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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
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The licenses for most software and other practical works are designed
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the GNU General Public License is intended to guarantee your freedom to
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GNU General Public License for most of our software; it applies also to
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When we speak of free software, we are referring to freedom, not
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0. Definitions.
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Each time you convey a covered work, the recipient automatically
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
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License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
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but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
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by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
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to choose that version for the Program.
Later license versions may give you additional or different
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later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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----------------------------------------------------
- INTRO -
----------------------------------------------------
This kit contains nearly all images that contain text in the game that need to have seperated elements necessary for translation. For most of these, it's straight forward what to do, but there are special instructions for a few as well as general guidelines for all images.
----------------------------------------------------
- PREREQUESITES -
----------------------------------------------------
-CLIP STUDIO PAINT (Optional, recommended)
-A tablet/drawing pad
For all project files included, they have been converted from the CLIP format to Photoshop documents for your convenience, so they are compatible with other paint programs. You'll notice there are still CLIP's included anyway - The advantage to them is the text, vectors, and layer markers will not be rasterized from the PSD conversion, so you can edit the text boxes directly with the size, kerning, line spacing, and fonts already set up for you. KEEP IN MIND THAT THE PSD CONVERSIONS ARE NOT PERFECT - some come with extremely slight pixel differences that I cannot explain, which is why there's clip variants for the cafeteria backgrounds, even though you theoretically don't need those.
Given Wani was made primarily in CLIP, it's highly recommended you get CLIP Studio anyway, as the brush included in this kit only works for CLIP. There's also a brush made close to this brush for Procreate, and that has been included as well in case you want to use that. Any brush will do so long as it's similar to the included brushes (slightly pencil-like and shimmering regular pen, minimal anti aliasing)
CLIP Studio has a free trial you can download from their page with a 3 month time limit on all devices, more than enough time to get done with translations. If you don't like the sound of that, the PSD's are still there.
----------------------------------------------------
- REQUIREMENTS -
----------------------------------------------------
If you're commiting to a translation, understand these things:
1. You MUST make the translated images and modified project files available for free online, per the CC-BY SA license.
2. Don't change anything in the image that isn't the translated text unless specified otherwise. This includes all the non-text layers and folders. If you need to change a part of the image to suit the translation, let us know at cavemanongames@gmail.com so we can work something out.
3. If an image has DRAWN text, you must also draw the text, not type it.
4. You are not allowed to translate images that aren't explicitly supported to be translatable. That means images not found in this kit are untranslatable, even the photo backgrounds that contain text in them.
Not all words need to be translated! If something is generally understood in your language/culture, don't translate it. If you think there's a phrase, sentence, or word that would benefit from being localized but might be controversial in a lore sense, give us a full list of changes (in assets or in writing) you want to propose with detailed explanations for everything at cavemanongames@gmail.com and we'll approve of anything that seems good.
----------------------------------------------------
- INSTRUCTIONS -
----------------------------------------------------
Some of these do not have to be followed exactly, and a few contain project files that make them unnecessary. These are for those who want to know the exact specifications of which they are created.
Most of these have been drawn using the G_Pen_Wing_2.sut brush, what we'll call the wani brush. If some look like they've been drawn with G Pen for clip, or a regular looking brush, use that instead. Use your intuition for how the rest of these should be done - they should at least look like the source image.
The layers within the project files have partially flattened layers to make it simpler to navigate and to reduce file size, with the necessary layers needed to reproduce the image exactly still there. The actual text layers/folders should be obvious, and some are marked as reference layers in the clip files (If they are not obvious, they generally will be at the top or bottom of the layer/folder trees).
Some of these are higher resolution than their exported game assets! These include the cafeteria, olivia's first painting, and the sketchbook doodles. They are high-res to make it easier to create the translated assets, and so if anyone wants high res versions of these translated assets, they can. Remember to export the game asset PNG's at half the resolution - Preferably, with CLIP's high accuracy filter as that's how they were exported, but regular bilinear filtering in other programs is fine.
The following instructions will assume you use CLIP.
