Cool, thanks! I checked it out and since I played some of the game, it seems pretty much to be in game sentences for when you do certain things. The mirror and orb mentioned certainly look very familiar. I was trying to mess with the files, trying to find those sentences you mentioned earlier. I found わかるか alone in 3 files but not with the rest of the phrase... There must be something missing. A different character for the space or a character that tells the game to change font which we are not seeing...
Very nice translation, Cargodin. It really helps as a sample reference.
November 22, 2018, 02:50:35 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I just found the sentence ここが どう言う場所か わかるか…？ by using a hex editor on the pack.dat file itself. I will try the other lines you gave me before now and see what I get.
November 22, 2018, 02:57:28 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Found this other one この川がは 死者達の渡る川… and all the other lines too.
All of that scene's dialog is on offset 0E3E33A0 0E3E3420
Try opening the pack.dat I included (https://drive.google.com/open?id=1CXJbNFfohaX7828H89tUD0IIo-aQ3H9o
) and using a program like wxMEdit for big files (download here:https://sourceforge.net/projects/wxmedit/files/3.1/wxMEdit-3.1-win32-bin.7z/download?use_mirror=netcologne).
November 22, 2018, 09:38:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hi again Cargodin and everyone. I have some great some news and update regarding the project. I found the sub-file from the pack.dat dump which has those lines. It is one that I accidentally put on the "ITEM AND AREA NAME TEXT, CODE OR BOTH-SJIS" folder. The name of the file, for reference, is 199.564.0E361080.bin.SJIS and the lines from the intro which were "missing" are found beginning on line 131 (change the encoding to japanese>SJIS on np++ to view on JP character format).
We were having difficulty finding it because we did the search on all files in SJIS format (JP characters) and not in ANSI code format, which was the original format of all files extracted from pack.dat before I changed their encoding (turned out I "discarded" some files on the code folder before changing their encoding). So, I dug up the sentences in the pack.dat hex both in ANSI and JP. Then I opened all files from my old dump (all 3 folders) on np++ and did a search on all files for ‚±‚±‚ª@‚Ç‚¤Œ¾‚¤êŠ‚©@‚í‚©‚é‚©cH (ANSI code of the first "missing" sentence) and found it on the file mentioned above. Then, I went to the encoding tab, changed to SJIS and the same sentence from the hex was there: ここが どう言う場所か わかるか…？
This was a very good conclusion to further ascertain that all files pertinent to the translation are within the dump. And again, the dump only needs some cleansing. I will dedicate the next week to find if there is any more stray text on the "ITEM AND AREA NAME TEXT, CODE OR BOTH-SJIS" folder.
And Cargodin, could you please give me the jap text from the demo-intro that plays before the first menu selection (the one with red blood background) and its subsequent cut-scene? It would help me even more because I am still not very able to reproduce JP text symbols (also don't have a keyboard enabled for that). Also, if you could, provide the text from the menus over here too. All the experiments I did were by coming here Ctrl+c on the sentences you said were missing and searching, lol.
Your written reference (not just a screenshot) really was a life saver and very accurate too.
November 25, 2018, 05:25:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I did this little experiment to test a simple in-game translation. I used a hex editor to modify the JP text string without exceeding the original character number. Of course, I found out that not exceeding character count is a very poor option since a lot of meaning would be lost. But even so, this is a good hint as concerns pointer locations. I can safely assume that the offset of the text I changed controls the trigger for displaying that text. Of course, modifying that trigger for all strings would be the optimal solution for allowing a far greater number of characters to be displayed. Here is a screenshot of the experiment, for reference: https://drive.google.com/open?id=1nU6mlaiOaSGKCmVyHEuz9bv0ksylkeUk
November 25, 2018, 09:17:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
A summarized and updated list of links to this project's files:
Here is a link to all of the game's files: https://drive.google.com/open?id=1CXJbNFfohaX7828H89tUD0IIo-aQ3H9o
(the file which contains all of the text is called pack.dat, it is in the "data" folder-data>pack.dat)
A link to my partial text dump: https://drive.google.com/open?id=1y0MbQ5j9sdHH7_wSxfzb5s7gYWFEzo15
The folder contains the .bin files extracted from pack.dat using a pack.dat (file that contains all of the game's text) extractor tool separated in 3 folders:
1-NO TEXT-(Files with 0 bytes)2-ITEM AND AREA NAME TEXT, CODE OR BOTH-(Files that still need to be parsed for text)3-FILES WITH MOST TEXT-(Files separated as definitely containing text)
Link to the extractor tool used: https://drive.google.com/open?id=1HUan9N-OXJVb0Qu9GfuKEserec9wrbD6
Link to the sub files you get after extracting pack.dat with the custom extractor: https://drive.google.com/open?id=1O7TjeZAN3ZkU7mbiO6Wg9t8SwgsGtUkJ
November 25, 2018, 09:01:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
As an update: Am currently looking for someone with programming knowledge to help make a tool to rebuild the pack.dat file and for easier text/pointer editing/reinsertion. To make the rebuilder, the extractor previously linked can serve as template.