Archived Big Brother: All the dialogs in a navigable format [v0.13.007]

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Max White

New Member
Oct 25, 2017
12
36
There is an html file that contains all the dialogs with replies hyperlinked back and forth.

The values on gray background represent the condition needed for the option to appear, the gray backround after the text represents game state changes applied after you choose that option.

Hope you find this useful and posting such data won't violate the forum rules.

Updated on 10/29:
* Two menu items hand-picked to become roots, so there will be no more orphaned answers
* css file inlined
* the formatting has been fixed: vertical lines now on the left are shown only when there are multiple answers for a dialog

Updated on 10/31:
* Ordered all dialogs, so that they appear together for the same character
* Removed some excessive back-links, put dialog name on top of the dialog (to ease the search)
* Using css to produce punctiation marks (resulting in a few percent file size decrease)

Update on 01/03:
* Wrote the code again, updated dialogs for v0.12

Preview:
preview.png
 

DamnVamMan

Member
Mar 14, 2017
302
362
Ok so how did you link up all the stories? Please tell me you didn't do something like this by hand
 

Max White

New Member
Oct 25, 2017
12
36
Ok so how did you link up all the stories? Please tell me you didn't do something like this by hand
I wrote a program that takes decrypted Data\0002.dat as input and produces either English or Russian file with dialogs.

Not sure, if anyone needs it here, yet here is the Russian dialogs page

Update: Russian dialogs are attached to the top post
 
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thug73

Newbie
Jan 20, 2017
67
43
There is an html file that contains all the dialogs with replies hyperlinked back and forth.
This is excellent stuff. I had started work on something similar, but which also included the graphics. My formatting is not as good as yours, plus I don't think I was finding all the "root" points as well.

My version is attached. It's a plain HTML file which needs to be placed in the images folder itself for the image links to resolve correctly.

Anyway, would you consider posting your source code? I'd like to see what I could learn from it.

Cheers,

Thug
 

Max White

New Member
Oct 25, 2017
12
36
This is excellent stuff. I had started work on something similar, but which also included the graphics. My formatting is not as good as yours, plus I don't think I was finding all the "root" points as well.

My version is attached. It's a plain HTML file which needs to be placed in the images folder itself for the image links to resolve correctly.

Anyway, would you consider posting your source code? I'd like to see what I could learn from it.
Thanks.
Your version reminds me of the html-based games... like virtual date with ariane

My source code is too ugly, not sure if one can learn anything good from it ;)

The idea is to collect all the dialogs with their answers in data structures, then establish references between dialogs (each answer points either to another dialog or has a 'leave' word), then find the root nodes (that no other dialog is pointing to), add notebook and intro scene to the list of root dialogs (those 2 were not collecting in the previous step for having circular references), and then you have a number of conversations to save to html.
 
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akisex

Newbie
Nov 1, 2017
24
1
Hey i want to translate my game... I have just to change dialogues of this? Because i don't know how to install dialogues.txt ^_^ (i'm french)
 

000000

Active Member
Oct 9, 2017
820
822
There is an html file that contains all the dialogs with replies hyperlinked back and forth.

The values on gray background represent the condition needed for the option to appear, the gray backround after the text represents game state changes applied after you choose that option.

Hope you find this useful and posting such data won't violate the forum rules.

Updated on 10/29:
* Two menu items hand-picked to become roots, so there will be no more orphaned answers
* css file inlined
* the formatting has been fixed: vertical lines now on the left are shown only when there are multiple answers for a dialog

Updated on 10/31:
* Ordered all dialogs, so that they appear together for the same character
* Removed some excessive back-links, put dialog name on top of the dialog (to ease the search)
* Using css to produce punctiation marks (resulting in a few percent file size decrease)

Preview:
View attachment 31835

so their wasn't a scene were Eric grope Alice while massaging ?? i think the name of the pic was n-ea-1.jnp, n-ea-2.jnp, n-ea-3.jnp and n-ea-4.jnp


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DamnVamMan

Member
Mar 14, 2017
302
362
This is excellent stuff. I had started work on something similar, but which also included the graphics. My formatting is not as good as yours, plus I don't think I was finding all the "root" points as well.

My version is attached. It's a plain HTML file which needs to be placed in the images folder itself for the image links to resolve correctly.

Anyway, would you consider posting your source code? I'd like to see what I could learn from it.

Cheers,

Thug
you mean decrypted images folder?
 

Romeo911

New Member
May 11, 2017
10
1
There is an html file that contains all the dialogs with replies hyperlinked back and forth.

