FANDOM


  • This thread is for discussion and release posts.

    For bug reporting, please see this thread.

    For feature requests, please see this thread.


    About:

    Elona Custom is a modification of ElonaPlus. Both ElonaPlus and Elona Custom are in active development. Expect bugs, delays, and other issues.Elona Custom should be 100% cross compatible with Elona+, meaning you will lose nothing but Custom's features and translations should you need to upgrade to a new Elona+ version without Custom.

    Though out of date, more info on Elona Custom can be found on this page.

    The latest build, for Elona+ 1.62,  can be found here: Elona Custom 1.62.2 (MEGA)

    To install Elona Custom, simply drop the files from the above link into your Elona+ 1.61 folder, overwriting as necessary. Run the game from elona.exe, not elonaplus.exe.

    If you use Windows 10, it may be required to set compatability with Windows 7 and/or run with administrative privileges.

    Always back up your save when upgrading to a new version.


    Contributing:

    If you'd like to contribute to Elona Custom and know Japanese, here's what you can do:

    In the "externalize" folder in Elona Custom releases, you will find three folders: Cards, Items, and NPCData. Inside each folder are plaintext files that can be edited to add translations for card descriptions, item descriptions, and npc flavor text.

    • Cards - simply replace the "desc_EN." line with the translations of the "desc_JP." line. Make sure to separate desc_EN. from the translation with a tab character.
    • Items - Add translations of the "item_desc#JP." lines to the "item_desc#EN." lines, making sure to separate with a tab character. Use \t for tabs and \n for newlines.
    • NPCData - Add lines following the same naming scheme as the Japanese dialogue lines but with an EN prefix (e.g. "flavor_deathEN.0"), separating the translation from the identifier by a tab character. You must also change the "numflavor" lines to reflect the new number of flavor lines for each category if you add lines.

    Simply send to me any translated files, and I will include them in future Elona Custom builds and add your name to the credit section.


    Translation Status:

    Cutscenes - 100%

    NPC Dialogue - ??% (est. 70%?)

    Item Descriptions - 76/1040 (7.3%)

    Card Descriptions - 27/863 (3.1%) [~200 on the wiki that just need to be copied]

    Flavor Text - ??/863 (est. 25%)


    Credit

    The original Elona was developed by Noa.

    Elona+, a derivation of Elona, was created by Ano.

    Elona Custom, a derivation of Elona+, is created by AnnaBannana.

    Elona Custom includes contributions from:

    With special thanks to Bloodyshade and SiamJai.

      Loading editor
    • Time for a new thread, since the old one apparently can't be posted to anymore (500 comments reached).

      This is just an update build for 1.58; some things aren't back in working order yet (the externalized data), so I'll put out a 2nd build on Friday with that and some additional translations.

      Download: Elona Custom 1.58.1 (MEGA)

      Source included in the above link.

      book.txt and talk.txt have been removed from the builds as it seems Ano has someone translating them now, so translations from me aren't needed.

      Sorry for the lateness and how little this is, but I figured being able to use Custom on 1.58.1 was better than making people wait a few more days while I got everything else squared away.

      I didn't do any testing other than to make sure it booted up, so if something major broke, please let me know.

        Loading editor
    • Thanks banana!

        Loading editor
    • Thanks a bundle!

        Loading editor
    • thanks a lot

        Loading editor
    • Download: Elona Custom 1.58.2 (MEGA)

      Source included in the above link.

      Changes:

      • Externalized data has been re-enabled.
      • The cutscene added in 1.58 has been translated.
      • Flavor text for NPCs added in 1.58 has been translated.
      • Card descriptions for NPCs added in 1.58 has been translated.
      • Item description for soup of wonderland has been translated.
      • Added Soudai53's item description translations.
        Loading editor
    • To update from one version to the next, which files should be copied to ensure that I copied all of my save info? Is the sav_charname folder in the save folder all of it, or is there more elsewhere?

        Loading editor
    • When you download the custom mod/update to a newer version all you have to do is unzip/rar it onto your current Elona folder overwriting all files when asked. It won't mess with your save file or anything so no need to worry about that. (Though you'll have to change game settings again if you overwrite the config.txt file)

      Basically there's no need to copy your save file unless you're adding every update to a new folder, in which case all you'll have to do is copy the "save" folder and maybe the "user" folder in case you have any customized things on the game (music/graphics/portraits etc).

        Loading editor
    • Yes, I've been adding every update to its own new folder. I guess I should start just overwriting it with new updates as they come along, then. Thank you for the info.

        Loading editor
    • One of Liana's lines on the cutscene that happens after you go through the stair on 25F (without killing the boss) has glitched text.

        Loading editor
    • Nothing new, but here's an update build for 1.59.

      As usual with the update builds, I haven't done extensive testing - if you run into a problem, please let me know.

      Download:Elona Custom 1.59.1 (MEGA)

      The source is included in the above link.

        Loading editor
    • anyone having problems with the party time tweak, the one that displays all the items thrown at you at the end of the quest? It doesn't show a box of the items on the ground when party time ends despite items having been thrown at me

        Loading editor
    • Yeah, that one doesn't automatically insert properly for some reason and I have to add it manually. I needed to recompile a couple of times, and forgot to do add it back in the last time.

      I'll fix it sometime this week.

        Loading editor
    • must be tough having to constantly upgrade to newer patches

        Loading editor
    • As always, thanks for your hard work Anna. You're the best <3

      I know a bit of how you feel because with every update, I have to go and update the spritesheet I made for me and my friends.

        Loading editor
    • Build for the new update!

      Please extend your thanks to Wiki user名無しくん. Without him/her, this update would have been several days later at the very least.

      Download: Elona Custom 1.60.1 (MEGA)

      The source is, as always, included in the above link.

      Changes:

      • The party time tweak should be working again.
      • My spell tracking has been removed, though I may re-enable it since it works in the spell screen instead of the new spell section of the character screen. Please be aware that there are still some remnants of this code (such as "allow spell tracking" still being an option in the tweak menu)
      • A few lines that weren't functioning right in 1.59 should be fixed now.

      As usual with update builds, I haven't done extensive testing, so please let me know if anything is broken.

      I will be going on vacation starting this Thursday for roughly 50 days. I will be busy for the largest portion of this, but the first and last weeks of my vacation I'm going to try to do some serious work on translations and fixing up some lingering bugs. Please be patient until then.

        Loading editor
    • So faaaaast~

      Thank you all.

      EDIT:
      2016-07-19 01 37 40-

      This when I try to eXamine a kiseru.

      There're only entries up to 1040 in externalize\items folders.
        Loading editor
    • Got a couple new and old people interested in the game thanks to these custom updates, in other sites.

        Loading editor
    • TankAirTuna wrote:
      So faaaaast~

      Thank you all.

      EDIT:
      2016-07-19 01 37 40-

      This when I try to eXamine a kiseru.

      There're only entries up to 1040 in externalize\items folders.


      Ahh! I didn't export the new items in 1.59 either, but I thought I added a check so that it wouldn't try to read a file for anything past 1040. I must have messed up somewhere. I'll release a new pack tonight (for me, which is around the same time I put up 1.60.1) to add those in.

      Edit: Yep, I added the check manually after running my replacement script last time, so the restrictions weren't in my spreadsheet with the list of replacements. Really sorry about this.

        Loading editor
    • I've just realized that I don't have the export code for NPC flavor text on this PC, so that part will have to wait until the morning. In the meantime, here (MEGA) are the files for card descriptions and item descriptions. I'll put up a completely new full build tomorrow that includes everything.

        Loading editor
    • The 1.60 links have been updated to point to a new archive, which should contain all the new NPC/Item/Card files.

      It can also be found here.

        Loading editor
    • Thank you for for your hard work on yet another release!

        Loading editor
    • 名無しくん
      名無しくん removed this reply because:
      Suggestions moved to http://elona.wikia.com/wiki/Thread:22911
      14:31, July 28, 2016
      This reply has been removed
    • How about an actual number for monster health? That tiny bar means nothing.

        Loading editor
    • New release.

      Download: Elona Custom 1.60.1c (MEGA)

      Source in the above link.

      Changes:

      • New flavor text translations
      • New card description translations
      • New cutscene translation (including translating an accidentally skipped line in one of the previously translated cutscenes)

      The executable has NOT been rebuilt - only scene2.hsp and files in the /externalize/ folder have been changed, but everything is included in the archive.

