Author Topic: [Old] TPDP Demo 1 Translation Project  (Read 30078 times)

Offline EXSariel

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[Old] TPDP Demo 1 Translation Project
« on: August 18, 2014, 10:10:56 AM »
DO NOT USE THESE ASSETS IN THE FULL GAME. THINGS WILL BREAK.


More of a prelimary thread if any. I'll edit this opening post later as things advance.

First, some news. We've figured out the format of the dat.arc file and we're in the process of being able to compile and decompile it at will. Someone else has already done it (thanks to the Anon in the /jp/ thread), and if you want to look through the data files, that's your best bet so far. [inspoiler]Really, our inability to do it right now is just simply due to our sheer inadequacy.[/inspoiler]

We're currently open for volunteers to help in translating the game. Although it's still in an early state and isn't much of a game right now, getting together a group now will prepare us further down the line, since many things will be the same and we'll be ready to have a full scale translation by the time the full game comes out. That said, since the game is in an early state, there is no real rush or obligation to do anything as a volunteer; this is purely to get things set up and the most we'll likely put out for this game is a UI translation, since anything more would be frivolous with the game only being a demo.

As far as what needs translating... well, anything at this point. Looking at the data folder above is a good start. There's a ton of strings in the executable that's going to be an absolute pain to edit, so we'll cross that bridge later when we know more about it. Obviously, anyone with expertise in dealing with strings in windows executables would be a big help. Ideally, I would like at least two translators doing most of the work, so that we always have someone to bounce translation checks off, as well as someone who is proficient at image editing and UI designing, since a large majority of the UI is image based and may require some restructuring of image composition to fit english into it. I can perform both these tasks myself, but I am nowhere near fluent in japanese and my image editing skills are sub par at best. I would also highly appreciate testers since I can't really be bothered to change my computer's locale just yet. A few dedicated testers would be nice to keep in contact with for areas of the translation that need to be confirmed on the fly, but I would like overall testing to be available to the public too.

This all comes off as pretentious though because ultimately I'm probably not going to have any control over the translation project myself or even have any real hand in it so take the last two paragraphs with a grain of salt.

With all that said, I'd like to see this being a community project that everyone can band together with and have fun on, and maybe if it goes well enough, when the full game comes out, we can make a small name for ourselves and be the first to put out a translation patch for it.

------- it's probably agastya below this line in the post unless exs is mean to me -------
This is the contents of dat.arc from the initial trial release.
This is the contents of dat.arc after the 1.01 patch.
Neither of these have the contents of the /sound directory.

This is a file list of everything in the demo's dat.arc file that can be translated.
Many of the files are in plain text or image format, making this relatively easy, all things considered.
.csv files are plain text encoded in Shift-JIS. You can open them with proper encoding in Notepad++.
Bolded files are ones that are currently translated, italicized files are claimed files in progress:

Spoiler
battle/mainGr:
command.png
resultItem.png
resultTitle.png
skillBase.png


common/graphic:
disease.png
elements.png


common/message:
ConfigMessage.txt
DollSealMapMessage.txt
PauseMessage.txt
SexSelectMessage.txt
TextInputCaption.txt
TextInputCheckMessage.txt
TextInputMessage.txt


config:
keyBack.png
mainBack.png


doll:
DollData.dbs

doll/ability:
AbilityData.csv

doll/box:
back1.png
back2.png
commandMenu.png
commandMenu2.png


doll/elements: contains what is very likely internal type chart data. do not touch this.

doll/img:
DollHeight.csv/DollHeight1.csv files contain what is likely internal information about where/how to display sprites. Probably should not be touched unless editing puppet names breaks them.

doll/menu
command.png
command1.png


doll/reinforce:
header.png
menuBase.png
menuCommand.png
return.png
skill1Base.png
skill1Info.png
skill2Info.png
statusBase.png
statusMenu.png
yNCsr.png (fun filename)


doll/skill:
effect.csv (possibly just plugs these into move descriptions??? i really dunno)
SkillData.csv (Format is Name,Description)
SkillData.sbs

doll/status:
seal.png
skillBase.png
statusBack.png
statusBase1.png
statusBase2.png


item:
buyBase.png
command.png
footer2.png
genreMenu.png
itemBase.png
ItemData.csv - still needs work but it's fine for now
ob00 (2).png (???)
ob00.png
ob08.png
ob10.png
ob12.png
sellBase.png

load:
nowLoadingMessage.png
nowLoadingStr.png

name:
ChipSetName.csv (Likely does not need translation and is for internal use)
DollName.csv
MapLocationName.csv (Likely does not need translation and is for internal use)
MapName.csv
StandName.csv

pause:
close.png
end.png
menu.png


profile:
back.png
base.png


script/talk:
everything i'm lazy and might do this later

title:
logoBase.png
logoFlare.png
logoStr.png
menu.png
menu2.png

Some notes:
  • As this is only the demo, I don't think there's any real huge rush to roll this thing out. A basic UI translation should suffice
  • Attacking stats, instead of being Physical/Special, are "Focused" and "Spread" bullets instead. Do with this as you will
  • I recommend we keep the currency sign unchanged in money menus
  • Possibly stick translated name underneath the main JP name in the images?
  • I honestly didn't play the demo that long, just long enough to capture an Alice and a Patchouli. I don't know where a lot of this stuff is used. You're all disappointed in me, I know.
« Last Edit: January 05, 2015, 08:44:26 PM by Agastya »
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Offline Elyk

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Re: TPDP Translation Project
« Reply #1 on: August 18, 2014, 05:28:52 PM »
So do you have a way to recompile this information back into the .arc file because if so you're all set. There are csv files which include all of the attack names and effects. The script/talk has txt files where the dialog is all there in plain text.

