Author Topic: Viper Games/SGS.DAT Tools  (Read 107926 times)

黒い灯影

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Re: Viper Games/SGS.DAT Tools
« Reply #40 on: August 07, 2009, 06:07:30 pm »
Yes, I'll try to put more effort into decoding more of the .DAT files.
This will take a monumental effort, in which when i am done, I prefer to have a monument built in my honor. A big monkey will do.

but i'll tell you that the codes the SGS engine, alot of them are based off the "offset from the beginning".
if you change the length of the file, you'll have to go through the entire DAT file and change by hand all the codes that use "offset from beginning"-offsets, (e.g. JumpToOffset[####h] ...etc).

have a look-see here, Win Scripts info

I know how to enable the Language menu to select the other languages, but it won't do anything without the text.us, etc. files Lemme rephrase this...(see end)
and i'm trying to figure out how that text.us system works.

I can enable the language thingy, once that's enabled, it searches for text.jp (if i remember correctly)
if it finds it, the game goes on, if otherwise the game quits.
the problem is the WIN scripts are the ones that calls the text from the text.jp files.
I'm trying to figure out how to call the dialogue text from those files, figure out how the codes look,
so i can inject my own codes and just have the text.us files.
« Last Edit: August 08, 2009, 12:14:09 am by 黒い灯影 »
BlackShadow

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Re: Viper Games/SGS.DAT Tools
« Reply #41 on: August 07, 2009, 09:03:13 pm »
i'm trying to figure out how that text.us system works.

Look at V16 International - it has raw text files for the text.  Maybe by setting to text.us, it looks for these text files instead of using whats in the win script.  I've always though V16 Int'l would be the easiest to decode how the text selection system operates in SGS.

黒い灯影

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Re: Viper Games/SGS.DAT Tools
« Reply #42 on: August 08, 2009, 12:21:35 am »
Yeah, that's what I thought too, but the codes with how it selects  which text to display, i'm still trying to crack, but I'll look at it again, when my new RAM sticks arrive for my computer.

My last RAM sticks got corrupted somehow, probably from a brown-out.
guess I new to buy a new power supply bar, with surge protection.
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Re: Viper Games/SGS.DAT Tools
« Reply #43 on: September 10, 2009, 04:34:08 pm »
How do I listen to the PCM-files or, more importantly, convert them into different formats?

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Re: Viper Games/SGS.DAT Tools
« Reply #44 on: September 10, 2009, 06:09:30 pm »
You can use Adobe Audition, and import it as RAW PCM....
play around with the import settings...

There is an app that allow you to convert the older Viper PCM files.
But doesn't work with the newer versions.
SGS PCM Extractor 1.1
Look at the first post.
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Re: Viper Games/SGS.DAT Tools
« Reply #45 on: September 10, 2009, 09:11:24 pm »
Sorry if you couldn't download the PCM Extractor earlier this evening.  Had a major power outage in the area lasting about an hour and a half.  Then it took me another 20-30 minutes to get the dang server to boot up properly.

You should be able to download it now.

charles

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Re: Viper Games/SGS.DAT Tools
« Reply #46 on: September 17, 2009, 12:21:12 pm »
Forgive my lack of experience, but could you explain how the PCM Extractor works and give me any hints on which of the many settings in Audition I should be playing around with?

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Re: Viper Games/SGS.DAT Tools
« Reply #47 on: September 17, 2009, 05:32:26 pm »
In Audition, you should import them as RAW PCM
older versions should be 11025 Hz, while the more recent ones should have a rate of 22050hz.
as for the other settings, i can't remember them off the top of my head
your just gonna have to figure those other settings on your own, it's not too hard.
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Re: Viper Games/SGS.DAT Tools
« Reply #48 on: January 13, 2010, 07:08:29 am »
Unfortunately, somehow I cannot get the downloads to start ... might it be possible to repair the links or to reup the files? Or is it just me?
Thanks a lot in advance, would be great!

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Re: Viper Games/SGS.DAT Tools
« Reply #49 on: January 13, 2010, 06:53:53 pm »
Server was down overnight.  The links should be working again now.

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Re: Viper Games/SGS.DAT Tools
« Reply #50 on: January 14, 2010, 07:33:37 am »
Server was down overnight.  The links should be working again now.

Thanks a ton, was able to download now!

BUT: Now I feel like a noob ... I don't manage to open the anm files in grapholic ...
the sogna plugin is where it should be, in the GUI the files are labeled "sognaanm" as they should - but when I start the slide show or try to convert all that appears is an error message
"sognaanm: FILENAME: Non supported format"
(and I also tried to set the graphic type manually - no change)

Any idea what might be going on here?
« Last Edit: January 14, 2010, 08:06:26 am by Grishnach »

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Re: Viper Games/SGS.DAT Tools
« Reply #51 on: January 14, 2010, 07:42:25 pm »
You need to open the SGS.DAT file with graphic type sognadat, not sognaanm.  Once it opens it will recognize the .ANM files inside the package as sognaanm type.  You can not strip the anm files out of SGS.DAT using my UnpackSGS program and then open those in Grapholic - it just doesn't work for some reason.

Also, Grapholic will fail on some files.  It can't handle Guynarock R's SGS.DAT file becuase there's an extraneous byte in the middle of the file that the decoder doesn't properly skip, and some large ANM files (like the maps in M1 and RSR) are too large for it to handle.

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Re: Viper Games/SGS.DAT Tools
« Reply #52 on: January 15, 2010, 05:04:42 am »
Ahh, great! Thanks a lot!
Strange that the unpacking routine should yield amn files which cannot be read properly ...

JG

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Re: Viper Games/SGS.DAT Tools
« Reply #53 on: January 15, 2010, 09:38:57 pm »
Grapholic decompresses the ANM files, UnpackSGS does not (and wasn't intended to)

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Re: Viper Games/SGS.DAT Tools
« Reply #54 on: May 15, 2010, 11:07:47 am »
Thanks a lot, I discover many new images in Viper RSR thanks to Grapholic!!!

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Text Extractor Tool not working
« Reply #55 on: November 10, 2010, 03:26:29 pm »
Hi,
i want to translate some text from Viper GTB. I used the Text Extractor Tool, but when I started Viper GTB and then the Extractor Tool, it says "FM20.dll" is missing. I'm using Windows 7 64bit Professionals in German.

Has anybody a soultion for that problem or didn't i start the tool correctly?

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Re: Viper Games/SGS.DAT Tools
« Reply #56 on: November 10, 2010, 04:54:38 pm »
Some of these tools don't work right in native Windows 7 64-bit.  You can try running them in compatibility mode (XP 32-bit might do it)

If you can be patient for another week or so, I think we'll have a brand new tool available that will completely decompile the .WIN files and therefore make it far easier to extract the text (and automatically create accurate GIF images too)

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Re: Viper Games/SGS.DAT Tools
« Reply #57 on: November 11, 2010, 12:22:39 pm »
I try to launch the tool already in Compatibity Mode with XP SP3 nothing changed. That would be awesome if you would release a new version with support for 64bit OS.

I will try to launch the tool and the game in an XP 32bit VM.

Thanks.

JG

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Re: Viper Games/SGS.DAT Tools
« Reply #58 on: December 02, 2010, 08:50:08 pm »
New Tool!  I'd update the first post in the thread with this info but the evil post size limit has returned once again.  Has to make this tool to test WIN files built with my compiler.

MakeSGS (ADDED 12/2/2010)
This serves as a replacement for RepackSGS (though RepackSGS still has a purpose in certain situations.)  Select a folder and MakeSGS will collect all the WIN, ANM, and PCM files in subdirectories and create an SGS.DAT file for you.  A few key differences though:
1. MakeSGS only works with decompressed files.
    a.  This means you can't use the output of UnpackSGS.  You'll need to use Grapholic to extract the files.  (I'm still working on my own SGS decoder, but despite having identified the assembler code to the decoding function I'm having trouble replicating the algorithm in C)
    b. This means the resulting SGS.DAT file will be bigger
2. But it's faster than RepackSGS,
3. And it creates playable SGS.DAT files!  This means you can ditch DebugSGS.exe and make your own VIPER games with blonde Akiras or your decensored Miki photoshops.
« Last Edit: December 02, 2010, 08:57:39 pm by JG00 »

applebread

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Re: Viper Games/SGS.DAT Tools
« Reply #59 on: December 07, 2010, 02:32:27 am »
New Tool!  I'd update the first post in the thread with this info but the evil post size limit has returned once again.  Has to make this tool to test WIN files built with my compiler.

MakeSGS (ADDED 12/2/2010)
This serves as a replacement for RepackSGS (though RepackSGS still has a purpose in certain situations.)  Select a folder and MakeSGS will collect all the WIN, ANM, and PCM files in subdirectories and create an SGS.DAT file for you.  A few key differences though:
1. MakeSGS only works with decompressed files.
    a.  This means you can't use the output of UnpackSGS.  You'll need to use Grapholic to extract the files.  (I'm still working on my own SGS decoder, but despite having identified the assembler code to the decoding function I'm having trouble replicating the algorithm in C)
    b. This means the resulting SGS.DAT file will be bigger
2. But it's faster than RepackSGS,
3. And it creates playable SGS.DAT files!  This means you can ditch DebugSGS.exe and make your own VIPER games with blonde Akiras or your decensored Miki photoshops.

Thank you
I tried, but show start.win not found at path.
but I took MakeSGS at viper v10 path below.

http://i160.photobucket.com/albums/t164/applebread/Snap1.png
Viper Games/SGS.DAT Tools