some garbage here. I have tried various things from api-hooking to scenario replacer. I'm posting it here in case someone finds it useful. I don't remember what is working here and what is not though :) Note, however, that Crescendo is already localized in English and, by some occasion, even in Russian (but not Full Voice version…).

Short overview of archive's contents: Download (920 downloads). Beware though since I haven't cleaned anything so it is really «as is» ;)

These tools are bogus and obsolete …but a new version is available. See the ArcTool section.

Ikura GDL ISF scenario coder

The usual encryption algorithm for Ikura GDL's ISF scripts is bit-swapping like: Byte >> 6 | Byte << 2.
However, there are some games that additionally use another crypting algorithm, utilizing XOR and some XOR-keys-table calculations.

One of the games that use such coding is Gimai Hitomi.

This tool is able to convert ISFs between these 3 points, namely: For the help screen launch the tool without arguments.

Download ISF CoDec with sources (224 downloads).

CSX extractor/importer

Games include Wanko to Lily (ワンコとリリー), Garden, Yosuga no Sora (ヨスガノソラ)…
glyph.php?300:500:wanko1.png glyph.php?300:500:wanko2.png

If you are planning to/already translating Yosuga no Sora please contact me.
This is a set of tools to make translation of the games using Entis scriting engine, like Wanko to Lily, possible. Some games contain information about currently speaking character (like Wanko to Lily, wihch I used to make this tool). Some other games (like Garden) does not, and using the tool in normal extraction mode will cause it to crash. If this is happening, try to run it as csx <file.csx> export-no-names

It will copy the original .csx after successful extraction, which it will then use in improt process.

The engine itself is Unicode which makes translating its texts quite simple. This engine seems to be used with games that use Entis resources (eri for images, mio for sound, etc.). For example, the same tool with minor modifications (changing script function names) can be used to translate Lucky Cosplay.

eri <-> bmp convertor and other useful tools can be found on the Entis site.
Some raw CSX scripting notes are included with the CSX tool. The format is described in words here (in Russian).

Note that translation hook will probably only work with Wanko to Lily.

Updated 22.08.2009: fixed a bug with some editors in CSX.exe and made a few small modifications to the hook sources (exe & dll). You'll need to re-export game texts in order to be used with this tool.

Updated 18.02.2010: fixed a critical bug which made game crash near branches. You are highly adviced to update your version. I didn't change the exported scripts' (*.utf) format so this should be very easy.

Updated 28.04.2010: fixed a bug causing game crash in Recall mode. Made csx.exe much faster overall. Also fixed Wanko to Lily hook to correctly wrap lines.

Updated 26.06.2011: previously uploaded CSX.exe was corrupted (crushing on whatever action you'd do).

The only thing you need to do to update your state before importing scripts is this (suppose you have yosuga.csx): Download CSX tool & Wanko to Lily hook with sources (1291 downloads).
Thanks to 特工JACK for constantly pointing me to bugs.

To launch translation hook it must be placed in the same directory with wanko.exe (along with translation.dll). CSX tool can be used from any directory of course.

Also, some antiviruses can detect translation hook as a virus. No joke. It's not a virus. You can look at this or this report if you think that I'm trying to hack your PC.

ERISA Compressor

AFAIK, every game powered by the Entis engine has a special EXE resource (RC_DATA) named IDR_COTMI which contain startup information (in XML forma) for the engine, including location of archives and game's window title. This resource is compressed.

To change the game window title you need to decompress it and compress it back. Extracting a resource from and inserting it back into an EXE is not a problem – there are programs like PE Explorer which do this.

However, since the compression algorithm is itself non-standard there are no archives that can handle it.

This is exactly what this program does. It uses the most recent version of ERISA library – v1.07e (although it hasn't changed for years).

It has simple command line options. For the most part you'll just need these two commands: For more info see the program's help screen.

Download ERISA Compressor (315 downloads).