-TEXT CLARIFICATION-
Love test machine:
Top of the machine:
"LOVE TESTER"
"25¢" (25 Cents)
Side of the machine:
"DOES YOUR LOVER KNOW?"
Front of the machine:
"VOLCANIC"
"PASSIONATE"
"BURNING"
"NAUGHTY, BUT NICE"
"MILD"
"HARMLESS
"CLAMMY"
"POOR FISH TRY AGAIN"
e1 cgs:
6th CG:
"Sorry Olivia"
1st CG:
"BPM 86" (Beats Per Minute)
macaroni prop:
"For Olivia :)"
-ASSET INSTRUCTIONS
art_contest_submission:
Font: Times New Roman
"INCO G NITO
12th Grade" 83pt
If you're not using CLIP to change the text easily, make a copy of the text layer and move it 2 pixels right, 1 pixel down. Color it the same color as the layer you're replicating (#D0C7C0)
bg_cafeteria and bg_cafeteria_winter:
Make your changes to the exit sign (The very top layer of the project). Duplicate the layer and flip it vertically so it looks mirrored.
Move the new layer to the spot on the reflection where it would be - It doesn't have to be super accurate but it shouldn't look offcenter to the sign box (Make it around 4 pixels between each boundary of the box).
Go down near the bottom of the last enabled folder of layers that contain the floor reflections, you should see a folder labeled "EXIT". Note the 3 layers in it have specific opacities and blending modes.
Delete the existing layers in the EXIT folder and put your new layer there. Duplicate the layer so there's 3 layers, and place the top-most layer 6 pixels down from the rest of the layers.
Now change the opacity and blending mode of the 3 layers so it corresponds to the original layers. If you don't remember them, the 3 layers below the EXIT folder (Or in the winter version's case, a folder and 2 layers) use the exact same settings. Otherwise, you can copy these to the layers:
Layer 1 (Topmost) - 39% opacity, uses Add (Glow) blending
Layer 2 - 15% opacity, uses Hard Light blending
Layer 3 (Bottommost) - 100% opacity, uses Lighten blending
olivia painting:
Font: Times New Roman
"O.HALFORD" 87.1pt, Horizontal Ratio 55, Bold
"O.HALFORD" 87.1pt, Horizontal Ratio 55, Bold, Vertical Ratio 15, flipped vertically
If you're not using CLIP to change the text easily, you should be able to make an identical text with the above information, corresponding with the top and bottom texts in the image.
--------------------------------------------
- WANI LOGO -
--------------------------------------------
This is a special asset that doesn't require translation because it would be hardest asset to translate for something that isn't strictly necessary to understand the game, and also being the most artistically dependant asset to make. Skip this whole section if you don't want to cover it, but if you still want to translate it there's a few things you should know:
-You will need to cover all the assets related to the logo, including the animations.
-Special consideration should be taken for how you translate it, since it is THE logo and depends on an english pun. At minimum, you only need to translate the logo from "I Wanna Hug that Gator!" so it makes sense for the game, but if you want to go the extra mile of including a japanese symbol's phonetic meaning as a pun in your translated "I Wanna Hug that Gator!", then it preferably should be something related to gators, baronyxes, dinos, or otherwise. For instance, "Wani (鰐)" and "Wani (ワニ)" in the logo is the kanji and katagana respectively for "Alligator", and both are combined into the symbol to stylize it to look like olivia in her wheelchair. Keep in mind that the intent of the title is also to parody how japanese VN's title their games - that is, boisterous first-person actions - so try to keep it within that tone.
-The alternate logo is just a joke logo, so if you want to change it so it's not a declaration of how much you want to FUCK that gator, go ahead.
-The dimensions and duration of the image/animation can vary as you need it for translation. Ultimately, keep it within reason with how the game presents with it being legible in-game, not clipping it to the edge of the screen when it goes full screen, and not being too long. If you need to export it at a lower resolution to fit it, do so.
-This is the only asset that doesn't have a PSD alternative, you must use CLIP for this as it's impossible to convert it to PSD.
