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noobsaleh

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Posts posted by noobsaleh

  1. I've seen it done seamlessly in another translation project, but that one didn't have an automatic word wrap like you mentioned.

    Basically if the nth character is a letter and not a space, a carriage return is inserted at the beginning of the word containing said nth letter.

    Once again though, that might pose issues in an engine with automatic word wrap.

  2. I'll check when I get home. By the way, couldn't text wrapping automatically be done by inserting a carriage return character at the end of the line n where n is the max number of characters that can fit on a single line within the dialog box? Single byte ASCII characters, of course.

  3. The unpacking isn't all that hard (in fact all the images on the facebook page were photoshopped using unpacked images from the game files already), but putting it all back into a bin.arc file is a nightmare.

    I suppose the game isn't capable of reading in bin.arc as a folder named bin or bin.arc either?

  4. So what percentage is the game's translation at?

     

     

     

    We are currently unable to stick the text into game files as the coding for this game is beyond insane in many respects (I've tried to hack the data into the game myself). However, MangaGamer has offered to take care of that side of development for us if we can get the translational side finished for them. That being said, personally i would be quite happy if we could get the text into the game ourselves for play-testing purposes as that would make things a lot easier in the editing process. So my question is this: Have you actually gone into this game's data and changed the text and such in any way?

     

    I have an acquaintance that's managed to make a web tool that decrypts the game files of other visual novels so that they can be more easily translated by a translation team. Literally all you do is just import a file on his website and it'll display the contents in plain Japanese. Then you can edit each line directly and save the file. I've asked him for his assistance on this but if you have BaseSon importing the script through their engine I'm certain you'll be just fine. Not to mention their tools are probably better.

     

    If you're curious, here's how the game files work: Under bin.arc you have several files that contain the game's dialogue, such as Nov_SNbac001.bin

    I'm not certain but I think that's the one for the beginning of Ryuubi's route.

     

    Anyway, if you try opening up the file in any editor you'll always just end up with gibberish. But if you open it in a hex editor that supports Unicode (I use MadEdit for this purpose) and change the encoding to Shift+JIS (that's what Japanese encoding is called for some reason) you'll see the original Japanese dialogue! Unfortunately you can't just edit it directly here at this point because it'll just corrupt the file once you try saving it. Not to mention it would take years to hex edit a visual novel. What you would need is a tool that can not only import the file but also display each line in its original Japanese text (using the proper encoding), not display any gibberish (the parts of the file that aren't dialogue), let you edit each line just by clicking on it and typing the English translation, and finally save it as a new file so once you stick it back in the game folder it works properly. Oh and this all would need to be done without corrupting the file, causing text overflows, words cutting off, et cetera.

     

     

     

    TL;DR: I'll get back to you as soon as possible if you still need the help!

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