Search found 569 matches

by Dinoguy1000
Mon Feb 04, 2013 10:29 pm
Forum: Game Localization
Topic: tales of the world radiant mythology 3 - startup error
Replies: 2
Views: 2006

Re: tales of the world radiant mythology 3 - startup error

The first line transcribed is "正規のシステムソフトウェアを ? 知できませんでした。" (note the character I couldn't transcribe, marked as a red question mark), and translates to something like "The system software is unrecognized." or "Valid system software not found." However, my star language skills aren't particularly im...
by Dinoguy1000
Wed Jan 16, 2013 2:41 am
Forum: Game Localization
Topic: Viking Battle of Asgard (BIN's)
Replies: 5
Views: 3833

Re: Viking Battle of Asgard (BIN's)

It's an attachment on his post. ;)
by Dinoguy1000
Mon Jan 07, 2013 12:05 pm
Forum: Code Talk
Topic: Quick BMS Question
Replies: 4
Views: 2428

Re: Quick BMS Question

Is it even necessary to get them? Can you simply skip them?
by Dinoguy1000
Sat Jan 05, 2013 3:59 am
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1830
Views: 437085

Re: Señor Casaroja's Noesis

That's fine; if I was really that worried about seeing them supported (and serious about learning Python :erm: ), I'd try my hand at writing plugins for them myself (and I may yet, if I ever find the motivation =D ). In the meantime, as you said, if anyone else wants to try their hand at it, they're...
by Dinoguy1000
Fri Jan 04, 2013 4:34 am
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1830
Views: 437085

Re: Señor Casaroja's Noesis

MrAdults, I don't suppose you could add support for *.CAR and *.3DF files from Carnivores, Carnivores 2, and Carnivores Ice Age? I can send you example files if you need them. (If you're willing to put a bit more work into it, it'd also be nice to see what you can support of the *.MAP and *.RSC form...
by Dinoguy1000
Thu Jan 03, 2013 12:03 am
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1830
Views: 437085

Re: Señor Casaroja's Noesis

Mr.Mouse wrote:AAAAND a happy 2013 to all! :drunken:
:gulp:
by Dinoguy1000
Thu Dec 27, 2012 10:53 am
Forum: Code Talk
Topic: QuickBms Syntax Notepad++
Replies: 14
Views: 5665

Re: QuickBms Syntax Notepad++

This is awesome. I've tinkered with the custom syntax highlighting stuff in Notepad++ before, but never thought to do it for QuickBMS (or MexScript, for that matter). Great work, guys! :D
by Dinoguy1000
Mon Nov 26, 2012 1:04 am
Forum: Game Localization
Topic: Enchanted Arms Text editor?
Replies: 19
Views: 5242

Re: ¿Enchanted Arms Text editor?

I should've paid more attention to the filename. The file is an archive, so you'll have to extract the text files before you can edit them. For that, you'll need someone to reverse the format and write a QuickBMS script or similar.
by Dinoguy1000
Sun Nov 25, 2012 7:58 pm
Forum: Game Localization
Topic: Enchanted Arms Text editor?
Replies: 19
Views: 5242

Re: ¿Enchanted Arms Text editor?

Can you upload a screenshot of the beginning of the file in a hex editor?
by Dinoguy1000
Sun Nov 25, 2012 7:44 am
Forum: Game Localization
Topic: Enchanted Arms Text editor?
Replies: 19
Views: 5242

Re: ¿Enchanted Arms Text editor?

There should be an option to manually specify the encoding to use; try setting it to UTF-16.
by Dinoguy1000
Sat Nov 24, 2012 5:31 am
Forum: Game Localization
Topic: Enchanted Arms Text editor?
Replies: 19
Views: 5242

Re: ¿Enchanted Arms Text editor?

That looks like straight Unicode to me. Try opening the file in a text editor.
by Dinoguy1000
Thu Oct 11, 2012 12:21 am
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1830
Views: 437085

Re: Señor Casaroja's Noesis

Aah, you're Tsukihime on the wiki, aren't you?
by Dinoguy1000
Wed Oct 10, 2012 11:57 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 483
Views: 365474

Re: My quickBMS scripts

AlphaTwentyThree wrote:
Dinoguy1000 wrote:Of course, I'm an idiot;
Ladies and gentlemen, listen to the admin! ;)
Hardly the first time; I've been practicing digital self-deprecation since 2003. :D
by Dinoguy1000
Wed Oct 10, 2012 5:30 am
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 483
Views: 365474

Re: My quickBMS scripts

I have a feeling that there's some better way to do this (since, according to my understanding, it's basically just a ceil() function with a custom "cutoff"), but my maths isn't strong enough to pick it out (I think bit-shifting would play a role, though... does QuickBMS actually support bit-wise m...
by Dinoguy1000
Tue Oct 09, 2012 10:05 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 483
Views: 365474

Re: My quickBMS scripts

set BIAS OFF_FOLDERS math BIAS %= 0x10 if BIAS != 0 math OFF_FOLDERS /= 0x10 math OFF_FOLDERS += 1 math OFF_FOLDERS *= 0x10 endif I have a feeling that there's some better way to do this (since, according to my understanding, it's basically just a ceil() function with a custom "cutoff"), but my mat...