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RPG RPG Maker [うさぎめしや / usabox] MaiDenSnow Eve / MaiDenSnow Eve ~さる前夜祭~ (RE115762, RJ115762)


Re: MaiDenSnow Eve

It's just I think I've talked about it in this thread before - although that would probably be a long time ago.

Anyway, it looks like my notes are out of date - I found the old anti-tamper code commented out, so that's a bust, and scanning the files for key phrases (state, mtime, atime, utime) doesn't seem to show up anything I can easily identify as being the anti-tamper part.

I am fairly confident that the variable $patch_date in the script "#日付チェック.rb" is the date it's checking against. I just don't know where that check is happening.
 
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Re: MaiDenSnow Eve

Well, if it is just to understand the basics of the game, there is a file that one can use by changing the name, though I think everyone already knew, but just for the sake of the argument, it is the _language_eng.rvdata2 file. Just remove the first underscore (take note that some version of the game have a bug when you start out in easy using the Eng ones).
It is not the best of translation, but if you're at least a bit analytical, it is fairly understandable.
Also, though I respect RumbleRabbit wishes as to not mod the game, but since the game seems to be abandoned more than 2 years I think, I think it wouldn't hurt if he let us mods it for personal use now (though that was just my witty wish).
 
Re: MaiDenSnow Eve

The last update was June 2016 (on the uploader), so not quite abandoned for 2 years. Also, Ramble Rabbit's Twitter seems to imply that they were working on the final version of MaidenSnow as late as January this year. Or probably. I'm terrible at translating the type of Japanese you normally find on Twitter (filled with slang, contractions and emojis).
 
Re: MaiDenSnow Eve

Hi I was trying to play this game sense it reminded me of another game I really liked. However right after I get to select difficulty the game crashes with a error. All of I can read of the error are the English bits so I can't provide much information. it Says Script Syntax Error,and it list a bunch of names that failed.

Has this error been found in before? I got lost in the thread sadly.

I managed to copy and paste the Error.

*Error - 2017-05-10 08:27:36 (Wednesday)
Exception : ScriptSyntaxError
(eval):4: syntax error, unexpected tSTRING_BEG, expecting ']'
" ",
^
(eval):4: syntax error, unexpected ',', expecting $end
" ",
^
trace:
["( ★ks_インタプリタ機能追加 ):198:in `eval'", "( ★ks_インタプリタ機能追加 ):198:in `command_355'", "( ★ks_インタプリタ機能追加 ):218:in `command_355'", "( Game_Interpreter ):1974:in `execute_command'", "( ★Stage_Gimmic ):62:in `execute_command'", "( Game_Interpreter ):141:in `block in update'", "( Game_Interpreter ):102:in `loop'", "( Game_Interpreter ):102:in `update'", "( ks_Skippable_Event ):254:in `update'", "( ks_無駄メソッドつぶし ):27:in `update_interpreter'", "( ks_無駄メソッドつぶし ):15:in `update'", "( ksR_ターンコントローラ ):812:in `graphic_update'", "( ▲ksRih_alias ):241:in `graphic_update'", "( Ks_Scene_InjectionUI_local ):403:in `graphic_update'", "( ksR_ターンコントローラ ):770:in `update'", "( Scene_Shop(修理・回収) ):59:in `update'", "( Scene_Base ):72:in `main'", "( SceneManager ):25:in `run'", "( SceneManager ):171:in `run'", "( ●# WF-RGSS Scripts main ):107:in `block in <main>'", ":1:in `block in rgss_main'", ":1:in `loop'", ":1:in `rgss_main'", "( ●# WF-RGSS Scripts main ):107:in `<main>'", "ruby:in `eval'"]
*Error - 2017-05-10 08:30:46 (Wednesday)
Exception : ScriptSyntaxError
(eval):4: syntax error, unexpected tSTRING_BEG, expecting ']'
" ",
^
(eval):4: syntax error, unexpected ',', expecting $end
" ",
^
trace:
["( ★ks_インタプリタ機能追加 ):198:in `eval'", "( ★ks_インタプリタ機能追加 ):198:in `command_355'", "( ★ks_インタプリタ機能追加 ):218:in `command_355'", "( Game_Interpreter ):1974:in `execute_command'", "( ★Stage_Gimmic ):62:in `execute_command'", "( Game_Interpreter ):141:in `block in update'", "( Game_Interpreter ):102:in `loop'", "( Game_Interpreter ):102:in `update'", "( ks_Skippable_Event ):254:in `update'", "( ks_無駄メソッドつぶし ):27:in `update_interpreter'", "( ks_無駄メソッドつぶし ):15:in `update'", "( ksR_ターンコントローラ ):812:in `graphic_update'", "( ▲ksRih_alias ):241:in `graphic_update'", "( Ks_Scene_InjectionUI_local ):403:in `graphic_update'", "( ksR_ターンコントローラ ):770:in `update'", "( Scene_Shop(修理・回収) ):59:in `update'", "( Scene_Base ):72:in `main'", "( SceneManager ):25:in `run'", "( SceneManager ):171:in `run'", "( ●# WF-RGSS Scripts main ):107:in `block in <main>'", ":1:in `block in rgss_main'", ":1:in `loop'", ":1:in `rgss_main'", "( ●# WF-RGSS Scripts main ):107:in `<main>'", "ruby:in `eval'"]
*Error - 2017-05-10 08:34:56 (Wednesday)
Exception : ScriptSyntaxError
(eval):4: syntax error, unexpected tSTRING_BEG, expecting ']'
" ",
^
(eval):4: syntax error, unexpected ',', expecting $end
" ",
^
trace:
["( ★ks_インタプリタ機能追加 ):198:in `eval'", "( ★ks_インタプリタ機能追加 ):198:in `command_355'", "( ★ks_インタプリタ機能追加 ):218:in `command_355'", "( Game_Interpreter ):1974:in `execute_command'", "( ★Stage_Gimmic ):62:in `execute_command'", "( Game_Interpreter ):141:in `block in update'", "( Game_Interpreter ):102:in `loop'", "( Game_Interpreter ):102:in `update'", "( ks_Skippable_Event ):254:in `update'", "( ks_無駄メソッドつぶし ):27:in `update_interpreter'", "( ks_無駄メソッドつぶし ):15:in `update'", "( ksR_ターンコントローラ ):812:in `graphic_update'", "( ▲ksRih_alias ):241:in `graphic_update'", "( Ks_Scene_InjectionUI_local ):403:in `graphic_update'", "( ksR_ターンコントローラ ):770:in `update'", "( Scene_Shop(修理・回収) ):59:in `update'", "( Scene_Base ):72:in `main'", "( SceneManager ):25:in `run'", "( SceneManager ):171:in `run'", "( ●# WF-RGSS Scripts main ):107:in `block in <main>'", ":1:in `block in rgss_main'", ":1:in `loop'", ":1:in `rgss_main'", "( ●# WF-RGSS Scripts main ):107:in `<main>'", "ruby:in `eval'"]

