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While Prism Ark has not been licensed yet, it is produced by MFI, therefore we won't be listing fansubs here on AnimeSuki. REALISTIC DESIGNS A-M. I've heard estimates of a minimum 1,000 meter separation from a 1 MW reactor. 2!: /HBC*0@4. Tsuma?: (UPDMAM0.

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• 1 / 3 Yes, I want to learn about other offers via the newsletter. I can cancel it at any time. Test for free Your data is being sent securely. Aigasete: /HS- 4*0@4. 0 /KS or /HA- 4@4. 0) /HBN- C@4.

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Yogoreshite Kudasai: /HB- 8*0@4. 0C0 or /HAN8@4. Ijitte Princess Final Road: /HBC*0@4. Previously these required /h codes, but with the newest version of AGTH, they should be auto- detected. Below you can still find the /h code and patch information if needed.- Kirikiri Engine: This is an engine that many different games are programmed with (the data files will have a. With the release of AGTH 2. Kirikiri engine and create a user hook thread.

If by some chance there is a problem with this, the /h code for Kirikiri engine is /HW- 4*1. The thread address is the address (after the 0's) of the AGTH thread that is extracting the incorrect text. Some Games on the Kirikiri Engine: -! Save near the end, then play through it fully using AGTH, then exit the game and reload it without using AGTH and continue, so that the game will remember that the scenario has been cleared.- Real. Live Engine: It's easy to notice if a game uses this engine because the.

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With the release of AGTH 2. Live engine and create a user hook thread. If by some chance there is a problem with this, you can download the rlivepch. Exe for your name. After that, AGTH should hook the text correctly. Some Games on the Real. Live Engine:.

Soft System 4. 0 engine was updated in AGTH 2. If by some chance there is a problem with this, you may also try this patch, or these /h codes for Alicesoft System 4. Can also try /HB3.

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Can also try /HB3. As of Version 2. UGP capabilities have been improved to work on newer versions (such as r. If however you have some problem with this, you may try the following /h codes:. Note that games on this list that are listed as incompatible with OTH may work on AGTH! AGTH works very differently and is compatible with a much wider range of games than OTH.-.

Set speed to fast, not instant. Change in- game text speed to max to avoid text replication. Set font in game to an MS font.

It does have a quirk that needs mentioned, though; in non- voiced scenes, it will sometimes put the character's name right in front of their dialogue, and when Atlas grabs it, it then tries to translate that name in as if it were part of the sentence, messing up the translation. When this happens, just copy the sentence after the name in the AGTH window to send it to Atlas. The major scenes are voiced and in those, it does not have this problem.-. However, the names appear in the text field, requiring you to copy just the sentence from the AGTH window.

Speaker's name appears after the dialogue, but this shouldn't effect translation. Text speed needs to be set to instant.

The name sometimes appears twice in the text field. Set in- game text speed to max for best efficieny.-. Set in- game text speed to max for best efficiency.-. Set in- game text speed to max for best efficiency.-. Set in- game text speed to max for best efficiency.-. Change in- game text speed to max for best efficiency.-.

When a character's position on the screen changes it will capture the previous speaker's name and add it to the current speaker (example: Hakuoro. This isn't really a big deal, since you still know who is speaking. There is one other oddity where it may capture the speaker's name but not their line: If you look in the AGTH window, it does indeed extract the line, but somehow only the name is getting sent to Atlas. In those rare cases, you can highlight and copy the dialogue line from the AGTH window to send it to Atlas.-. Make sure to change the text speed to instant.