All of the above (But mainly the localizing parts) will need some approval by us first so the logo is within reason. Shoot us an email at cavemanongames@gmail.com with descriptions of what you want to translate it to and we'll approve it if it's good.
Once that's covered, make your changes to the logo. This can be done in two main ways, depending on how dedicated you are:
-Re-animating the entire logo in your language
-Animating a subtitle somewhere around the logo that includes the translation instead of editing the logo itself
Use whatever method/program you need to animate the logo, but USE THE SOURCE FILE/FRAMES FROM THE CLIP FILE. Not only do you use the cleanest source with higher-res to work with, you also need the transparency in the frames for encoding (explained later). If what you're doing can be animated in CLIP, it's suggested you do so so you're not chaining programs together.
Export the logo frames in CSP by going into File > Export animation(Y) > Image sequence... and in the export dialog maki sure the framerate is 30 and the exported resolution is half of the project dimensions (which comes out to 1056 x 950 with the current project file's resolution, but can change depending on your specifications), the same as the game asset's resolution. If you're exporting to edit in another program, export at full res if you want, but they need to be re-exported as individual frames and shrunk back down to the appropriate resolution (Either by batch processing all the frames in your program, or sizing it down with FFMPEG, explained later).
In the 'Export to(F):' field, select the folder to export the frames. Put the frames of either logo in the 'logo_frames' folder, and when you're doing the alternate logo put them in the 'logoalt_frames' folder. Hit 'OK' to export.
FOR WINDOWS USERS:
Double-click the 'Convert Logo frames to videos.bat' and/or 'Convert Alt Logo frames to videos.bat' files, making sure you have frame files for either in the respective frame folders. Lossless and game-usable videos will be found respectively in the 'export' folders.
You may have to edit variables in these scripts to match characteristics of your frame files, such as their naming scheme. Open the batch scripts in a text editor and look at the top of the file where several variables can be found:
set "LOGO_FRAME_RATE=30"
set "LOGO_FRAME_STARTING_NUMBER=0"
set "LOGO_FRAME_BASENAME=Timeline 1_"
set "LOGO_FRAME_DIGITS=4"
set "LOGO_FRAME_EXTENSION=.png"
set "LOGO_FRAME_HALFRES=FALSE"
Change these variables as you see fit. For instance, if you re-exported your frames from Vegas Pro, they may have a naming scheme of "ProjectName_XXXXXX", where "XXXXXX" is a number between 000000 and 999999, different from CSP's naming scheme which defaults to "Timeline 1_XXXX", so you would change LOGO_FRAME_BASENAME and LOGO_FRAME_DIGITS. This is also where you can automatically downsize your video on conversion if you initially exported the logo frames at full-res.
FOR OTHER OS'S:
For people who need to convert the frames manually, download FFMPEG for your system (Through your package manager, building from source, or downloading pre-built binaries from https://github.com/BtbN/FFmpeg-Builds/releases or https://www.gyan.dev/ffmpeg/builds/), and either make them part of your system environment variables or just have the FFMPEG exe in your working directory. Here are the commands for manual conversion:
// This is to convert the logo frames to a lossless video for archival and because converting frames directly to mpeg4 doesn't work properly in FFMPEG.
// Change the arguments to what you need, such as framerate, the starting frame number, and the path to and name of the input frames.
// If you want to downsize your frames by half-res, add '-filter:v scale=iw/2:ih/2' to the command.
ffmpeg -framerate 30 -start_number 0 -i "Timeline_1%04d.png" -c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 "title lossless.mp4"
// Same as the above, but makes an alpha mask video instead. If you want to downsize this as well, replace '-filter:v alphaextract' with '-filter:v "alphaextract, scale=iw/2:ih/2"'
ffmpeg -framerate 30 -start_number 0 -i "Timeline_1%04d.png" -c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 -filter:v alphaextract "titlemask lossless.mp4"
// Now turn that lossless video into a game-usable video. Again, changing things like the path to the input and output video as needed.
ffmpeg -i "title lossless.mp4" -pix_fmt yuv420p10le -c:v vp9 -deadline good -cpu-used 0 -row-mt 1 -tile-columns 2 -lag-in-frames 25 -keyint_min 240 -auto-alt-ref 6 -arnr-maxframes 12 -enable-tpl 1 -colorspace bt709 -b:v 0 -crf 31 "anim_logo1.webm"
// Same as the above, but using the lossless mask video. This will convert it to mpeg4, which prevents the video extension from being '.webm' on export.
ffmpeg -i "titlemask lossless.mp4" -c:v mpeg4 -colorspace bt709 -qscale:v 10 -an "anim_logomask.mp4"
// Rename that exported video to have a '.webm' extension. Or you can just do it in your file explorer.