I got passed that by picking the other difficulty. I ran into a new problem every time it autosaves it crashes.

If someone has a version that works without so many crashes, can you pm me what you did to get it to work?

Reading some of the latest post it may be some anti-tamper code. It doesn't make much sense sense I thought I downloaded it form there blog. Anyone get the version on DLSite and is it working fine?
 
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Re: MaiDenSnow Eve

I am fairly confident that the variable $patch_date in the script "#日付チェック.rb" is the date it's checking against. I just don't know where that check is happening.

Wow. Literally in the script named date check. I guess I should have figured that out sooner.

If the game is not as abandoned as I thought, I suppose I could hold off on the patch. I still wonder why a developer wouldn't wan't their game translated. :confused:
 
Re: MaiDenSnow Eve

Wow. Literally in the script named date check. I guess I should have figured that out sooner.

If the game is not as abandoned as I thought, I suppose I could hold off on the patch. I still wonder why a developer wouldn't wan't their game translated. :confused:

Well, lets face it that there're a lot more pirates that want it translated than will buy it. Admittedly the pirates probably wouldn't buy it anyway. The dev can also just be racist.

No idea what it is in this case.
 
Re: MaiDenSnow Eve

you could you know, translate it then send the translation to the author, and let the author decide what to do with it, if you're not translate it with machine translation that is
 
Re: MaiDenSnow Eve

As I said previously, there is a person to blame for Ramble Rabbits dislike of mods. There was a user named ModEater here who released mods for Ramble Rabbits previous (non-H) game, MaidenSnow Online, which turned it into a fairly buggy H-game. Ramble Rabbit was not thrilled at this, especially given that people were contacting them for support about ModEater's buggy adult mod, and developed a very strong distaste for any mods to their game. I also gather that this was not the first interaction between Ramble Rabbit and ModEater - and although ModEater is a pseudonym, it doesn't take too long to read between the lines and work out who ModEater is. Or at least it wouldn't, but most of ModEater's posts got deleted.
 
Re: MaiDenSnow Eve

that's why i said the translation not the game with completed translation, the translator could always put the translation on text file or something similar then send it to the author, so the author could update the english patch.

and i'm pretty sure if the translator could actually read japanese letters/symbols, the translator doesn't even need to extract the game, though it would be tedious or maybe just a slight inconvenience, depend on the person.

or doing these(or at least the first one) doesn't worth the trouble?
 
Re: MaiDenSnow Eve

It's probably a little bit more complex than that. Adding support for translations isn't trivial. The current method used is (essentially) that there's a big dictionary of strings in the game, one for English and one for Japanese, and then the current string dictionary is set based on which one is selected. It's a fair method, but there are a lot of places where the dictionaries are not used. Adding translation support to these would be a fair amount of effort, although not impossible.