      I've made two new threads for Elona Custom. A bug report thread, found here , and a feature request thread, found here . Please keep bug reports and feature requests to those threads, and leave this thread open for discussion or release posts.

        Loading editor
    • Hi Anna, big fan of your work! And I have (probably a dumb) question, is the /externalize/ folder a necessity to playing the game in english? I've noticed that older versions of elona+ do not have this folder, newer ones do, is this new folder how the game now looks for the translated text or are all these text files just for making things easier to work with as a translator?

        Loading editor
    • They're required for new versions of Custom.

      It's a mixture of ease of editing, modding possibilities should someone wish to do so, and opens the possibility that others may help with the translations.

        Loading editor
    • Okay! So without them the game is basically not up to date in the latest english translations then, gotcha.

        Loading editor
    • Hey Anna,

      Thank you for your work! I also wanted to make sure that in your instructions stating that running the game from the Elona.exe instead of the ElonaC.exe for 1.60fix (and other versions) is the correct way of using Elona Custom (because in older versions, we used ElonaCustom.exe)?

      Also, does starting Elona Custom using Elona.exe prevent players from using the additionals features you introduced such as skipping timers for Farm Time! Quests and other nifty short cuts?

        Loading editor
    • Sorry, I'm on vacation, so my responses will be slow foe a while.

      Ano had been renaming his executable to elonaplus.exe prior to 1.60. I'm not sure why, but in 1.60 he naned it Elona.exe again. So for 1.60, you need to run ElonaC.exe.

      And yes, if you run the normal version of Elona, nothing that I've done will have any effect.

        Loading editor
    • Hi Anna, when I run the elona.exe 1.60f works fine, but when I run the elonaC.exe for 1.60.1c it crashes when I try to load a character. Even when I make a new character it crashes as soon as I try to get in game.

        Loading editor
    • Just to edit what I said above. It seems that the Custom works when I'm not in a map. When I moved myself to the overworld it seemed to be fine. But it breaks when I try to enter a map on the elona custom 1.60.1c

        Loading editor
    • Please delete above, It was compatibility mode.

        Loading editor
    • Here is an update build for 1.61.1. No other changes. As usual, I didn't do thurough testing, so plea

      Download: Elona Custom 1.61.1 (MEGA)

      Source included in the above link.

      Please thank 名無しくん for his help in updating.

        Loading editor
    • So, I somehow ended up with an ElonaC.exe (ElonaC, not ElonaChat) in my folder recently and used that, assuming it to be from AnnaBannanas Custom modification. Using it displays a Version Number of 1.60.1. But I noticed it wasn't packaged with Elona custom 1.61.1, so I used the regular Elona.exe again and now I get failed attempts to update my Save.

      Now, I don't want to go without updates in the future, but I wouldn't be all too happy if I had to restart.

      Any way to fix this?

        Loading editor
    • Scrolled up after writing this, feel incredibly silly now.

        Loading editor
    • Since I play Elona for the plot, making me a horrible excuse for a human being, this singlehandedly dragged me back into it. I regret nothing.

      Wanted to know if I could contribute - I feel confident enough to try to localise some item descriptions, but I certainly wouldn't mind trying. Can I just go through blocs and put, say, 100 descriptions into a zip, slap it onto mega? Or would that be more a hassle then a help..?

      Anyway, thanks kindly for your hard work. Makes the game much more enjoyable for me.

        Loading editor
    • Sorry for the late response.

      Absolutely! If you feel your Japanese is up to the task, you can just grab the latest Custom release and start working on any of the untranslated files as your heart desires. You can distribute your work independently, or if you give me permission to use your translations, I can merge them in to the files included in Custom.

        Loading editor
    • No worries!

      I have to look up a lot, and so my pace won't be sterling, but I'm also fairly confident in what I've done so far. I figured I'd upload the first set of ten (200-210) and if it looks good to you, I'll keep going down the line. Here's what my work looks like currently. If there's a cheat-sheet for what's been done for the various books/references on items, (Equipment You Could Use Tomorrow, etc) that'd be great to have; I don't want to localise something you or Soudai or whomever has already done!

      Anyway, don't be afraid to tell me if  my work isn't up to muster, but if it is, I'll be glad to contribute!

        Loading editor
    • Hello everyone.

      Since progress has been slow (or basically, non-existant) I just wanted to explain myself. As of last night, I am now engaged.

      I've known that it was coming for a while now, and a lot of my spare time lately has been spent on my relationship. Combined with the myriad of other things going on in my life, I just haven't had a ton of time to devote to working on translations or features for Elona.

      That being said, development isn't stopping. I'll still be updating Custom for new versions (especially since 名無しくん is doing the heavy lifting for that now), and there are a few new features already mid development that I will add soon(tm). I will, of course, keep working on the cutscenes, but I hope that the community will come together to work on some of the translations that can be done outside the executable now (items, cards, npc flavor text).

      Thank you guys for being an awesome community.

        Loading editor
    • Grats on the engagement. Thanks for keeping us updated on the state of things. I'm not sure I can/want to play Elona+ without custom anymore, it's nice to see it will keep living.

        Loading editor
    • I thought on starting it was gonna be bad news, but it turned out great!

      It's good to hear that Custom'll be compatched and worked on even still, but for sure focus on your stuff first and foremost. We'll probably pester Nanashi a lot in your semi-absence, but most importantly... Congratulations!

        Loading editor
    • I was getting a little worried about if something has happened to Anna over these past few weeks but I am glad that a) she is still all good b) she still is motivated to work on the game translations and c) she has used the rod of domination and engagement ring on some lucky guy and gained a party member... Congratulations Anna! I'll send a prayer to Ehekatl for success in your new relationship.

        Loading editor
    • Here is an update build (update only) for 1.62.1. Going to try to add in a few things next Friday.

      Download:Elona Custom 1.62.1 (MEGA)

      Source included in the above link.

      Oh, there is actually one new thing. If you have wizard mode active, typing "spawn <x>" in the debug console, where X is a mob ID, should cause that enemy to spawn next to you. Since it doesn't cause a screen update though, you'll have to use up a turn to see it.

      For instance, if you want to make Zeome appear, type "spawn 2".

      The bestiary page will probably be very useful if you want to use this for testing or some other purpose.

        Loading editor
    • Thank you, Anna!

        Loading editor
    • Anna, when I installed Custom, I didn't get an elona.exe. In fact, the only shortcut with the mug icon is called 'hsptmp'. The shortcut titled elona is a .dll. I have no doubt that you aren't trying to infect my system or anything, rest assured. I'm just wondering which one is the correct one to run? Also if the entire installation was okay or if I missed something. 

        Loading editor
    • The hsptmp.exe works fine for me, just brings up the usual ElonaC screen. I didn't find a elona.dll though. Thanks, Anna.

        Loading editor
    • Thank you <3

        Loading editor
    • 178.199.216.141 wrote:
      Anna, when I installed Custom, I didn't get an elona.exe. In fact, the only shortcut with the mug icon is called 'hsptmp'. The shortcut titled elona is a .dll. I have no doubt that you aren't trying to infect my system or anything, rest assured. I'm just wondering which one is the correct one to run? Also if the entire installation was okay or if I missed something. 

      Sorry about that. hsptmp is the default name of the executable that the HSP compiler spits out. I was in a rush to upload the build before I left work and completely forgot to rename the executable and change the icon. So yeah, for 1.62.1, you'll just need to run hsptmp. My apologies.

        Loading editor
    • AnnaBannana wrote:
      178.199.216.141 wrote:
      Anna, when I installed Custom, I didn't get an elona.exe. In fact, the only shortcut with the mug icon is called 'hsptmp'. The shortcut titled elona is a .dll. I have no doubt that you aren't trying to infect my system or anything, rest assured. I'm just wondering which one is the correct one to run? Also if the entire installation was okay or if I missed something. 
      Sorry about that. hsptmp is the default name of the executable that the HSP compiler spits out. I was in a rush to upload the build before I left work and completely forgot to rename the executable and change the icon. So yeah, for 1.62.1, you'll just need to run hsptmp. My apologies.


      Oh it's no issue. Is it alright if I rename it elona or will it break some path or something? 

        Loading editor
    • You can rename it with absolutely no problems.

        Loading editor
    • New release.

      Download: Elona Custom 1.62.2 (MEGA)

      Source included in the above link.