The Cotomi Decompressor

This section is left for the history record. For the real working de/compressor see ERISA Compressor.
Entis game engine is known for its own formats for pictures (ERI), archives (NOA), audio (MIO) and so on. However, it also has its own compression algorithm. I called this algorithm Cotomi, for the reasons you'll see below.

AFAIK, every game powered by the Entis engine has a special EXE resource (RC_DATA) named IDR_COTMI which contain startup information (in XML forma) for the engine, including location of archives and game's window title. This resource is compressed.

For example, this is the extracted XML of Yosuga no Sora:


In a nutshell, the compression is a hybrid of PPM and LZ methods. Much more detailed info can be found in The Cotomi compression algorithm.doc in this archive.

I attempted to reverse the original algorithm and make a de/compressor in Delphi and actually succeeded in writing a decompressor but couldn't come up with the compressor.
I felt that for it to be able to compress just a dozen of lines of code were needed to be added but I couldn't figure it out, maybe because of my lack of compression methods knowledge.

Now that there's a real de/compressor of mine written in C++ (above) this tool is only left for a history record and curious minds.

Download The Cotomi Decompressor with sources (351 downloads).

Kimi ga Aruji

By request of one of the readers of my Visual Novel hacking tutotial I have reviewed the protection of Kimi ga Aruji de Shitsuji ga Ore de (君が主で執事が俺で). Those interested in translating it or just wanting to know technical details are welcome to my blog.

MIO to WAV convertor

This tool was contributed by someone called weak sauce who sent it to me a few days before the New Year of 2010/11.

He said it's yet in alpha state but at least it worked for tracks in Yosuga no Sora.
He didn't attach the sources so only the tool is available here.

Usage: mioConv <mio_file> <output_wav>

Download MIO to WAV convertor (136 downloads).

MajiroArc v1 and v2 tools

Games include Katahane (カタハネ, v1) and Akatsuki no Goei (v2)
glyph.php?300:500:katahane1.png glyph.php?300:500:katahane2.png glyph.php?300:500:katahane3.png

There are two tools in the Internet that I'm aware of that are supposed to extract/replace scenarios from this type of archive. However, as we found out, they do not usually do that.

Updated 22.02.2010: the tool has been rewritten from scratch. Previous tools had a few bugs so it's highly recommended to use this one, especially since it's much more reliable and convenient to use.

Updated 1.07.2010: fixed a bug that caused operations on Majiro archives v1 to fail with «Stream read error». Also added ability to insert line breaks using either "|" or "\n" (similar to the way Haeleth's mjdev tools work). Line breaking is described in the end of Basic help.

Updated 19.07.2010: fixed crashing on some branches by adding more jump opcodes. Special thanks for Haeleth's open source mjdev toolkit – it saved me a great deal of time looking for the opcodes.

Updated 14.10.2010: word wrapping fix: non-Latin chars in translation lines are treated as fullwidth while Latin – half-width. Thanks to I failed jp30 from the Katahane TL project.

A few release notes: For help run the program.

If you have translation files (*.utf) that used an older version of this program make sure that you have run the jig task before using new version to regenerate the index. Or simply delete all *.jix files, the tool will tell you what to do when you attempt to import texts the next time.
Thanks go for the team translating Akatsuki no Goei here. for enduring the wait and beta-testing the new version ;)

Download new Majiro tool with sources (1833 downloads). (old tools have been downloaded 1081 times)

If you were using old Majiro tools

The exported texts format of my old tools (extension sjs) is compatible with this new tool. You only need to do one thing: convert those files from Shift JIS encoding into UTF-8. This can be done using many text editors. For example, JWPce is capable for saving a file both in Shift JIS and UTF-8 encodings.

If your text editor doesn't have this feature you can use my Encodings Reconvertor tool which can be found on this page.

Sono Hanabira ni Kuchizuke wo

aka FJSYS
glyph.php?300:500:hanabira.png glyph.php?300:500:hanabira_edited_MGD.png

Tools for manipulating MSD pack/scripts of the Sono Hanabira ni Kuchizuke wo games. Here is the finished translation of Hanabira 1;
Other Hanabira games (2nd, 3rd, 5th, 7th, etc.) are being translated by our small (yet powerful :P) team at this place.

