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Deponia The Complete Journey cxml not found

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  • Author
  • Localization

GcTaBaL, posted Mon Aug 06, 2018 10:04 pm (37268)


raulpuro wrote:
Hi,

First you have to use the scrip http://aluigi.altervista.org/bms/visionaire.bms in the * .vis file for the game you want to translate (data1.vis: it's the first game, data2.vis: it's the second one ...)

Then you have to use the script made by swuforce in the file that contains the texts, it is usually the * .dat with the largest size.

Greetings.


Hello! I follow those steps. I used that script with .vbi file, and gets a file named xxxx.dat that contains binnary code and the translations, and an empty .txt with the same name. However, I see that with a previous version the script puts all translations in the .txt file with a NULL character at the end of every line. So I suppose there was a update that is not supported by the script.

I tried with .dat files and it doesn't work.

Thanks for your answer!
  • Author
  • Localization

raulpuro, posted Tue Aug 07, 2018 12:18 am (37270)


GcTaBaL wrote:

Hello! I follow those steps. I used that script with .vbi file, and gets a file named xxxx.dat that contains binnary code and the translations, and an empty .txt with the same name. However, I see that with a previous version the script puts all translations in the .txt file with a NULL character at the end of every line. So I suppose there was a update that is not supported by the script.

I tried with .dat files and it doesn't work.

Thanks for your answer!


Ah I understand, you can try to use this script for extract the texts of the first game.


Code:
goto 8
get name basename
string name = .dat
get size long
get zsize long
clog name 16 zsize size
open FDSE name
log MEMORY_FILE 0 0
get name basename
string name = .txt
for
findloc offset string "\xff\xff\xff\xff\x06\x00\x00\x00" 0 ""
if offset == ""
get size asize MEMORY_FILE
log name 0 size MEMORY_FILE
cleanexit
endif
math offset -= 4
goto offset
get null long
if null = 0
getdstring d 8
else
getdstring d 8
get size long
savepos pos
get check byte
get check2 byte
get check3 byte
get check4 byte
if check = 0x00 ||  check = 0xff || check2 = 0x00 || check2 = 0xff
elseif check3 != 0x00 &&  check3 != 0xff && check4 != 0x00 && check4 != 0xff
goto pos
getdstring string size
get size long
getdstring string size
get lang long
if lang = 0
get size long
if size != 0
getdstring string size
putdstring string size MEMORY_FILE
put 0x0a0d short MEMORY_FILE
get null byte
endif
endif
endif
endif
next



But I think it's crazy to try to translate the game like that, I think it is necessary that someone with knowledge, can transform the *.dat file into an xml , as they were in the old version of visionaire, and thus be able to add the entries that you want to translate.


Greetings.
  • Author
  • Localization

GcTaBaL, posted Tue Aug 07, 2018 9:44 am (37276)


raulpuro wrote:
GcTaBaL wrote:

Hello! I follow those steps. I used that script with .vbi file, and gets a file named xxxx.dat that contains binnary code and the translations, and an empty .txt with the same name. However, I see that with a previous version the script puts all translations in the .txt file with a NULL character at the end of every line. So I suppose there was a update that is not supported by the script.

I tried with .dat files and it doesn't work.

Thanks for your answer!


Ah I understand, you can try to use this script for extract the texts of the first game.


But I think it's crazy to try to translate the game like that, I think it is necessary that someone with knowledge, can transform the *.dat file into an xml , as they were in the old version of visionaire, and thus be able to add the entries that you want to translate.


Greetings.


Hello, thanks for your script, and I get a bigger .dat with this, but still an empty txt. With a previous version of the game, you obtain a txt with this:

Code:
Kapitel 1 
Kapitel 1
Kapitel 1
Kapitel 1
Kapitel 1
Kapitel 1
Kapitel 1
Kapitel 1
Kapitel 1

Start new game?
Continue
New Game
Cargar/Guardar
Settings
Bonus
Quit Game

- Developer Mode

Settings
Credits
These changes will only take effect after rebooting the game.
Subtitles
Full Screen Mode
High-resolution Videos
Window Size
Language


(etc)

So each line of the txt was a line of the translation, and you only have to edit them (without removing a NULL character that was in the end of that line) and recompile again with deponia_tcj_import1.bms. But with a last update of the game, the txt goes empty...

Thanks for your answer.
  • Author
  • Localization

raulpuro, posted Tue Aug 07, 2018 10:48 am (37277)


Hi,

The script is working correctly for me, I think that you are not doing something correctly.

These are the files you need after using the two scipt, I modified the visionaire script to add the new Deponia Complete Journey key

https://mega.nz/#!IAIQxSJa!lRuEa90-rGvq ... ukYZFhjQsQ

Greetings.
  • Author
  • Localization

GcTaBaL, posted Tue Aug 07, 2018 12:39 pm (37281)


raulpuro wrote:
Hi,

The script is working correctly for me, I think that you are not doing something correctly.

These are the files you need after using the two scipt, I modified the visionaire script to add the new Deponia Complete Journey key

https://mega.nz/#!IAIQxSJa!lRuEa90-rGvq ... ukYZFhjQsQ

Greetings.


