1Jan

Lunatic Dawn 2

1 Jan 2000admin

The first title in the Lunatic Dawn series from Artdink, released in 1993 for PC-98 and FM-Towns. Quell reflect walkthrough 1. Lunatic Dawn is an RPG and Single-player video game developed by Artdink. It enables the player to create numerous playable characters and execute various real-life actions. At the start, the player has to customize his character by selecting his age, gender, weakness, and even all other factors that affect the character’s parameters such as.

. Summary: Nonlinear RPG Your adventure takes place on a vast continent inspired by medieval Europe, Japan, and China. This world is governed by the four forces of Order, Chaos, Good, and Evil. Your actions will affect the balance of these forces and the future of this world.Choose your own Nonlinear RPG Your adventure takes place on a vast continent inspired by medieval Europe, Japan, and China. This world is governed by the four forces of Order, Chaos, Good, and Evil. Your actions will affect the balance of these forces and the future of this world.

Choose your own adventure You are a free adventurer. Go to an inn and select your quest. From simple tasks like shopping and delivery to extermination and escort, and even smuggling. Depending on how you choose to live, you could become a great hero or a great villain, saving the world from darkness or helping to destroy it. This game is only available in Japanese.

This is a dump of the encoded text from luna2win.pac. It's technically not a complete script dump, as there's some other text in that file as well (and maybe the exe itself), which I think MrRichard999 and Helly already took care of in the partial translation patch.Anyway, I'm not doing anything with this right now (prioritize The Third Book because it. I just like the game a lot!), but if someone else wants to take it up, feel free to. A few points:- The @'s mark line breaks.- The text CANNOT be reordered.- There're a bunch of spaces after each string. Idk how relevant these are.

You probably don't want the English text to exceed the length of the Japanese text + spaces though.For the tool, just drop luna2win.pac in the same folder as the exe (debugbin? How does Visual Studio organize this stuff:P) and run the exe.Script:Tool:Also, one major caveat: I'm not entirely sure how successfully an English script could be reinserted. If the spaces after each line aren't actually relevant it SHOULD? Be more doable. Okay, so did some more research regarding the data files that LD1 and 2 use.

This mostly applies to both of them.1. Lines of text are formatted so that you have the actual line of text, a @ to indicate where the line ends when the game displays it, and then several spaces worth of padding after that. Spaces go up to the max line length for a given section.2.

LD1 breaks its script up into multiple files. LD2 has a single archive file with everything squished together in it.

I THINK the byte 0x80 indicates where the end of a 'file' is in luna2win.pac.This matters because different 'files'/sections in the script have different max line lengths (in bytes).This also matters because 0x80 isn't anything in UTF-8 so it kind of breaks when you try to edit the script. I'll probably change the script dumper to decode 80 to. I don't know, ^ or + or =, just so it can properly re-encode that back into 0x80.3.So I pulled out the request descriptions (or at least some of them) from LD2. The maximum line length here is 190 bytes total. English text is going to be one byte per character, so that means you can have 190 bytes of text total, including the @.If any line of text is under 190 characters (including the @), you need to pad the line with spaces after the @, out to 190 characters.