Updated 22.09.2009: added more Hanabira versions support: Read the readme inside for more info.

Updated 23.09.2009: fixed a bug in msdcomp and added a tool to convert MGD <-> PNG. Thanks Kamyu Aaru for writing to me. Also changed msg_* tools so now they can be used to extract/update files inside any archive (not just MSD). So you can extract a graphic from MGD, use mgd2png to convert it into PNG, edit it, convert it back and insert it in MGD. (Or you can of course use them to rip the CGs :))

Download with sources (1089 downloads).

These tools are bogus and obsolete …but a new version is available. See the ArcTool section.

Sono Hanabira ni Kuchizuke wo – Linux Wine fix

This tool is contributed by another programmer. Due to a Wine bug (which its developers consider a feature) Sono Hanabiras' engine will fail to work correctly with its own archives. More info about the bug.

This tool rebuilds Sonohana archives for Wine.
It sorts archive entry name table using Wine lstrcmpiA code so that it appears sorted to Sonohana running in Wine and its binary search works again.

It can also extract FJSys archives, and will possibly add/update files in them some time.

You can contact the author at ravenexp at gmail, com. The tool's GIT repository is here.

Fixing archives for Wine:
It seems that only MGD index is affected by this Wine bug so running this will fix it:
$ wine fjfix.exe -f MGD

Extraction
Run fjfix (native Linux version works for this too) with -x flag.
Expect OGG Vorbis files in background music (BGM) and voice archives.
CG extraction from MGD archive needs additional -G flag to get PNGs, otherwise you'll get good for nothing raw MGD images.

Download Wine fix with sources (233 downloads).

There're also some little binary patches for game EXE's, such as forcing CP932 codepage on non-jap Windows and dumping text buffer contents to the file (AGTH-like). The source is hanadump.asm. You still need a decent binary editor/debugger to apply it though, see comments for the process.

Already patched EXEs are here (236 downloads).

Text files editor

glyph.php?500:300:editor.png

Sakuraume has made a very helpful program to translate files (.utf and .sjs), produced by the tools hosted on this page.

The editor doesn't need to be installed but you'll need .NET framework to use it. By the way, the tool is Unicode so it displays any language correctly.

This program unlike my tools is written in C#. Full sources included, as usual :) Sakuraume's mail is xupefei .at. foxmail .dot. com.

There is two versions in the archive, if noe of them doesn't work for you try another one.

Some of the editor features: Updated 28.03.2011: a member of anonymous legion sent me a modded version of this editor (see the mod_readme.txt file). From my quick testing it seems to work better with some problems fixed (like save confirmation upon exit whilst the file has already been saved).. Nevertheless, I put all versions of the editor I have in this archive – you'll find them under «newer» and «older» folders respectively.

Download with sources in C# (832 downloads).

Thanks Sakuraume and the unknown author for their contribution to the community!

The Touhou Project

Here is an English wiki dedicated to this series.

Touhou OST Builder

This tool will help you to extract OST from the following (official) Touhou games: Touhou 6 – The Embodiment of Scarlet Devil has its BGM in plain WAVs in the BGM folder.

In a nutshell, th*.dat are solid PCM WAVE files with a small file header in the beginning. The signature of such files is ZWAV. More technical info about this format can be found in comments in the tool's source code.

To extract tracks do the following: It will create *.wav files which I advice to compress using a lossless audio codec, such as FLAC – they will occupy 1/3 less space. I have included the current up-to-date flac.exe in this archive.

Download Touhou OST Builder with sources (306 downloads).

PatchCon Resource Extractor and Convertor

PatchCon (or PatchuCon) is an unofficial Tower Defence-like Touhou-inspired game. Original name is ぱちゅコン! ~ Defend the library!

This tool can do the following: For more info and notes launch the tool without any arguments (it'll output the help screen).