Hello, thanks you!! The problem was that I trying to get the data from data vbin file, and the script seems to only work with data1 vbin. There is any script to work with data.vis vbin? To translate "New Game" etc?

Again, thanks you!!

EDIT: Did you have the scripts for data2.vis and data3.vis too, please? I tried with then and doesn't work either... (I mean, I tried the three scripts with both data2 and data3 vbins and nothing, I get an empty txt too.)
  • Author
  • Localization

raulpuro, posted Tue Aug 07, 2018 1:04 pm (37282)


Hi,

I suppose it is for a translation in Spanish, the data.vis and data3.vis file, you do not need to translate them, I translated them some time ago.

Greetings.

Script_deponia.rar

  • Author
  • Localization

GcTaBaL, posted Tue Aug 07, 2018 1:27 pm (37283)


raulpuro wrote:
Hi,

I suppose it is for a translation in Spanish, the data.vis and data3.vis file, you do not need to translate them, I translated them some time ago.

Greetings.


Oh my god, thanks you so much!! Yeah, I want to do so.

Now, I tried to decompile .vbin from Deponia 1 and only get two line of text. Did you have scripts for the separated games?

I would need english and spanish txt from the individual games, because I'm planning to create a script that compares both english files, and introduce the spanish line that match.

I mean something like this:

Data1.vis from Deponia complete journey:
Line 1: Hello

Data.vis from english Deponia 1:
Line 30: Hello

Data.vis from spanish Deponia 1:
Line 30: Hola

So the script will replace line 1 of Data1.vis with line 30 of spanish Deponia 1.

Thanks again for your help!!
  • Author
  • Localization

raulpuro, posted Tue Aug 07, 2018 2:10 pm (37284)


GcTaBaL wrote:

Oh my god, thanks you so much!! Yeah, I want to do so.

Now, I tried to decompile .vbin from Deponia 1 and only get two line of text. Did you have scripts for the separated games?

I would need english and spanish txt from the individual games, because I'm planning to create a script that compares both english files, and introduce the spanish line that match.

I mean something like this:

Data1.vis from Deponia complete journey:
Line 1: Hello

Data.vis from english Deponia 1:
Line 30: Hello

Data.vis from spanish Deponia 1:
Line 30: Hola

So the script will replace line 1 of Data1.vis with line 30 of spanish Deponia 1.

Thanks again for your help!!


Hi,

I'm sorry, but that does not work:

The individual games use different engines, the texts are in a cxml file, the scripts do not work, the texts of the xml could be extracted in a txt, but they are disordered, even in the same xml where several languages are used for the same game the entries of the different languages are messy.

That is the first idea that was attempted. but it does not work.

The * .dat file is really an xml, the only way to do it would be for someone with advanced knowledge to convert the dat to xml file, insert the entries by id and then transform it back into * .dat to package it.

Greetings.

P.D (deponia_tcj_export0.bms for export data.vis, (deponia_tcj_export1.bms for export data1.vis...... deponia_tcj_import0.bms for import data.vis..... )
  • Author
  • Localization

GcTaBaL, posted Tue Aug 07, 2018 2:43 pm (37285)


raulpuro wrote:

Hi,

I'm sorry, but that does not work:

The individual games use different engines, the texts are in a cxml file, the scripts do not work, the texts of the xml could be extracted in a txt, but they are disordered, even in the same xml where several languages are used for the same game the entries of the different languages are messy.

That is the first idea that was attempted. but it does not work.

The * .dat file is really an xml, the only way to do it would be for someone with advanced knowledge to convert the dat to xml file, insert the entries by id and then transform it back into * .dat to package it.

Greetings.

P.D (deponia_tcj_export0.bms for export data.vis, (deponia_tcj_export1.bms for export data1.vis...... deponia_tcj_import0.bms for import data.vis..... )


Hello again! Well, it's not a big deal actually. I get the xml with the ANB and I see that spanish lines are the ones that have T27="4". If the english lines (T27="1") are the same that the txt file of each game on Complete journey, the script could work. If there is a new english translation then won't work.

Thanks one more time!
  • Author
  • Localization

Steve_Doido, posted Wed May 22, 2019 12:42 am (47930)


Hi, I've been following the steps on this board to translate the game to my own language but unfortunately I don't seem to be able to insert back the .vis files.
I've tried the version of the script with The Complete Journey's Key and got this error for every single file:

- open input file C:\Users\Rodolfo\Documents\Traducoes\Deponia\VISExt\bin\restricted\data1\.\00000c3f.vbi
- open script C:\Users\Rodolfo\Documents\Traducoes\Deponia\VISExt\bin\restricted\visionaire.bms
- set output folder C:\Users\Rodolfo\Documents\Traducoes\Deponia\VISExt\bin\restricted

offset filesize filename
--------------------------------------

- signature of 3 bytes at offset 0x00000000 doesn't match the one
expected by the script:

this one: ""
a6 83 9c ...

expected: "VIS"
56 49 53 VIS

- 0 files reimported in 0 seconds
coverage file 0 25% 1151828 4607284 . offset 00000000
coverage file -1 0% 3 1151821 . offset 00000003

Can I get help?
  • Author
  • Localization

Steve_Doido, posted Wed May 22, 2019 9:35 pm (47953)


Nevermind my last post, all I had to do was to do it via command-line and it worked!
  • Author
  • Localization

Steve_Doido, posted Thu May 23, 2019 11:21 pm (47976)


Now there is a new problem: swuforce's tool doesn't work with the files for Deponia 3.
It uncompresses the file but it produces no .txt one.
  • Author
  • Localization

ghylard, posted Sat May 25, 2019 1:55 pm (48015)


If you want to translate Deponia - The complete Journey, I advise you to use the tools you will find https://zenhax.com/viewtopic.php?f=12&t=7391&hilit=vbin.
I have just tested it and it extracts the texts to be translated without any problems.
In the same way, you will be able to reinsert the translated texts.
I used these tools to translate Edna & Harvey: Harvey's New Eyes and The Four Last Things. :D
You will find in attached file the English text extracted from file 03135.vbin of data3.vis with these tools.
  • Author
  • Localization

Steve_Doido, posted Sun May 26, 2019 1:10 am (48028)


ghylard wrote:
If you want to translate Deponia - The complete Journey, I advise you to use the tools you will find https://zenhax.com/viewtopic.php?f=12&t=7391&hilit=vbin.
I have just tested it and it extracts the texts to be translated without any problems.
In the same way, you will be able to reinsert the translated texts.
I used these tools to translate Edna & Harvey: Harvey's New Eyes and The Four Last Things. :D
You will find in attached file the English text extracted from file 03135.vbin of data3.vis with these tools.

Unfortunately, the tools don't run properly on my computer. I'm not sure what to do.
Image
  • Author
  • Localization

ghylard, posted Sun May 26, 2019 6:24 am (48045)


Don't use the tools on the vbi file obtained with the aluigi script.
You should only use the tools I mentioned to you.

Check before you start that the vis_key file in the tools has the correct key for the game (I have attached the file I used to extract)

Example for translating the vbin file from data3.vis
0) Put the data3.vis file in a directory containing the tools previously mentioned

1) use extract_vis on vis file
Code:
extract_vis data3.vis ORIG_DATA_3

2) use read_vbin on the vbin file to extract the text
Code:
read_vbin ORIG_DATA_3\03135.vbin -l 1 -t 03135_1_ref.txt

3) translate the resulting txt file 03135_1_ref.txt
Quote:
Attention! Don't overwrite the original text. The translated text must be in one of the columns next to the original text.

4) use modify_vbin to create a new vbin file
Code:
modify_vbin ORIG_DATA_3/03135.vbin VBIN_NEW/03135.vbin -t "03135_1_ref"

5) use replace_vis to create a new vis file
Code:
replace_vis "data3.vis" "data3_new.vis" VBIN_NEW

6) Replace the data3.vis file of your game by the data3_new.vis file you just created after renaming it to data3.vis
  • Author
  • Localization

Steve_Doido, posted Sun May 26, 2019 2:02 pm (48054)


ghylard wrote:
Don't use the tools on the vbi file obtained with the aluigi script.
You should only use the tools I mentioned to you.

Check before you start that the vis_key file in the tools has the correct key for the game (I have attached the file I used to extract)

Example for translating the vbin file from data3.vis
0) Put the data3.vis file in a directory containing the tools previously mentioned

1) use extract_vis on vis file
Code:
extract_vis data3.vis ORIG_DATA_3

2) use read_vbin on the vbin file to extract the text
Code:
read_vbin ORIG_DATA_3\03135.vbin -l 1 -t 03135_1_ref.txt

3) translate the resulting txt file 03135_1_ref.txt
Quote:
Attention! Don't overwrite the original text. The translated text must be in one of the columns next to the original text.

4) use modify_vbin to create a new vbin file
Code:
modify_vbin ORIG_DATA_3/03135.vbin VBIN_NEW/03135.vbin -t "03135_1_ref"

5) use replace_vis to create a new vis file
Code:
replace_vis "data3.vis" "data3_new.vis" VBIN_NEW

6) Replace the data3.vis file of your game by the data3_new.vis file you just created after renaming it to data3.vis

THANK YOU! It works now!
Editing the file is a little cumbersome, though. (I have to make sure I use the first space after the original line, not the last one).
To cap it of, would you recommend me an editor for the job?
  • Author
  • Localization

ghylard, posted Sun May 26, 2019 3:40 pm (48057)


The txt file extracted from the vbin file is actually a csv file.
Rename this txt file to csv in order to open it with Libre Office Calc or Microsoft Excel.
A csv file editor may also be appropriate.
The translated text must be in the 3rd column.
After translation, rename the translated file to txt.
  • Author
  • Localization

anil523, posted Tue Jun 04, 2019 11:57 pm (48451)


Hi!

How to posibbly exract/repack these files?

txt?
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