      Changes:

      • The cutscenes from 1.61 and 1.62 have been translated.
      • The export character information is now completely translated.
      • Shops will now display their time until next restock.
      • The "Let's talk about tactics" option for pets has been replaced with an option that just says "Other". Custom AI is now accessed by selecting this option and then selecting "Customize AI". This new menu also includes another option simply titled (for now) "Other Settings"
      • An option allowing pets to search their inventory for food when they get hungry and aren't currently targeting an enemy has been added to the "Other Settings" menu.
      • A new gameplay tweak enforcing permadeath for pets when playing in Inferno mode has been added. Pet deaths in the arena will not result in permadeath, but death in any other area will. Pets will drop all items upon death.

      Fixes:

      • Fixed a few typos.
      • Fixed the missing 1057.txt file in externalize/items.


      While I've tested the changes, I haven't done so extensively (I haven't had enough time to seriously play Elona since ~1.58). Please report any bugs you happen to find.

        Loading editor
    • The window title still says "1.62.1"

        Loading editor
    • For some reason, summoning (in November) and talking to Itzpalt in when I had enough favor for the Magic Canceler resulted in the "unstranslated dialogue" message despite it being translated in the original Elona+; he also refused to give me the Magic Canceler until I wished for him instead of summoning him via event, and even then, the Canceled appeared at my feet without talking to him.

      While I didn't check with a nine god sign, I'm pretty sure I had around 4100 favor when I tried to summon him in November.

      Is this a bug or did something change in the new versions? (FYI, I'm playing Custom ver. 1.61).

        Loading editor
    • does the "pets drop all items on death" part include their card + figurine? asking for a friend

        Loading editor
    • Piroco wrote:
      For some reason, summoning (in November) and talking to Itzpalt in when I had enough favor for the Magic Canceler resulted in the "unstranslated dialogue" message despite it being translated in the original Elona+; he also refused to give me the Magic Canceler until I wished for him instead of summoning him via event, and even then, the Canceled appeared at my feet without talking to him.

      While I didn't check with a nine god sign, I'm pretty sure I had around 4100 favor when I tried to summon him in November.

      Is this a bug or did something change in the new versions? (FYI, I'm playing Custom ver. 1.61).

      In the source for 1.62 at least, Itzpalt's dialogue isn't translated. But the only requirements I see are 4000+ favor, worshipping Itzpalt, and not having received it already. My best guess is that you didn't have quite as much favor as you thought.

      @Astraltor: It's only items they are carrying, no cards / figures.

        Loading editor
    • Here is a flavor text release. No new executable; just text files to drop in.

      Download: Flavor Pack 1  (MEGA)

      This pack contains:

      • Flavor text for 18 NPCs
      • Item descriptions for 25 items
      • Card descriptions for 29 cards


      These will of course be distributed with the next version release also; this is only if you want these in your game right at this moment.

        Loading editor
    • Hi everyone.

      Sorry to bring the bad news, but it looks like I won't release a version for 1.63 until December. I'm leaving today to go to Ethiopia and will be gone through December 1. I was hoping to get the 1.63 build up before today, but I ended up being sick from last Thursday and haven't felt like doing anything at all to be honest.

      Sorry for the delay. Hope everyone is doing well. Have a happy Thanksgiving to those of you in the US.

        Loading editor
    • I'll be happy in the US all right.

        Loading editor
    • Ah, it's alright, it isn't worth the risk of getting sicker from pushing yourself if you already feel bad. Wish you a safe travel and a good time at Ethiopia :D

        Loading editor
    • The work you're doing here is absolutely amazing. I have a small request: Is it possible to fix the Wish spell, so that the chance of success doesn't go down when you level the spell up? 

      Even an eventual 10% chance of success would be much better than trying it a hundred times and being stuck at 1%

        Loading editor
    • ^ Hey guy up there.

      With Anna's work in Custom, she's only making these QOL changes and other tweaks that won't affect your gameplay should she be unable to continue Custom updates and you have to go back to regular E+. 

      So, sorry but that won't be happening. But it might one day if E+ stops though! Then Anna might start her own.. uh, independent updates and stuff for Custom. 

        Loading editor
    • For the wish spell: at 1313 or more casting, the success rate should go up with level. Getting casting there is another thing.

        Loading editor
    • A little question, can I safely update to Elona+ 1.64 while I still have Elona Custom 1.62.2?

      Even with AnnaBanana's QOL changes being removed, can I still update it?

      Patiently waiting for 1.64.1, though.

        Loading editor
    • SwiftSLawliet wrote:
      A little question, can I safely update to Elona+ 1.64 while I still have Elona Custom 1.62.2?

      Even with AnnaBanana's QOL changes being removed, can I still update it?

      Patiently waiting for 1.64.1, though.

      No, but you can make a backup of your save and try anyway

        Loading editor
    • I took a little break from Elona, so I missed 1.62. Can anyone upload it? The official downloads alway seem to delete old versions as new ones come out..

        Loading editor
    • Seconding the request for a clean 1.62 download. I found one elsewhere but it's missing the user folder, causing it to crash on startup. Adding a user folder from a different version installation causes it to crash at the end of the opening cutscene.

        Loading editor
    • Since I still had it around, for those looking for it, you can find E+ 1.62 here.

      (Yes, it is a clean, unmodified version downloaded from the official links back when they were available)

        Loading editor
    • Thanks BloodyShade, I forgot you archive the preceding downloads. Cheers!

        Loading editor
    • Thank you so much, Bloodyshade!

        Loading editor
    • Anna, can you put download links in the original post please?

        Loading editor
    • Any word on what's the status? This is such a massive QoL upgrade that it'd be a waste for it to end, especially for someone that likes to know what the NPCs are saying like me.

        Loading editor
    • Same, I would like some update on the status of this patch (hiatus/working on it)..

        Loading editor
    • I'd like to know as well. Been kind of worried since Anna hasn't said anything since her trip, that I know of. I guess the best thing to do for now is just sit tight and wait.

        Loading editor
    • Same here, she said she wanted to get an upgrade done in December, it's February now, and she hasn't said anything at all, I'm getting worried.

        Loading editor
    • Did something happend to Anna? I hope she can update us on the status even if she decides to stop the update on this mod.

        Loading editor
    • Is there a way to get the Elona Custom 1.62 to work with 1.64? I get 'invalid version'. Does anyone know why Elona Custom needs a release for each version? Is there a file I can edit? 

        Loading editor
    • Since I've recently gotten back into playing Elona once again, I'd love to contribute to translations, but I'm not sure I'd want to put in the time if the author of this has been MIA for a few months now. If the situation changes (author returns or new author takes over), please fire an email to me (websnake.projectuber {at} gmail,com). My JP isn't amazing but I hope it'll be enough to help out.

        Loading editor
    • If Anna doesn't return, ideally someone else should maintain Custom. If not to implement new features, at least to keep it compatible with base E+.

        Loading editor
    • 187.37.105.82 wrote:
      If Anna doesn't return, ideally someone else should maintain Custom. If not to implement new features, at least to keep it compatible with base E+.


      Agreed. Is anyone able to get in contact with her, if only to ascertain whether or not she'll continue with the project?

        Loading editor
    • I pray dearly to the Random Number Goddess that Anna wasn't killed over in Africa by Somalian Pirates or something. It could also be that she is devoting all of her attention to her wedding or something as well.

      Please Anna, Noa has abandoned us before and it would be heartbreaking to see you leave us as well. Please come back...

        Loading editor
    • 14.203.50.170 wrote:
      I pray dearly to the Random Number Goddess that Anna wasn't killed over in Africa by Somalian Pirates or something. It could also be that she is devoting all of her attention to her wedding or something as well.

      Please Anna, Noa has abandoned us before and it would be heartbreaking to see you leave us as well. Please come back...


      Noa did leave a message and temporarily released the source code, so I wouldn't necessarily call that an abandonment. I'd like to think that Anna would be a decent enough person to do something similar if she decided to cease updating this mod. I'm more concerned that something bad happened that is preventing her from coming online (or potentially worse).

        Loading editor
    • I really hope she's fine, I'd expected at least a hiatus announcement by now, but I know wedding planning can get absurdly hectic, so there's a decent chance it's that.


      And this way, if she does come back, we can at least have made the job a bit easier for her, there'd be less for her to update if we keep it up to date.

        Loading editor
    • I encourage you and all the other users to provide updates that the named users have missed.