Basically, the interface is optimized to use drag and drop approach – for example, drop a *.dat file to extract it, drop a *.cnv file to convert it, etc.

For example, using this tool, updated Bitmap Breaker from this page and any GIF animator program you can create some cute animations like these =>
img/patchcon_effect08.gif img/patchcon_unit22.gif


Download UnPatchCon with sources (315 downloads).

By the way, the protection of PatchCon can be described as a XOR protection masterpiece :)

So how to use these tools?

A brief review of what (any) game scripts are and where are they stored.

In general, every game has some kind of archive where its media is stored (such as CGs, music and other stuff like scripts). It's alike to archives like RAR and ZIP but usually they're closed-source (for you that just mean that you can't open them with any known «official» archiver).

Nevertheless, there are unofficial programs which can read or modify these archives (such as CRASS or AnimED).

For our purpose (translating games) we also need to somehow extract texts from those archives but texts are stored in scripts (which tells the game when to fade in/out the screen, show a choice, even how to display the logo and CG gallery, etc.). Usually those scripts are not a plain text so you can't just extract them from an archive, open with Notepad, edit and put them back. You need some kind of a tool that will do that for you – that is, extract texts from a script into some text file, which can be edited with any text editor, and put them back when you're done translating.


So, a generic pattern of using the tools hosted here can be described as follows: Normally this should be the last step. Now you can run the game and see if everything went alright.

Delphi ShiftJIS & Unicode kit

JISDialogs and TFileStreamJ

This is a small toolkit for Delphi to work with ShiftJIS files. It includes Archive includes a demo project. Second screenshot shows Cyrillic + Japanese characters together.
img/jisdialogs_demo.png img/jisdialogs_demo_active.png

Unicode Dialogs

TOpenDialogW and TSaveDialogW are evolved versions of TOpen/SaveDialogJ. They operate on Unicode (WideStrings) only, without inner reconversion between ShiftJIS <-> Ansi.
However, they have one somewhat limited feature: probably incomplete support of «old style» components view (this is set, for example, by ofOldStyleDialog). If you need this, or other missing feature (although there shouldn't be anymore), use J versions – they behave absolutely like their standard VCL counterparts. W versions are actually different comopnents – their parent is TCommonDialog, not TOpenDialog as for J versions.

TStringsW

A useful thing to mention is probably the fact that this dialogs use lite Unicode version of TStrings to hold files list for multiselection dialogs (guess how's it named?) – TStringsW.
Its usage is almost the same as that of TStrings and probably doesn't need much words but for those of you who're interested in details, they're as follows: There's a test case in the archive; you may use it to get a better understanding of how the list works (if you'll ever need it…).

Here are some demo screensiots. By the way, they also demonstrate TLabelW, which is described below.
img/jiskit_unicodedialogs.png img/jiskit_unicodedialogs_active.png

JReconvertor

This is a small unit which provides helper functions to convert betweeen various codepages. It has shortcut functions for converting ShiftJIS <-> Unicode <-> Ansi, although they all use two universal functions that can be used to convert any codepage to Unicode and backwards.

It has several defined constants: A short overview of its functions (Wide means Unicode): JReconvertor uses WinAPI only.

img/jiskit_jreconvertor.png

Unicode VCL components

These compoenents are versions of VCL screen components but unlike them they accept and display text as Unicode strings. This makes possible to display Unicode text in programs built with Delphi 7.

This pack currently includes only TLabelW. Several other components (perhaps TEdit, TMemo, TListBox) are planned to make.

img/jiskit_tlabelw.png img/jiskit_tlabelw_active.png

How to install VCL components

To install components just choose in Delphi 7 Component ➯ Install, then select a unit with components (like JISDialogs.pas) in Unit Filename and click OK. It should then show you confirmation message saying, for example, that «JISDialogs.TOpenDialogJ and JISDialogs.TSaveDialogJ were installed».

All components from this pack are installed to JISKit tab.

Download JISKit (660 downloads).
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