Search found 569 matches
- 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...
- 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. 
- 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?
- 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...
- 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...
- 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!
- 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! 
- 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.
- 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?
- 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.
- 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.
- 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?
- Wed Oct 10, 2012 11:57 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 483
- Views: 365474
Re: My quickBMS scripts
Hardly the first time; I've been practicing digital self-deprecation since 2003.AlphaTwentyThree wrote:Ladies and gentlemen, listen to the admin!Dinoguy1000 wrote:Of course, I'm an idiot;
- 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...
- 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...