        Loading editor
    • since anna hasnt updated it in a while does anyone know if it works for the newest elonaplus version normally? i guess it shouldnt be a problem since it doesnt change much

        Loading editor
    • It wouldn't, since she had to update to each new version when they came out.

      In theory we could update them ourselves (and that's what we're discussing at this point) but I don't know if anyone else here knows the coding language/what would need to be updated.

        Loading editor
    • I don't know HSP, but I was going to see if I could get away with just migrating Annas old code to the newer versions. As a test, I managed to succesfully decompile both 1.62, and 1.62 custom, however when I tried to decompile 1.65 it failed. I managed to find a newer decompiler (hspdecom 110) and while it got farther than hspdeco it still failed to create the start.ax output file. 

      経過(ms):処理内容

      00000000:elonaplus.exeを読み込み

      00000000:DPMヘッダーの開始位置を検索中...

      00000016:start.axの復号中...

      00000047:ヘッダー解析中...

      00000047:プリプロセッサ解析中...

      00000062:字句解析中...

      00001529:構文解析中...

      00019890:出力ファイル作成中...

      00020374:ヘッダー解析中...

      00020374:プリプロセッサ解析中...

      00020405:字句解析中...

      00021809:構文解析中...

      00040498:出力ファイル作成中...

      00040919:HspDecoderException:復号器の異常

      Does anyone have any ideas? I figured that maybe the dictionary.csv was out of date, but 3.5b4 (which is what I have) is the newest that I can find. And obviously I'm running the program in the Japanese local as an admin, so that shouldn't be the problem.

      We might be out of luck unless Anna returns. 

        Loading editor
    • Well, I decided to decompile 1.64 instead and I noticed that Anna must've used an older decompiler for her hack because all the variable names in custom 1.62 have been replaced with a generic equivilent. This will make merging extremely difficult.

      I'm going to attempt merging the code into 1.64 tonight, but the odds of success are extremely low, so don't get excited.

      Really not looking forward to having to manually replace 1300+ variable names. At least once that's done things should be a lot simpler.

        Loading editor
    • Lulpin the hero we needed.

        Loading editor
    • Lulpin wrote: Well, I decided to decompile 1.64 instead and I noticed that Anna must've used an older decompiler for her hack because all the variable names in custom 1.62 have been replaced with a generic equivilent. This will make merging extremely difficult.

      I'm going to attempt merging the code into 1.64 tonight, but the odds of success are extremely low, so don't get excited.

      Really not looking forward to having to manually replace 1300+ variable names. At least once that's done things should be a lot simpler.

      This isn't at all related to the version of the decompiler, it will almost always change from version to version just because of the code changes. Anna had to replace all of those as well, she had a spreadsheet and she created some tools that would take the data and mostly automatically convert the code to make it compatible with the newer versions. She still had to update the spreadsheet with each new version though, and update what old variables are now the new variables and such. Her tool was somewhat complex, being able to replace entire sections of code for example.

      I don't have access to the tools, she didn't really reply my messages either, so I'm not sure she is available for now, last I talked to her was around October last year and she seemed fine, although busy.

        Loading editor
    • Bloodyshade wrote:

      Lulpin wrote: Well, I decided to decompile 1.64 instead and I noticed that Anna must've used an older decompiler for her hack because all the variable names in custom 1.62 have been replaced with a generic equivilent. This will make merging extremely difficult.

      I'm going to attempt merging the code into 1.64 tonight, but the odds of success are extremely low, so don't get excited.

      Really not looking forward to having to manually replace 1300+ variable names. At least once that's done things should be a lot simpler.

      This isn't at all related to the version of the decompiler, it will almost always change from version to version just because of the code changes. Anna had to replace all of those as well, she had a spreadsheet and she created some tools that would take the data and mostly automatically convert the code to make it compatible with the newer versions. She still had to update the spreadsheet with each new version though, and update what old variables are now the new variables and such. Her tool was somewhat complex, being able to replace entire sections of code for example.

      I don't have access to the tools, she didn't really reply my messages either, so I'm not sure she is available for now, last I talked to her was around October last year and she seemed fine, although busy.


      Sorry, I don't think I was being clear since I don't know the terminology. Basically, this is what I'm talking about:

      http://i.imgur.com/cj02Nrj.jpg

      On the left, is elona+ 1.62 decompiled with hspdeco100, on the right is 1.62 decompiled with hspdecom110.

      hspdeco replaces all the variable names with generic var_### strings - whereas hspdecom110 keeps their proper names. 

      Since Anna's version has the var_### strings instead of the named one's, that just means she used an older decompiler, and worked around it. Right now I'm attempting to convert all of the var_### strings in her version to the proper named ones so in the future porting the code will be far simpler (as the var_###'s wouldn't change every version), and I won't need any additional programs/spreadsheets for it. And if Anna ever returns, she would be more than welcome to use it too. 

      Currently I've converted around 27,844 of the 66,436 lines that need adjusting, and in another 8 hours or so it should be done. After that, I'll be able to isolate Anna's changes, and then work on porting them to 1.64 (since I still can't decompile 1.65).

        Loading editor
    • Oh I see, that makes much more sense now.

      I wasn't aware hsp saved metadata like variable names in the executable itself (maybe inside the ax file), that is pretty good news for re.

      I'm seeing if I can do something to get 1.65 to decompile, can't promise anything but..

      EDIT: Well, here it is, 1.65 hsp file elona.7z

      I included both the deco 100 and 110 files for you to compare, in some cases the old one seems better, but both of them seem to break a little bit (like not properly importing the dlls, seems like it failed to recognize the dll names for 1.65).

      If you compare it to the older versions though, you will be able to fix those cases.

        Loading editor
    • Bloodyshade wrote:
      Oh I see, that makes much more sense now.

      I wasn't aware hsp saved metadata like variable names in the executable itself (maybe inside the ax file), that is pretty good news for re.

      I'm seeing if I can do something to get 1.65 to decompile, can't promise anything but..

      EDIT: Well, here it is, 1.65 hsp file elona.7z

      I included both the deco 100 and 110 files for you to compare, in some cases the old one seems better, but both of them seem to break a little bit (like not properly importing the dlls, seems like it failed to recognize the dll names for 1.65).

      If you compare it to the older versions though, you will be able to fix those cases.


      Nice! How did you manage to get 1.65 to decompile?

      But yeah, although HSP saves the variable names- the labels and PRMs are unfortunately still numbered. This could cause some problems if I can't figure out how to work around it. 

      Worst case scenario, I could just port the translations over while ignoring the gameplay changes.

        Loading editor
    • First I wrote a small python program to extract the embed files in the exe, since the scene files are just plain text there too, I thought start.ax would work fine if I extracted it and used the decompiler on it directly.

      However after doing so, the decompiler wouldn't recognize the file format, that's when it struck me that something wasn't right, so I went on to read a bit on start.ax.

      I found out it could be obfuscated/encrypted, and the hsp VM itself unpacks it in memory, so I just searched for HSP3 (the magic string for the .ax header) on E+1.65's memory and dumped the data from there, it basically allocated 1 memory segment for it, so it was pretty straight forward (didn't have to dump several and append them all, for example, had to do that before with other stuff).

      Putting that through the decompiler made it work pretty well.

      The fact it is being retarded about the dlls is possibly linked to the fact that I made it decompile the ax file outside of the exe, it probably resolves the dll imports/etc dynamically when it parses the exe file directly.

      Edit: Also, I'm not sure this is released in the wild, but given the circumstances, this is the spreadsheet Anna uses to update, though I think she uses other things too, which are basically unknown to me, never cared to ask, maybe I should have, but.. here it is.

        Loading editor
    • This back and forth conversation between tech wizards is so beautiful.

        Loading editor
    • It's good to hear that some more progress is being made. I'm definitely interested in assisting translation work, though I think some sort of google doc or something that makes it easy to keep track of progress on translations would be a good idea.

        Loading editor
    • My Japanese is pretty rusty, but if we're going to start opening translation to the community as a whole, I'd support it and be willing to help out.

        Loading editor
    • After thinking a bit further on it, I'm wondering if I shouldn't make something like a GitHub, so it's easier to compile translation work while still keeping it community-centric. Please let me know if you have any better ideas or methods regarding this.

        Loading editor
    • A github makes sense as a community hub, I'd suggest we go with that.

        Loading editor
    • Bloodyshade wrote:
      First I wrote a small python program to extract the embed files in the exe, since the scene files are just plain text there too, I thought start.ax would work fine if I extracted it and used the decompiler on it directly.