However, if someone wanted to revise the existing English translations, then it seems that it'd be fairly trivial to do so via the patch mechanism. I'd have to double check how the patch mechanism works (I think the patches are technically encrypted - but with a fixed known symmetric key, so meh), but it shouldn't take long.
 
Re: MaiDenSnow Eve

I want to make the translation so other people could enjoy the game fully.

It seems like I need to decrypt one of the patch files to understand how they allow the game to run, and patch in some English while they do so.
 
Re: MaiDenSnow Eve

It seems like I need to decrypt one of the patch files to understand how they allow the game to run, and patch in some English while they do so.

Hmm. Not sure if I should be telling you this then, given Ramble Rabbits anti-mod leanings, but whatever. The API for the crypto library is defined in the script "ファイル暗号化2 - KGC". The crypto key, and the flags used for encryption/decryption are defined in "セーブファイル圧縮 - KGC". I would make tools for this but I don't really have the time do so at the moment. Also if I'm reading the patcher code right, the patch files should just be naked Ruby scripts after decryption. These are eval'd in, so you can use duck punching to change any strings in the code. To get an idea of what you'd want to change, search through the scripts for anything with ENG in the name; this should give you a list of what is translateable through the stuff that's already implemented.

Anything else will be much more complex through this method, although still possible. I don't know how much is contained in the normal places like Map files, and how much is in scripts. Until RPGMaker Trans evolves to a position where it can handle the craziness that is MaidenSnow Eve, I doubt I'll spend much time looking at it.
 
Re: MaiDenSnow Eve

Thanks Habisain. I check the homepage only and it have no new news, so I just assumed stuff, sorry.

Mellofellow:
If you're using the latest version of the game, then patch it up with the latest patch (or just put all the patches inside the patch files).
If you're wondering the version of the game you have, idk how to check that.
The latest patch is I think November 2015 whilst the game folder around August 2015, so try to find somewhere around or past that date.

It may be that the ones who shared it have mistakenly altered the files before it reaches you (very unlikely), so try to get another somewhere else.
If the error came from something else, then...
 
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Re: MaiDenSnow Eve

Hmm. Not sure if I should be telling you this then, given Ramble Rabbits anti-mod leanings, but whatever. The API for the crypto library is defined in the script "ファイル暗号化2 - KGC". The crypto key, and the flags used for encryption/decryption are defined in "セーブファイル圧縮 - KGC". I would make tools for this but I don't really have the time do so at the moment. Also if I'm reading the patcher code right, the patch files should just be naked Ruby scripts after decryption. These are eval'd in, so you can use duck punching to change any strings in the code. To get an idea of what you'd want to change, search through the scripts for anything with ENG in the name; this should give you a list of what is translateable through the stuff that's already implemented.

Anything else will be much more complex through this method, although still possible. I don't know how much is contained in the normal places like Map files, and how much is in scripts. Until RPGMaker Trans evolves to a position where it can handle the craziness that is MaidenSnow Eve, I doubt I'll spend much time looking at it.


Hm. Okay. Is it possible to run it once without any patches? I'm looking through the date check script and trying to match up the values of
Code:
vvv
and
Code:
$patch_date
to correspond with the published patches on the uploader. So far no combination I've set them to has been successful. If I can run it just once with some of my own scripts in it I can dump a lot of the data and set to translating it.
 
Re: MaiDenSnow Eve

That's the simple part of the mechanism. Patches follow the filename scheme of "patch_DATE.rvdata2". Patches with a date after the patch_date will be accepted, otherwise they're deleted.
 
Re: MaiDenSnow Eve

This looks like it could be a fun game ... but I hate the user interface with a burning passion of a thousand suns. The very first screen of a new game has a simple chest you can open. I can't work out if it is empty, or has something in it, and if it does have something in it how you get it out.



It reminds me of Dwarf Fortress. Not in any gameplay elements, just that Dwarf Fortress is ridiculously difficult to get used to playing.

Is it worth persevering, or should I save time and just give up now?
 
Re: MaiDenSnow Eve

Yes, I agree on the UI. It is terrible. And really not for any justifiable reason, perhaps unlike Dwarf Fortress (related note: give a try).

It might still be worth it to muscle through the bad menus. You kind of get used to most of it. The rest of the game really is quite good.
 
Re: MaiDenSnow Eve

Yes, I agree on the UI. It is terrible. And really not for any justifiable reason, perhaps unlike Dwarf Fortress (related note: give a try).

It might still be worth it to muscle through the bad menus. You kind of get used to most of it. The rest of the game really is quite good.

Thanks for the advice, and recommendation. I'll put MaiDen to one side for now and try wrangling it from time to time. :p
 
Re: MaiDenSnow Eve

Anon21

According to default keybinding, you must have pressed 'Q' or 'W' after opening the chest. These keys were used for browse in-between pages of your backpack, or browse-by-types when opening up chest-box.

If my memory served me right, you can check for 'What keys do what' by pressing F5 while opening up menu (in case you don't know how to closed the help page, look at the bottom right of the screen after opening the help screen).
 
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