// WINDOWS:
ren "anim_logomask.mp4" "anim_logomask.webm"
// LINUX:
mv "anim_logomask.mp4" "anim_logomask.webm"
To do the same for the alternate logo, switch the filenames as appropriate when inputing commands:
ffmpeg -framerate 30 -start_number 0 -i "Timeline_1%04d.png" -c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 "titlealt lossless.mp4"
ffmpeg -framerate 30 -start_number 0 -i "Timeline_1%04d.png" -c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 -filter:v alphaextract "titlealtmask lossless.mp4"
ffmpeg -i "titlealt lossless.mp4" -pix_fmt yuv420p10le -c:v vp9 -deadline good -cpu-used 0 -row-mt 1 -tile-columns 2 -lag-in-frames 25 -keyint_min 240 -auto-alt-ref 6 -arnr-maxframes 12 -enable-tpl 1 -colorspace bt709 -b:v 0 -crf 31 "anim_logoalt1.webm"
ffmpeg -i "titlealtmask lossless.mp4" -c:v mpeg4 -colorspace bt709 -qscale:v 10 -an "anim_logoaltmask.mp4"
// WINDOWS:
ren "anim_logoaltmask.mp4" "anim_logoaltmask.webm"
// LINUX:
mv "anim_logoaltmask.mp4" "anim_logoaltmask.webm"
AFTER CONVERSION:
When you're finished with the animations entirely, take the last frames of the logo and alt logo and save them as "anim_logo2.png" and "anim_altlogo2.png" respectively, still making sure they're half-res. If you're ready to assemble them so they follow the game's file structure, move on to the next section.
----------------------------------------------------
- EXPORTING FOR GAME ASSETS -
----------------------------------------------------
For several, exporting the text layer will do just fine, but some files contain layers above the text, and care must be taken with them in mind - you can't just export the text layer, you have to export the layer with the accumulative effects of the layers above affecting the text layer.
The best way is to get a selection wand and tune it so it selects every pixel of the layer(s)/folder that isn't completely transparent, and export only that. For CLIP, making a copy of the entire image into a new layer, ticking off "Apply to connected pixels only", "Area scaling", "Refer multiple", "Anti-aliasing", and setting tolerence to zero for the selection wand, clicking on a completely transparent pixel outside of the text layer/folder, inverting the selection, then using the selection to copy those pixels from the copy of the image only to another layer will do the trick.
For selecting multiple layers, CLIP is unfortunately annoying about this, but it will listen to reference layers, and some are enabled in the clip files. Tick on "Refer multiple" and select "Reference layer" to properly select them. If you can't do that, just make sure you get the text on seperate layers through a similar fashion.
Export the new text layers as themselves without the base image, exactly like the game asset examples provided in the "game" folder.
Once done, assemble the exported images (And videos, if you edited the Wani logo) into a seperate folder like the example files in this pack's "game" folder. Make sure you save the modified project files in this pack too. If you used an external program to help animate the logo, provide the project files from it if possible. Compile them all into this pack and make it available as a download. Don't make copies of assets that are entirely unmodified english, it will show up in game as english anyways.
If you're only translating assets, or coinciding them with translated scripts, email us them at cavemanongames@gmail.com as a link and we'll make it publically available, or more conveniently put it on our git - git.cavemanon.xyz
If you do so on the git, please leave it somewhere where it can be seen. You can create an issue on the Wani demo repository and leave a link for others to use and eventually implement (Likely, you won't be able to do a PR since it concerns files that only relate to the full game)
--------------------------------------------
- MISCELLANEOUS -
--------------------------------------------
While translating the rest of the game is outside the scope of this pack, chances are you're dedicated enough to want to translate the whole game anyway. Lucky for you, Renpy is designed so codelets can pitch in and work on stuff.
At https://www.renpy.org/, you can download Renpy's 8.1.3 SDK (Which is really just a launcher with QoL tools) and go through it's tutorial projects to get a grip on how Renpy works. Specifically for translations, Renpy allows you to generate swaths of empty strings in a language of your designation (When generating, make your language code a two character, lowercase string like 'es' or 'ru') so you can just pick it up and start translating. You can find out more about them on Renpy's wiki, which can be found on Renpy's homepage. Generating strings for the whole game requires you assemble the game as a Renpy project, and a tutorial of which can be found on the Demo's git page - https://git.cavemanon.xyz/Cavemanon/IWaniHugThatGator-Demo-Public
Undoubtedly, there's going to be some quirks that will go beyond simple string replacement when it comes to suiting any given language, such as fonts, localization, text that becomes too long or short, etc. Deal with them in any way you think is necessary, or make an issue on the Wani Demo repo on our git for things that can be tweaked to be more language agnostic.
One spanish anon has provided tools for helping with translations should you need it. This tool might help with making a basis for a real translation or the funniest shit you've ever seen depending on how you want to use it.
https://git.snootgame.xyz/GManon/Trans_tools

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@echo off
:: Sets the variables for what charcteristics your frames are. You shouldn't need to mess with LOGO_FRAMERATE, but if your
:: frame names are different from say, CSP's (Where the default naming scheme isn't 'Timeline 1_XXXX'), this is where you change
:: them. LOGO_FRAME_DIGITS refers to how many digits at the end of the base frame name are in a collection, so for instance CSP's
:: goes from 0000 - 9999, which is 4 digits.
set "LOGO_FRAME_RATE=30"
set "LOGO_FRAME_STARTING_NUMBER=0"
set "LOGO_FRAME_BASENAME=Timeline 1_"
set "LOGO_FRAME_DIGITS=4"
set "LOGO_FRAME_EXTENSION=.png"
:: Set this to TRUE if you want to shrink it down
set "LOGO_FRAME_HALFRES=FALSE"
:: The filepaths for the frame and video folders
:: This will end up with a filepath like "logo_frames\\Timeline 1_0000.png" for frames
set "LOGO_PATH_FRAMES=logoalt_frames\\%LOGO_FRAME_BASENAME%%%0%LOGO_FRAME_DIGITS%d%LOGO_FRAME_EXTENSION%"
set "LOGO_PATH_VIDEO_LOSSLESS=export_lossless\\titlealt lossless.mp4"
set "LOGO_PATH_VIDEO_MASK_LOSSLESS=export_lossless\\titlealtmask lossless.mp4"
set "LOGO_PATH_VIDEO_GAME=export_game\\anim_logoalt1.webm"
set "LOGO_PATH_VIDEO_MASK_GAME=export_game\\anim_logoaltmask.mp4"
:: Set the command for scaling the video down half res
if "%LOGO_FRAME_HALFRES%"=="TRUE" (set "LOGO_HALFRES_COMMAND=scale=iw/2:ih/2")
if "%LOGO_FRAME_HALFRES%"=="FALSE" (set "LOGO_HALFRES_COMMAND=scale=iw:ih")
:: First we make the RGB video of the logo in lossless format, so it (on paper) should be pixel accurate to the frames.
if exist "%LOGO_PATH_VIDEO_LOSSLESS%" del "%LOGO_PATH_VIDEO_LOSSLESS%"
ffmpeg ^
-framerate %LOGO_FRAME_RATE% ^
-start_number %LOGO_FRAME_STARTING_NUMBER% ^
-i "%LOGO_PATH_FRAMES%" ^
-c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 ^
-filter:v %LOGO_HALFRES_COMMAND% ^
"%LOGO_PATH_VIDEO_LOSSLESS%"
if NOT ["%errorlevel%"]==["0"] goto:error
echo %~n1Done converting logo mask to lossless video.