      However after doing so, the decompiler wouldn't recognize the file format, that's when it struck me that something wasn't right, so I went on to read a bit on start.ax.

      I found out it could be obfuscated/encrypted, and the hsp VM itself unpacks it in memory, so I just searched for HSP3 (the magic string for the .ax header) on E+1.65's memory and dumped the data from there, it basically allocated 1 memory segment for it, so it was pretty straight forward (didn't have to dump several and append them all, for example, had to do that before with other stuff).

      Putting that through the decompiler made it work pretty well.

      The fact it is being retarded about the dlls is possibly linked to the fact that I made it decompile the ax file outside of the exe, it probably resolves the dll imports/etc dynamically when it parses the exe file directly.

      Edit: Also, I'm not sure this is released in the wild, but given the circumstances, this is the spreadsheet Anna uses to update, though I think she uses other things too, which are basically unknown to me, never cared to ask, maybe I should have, but.. here it is.


      Jeeze, that sounds pretty complicated. Thanks for the spreadsheet, hopefully I can get some use out of it.

      On the subject of github, I'd hold off on all of that until I get a working build up and running. I finished converting the vars, but there's still a ton of work to do, and to be honest it's getting a bit intimidating since I'm hardly a pro at this. I'm not really sure how I should handle the label/prm problem either.

      There's no guarantee that I'll be able to get it working, and I may have to give what I've done to someone that knows what they're doing.

        Loading editor
    • Man, I really think I've bitten off more than I can chew here. I've taken a look at 1.65 and it all just seems way beyond my ability. If all the dialogue strings were in one location in the code, I might have been able to just do a merging, but the dialogue is spread out across over 447,000 lines of code, in random chunks.

      Someone that actually knows what they're doing is going to have to do this. I'm uploading what I've done so far in the hopes that it will make the job easier. The two files contain the var_ renaming. The "annavar" one replaces the new variables that Anna added with annavar_### to avoid any conflicts.

      https://www.sendspace.com/file/dw1rc5

      Hopefully the 14 hours I spent renaming those vars_ wasn't for nothing.

      Sorry for getting everone's hopes up.

        Loading editor
    • Well, can't promise anything, but I got a couple days off and after unpacking it I wanted to give it a try myself, however I'm doing it all manually for now, and using the newer version of the decompiler in order to keep the var names.

      I haven't checked out your file, but it probably is being done in a very different way, and yes Anna's program basically was a search and replace one, it would scan the hsp file for certain parts of code and known variable names (a diff of the last and previous hsp file to spot the variable name differences) and replace with the new ones.

      Let's see if I can finish this, though I'm only at like 16% of the hsp file and I've been doing this for many hours too.

        Loading editor
    • We probably should centralize our efforts somewhere concrete to avoid work getting lost / done twice.

        Loading editor
    • We probably should centralize our efforts somewhere concrete to avoid work getting lost / done twice.

        Loading editor
    • We probably should centralize our efforts somewhere concrete to avoid work getting lost / done twice.

        Loading editor
    • So, first off, I have NOT tested this extensively, I did spend days porting this over though, and going through a few source files multiple times, so it should at least be playable.

      This is mostly a straight up port from custom 1.62.2, although I did take the liberty to fix a few spellings, remove extra spacings, and fixing a few innocent mistakes Anna made (like leaving some translated things checking for Japanese instead of English, hence it never being able to show in English).

      Other than that, I changed some variables around so the latest cards/items would be exported to the external datafiles.

      I also manually exported npcs 880-901 since there is no export function on the source for those (would be a bit more complicated to do that from what I saw).

      If I missed something, please let me know, also if you encounter problems you weren't seeing in 1.65 vanilla, and I'll try to get them resolved, though I'm still pretty much a newbie when it comes to hsp.

      Link for the download here

      As requested, MEGA link here

      As usual, ALWAYS back up your save files!!!

        Loading editor
    • Your efforts are definitely appreciated, but can we get a mega link instead?

        Loading editor
    • Hi Bloodyshade, is there any chance you could somehow preserve your work through like a Github or something in case something unfortunate happens? Thanks!

        Loading editor
    • This wouldn't work well with github due to the sheer size of the source file, it is more than 10MBs in size, however I do have it on mega now as well, the source is included there. I can certainly find more backups solutions as well, so I'm not really worried.

        Loading editor
    • That works! Much obliged. Thanks for your hard work.

        Loading editor
    • Oh, before I forget, does your release incorporate 'Flavor Update 1' that was not included in the OP?

        Loading editor
    • Hmm, it does for the npcdata, but not for the items/cards since I re-generated all of those. You can still find that in my site (in the 1.62 folder) if it is no longer available elsewhere though, so there's that.

        Loading editor
    • Why not use dropbox?

        Loading editor
    • MEGA is the safest place to put it imo

        Loading editor
    • Nicely done! I'm glad someone managed to pull this off after my failure. 

      I'm kind of curious though - how difficult would it be to externalise most of the dialogue/menu strings? I did see several externalise references throughout anna's code, and at a glance it seems fairly straightforward. I'm wondering if it would be easier to update the versions if all we had to do was port over the externalise code for each release, instead of hunting down each line individually. 

        Loading editor
    • It's not really straight forward, it was easier with the cards/items because of the way they are assigned, however most of the other text is spread across the whole code.

      Elona wasn't really made with proper support for that sort of thing, usually what games do is have those separate from the engine from the beginning, so the engine itself only has to load datafiles, that would require a major rewrite of the whole code, and would only make it worse to port to newer versions.

        Loading editor
    • I'm glad to see you've worked this out in the end, was crossing my fingers. As I have stated, I'll try to work out something with Github for just the translations, though it may take me a bit to set it up properly (I'd kind of like to make it publicly editable, but with some level of control over it at the same time, so we'll see I guess?)

        Loading editor
    • How easy is it going to be to update Custom to the impending 1.66 now?

        Loading editor
    • Certainly not as bad as it was for this one. In this specific case I had to basically check variable by variable and mass replace so much stuff on Anna's version just to make the diff process anywhere near bearable.

        Loading editor
    • So I put together a GitHub real quick since I forgot it was easy to do. Please contact me (websnake.projectuber {at} gmail.com) with your GitHub username/email so I can add you to the collab list, assuming you want to contribute any translation work you've done to the repository. You could, I suppose, post that here directly too, but I don't feel that to be terribly secure, so emailing me would likely be better.

      I would like to encourage that additions be checked for accuracy, if possible, as well.

      https://github.com/Zostorinqo/EloCusTrans

        Loading editor
    • Theoretically, how difficult would it end up being for a tool to be made that can run through the source code of a newly released version and replace or insert lines of text to the english counterpart? I'm curious since the untranslated lines in the source will be placed on the GitHub as well.

        Loading editor
    • That's basically what Anna's tool did.. So it is certainly doable.

      However, some strings aren't simply straight up text, some have formulas or variables mixed in between, so straight up translating them wouldn't work. Also keep in mind it differs from place to place. Some don't even have an English check, some places are just the Japanese text without any "lang" call to decide if it is jp/en, etc.

      There are plenty of corner cases that would need to be treated for something like that.

      What Anna's tool did was basically it, it looked for sections of code that matched it and replaced with her version, however if those code sections change, that will break them too.

      Instead of going that route, what I'm doing right now is basically keeping it separate from the base version itself, and will merge in/out the changes introduced with newer versions as I diff the files. That means I won't be performing anything more than a diff on the newer version's code, and copying them over to the unofficial one.

      It didn't make that much sense to do this in Anna's cases because the variables changing with each version would quickly become a pain, in my case, with the new decompiler version, it should be "easier" to maintain it this way, but we'll see with the next version.

        Loading editor
    • Yeah, had a feeling that was the case. It's unfortunate that we can't more easily communicate with Ano about this, though it'd still be a lot of work no matter what.

        Loading editor
    • Well, I wouldn't count on Ano to support any of this to begin with, considering what he has posted on his blog in the past...

        Loading editor
    • Can't say I know the specifics, but I can guess.

      Looking at the text file that was given to me, there are a lot of instances of lang("Japanese text here","Sorry this is untranslated sentence")

      I'm assuming that what you said before means even those lines can't be so easily replaced though

        Loading editor
    • No, in that specific case they could mostly be easily translated automatically, I just don't think I will be creating a program to do that, at least for now, and will stick to manually replacing them, if you do want to translate them, please feel free to, and if you are willing I will incorporate the translations in the code.

