7th Dragon Translation Kit
Script Extraction / Insertion
|Category||Script Extraction / Insertion|
|Release Date||08 April 2014|
|Last Modified||08 April 2014|
As promised, I’m uploading the translation tools I developed for this game.
You will need to extract files from the game using Crystal Tile 2 or similar, place them into a root directory, run the “Create” macro in each spreadsheet, which builds a new file, and insert that back into your game. You will also need to simply extract the arm9.bin from the game and use it in place of the existing one (or just use my English translation as your base).
Furthermore, you will need to create the following files:
“maps.bin”, 0×709DA18 - 0×75AA418, length 0×50CA00;
event files, by running “BreakupEVTDAT” in “7th Dragon Event Script I”
Of particular note for other languages is that the game has a tight hardcoded 8-bit fontmap (0×27 - 0×7A, 84 characters). To add glyphs, you will need to use Crystal Tile 2 to edit menufont.bin and add your characters; you will likely also need to edit the VWF entries in each of the spreadsheet fontmaps, and at C1A00/C1C00 in the arm9.bin.
So, you’re still going to need some proficiency with a hex editor, and a decent rig to run some terrible Excel 2010 scripting. I’m not saying it’s accessible, exactly, but it beats hacking it yourself.
Of course, you can use these for any purpose, including nitpicking the translation - it’s good fun! Just don’t spoil yourself before you play the game. Yes, you. YOU KNOW WHO YOU ARE.
I’ll try to handle specific questions from translators who are making an honest effort, but I can’t afford to walk everyone through how to use this. You’ll have to get most of it yourself. That said, best of luck! You can use these for any patch without need for attribution or further approval.