11 March 2016 - Forum Rules
Started by Isourou-san, November 15, 2015, 09:42:57 AM
Quote from: Isourou-san on November 15, 2015, 09:42:57 AMThough still scratching my head over some text, with character limitations not helping.
Quote from: Isourou-san on November 15, 2015, 09:42:57 AMand can successfully put it back together in a working ISO.
Quote from: Isourou-san on November 15, 2015, 09:42:57 AMAnyway, the real problem I have, is the fact that I can find menu descriptions fine, and they're already translated too, but the menu's themselves are a total mystery to me on where to find them. Everything I've translated so far, was in the EBOOT file, but there seems no trace of the menu's so far. The thread I've followed goes on about doing a memory dump and then subtracting the difference to make pointer tables. I'm a pretty DIY kinda guy, but that's where I start to pull my hair out...
Quote from: Isourou-san on November 15, 2015, 09:42:57 AMI'm a bit reluctant to upload my translated EBOOT, not because others can't use my work (it's free for all who want it!), but because I'm not sure about the legal consequences of spreading a modded EBOOT. Though I'm sure I'll need to do this if anyone wants to help me.
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMI'm glad you're taking up this game. I enjoyed the first one, even if it's maybe a little less stellar than other tactical RPG's, so I'll be one of your players when the time comes!
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMUnderstanding pointers and either programming or using Atlas / Cartographer should help with that. Hopefully.
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMI'd recommend you post a screenshot or two to help you get people's attention. Mark it as preliminary work or something.
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMI think that's not an entirely correct explanation.First, if we are talking about menus, they could very well be graphics instead of text. You typically get to understand that by launching the game (in ppsspp) up to a menu screen of your choice (ex: when you start a new game, you choose to be with the evil Bydo or the humans). Open the graphical (GE) debugger (Ctrl-G) and - click "step frame" once, to look at what the game does to display the screen from the empty screen (it won't display black immediately, wait until the next thing to do)and then- "step tex" to let the game use a texture as much as it wants. It starts typically with background graphics, then eventually frames graphics (in small pieces), then at last it selects text- use "step draw" to see each use of the texture. I would typically do that as soon as I see the game render a frame, so I'm sure not to miss the time it will select text.- at some point you'll see the game prepare to display text. Look at the texture: if it has the whole word in one go, likely it means it is a graphics with all pre-rendered inside, and you need to find & edit the graphics. This seems to be the case for the top right and top left faction names on that screen.- If however you see characters appearing in several times (one by one or word by word or whatever), then this is indeed text.
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMYou could typically use CrystalTile2 or TiledGGD to look for graphics. The PSP tends to use the GIM graphics file format quite some, so you may have to use TextER to extract them and gimconv to get an usual format image file.
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMAs for looking for text, you seem to already know its encoding since you're editing it, right? So what is it - UTF8, SJIS? You can open other files than EBOOT with your hex editor to look for other text there.
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMWith regards to tables and pointers, please check the getting started section. In a nutshell:...Now, hopefully that wasn't too obscure. If it was, please excuse me for not explaining correctly and have alook at the tutorials in the "Getting Started" section. They do a better job.
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMIn the end, I'd recommend you "dump" the text from the game. If you are lucky it can be done via Cartographer & Atlas. Then you edit actual text files (much easier!) and you have to have an "inserter" program to push these edits into the game files. Then re-generate the ISO (which you said you already know how to do).
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMYou are right to be reluctant. The only thing you could post here is a "difference" that shows your changes to the file, i.e. a patch file (generated by xdelta for instance). And that's how you would deliver your final game patch, too. (You would probably want to deliver a patch on the iso itself instead of on EBOOT.bin, though. I guess you still have time until that happens.)
Quote from: BlackDog61 on November 15, 2015, 12:11:41 PMI hope this helps.Keep it going!!
Quote from: Isourou-san on November 17, 2015, 03:45:24 PMGlad to hear it! At the time, I thought it was 1 of the best tactical RPG's I'd played, but other good ones followed after that. Empire at War, for example. Really liked defending my lvl.5 space station with only a few fighters in that one. Tactics II seems to offer (from what I've played so far) more of the same, but with a lot more options like lieutenants helping you, more unit types, more storytelling, some (rather unnecessary) dialog options, more personalization options, etc.
Quote from: Isourou-san on November 17, 2015, 03:45:24 PMI still have some reading up to do on that one. Tried getting Cartographer started once, but nothing much happened when I ran it. The Getting Started section probably has the documentation I need.
Quote from: Isourou-san on November 17, 2015, 03:45:24 PM(TileGGD, Crystaltile, TextER, gimconv)Seems pretty advanced stuff, but I'll give it a try when I have the time.
Quote from: Isourou-san on November 17, 2015, 03:45:24 PMThe encoding seems to be SJIS. Tried UTF8 when you mentioned it, but that one just gives me gibberish. Should I try other encoding on other files, or will they be encoded the same as the EBOOT?