        Loading editor
    • Oh, nice. I was contacted by someone else who was interested in working on them, so that's really good news. Any work done on it will likely appear on the GitHub that was made.

        Loading editor
    • Looking at the commits, I have one question, why is it that sometimes you will put double tabs in the 4th description but not always? I wouldn't think that is because of text size since some longer lines have it whereas some shorter ones do not.

      Also, I see you are taking the liberty of fixing the names of items and such, while I don't really dislike the idea, I think it would be good to have the community input on that, even though this is unofficial and at this point a mod of a mod, this might cause the wiki information to not be very accurate if players try to use it for this version.

        Loading editor
    • For the double tabs, I haven't went back to change it in some of the earlier files since they were already translated by someone else at some point. I quickly found that the 4th lines are entirely wrong across the board in comparison to the japanese counterpart, likely put in for fun by whoever translated the first bunch. It's the line that appears at the beginning above all other information, and I don't believe the tabs actually affect it in any way in game, so I've only been putting them in to be consistent with the Japanese. I'll go back to those early ones and fix them sometime, since I'll have to correct the 4th lines anyways.

      As for the name changes, I do agree. I was unsure about that at first, since they've been wrong for ages (and I myself am familiar with the original incorrect names). It's definitely not too late to ask anyone reading this thread what they think on the matter, so input on that would be good before I continue.

        Loading editor
    • So far I've incorporated all translations in the repository (up to 86), bar the name changes, into the source itself, so the export will create the files with the same content of the text files.

        Loading editor
    • Just change the translation that was wrong.

        Loading editor
    • Just make redirect pages for the changed names on the wiki pointing to the old ones.

        Loading editor
    • Bloodyshade wrote:
      So far I've incorporated all translations in the repository (up to 86), bar the name changes, into the source itself, so the export will create the files with the same content of the text files.

      Good shit. I'll continue to work on the translations over time. I cannot guarantee speed, since I work nearly full time, but I'll try to progress somewhat consistently.

      I've received a lot of feedback about the item names from the Elona thread on a certain image board and everyone has unanimously said to change them if they're incorrect. It's still up to you in the end, as you're applying the files to the updates, but thought you should know.

        Loading editor
    • I'm not against doing so, and I've found and read said thread. At this point I'll go ahead and replace the names as well then, thanks again!

      EDIT: Name changes merged into the code, generated files are reflecting them too now.

        Loading editor
    • This might be an error in the code, but it seems that the english name in the externalize files doesn't actually work. All the items that I've changed names for haven't changed in my game. You mentioned you merged the name changes into the code, so I'm guessing that's a seperate instance?

        Loading editor
    • While Anna's code puts the name on those files, those are not actually used, only the descriptions are and they are assigned in different parts of the code.
      The way they are handled by the code itself is not equal, hence it wouldn't be very easy to make it load it from the files.

        Loading editor
    • Well that's frustrating, as I've been changing the names in accordance with the way I thought the game was handling it. For example, mostly all the potions/rods/books/etc. have the English name as what they are defined as ('blindness' for example, whereas the Japanese entry is 'Potion of Blindness'). Let me know if there's any limitations to what the English names can be changed to, and I'll give you a better list of names to use accordingly.

        Loading editor
    • Well, here is an example of how the game define the name for potion of blindness:

      if ( jp ) {
      	ioriginalnameref(27) = "盲目のポーション"
      }
      else {
      	ioriginalnameref(27) = "blindness"
      	ioriginalnameref2(27) = "potion"
      }
      

      And here is what the game does:

      #defcfunc cnvitemname int prm_255
      	if ( jp ) {
      		return ioriginalnameref(prm_255)
      	}
      	if ( ioriginalnameref2(prm_255) == "" ) {
      		return ioriginalnameref(prm_255)
      	}
      	return ioriginalnameref2(prm_255) + " of " + ioriginalnameref(prm_255)
      

      Which basically translates to the game doing ioriginalnameref2 + " of " + ioriginalnameref.
      So whatever is in ref2 becomes "ref2 of ref".

      Keep in mind though that is, as you suspect, for items with specific categories. Artifact weapons and such just get the name, like:

      if ( jp ) {
      	ioriginalnameref(63) = "《虚無の大鎌》"
      }
      else {
      	ioriginalnameref(63) = "<Scythe of the Void>"
      	ioriginalnameref2(63) = ""
      }
      
        Loading editor
    • I see. So basically if we wanted to name it Blindness Potion instead of Potion of Blindness, we could just have nameref be Blindness Potion and leave ref2 blank. That makes things a little easier, though Potion of Blindness is fine.

      Edit: Is that the only naming function, or are there other similar ones for other types of items?

        Loading editor
    • Specific to item names I think that is the only one, or at least the only one I noticed so far.

        Loading editor
    • Alright, I put up a new commit with a text file that has all current name changes to make it far easier for you to replace them, as well as how it should be replaced in regards to the function.

        Loading editor
    • Thanks, after I'm done verifying and merging all the 1.66 stuff in, and renaming some labels (sort of had to anyway, still many to go...) I'll go over the translations and merge them into the code too.

        Loading editor
    • Okay, so here it is, E+CU for 1.66 on my site and on mega.

      Other than porting the 1.66 changes, I've incorporated all translation work done on Hebiko's github into the source itself and regenerated the files. (Thanks a lot!)
      I also removed Anna's harvest time tweak, since Ano implemented it directly in E+ now.

      From this version onwards I'll be changing the labels/prms to more closely match the original source, in order to try making the code a bit more readable.

      As usual, please make backups of your save files before using this. And report if you find any issues.

        Loading editor
    • HspError 7 WinError 0 Ver 2890 Mode 0
      efId 602 efP 76 Area 2/1
      ci 62#210 ti 9#567 cc 58#68 tc 9#27 rc 57#505
      3. main_init:Begin ct:245
      2. main_init:End ct:0
      1. pc_turn_init ct:0
      0. turn_end:pc ct:0

      Everthing's installed right. Crashed twice during random encounters after magic was cast by AI.

      Someone else in the /jp/ thread had a problem as well:

      "Apparently it's not the save file.

      Elona+ gives me an error.txt file with this
      HspError 12 WinError 3 Ver 2890 Mode 0
      efId 0 efP 0 Area 7/1
      ci 58#463 ti 0#466 cc 0#0 tc 0#0 rc 58#34
      3. ctrlFile2 ct:0
      2. ctrlFilemdatan/end ct:0
      1. ctrlFile4 ct:0
      0. ctrlFile4/end ct:0


      Sorry.

      And elona+ custom just gives me the #error 1 message.

      Both cases were just by making a new character. I just looked in google and somebody had the same issue with an old release. Maybe my download was somehow corrupted."

        Loading editor
    • Well, I might have screwed something up when I started renaming the parameters, I guess there might be occurring conflicts with some of the variables, I'll undo those and see if the crashes go away (it will crash for example if you step into fire).

      I'll revert those changes and upload a new version asap.

      EDIT: Okay, here is 1.66.2, I think it is fixed now but please report back if you find anything else broken (and yes it was the prm renaming screwing with global variables with the same name).
      mega and my site

        Loading editor
    • A clean elona+1.66 from your website works fine but after I install elona custom 1.66.2 I get the #error 1 message https://a.uguu.se/3IgAwFKVoopN.png after the intro text (the one with the boat in the background). Not trying any save data, just making new characters.

        Loading editor
    • That is weird, just tested creating a new char both with and without story mode and it seems to have created them just fine, placing me at my home right after creation, no crashes.

      Could you for instance give me the details of the character creation? As in, each of the things you are choosing so I can see if I can reproduce it here too.

      (unfortunately that error is extremely generic, it basically just says an error occurred, hence it is not helpful at finding the problem.)

        Loading editor
    • Pick first alias. Proceed on "profile". "Race" Yerles. No. "Class" Warrior. No. Proceed on Attb. "Skills" Tactics. "Feats" Lucky, Kokou, Magic Eye. Done. Advancing. Name was "a" Crashed again.

        Loading editor
    • Really strange, just tried using exactly that, both with and without story mode, and it still created just fine for me.

      A few questions
      1. What version of windows are you using?
      2. Did you try running in compatibility mode with win7 and administrator?
      3. How exactly did you install the files? Did you put ALL the files inside the elona folder? (source.hsp is not needed).
      4. Do you have the save and tmp folders in your base elona folder?