:: Then we do it again, but make an alpha mask video out of those frames
if exist "%LOGO_PATH_VIDEO_MASK_LOSSLESS%" del "%LOGO_PATH_VIDEO_MASK_LOSSLESS%"
ffmpeg ^
-framerate %LOGO_FRAME_RATE% ^
-start_number %LOGO_FRAME_STARTING_NUMBER% ^
-i "%LOGO_PATH_FRAMES%" ^
-c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 ^
-filter:v "alphaextract, %LOGO_HALFRES_COMMAND%" ^
"%LOGO_PATH_VIDEO_MASK_LOSSLESS%"
if NOT ["%errorlevel%"]==["0"] goto:error
echo %~n1Done converting logo mask to lossless video.
:: Now we convert those lossless videos to game-usable videos
if exist "%LOGO_PATH_VIDEO_GAME%" del "%LOGO_PATH_VIDEO_GAME%"
ffmpeg ^
-i "%LOGO_PATH_VIDEO_LOSSLESS%" ^
-pix_fmt yuv420p10le -c:v vp9 -deadline good -cpu-used 0 -row-mt 1 -tile-columns 2 -lag-in-frames 25 -keyint_min 240 -auto-alt-ref 6 -arnr-maxframes 12 -enable-tpl 1 -colorspace bt709 -b:v 0 -crf 31 ^
"%LOGO_PATH_VIDEO_GAME%"
if NOT ["%errorlevel%"]==["0"] goto:error
echo %~n1Done converting logo to game usable video.
:: And again for the mask
if exist "%LOGO_PATH_VIDEO_MASK_GAME%" del "%LOGO_PATH_VIDEO_MASK_GAME%"
ffmpeg ^
-i "%LOGO_PATH_VIDEO_MASK_LOSSLESS%" ^
-c:v mpeg4 -colorspace bt709 -qscale:v 10 -an ^
"%LOGO_PATH_VIDEO_MASK_GAME%"
if NOT ["%errorlevel%"]==["0"] goto:error
echo %~n1Done converting logo mask to game usable video.
:: Rename the files to webm for Ren'Py. FFMPEG won't allow you to just specifiy a .webm on an mpeg4 file
if exist "export_game\\anim_logoaltmask.webm" del "export_game\\anim_logoaltmask.webm"
ren "%LOGO_PATH_VIDEO_MASK_GAME%" "anim_logoaltmask.webm"
echo %~n1Successfully changed extension of game-usable videos.
goto:end
:error

echo There was an error. Please check your input files or your FFMPEG isn't in this folder/not part of your environment variables.
pause
exit 0
:end

echo Encoding succesful.
pause
exit 0

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@echo off
:: Sets the variables for what charcteristics your frames are. You shouldn't need to mess with LOGO_FRAMERATE, but if your
:: frame names are different from say, CSP's (Where the default naming scheme isn't 'Timeline 1_XXXX'), this is where you change
:: them. LOGO_FRAME_DIGITS refers to how many digits at the end of the base frame name are in a collection, so for instance CSP's
:: goes from 0000 - 9999, which is 4 digits.
set "LOGO_FRAME_RATE=30"
set "LOGO_FRAME_STARTING_NUMBER=0"
set "LOGO_FRAME_BASENAME=Timeline 1_"
set "LOGO_FRAME_DIGITS=4"
set "LOGO_FRAME_EXTENSION=.png"
:: Set this to TRUE if you want to shrink it down
set "LOGO_FRAME_HALFRES=FALSE"
:: The filepaths for the frame and video folders
:: This will end up with a filepath like "logo_frames\\Timeline 1_0000.png" for frames
set "LOGO_PATH_FRAMES=logo_frames\\%LOGO_FRAME_BASENAME%%%0%LOGO_FRAME_DIGITS%d%LOGO_FRAME_EXTENSION%"
set "LOGO_PATH_VIDEO_LOSSLESS=export_lossless\\title lossless.mp4"
set "LOGO_PATH_VIDEO_MASK_LOSSLESS=export_lossless\\titlemask lossless.mp4"
set "LOGO_PATH_VIDEO_GAME=export_game\\anim_logo1.webm"
set "LOGO_PATH_VIDEO_MASK_GAME=export_game\\anim_logomask.mp4"
:: Set the command for scaling the video down half res
if "%LOGO_FRAME_HALFRES%"=="TRUE" (set "LOGO_HALFRES_COMMAND=scale=iw/2:ih/2")
if "%LOGO_FRAME_HALFRES%"=="FALSE" (set "LOGO_HALFRES_COMMAND=scale=iw:ih")
:: First we make the RGB video of the logo in lossless format, so it (on paper) should be pixel accurate to the frames.