Quote from: Isourou-san on November 17, 2015, 03:45:24 PMReinserting the EBOOT seems easier to me right now, simply because I've done it a lot. But I get that it's more user friendly for normal players to just patch the ISO.
Quote from: BlackDog61 on November 18, 2015, 02:03:50 PMWait... You haven't played Super Robot Wars, Rebelstar Tactics?
QuoteYour translations looks quite nice actually, though I do intend to stick as close to the R-Type Command I translations as possible.
QuoteThe mobile Google Translate app is very useful for scanning text to determine what the characters are.Then I will use photoshop to make the changes, and eventually insert them back into the game. We have google docs with all the images.
QuoteThat said, I think it's best if I handled the EBOOT and CMN.DAT translation, so that I'll be better able to fix any problems that might occur.
QuoteWould it be ok if I used some of your translations that don't occur in Command?
Quote from: Host24 on July 04, 2016, 08:53:45 AM...Admittedly, I also can't say I was a big fan of the original translation anyway; they might have correctly translated the hidden message in the default Bydo Pilot-names (read them from the first capitalship down, the names form a message), but they messed up a bunch of ship names (Rebo rather than Revo, Kombiler/Compiler - but most damningly, renaming the R-99 Last Dancer into the R-99 R-Waltz; I guess they were a Gundam fan)... and made the blue ore 'Solonium' instead of 'Solumonadium' - which I have a sneaking suspicion was supposed to be a reference to Solomon (the biblical figure who found a way to bind demons into servitude for the good of his people, before it backfired on him... you know, like the way the Space Corps binds the "Demon's Weapon" into the beneficial Forces with control rods, which may well be made from this metal?).
Quote from: Host24 on July 04, 2016, 08:53:45 AMHmm. Seeing as it's just the translation aspect of the Menu items, and not the actual image editing (beyond Paint-tier writing text in boxes), I imagine this is something I can do. However, I'm lacking some of the data - the image files from Command and Tactics, specifically, so I'll need to use these google docs... and I have no mobile device to use this mentioned Google Translate app on (I've been doing my Kanji recognition with http://classic.jisho.org/kanji/radicals/ for the most part, and as far as I can tell I've gotten good at putting a Kanji together from its radicals; in the cases I'm not sure, messily drawing it into not-mobile Google Translate's recognition finds me the rest).
Quote from: Host24 on July 04, 2016, 08:53:45 AMI agree it's probably better if you handle all the main language files' translation. While I haven't minded my attempts at figuring out putting sentences together, I see you appear to be going for an 'as faithful as possible' translation approach, given your screenshots in the first post, while I naturally gravitate to a 'make as many changes as needed to have the text sound like native-spoken English' approach. Mixing those approaches would just look weird, so sticking to the menu items sounds like a good idea.
Quote from: Host24 on July 04, 2016, 08:53:45 AMCertainly. The section I've done already doesn't amount to much, but anything you can use from my efforts is yours to take.
QuoteThat is all some very interesting stuff. Thanks for the pointing out the hidden message, it had completely gone over my head...
QuoteTo be honest, I'm no expert on R-Type as a series. I merely loved the tactical subgenre from Command, which led me to translate Tactics II.
QuoteStill, for continuity's sake I'd still rather stick to Atlus' work (hopefully I won't displease too many fans of the original games).
QuoteInterestingly though, since you mentioned the R-Waltz, I decided to look it up and found a wikia page http://rtype.wikia.com/wiki/R-99_Last_Dancer where it states that the Waltz is actually a predecessor to Last Dancer, only appearing in Command.
Quote from: Host24 on July 05, 2016, 11:05:33 AMOf note is that this same technique seems to be present in Tactics 2's Bydo unit names as well (I found a Japanese fansite/wiki-thing for Tactics 2 that seems to show it (http://www41.atwiki.jp/r-type-tactics/pages/791.html)), so it'll probably show up in your translation.
QuoteHeh, funnily enough, you actually have more gameplay experience with R-Type than I do. I haven't played a single game - I don't even like shump gameplay, in general (tactics is up my alley though) - but one day, I was trawling wikis for some reason or another, and ended up reading about the Bydo... and quickly fell in love with R-Type's setting, and the combination of unsaid-yet-horrible potential subtext and interpretations of the story. I have, however, watched playthroughs of all R-Type games so far, so I can still recognise various things (like the Xelf-containing level of Bitter Chocolate being a massive whole-stage copy-of/reference-to the first level of R-Type Final).
QuoteSlack? Do I need to sign up for this service, or create a profile on it or something? How does this work?
QuoteNote, if you plan on using the translation for the opening subtitles - or anywhere else that mentions 'the Devil's Weapon' -, I'm really iffy on the way I translated that phrase. if I didn't know you were doing this translation, I would've gone back and change mine to be more literal by now. I kept saying 'Bydo-Derived [weapon/device/etc]' because I didn't want first-time players to misunderstand, but thinking about it, R-Type has always been a game that gives no explanations and forces the player to look online for understanding, so I should have left the 'poetic' version in.
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