      Trying to figure this out too, since that error itself won't really help us.

        Loading editor
    • Are you using any mods? Did you change anything in config.txt? Can you load any saved game or make any other type of character?

        Loading editor
    • Sorry for wasting your time. I totally forgot about compatibility mode with win7. Now it works.

        Loading editor
    • Don't worry about it, I'm glad you were able to get it to work :)

        Loading editor
    • Ran into a crash during a Panic quest of Ruby Carbuncles. Not really sure what triggered it, but 1.65 seems to be the more stable version right now. Also, not sure how I feel about the changed names.

        Loading editor
    • Did you get any error message for that crash? I'll take a look if you can provide more details.

        Loading editor
    • EDIT: nevermind me, I just noticed new version. Everything works now after update.

      EDIT 2: on the 1.66.2 version, I got this crash when I tried the panic quest:

      HspError 10 WinError 0 Ver 2890 Mode 0
      efId 0 efP 1697 Area 13/1
      ci -1#298 ti -1#149 cc 62#829 tc 10#492 rc 244#0
      3. main_init:Begin ct:245
      2. main_init:End ct:0
      1. pc_turn_init ct:0
      0. turn_end:pc ct:0


      Sorry.

        Loading editor
    • Sigh... So, I'm rechecking the whole file again, and I found a few things I either missed or screwed up due to some changes that had to be made to accommodate 1.66's changes to the source. (like having to create an external program to increment some values automatically since there were hundreds to change)
      One of them MIGHT be causing some random encounter crashes, though I have yet to experience it even though I played for a few hours to check.
      I really shouldn't be skipping sleep to work on this, might be affecting my ability to notice things, but oh well..

      As soon as I'm finished verifying the whole file, I'll re-upload it with the same version.. I'll let you all know when it is finished.

        Loading editor
    • Don't kill yourself trying to fix it man. Proper rest will do you better in the long run.

      I've got the next couple days off work, so I'll be doing more translation progress, at least until Nier hits Steam.

        Loading editor
    • Take your time. We should be grateful that there's someone working on this at all after Anna's departure. You got 1.65 custom working after all, so there's always that.

        Loading editor
    • Don't lose sleep over it. Like others have said, the fact you are taking the time to try and keep custom running at all is greatly appreciated.

      I can't speak for everyone, but I'm more than happy to wait while you take time to do it when you can.

        Loading editor
    • Ok... really hope that fixes everything because I really didn't find anything else that could explain it, everything seems to be matching now.

      I updated the mega link on the other post, and the the file is updated in my site as well.

      Really sorry about this, but I'm also learning the ropes of hsp and diffing such a massive file with so many reported changes can be a bit complicated at times.

      EDIT: Oh, right, other than hopefully fixing this I also updated some translations, reverted the workaround for the profile text (using the jp font in char sheet), and a few minor text corrections of my own (like bottole to bottle and so on).

        Loading editor
    • You don't have to be sorry about it. We are really grateful for what you did, and you don't really have to rush the work (aside from personal interest). Don't overwork for this!

      Thank you Bloodyshade!

        Loading editor
    • Your work is appreciated.

        Loading editor
    • Just got a crash when in a dungeon myself.

      HspError 10 WinError 0 Ver 2890 Mode 0
      efId 422 efP 752 Area 461/105
      ci -1#513 ti 0#341 cc 117#819 tc 114#343 rc 111#278
      3. main_init:Begin ct:245
      2. main_init:End ct:0
      1. pc_turn_init ct:0
      0. turn_end:pc ct:0


      Sorry.

      Seems definitely related to NPCs using some sort of spell or ability, since other people have said similar things.

        Loading editor
    • Yeah, I got a save from someone which I'm using to try figuring out what is going on here.
      I'll report back with a fixed version as soon as I figure out and fix this.

        Loading editor
    • Is anyone else having the female chickens looks like some kind of old man or did I just mess up when I was replacing files?

        Loading editor
    • That's something Ano犬 did in the latest version, if you check the changelog. It's possible it's still pointing to the wrong sprite (and if you're using the monstergirl spritesheet, I may have messed up, since I did that latest port on /jp/). I do remember the changelog saying it was supposed to be for the chinese new year, since it's year of the rooster.

      Edit: I actually should ask if you're running 1.65 or 1.66, as the latter has a fix for the sprite according to the changelog. The male chickens still use sprite 274, whereas the female chickens are supposed to use the new hen sprite.

        Loading editor
    • I'm using 1.66 but now it seems to have fixed itself without me actually doing anything.

      The chickens now seem to have their correct sprites even though I haven't touched any files since last night which is when I was seeing the females use that old man sprite.

        Loading editor
    • Oh, misread what you said. It's possible there was some sort of delay in reinitializing the correct sprites after updating the save.

        Loading editor
    • Okay, so just an update here, since I couldn't find what was wrong with the other file, and even disabling all of Anna's stuff (bar translations) it was still crashing for some reason, I decided to re-do the whole thing in the 1.66 version itself (instead of updating the version I had).
      It is possible it was an issue I created when I ported the translation OR some of the labels I changed (maybe they conflicted with some internal hsp thing that I'm unaware of).

      I didn't crash anymore using one of the saves I was given to debug, so there's that, however I still need to port Hibiko's translations, so I still have some work ahead of me. Hopefully that will be the end of the problems.

        Loading editor
    • Sounds promising at this point, good luck!

        Loading editor
    • Okay, from the little I tested so far, it isn't crashing anymore.
      Other than that, a few more fixes on certain dialogs were implemented, and the latest translations by Hebiko & co.
      Links: mega and my site

      Hopefully no more crashes or random issues, I really need to sleep now, gotta get up for work in about 5 hours.

        Loading editor
    • Seems to be working fine for me, so that's a good sign. I'll be slowly continuing translations as usual, been rather distracted lately, especially now that Nier has released on steam.

        Loading editor
    • Pets in inferno die permanently despite the option being checked off. Perhaps due to the removal of the harvest time tweak. You cannot change the permant pet death tweak since the toggles effect the tweak above it.

        Loading editor
    • That's a bit weird, I'll have to take a look here.
      EDIT: Can confirm, the tweak selection is broken for that one, I'll fix it soon.
      EDIT2: Okay it is fixed, was just me being retarded. I'm also trying to fix something else mentioned in /jp/, trying to understand exactly how it works, though I do understand the problem in the code already.

      Here it is, 1.66.3 Hotfix 1 on mega and on my site.

      I fixed the gameplay tweaks, please check your settings to see if they are matching, they might not.

      Also fixed a bug mentioned in /jp/, where in the comparator setup for the custom ai, if you used the keyboard to select the values, it would choose the wrong values.
      That happened because of the way Anna coded it, the comparators are different in her code because they are filtered depending on certain options, and she left the same code used everywhere else, where the index in the array matched the position of the item in the list.
      However since some were filtered, they no longer matched in this particular case. I created a new array to hold the true indexes and used that instead when parsing the keyboard input.

      I also forgot to include 4 or so "improved translation" lines in the last one, so they are in this too.

        Loading editor
    • The official translation for Irva is actually Ylva (hence the url of Noa's website, Ylvania). I thought that might be worth noting since we're improving translations now, is that something that should be changed?

        Loading editor
    • I can change any instances of it I find in item descriptions, since that's what I'm currently working on. As for in dialogue and stuff, I can try to mention it to Peatear since he's trying to do that stuff.

        Loading editor
    • I can just change all instances of it in the source as well.
      Hebiko, it might be worth it running a diff on your translations vs the ones generated by the source, some of the descriptions had some Japanese changes on the updates too.

        Loading editor
    • As in Ano犬 changing things in some of the item descriptions? Yeah, may be good to have the latest instances of those then. Not sure if/how I can do that on my end though.

        Loading editor
    • Yes, Ano changing things.
      You can either use windows' fc command on the files in order to check if they are different or use a tool like examdiff/kdiff3 (personally, I think examdiff is much better at directory comparison). you basically select the directories to compare and let it have at it, it will report the files that have differences in them and let you open them in separate views with the differences highlighted.

        Loading editor
    • I think a new thread should be made for Custom Unofficial.

        Loading editor
    • It's still Custom, an Elona project that is for translating certain parts of the game into English.

      There is no "unofficial or official" when all of it is probably disapproved by Ano.

      Still, when Anna gets back, we'd probably have things go naturally smoother with multiple translators working together. It's good to see people stepping up for a void position in a community.

