999: Nine hours, Nine persons, Nine doors [Spanish translation]

Started by mister seta 123, March 29, 2012, 02:30:12 PM

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mister seta 123


I think we're the only team that had keep trying to translate this game. There were another two teams, french and hungarian, but I guess they just give up.
Anyway, we're doing really well. Now we can translate almost all the text without character limit, thanks to a program that CUE made us. Even if we can't edit graphics, we can release one decent patch.

Here some images:
Spoiler

[close]

Progress
Translation: 100%
Text correction: 50%
Insertion: 55%

Patches
-Demo v1.2: http://www.mediafire.com/?fdr9sr11w5ica1l

We have a problem, though. There are some files we can't translate as we wish. Most of the translations in spanish are longer than the original in english, so we have no space enough. I don't know if you guys could help us.
These are the files: http://www.mediafire.com/?ts32156k4eek9dm

Our website: http://elgigantic.foroactivo.com/

Auryn

Quote from: mister seta 123 on March 29, 2012, 02:30:12 PM
... Now we can translate almost all the text without character limit, thanks to a program that a guy made us.

If you are using a program somebody made for you, you should give him credits everytime you mention him.
This would be a good motive to not help you and show that you just reached this point by good luck.
Anyway, I believe the guy that made the program was Pleonex and because he is a good friend, take my help as a birthday present (was last wednesday).

Took me longer to make the screenshots as to find those pointers!
PS: I was wondering why you can't edit the graphics.

mister seta 123

Aw, man... sorry. I was a bit tired and I created this post very fast. That guy is CUE, and we are very grateful for his job, seriously. If it weren't by him, we wouldn't progess a shit.
We're going to mention him on credits, so please, forgive me.

Well, the problem with the graphics is that I can't open those ATP6 files, so I can't edit them. I tried it with tile molester, but I can't see anything clear. It's like they're compressed files or something.

CUE: Okay, I'm  a idiot.  :( Take my virginity if you want.

CUE

Quote from: Auryn
If you are using a program somebody made for you, you should give him credits everytime you mention him.
This would be a good motive to not help you and show that you just reached this point by good luck.
Anyway, I believe the guy that made the program was Pleonex and because he is a good friend, take my help as a birthday present (was last wednesday).

Took me longer to make the screenshots as to find those pointers!
PS: I was wondering why you can't edit the graphics.
I'm the guy, not Pleonex.
I have the structure of the 5 files ('sysmes.dat' too), in spanish (see below). The "hard" part is updating the control bytes if you do not know how they are organized​. The rest is very simple and easy.

Quote from: mister seta 123CUE: Okay, I'm  a idiot.  :( Take my virginity if you want.
Ok, I'll remember. Tonight, for example? ;D >:D ;D

I have no time now, you should wait until summer. I'm busy with some tools/translations (as you know, as always). I'm updatin RHDN with some of these old tools (and more soon).

File structure:
Spoiler
--------------------------------------------------------------------------------
cabecera + datos + punteros + bytes de control

cabecera (4x4)
- SIR0
- offset1
- offset2
- 0

los datos van seguidos, con un 0-byte como terminador, sin alinear
el final del bloque se alinea a 4 bytes, rellenando con 0xAA

los punteros van seguidos, con un 0-int como terminador, sin alinear
el final del bloque se alinea a 16 bytes, rellenando con 0xAA

en offset2 están los datos de control, de la forma usual, dependiendo de cómo estén los datos anteriores
--------------------------------------------------------------------------------
camera.dat

en offset1, por cada entrada:
- offset a los datos, hasta que sea 0
- offset a los punteros
después del cero final:
- offset 1
--------------------------------------------------------------------------------
chara.dat

en offset1, por cada entrada:
- offset a los datos, hasta que sea 0
(si el offset es menor que el anterior es un ID)
después del cero final:
- offset 1
- 0
--------------------------------------------------------------------------------
file.dat

en offset 1:
- offset a "$nombre", hasta que sea 0
- offset a "dato"
- offset a "nombre"
- offset a los punteros
después del cero final:
- offset 1
--------------------------------------------------------------------------------
staff.dat

como camera.dat
--------------------------------------------------------------------------------
sysmes.dat

en offset 1:
- offset a "nombre", hasta que sea 0
- offset a ?1 ¿coordenadas de algo?
- offset a ?2
- offset a ?3
- offset a ?4
- offset a los punteros
después del cero final:
- offset 1
--------------------------------------------------------------------------------
[close]

mister seta 123

Demo patch released. It translates until the 1st room of both doors 4 and 5. Also, we finished the translation of the story.

Hiei-

Quote from: mister seta 123 on March 29, 2012, 02:30:12 PM
I think we're the only team that had keep trying to translate this game. There were another two teams, french and hungarian, but I guess they just give up.

If I'm right, the french team gave up because of the lack of tools, and as you could see it by yourself, it's not really a game you can translate without text limits with standard tools.

mister seta 123

Quote from: Hiei- on May 27, 2012, 11:19:16 AM
If I'm right, the french team gave up because of the lack of tools, and as you could see it by yourself, it's not really a game you can translate without text limits with standard tools.

Yeah, I know. It's clearly impossible translate a game like this only with a hexadecimal editor. It's thanks to CUE that we are able to go on with this.

pleonex

I figured out the AT6P compression, well I just searched the ASM code... and I wrote a little program to decrypt them (CUE helped me to understand it  :beer:).

I updated the plugin for Tinke so you can decompress them, they are bg images in a SIR0 container that must be investigated before, you can view some of them with tinke.

Subrutine to decrypt: http://dl.dropbox.com/u/3981393/Translation/999/desencriptar.txt
Program to decrypt them: https://dl.dropbox.com/u/3981393/Translation/999/AT6P.zip

Hiei-

Quote from: mister seta 123 on May 27, 2012, 01:51:50 PM
Yeah, I know. It's clearly impossible translate a game like this only with a hexadecimal editor. It's thanks to CUE that we are able to go on with this.
Yeah, and so, no tools, no french translation, seems logic (though some peoples are interested to translate it).