The values on gray background represent the condition needed for the option to appear, the gray backround after the text represents game state changes applied after you choose that option.

Hope you find this useful and posting such data won't violate the forum rules.

Updated on 10/29:
* Two menu items hand-picked to become roots, so there will be no more orphaned answers
* css file inlined
* the formatting has been fixed: vertical lines now on the left are shown only when there are multiple answers for a dialog

Updated on 10/31:
* Ordered all dialogs, so that they appear together for the same character
* Removed some excessive back-links, put dialog name on top of the dialog (to ease the search)
* Using css to produce punctiation marks (resulting in a few percent file size decrease)

Preview:
View attachment 31835
Translate this file and how can we restore it ?
 

ElPepo

New Member
Sep 10, 2017
1
0
What is the dialogue file? with what software can it be opened? I need dialogs of the latest version.
 

thug73

Newbie
Jan 20, 2017
67
43
Oh, and I have also fucked up the sources (removed along with 0.9 folder)
So, there's no update for 0.10 to come.
Heh. No worries. I'll do some more work on my version as time allows.

One question you might be able to help with...

At the moment I'm just ignoring the various numbers in the dialog entries, so for example:

07.abq.10@68@Постой, а почему мне столько? Неужели, ты свою долю отдала, Кира?|Wait, why do I get so much then? Did you give me your share, Kira?

I'm just ignoring the "68" because I have no idea what it does. I presume that somewhere in these codes there has to be a location and/or a time-of-day variable. Do you have any idea how to decode this?

Cheers,

Thug
 

Secret09

Newbie
Oct 20, 2017
85
15
so their wasn't a scene were Eric grope Alice while massaging ?? i think the name of the pic was n-ea-1.jnp, n-ea-2.jnp, n-ea-3.jnp and n-ea-4.jnp


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How did get this? Is this part of the latest update? What triggers this in game?
 

Max White

New Member
Oct 25, 2017
12
36
Heh. No worries. I'll do some more work on my version as time allows.

One question you might be able to help with...

At the moment I'm just ignoring the various numbers in the dialog entries, so for example:

07.abq.10@68@Постой, а почему мне столько? Неужели, ты свою долю отдала, Кира?|Wait, why do I get so much then? Did you give me your share, Kira?

I'm just ignoring the "68" because I have no idea what it does. I presume that somewhere in these codes there has to be a location and/or a time-of-day variable. Do you have any idea how to decode this?

Cheers,

Thug
Hey, Thug

I'm glad to help you with ideas and algorithms.

As I've figured out, the first part is dialog ID, the 68 number stands for the face shown in the bottom-left of the screen (those are emo-xxx.png files, they are not even encrypted), there can also be a third part present only when image changes. I usually replace the number with character's name.
 
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x-interupt

Newbie
Jun 21, 2017
54
251
Heh. No worries. I'll do some more work on my version as time allows.

One question you might be able to help with...

At the moment I'm just ignoring the various numbers in the dialog entries, so for example:

07.abq.10@68@Постой, а почему мне столько? Неужели, ты свою долю отдала, Кира?|Wait, why do I get so much then? Did you give me your share, Kira?

I'm just ignoring the "68" because I have no idea what it does. I presume that somewhere in these codes there has to be a location and/or a time-of-day variable. Do you have any idea how to decode this?

Cheers,

Thug
the "68" is the facial animation that you see in the lower left hand corner for the response, and they correspond to the encrypted "emo-*.png" in the images directory. the star of course, fill in the number from the text will show you what the face is.
cheers!
-X (accept no substitutes)
 
Aug 6, 2016
202
305
I wrote a program that takes decrypted Data\0002.dat as input and produces either English or Russian file with dialogs.

Not sure, if anyone needs it here, yet here is the Russian dialogs page

Update: Russian dialogs are attached to the top post
Could we see the code ?
 

GC

Newbie
Jul 31, 2017
33
61
What is the dialogue file? with what software can it be opened? I need dialogs of the latest version.
Here are all 0.11 translatable content.
If you check out the image decrypted tool, there is a sub-tool allow you to decode/encode the dat file. So you can translate the content and encode to dat file.

Also, this game support displaying DBCS as well. (Double Byte Char, mostly asia character)
excample: BB_1.png
 

Max White

New Member
Oct 25, 2017
12
36
There's going to be an update for v12 (i wrote the tool again from scratch it's useable already)

Here are the dialogs for 0.11
 
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