        Loading editor
    • The "Unofficial" in E+CU is because E+Custom is Anna's project. I'm just porting it to newer versions, without her consent even, since I can't get ahold of her.

      That's also why I refrain from creating a new thread for it, to me that would seem like I'm taking this for myself, when in fact I'm doing nothing more than porting it.
      The features are Anna's with some of them being this community's ideas (even some I suggested, like the after-party pickups), the translation is Anna's and others', it doesn't seem fair or even moral to make this look like it's my own thing.

        Loading editor
    • This thread is already too long. There's no problem in starting another one for CU until Anna is back. Custom might be Anna's, but Unofficial's yours, Bloodyshade, and isn't any less important.

        Loading editor
    • Is there any chance of making optional the rare item drop changes in 1.66? I admit to enjoying the occasional savescumming, and it's enough for me to stick with 1.62 because of it, even though I love the other changes in 1.66. I'm only saying this because you mentioned that you are thinking of doing something similar for 1.67.

        Loading editor
    • Upon further reflection the 1.66 drop changes aren't really crippling, but they are annoying when trying to get fluffy tails and treasures of kumiromi and strange shells and happy beds and the like. The changes don't even prevent savescumming exactly, just make it more tedious to do. Would it be possible to add an option to make the rare drop flag stay on? It seems like it would be a relatively simple change, compared to how extensive the planned 1.67 changes are. I don't mind it from the perspective of being a nerf, and I don't mind the nerfs to dungeon clearing etc. at all, but making it almost entirely dependent on luck whether one can obtain items like that takes away something from the game, at least for me.

        Loading editor
    • Fluffy tails are not even worth the effort. Two or three after clearing Act 1 from three bunny farms. Mine for clovers instead. Much higher rate.

        Loading editor
    • Hey Guys.

      So.... This post is really overdue. Sorry about that. I'm sure a lot of people of a bit angry with me, and rightfully so. I should have at least checked in.

      Let's see... Since the last update, I got married (everyone knew that). It was great. No, I didn't get killed or anything in Ethiopia (obviously!). I'll add a picture or two to the end of this post.

      After I got back, I've been working on quite a few different things. As far as work goes, we're transitioning to a new version of Oracle - specifically, moving from EBS (E-Business Suite) to Fusion - so I've been working overtime a lot and don't have a ton of free time during my work hours anymore. Not to mention we're going to keep both systems running for a while, so developing and testing the integration for that is a pain... Hopefully it will all be finished up next month. Anyways, enough about work!

      Beyond that, I'm also working on moving to the country neighboring where I currently work. The process is basically done now - in fact, I am moving on Friday. It's going to cost me a fair amount of extra travel time each day, but that country is far more open and generally better to live in as a family than where I am currently staying.

      All that aside, it's really not an excuse - I still have had some time where I could work on Custom, but I haven't been doing it. And while I may not technically "owe" anyone to work on it, I should have at least checked in and updated everyone. Sorry about that.

      I'm glad to see BloodyShade has taken up maintaining the builds - and it sounds like some progress might have been made on keeping variable names? That's an amazing change if so! Sorry you've had to deal with the really bad code for the AI and other things - I really wanted to refactor that at some point, but well... haha. If you need anything from me on that, please let me know. I think everything was available except for my code to export the NPC/Item/Card descriptions (because they aren't compatible with the other changes, so they weren't in the spreadsheet) and the program I wrote to replace the code - which it sounds like you don't need/want at this point. It was basically just a find/replace with ^ representing lines that didn't have to match (for where the replacement was longer than the original).

      Anyways, I can't promise to work on anything again any time soon - and to be quite honest, if I did, I'd be happy if somebody else maintained the code and just let me contribute translations (and possibly code for tweaks). But I'm glad to see it's still going. The community has never needed it, but of course, any work I've done on E+C, translation or otherwise, everyone has my permission to use as they see fit.

      Here are two pictures from my wedding. Given my name, I'm sure quite a few people are in for a surprise, but it might make more sense why we went to Ethiopia :) Sorry, I don't have scans of these on my phone, so you'll have to deal with pictures of pictures :P

      Take care, everyone.

        Loading editor
    • Congrats on your happiness.

        Loading editor
    • Welcome back!!

      it's good to hear from you, thank you lots for the closure!

      good luck with the work!

      again, congratulations on the marraige, you two look wonderful, may you be together forever!

      thanks for all you've done so far, elona+custom, translations, a pillar of the community... <3

        Loading editor
    • Thanks for dropping by, Anna! Glad to see you're doing well, and congratulations on your new life together. Such a gorgeous couple!

      No pressure on wiki stuff. Whenever you are in the mood for Elona, we're always here. :)

      Best luck and take care!

        Loading editor
    • Congrats on the marriage! Missing you Anna! Glad to hear the good news from you. 

      Thanks a lot for the efforts from you and BloodyShade and all the other nice guys on the E+C. 

      Best wishes and take care!

        Loading editor
    • Welcome back! And don't worry -- many of us appreciate all that you've put into E+C thus far. You shouldn't feel like you owe us anything.

      Congratulations, and may your lives be truly blessed. Thank you for sharing your photos -- you lovebirds look so happy!

        Loading editor
    • What they said.^

        Loading editor
    • I can't add anything they didn't say. Congratulations, and best wishes to you.

        Loading editor
    • Congrats!

        Loading editor
    • It's a bit late, but congrats!

      And it hardly counts as an excuse, given that it's all good news! All the best!

        Loading editor
    • Belated but,great wedding pics! No need to apologize! Enjoy yourself! Thanks for your contribution!

        Loading editor
    • Congrats Anna! Hope that this is not "goodbye", but rather, "hello" to a growing family of Elona fans

        Loading editor
    • congratulations although i'm new to this fandom 

      one question though if i have Elona+ 1.65 and use Elona custom 1.62.2 will it have any effects?

        Loading editor
    • I think it would probably break something.

      There shouldn't be a need to though, Custom is updated to version 1.66+, look for Bloodyshade's posts above here until you find the download.

      If you specifically wanted to use 1.65+ for some reason, then you could look into it, but considering the mod needed to be updated for each release, I doubt it would work on a 3 version difference.

        Loading editor
    • Probably doesn't mean much from an anon but congrats on your wedding Anna!

      Thanks for all the work you've put into Elona through Custom, it really has meant a lot for a lot of us players and heavily improved the experience ^^ it's a shame to see that you won't be working on it much anymore but everything you've done is very appreciated nonetheless!

        Loading editor
    • Bloodyshade, I'd appreciate if the next update was a new thread that you can update the OP of. Thanks.

        Loading editor
    • Agreed, we probably need a new thread

        Loading editor
    • Wow!!! You guys look so beautiful, congratulations!!!

        Loading editor
    • So...to play Custom 1.62, I need Elona+ 1.61? Where do I get older versions of Elona+?

        Loading editor
    • 198.248.96.42 wrote: So...to play Custom 1.62, I need Elona+ 1.61? Where do I get older versions of Elona+?

      No, to play Custom 1.62 you need E+ 1.62, the major version of custom is always the same as the E+ version it was created for.
      I keep older versions of E+ on my repository in case people need them, so you can look there (the site certificate is self-signed, obviously, which might trigger a browser warning, but the files are 100% clean and unmodified).

        Loading editor
    • I'm interested in playing Custom because of the added functions and improvements (especially the gambit AI system) but I usually play in Japanese (since, well, I can read Moonrunes). Are there any potential bugs or issues with doing so in Custom (since it is designed for the English community)?

      Thanks in advance for any help or replies..

        Loading editor
    • There shouldn't be any problem playing it in Japanese, the translations are conditional on whether you are playing in jp or en, the Japanese text isn't straight up replaced.

        Loading editor
    • Bloodyshade wrote:
      There shouldn't be any problem playing it in Japanese, the translations are conditional on whether you are playing in jp or en, the Japanese text isn't straight up replaced.

      Thanks for the fast reply, Bloodyshade.

        Loading editor
    • I want you to revise up a black market. Even if the expert gets money, I think that there is not how to use.

      I am glad to avoid an overflow of the AP when I have I increase AP quantity to save and cannot use it in common in a PC and pets or examine it.

      From the Elona birthplace by machine translation.

        Loading editor
    • A FANDOM user
        Loading editor
Give Kudos to this message
You've given this message Kudos!
See who gave Kudos to this message

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.