if exist "%LOGO_PATH_VIDEO_LOSSLESS%" del "%LOGO_PATH_VIDEO_LOSSLESS%"
ffmpeg ^
-framerate %LOGO_FRAME_RATE% ^
-start_number %LOGO_FRAME_STARTING_NUMBER% ^
-i "%LOGO_PATH_FRAMES%" ^
-c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 ^
-filter:v %LOGO_HALFRES_COMMAND% ^
"%LOGO_PATH_VIDEO_LOSSLESS%"
if NOT ["%errorlevel%"]==["0"] goto:error
echo %~n1Done converting logo mask to lossless video.
:: Then we do it again, but make an alpha mask video out of those frames
if exist "%LOGO_PATH_VIDEO_MASK_LOSSLESS%" del "%LOGO_PATH_VIDEO_MASK_LOSSLESS%"
ffmpeg ^
-framerate %LOGO_FRAME_RATE% ^
-start_number %LOGO_FRAME_STARTING_NUMBER% ^
-i "%LOGO_PATH_FRAMES%" ^
-c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 ^
-filter:v "alphaextract, %LOGO_HALFRES_COMMAND%" ^
"%LOGO_PATH_VIDEO_MASK_LOSSLESS%"
if NOT ["%errorlevel%"]==["0"] goto:error
echo %~n1Done converting logo mask to lossless video.
:: Now we convert those lossless videos to game-usable videos
if exist "%LOGO_PATH_VIDEO_GAME%" del "%LOGO_PATH_VIDEO_GAME%"
ffmpeg ^
-i "%LOGO_PATH_VIDEO_LOSSLESS%" ^
-pix_fmt yuv420p10le -c:v vp9 -deadline good -cpu-used 0 -row-mt 1 -tile-columns 2 -lag-in-frames 25 -keyint_min 240 -auto-alt-ref 6 -arnr-maxframes 12 -enable-tpl 1 -colorspace bt709 -b:v 0 -crf 31 ^
"%LOGO_PATH_VIDEO_GAME%"
if NOT ["%errorlevel%"]==["0"] goto:error
echo %~n1Done converting logo to game usable video.
:: And again for the mask
if exist "%LOGO_PATH_VIDEO_MASK_GAME%" del "%LOGO_PATH_VIDEO_MASK_GAME%"
ffmpeg ^
-i "%LOGO_PATH_VIDEO_MASK_LOSSLESS%" ^
-c:v mpeg4 -colorspace bt709 -qscale:v 10 -an ^
"%LOGO_PATH_VIDEO_MASK_GAME%"
if NOT ["%errorlevel%"]==["0"] goto:error
echo %~n1Done converting logo mask to game usable video.
:: Rename the files to webm for Ren'Py. FFMPEG won't allow you to just specifiy a .webm on an mpeg4 file
if exist "export_game\\anim_logomask.webm" del "export_game\\anim_logomask.webm"
ren "%LOGO_PATH_VIDEO_MASK_GAME%" "anim_logomask.webm"
echo %~n1Successfully changed extension of game-usable videos.
goto:end
:error

echo There was an error. Please check your input files or your FFMPEG isn't in this folder/not part of your environment variables.
pause
exit 0
:end

echo Encoding succesful.
pause
exit 0

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wanilogo/Wani Logo.clip Normal file

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wanilogo/ffmpeg.exe Normal file

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