Offline EXSariel

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Re: TPDP Translation Project
« Reply #2 on: August 19, 2014, 01:09:26 AM »
Turns out that the game will read data from a folder called 'dat' in the folder it's in just like it would from the .arc file so we'll roll with that until we're able to actually decompile and recompile the .arc file at will, if there's even any need to.

Remember, if you want to contribute to the translation project, just download the dat.rar file in the opening post and have a look through it and see what you want to contribute. When you've successfully translated and edited a file, just post it here and I'll keep tabs on anything that was changed. I'll edit the opening post with a list of files that still need looking at later.
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Offline Doesnt

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Re: TPDP Translation Project
« Reply #3 on: August 19, 2014, 03:05:24 AM »
so i did battle/MainGr/skillBase.png



The main useful things here are the type icons, which will need to be duplicated for common/graphic/elements.png. I'm running off of Mu for...mu...as nobody can seem to agree on a good translation to use for it.

edit: put those in common/graphic/elements.png

« Last Edit: August 19, 2014, 06:20:12 PM by Doesnt »
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Offline Elyk

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« Last Edit: August 19, 2014, 01:33:56 PM by Elyk »

Offline DerxwnaKapsyla

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Re: TPDP Translation Project
« Reply #5 on: August 19, 2014, 05:26:00 AM »
I handled the \battle\mainGr\command.png


don't stare too long at the s in puppets, it looks terrible
I do the 2humons in RMXP

Offline DerxwnaKapsyla

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Re: TPDP Translation Project
« Reply #6 on: August 19, 2014, 08:47:14 PM »
http://imgur.com/a/2fLos
These go in profile. The one that says "Name" is back.png. The one with everything else is base.png.

Rough workup done by myself, revisions done by Elyk
I do the 2humons in RMXP

Offline Elyk

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Re: TPDP Translation Project
« Reply #7 on: August 19, 2014, 10:36:09 PM »
http://imgur.com/a/2fLos
These go in profile. The one that says "Name" is back.png. The one with everything else is base.png.

Rough workup done by myself, revisions done by Elyk
http://i.imgur.com/5GJiS5n.png

Offline DerxwnaKapsyla

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Re: TPDP Translation Project
« Reply #8 on: August 19, 2014, 10:37:43 PM »

This is the font used by the game, extracted by myself and border added by Elyk. If you're going to change fonts from Japanese to English, please use this font as it's the one we've been using.
I do the 2humons in RMXP

Offline DerxwnaKapsyla

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Re: TPDP Translation Project
« Reply #9 on: August 19, 2014, 11:32:00 PM »

mainBack.png, goes in dat/config
HOTFIX: Moved text three pixels over to accommodate for arrow


keyBack.png, goes in dat/config
« Last Edit: August 20, 2014, 02:09:20 AM by DerxwnaKapsyla »
I do the 2humons in RMXP

Offline DerxwnaKapsyla

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Re: TPDP Translation Project
« Reply #10 on: August 20, 2014, 03:56:08 AM »

statusBase2, dat\doll\status
There was also a pixel error present in the original. I fixed it and reported the issue to the development twitter, should hopefully be fixed by full release.
HOTFIX: I left out a few pixels of my own, too.
« Last Edit: August 21, 2014, 09:06:21 PM by EXSariel »
I do the 2humons in RMXP

Offline Elyk

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Re: TPDP Translation Project
« Reply #11 on: August 20, 2014, 04:25:29 AM »
dat\doll\status
https://dl.dropboxusercontent.com/u/57931749/statusBack.png
https://dl.dropboxusercontent.com/u/57931749/statusBase1.png

i think this is everything i did today for images
i'll edit my post if i remember something else

Offline Doesnt

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Re: TPDP Translation Project
« Reply #12 on: August 20, 2014, 05:12:02 AM »
doll/status/seal.png



also a more informative but not accurate version if y'all decide to question design choices:

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Offline SoulfulLex

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Re: TPDP Translation Project
« Reply #13 on: August 20, 2014, 06:03:26 AM »
My small contribution:



menu.png and menu2.png, respectively. They both go in the "title" folder.

Here are the icons in application:



As for the Head title (the one with the silhouette), someone more experienced should tackle that. Personally, I think it should be kept as-is.

Offline DerxwnaKapsyla

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Re: TPDP Translation Project
« Reply #14 on: August 20, 2014, 12:33:05 PM »
Until Friday at the earliest, probably, my house internet is out, meaning any work I do there won't be uploaded until the following day, or maybe weekend if I don't get the net back until Monday. However, while at school, I have internet access, gimp access, and access to my files. