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Copy file name to clipboardExpand all lines: README.md
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@@ -6,20 +6,30 @@ Supported by [JetBrains](https://www.jetbrains.com/?from=HappyReaderByZoltanar)
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Before reporting issues or requesting features, please see [Goals](https://github.com/Zoltanar/Happy-Reader/blob/master/Goals.md)
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# Basic Guide (v2.5.0)
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# Basic Guide (v2.6.0)
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- Launch Happy Reader.exe
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- (To close the application, you must right click the icon in the Windows tray section, next to the time)
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- Click `Settings` Tab, on the left
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- Click on the settings Icon ⚙️ in the bottom left
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- Change Translator to use and enter/modify settings as needed.
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- Enter path to Locale Emulator if required (LEProc.exe)
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- Switch to `Games` tab
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- Go to `Games` tab on the left
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- Drag executable to area in `Games` tab, or click `Add New` to select executable
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- Double-click or 'right-click > See Details' on Game to open Game Settings
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- A Game tab will open, you can access this later via double-click or 'right-click > See Details' on game in Games tab
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- If this is a game found on VNDB, Happy Reader will try to find a match, if it fails or is incorrect, you can change this by changing the `VNID` value to that of the correct visual novel, you must press `Enter` to save your change
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- You can search for the VN in the Visual Novels tab, the ID can be found in the top right corner of VN tiles
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- Change `Hook Mode` as necessary (usually `VnrHook`)
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- Enter /H Hook Code if available
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- Back on `Games` Tab, launch Game by clicking `Off` button, or right-click and choose specific launch mode
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- The game must be launched from Happy Reader itself at least once
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- The game must be launched from Happy Reader itself at least once, before it can be automatically found when started outside Happy Reader
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- If you get an 'Access Denied' error, you may need to run Happy Reader as Administrator.
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- In launched game, progress to dialog section
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- It is highly advised that you change the text speed in game to the maximum, to prevent text being broken up or repeated
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- example: `:s おはよう!` to search for `おはよう!` in each text thread, in the encodings that each thread is set to
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- example: `:sa おはよう!` to search for `おはよう!` in each text thread, in all 3 encodings possible (Unicode, UTF-8, Shift-JIS) (can take longer)
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- Results will appear in Console thread at the top
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- If :sa is used and text is is a different encoding to the one selected in text thread panel, you can change the encoding with the drop-down on the right
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- If \:sa is used and text is is a different encoding to the one selected in text thread panel, you can change the encoding with the drop-down on the right or use the following command to change the encoding of all panels
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- use the command `:e <encoding>` to switch the encoding of all text thread panels to the desired one.
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- example: `:e Unicode` to switch all panels to Unicode
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- example: `:e Shift-JIS` to switch all panels to Shift-JIS
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- example: `:e UTF-8` to switch all panels to UTF-8
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- On the relevant text thread panel, check the `Posting` checkbox, to allow text to appear in Output Window.
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- Advance in game to next dialog
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- A window should pop up on top of the Game Window
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- If it does not, it may have appeared out of screen, click `Reset Output Window` in Text Hooking tab to reset it to a visible location
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- If it still does not appear, click `Show Output Window` in Text Hooking tab.
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- If it still does not appear, click `Show Output Window` in Text Hooking tab.
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- Window should contain captured text (by default, romaji and Translation is shown)
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- Change location, size, and settings of Output Window to your preference
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- Output Window stays on top and will re-appear if closed when new text is captured
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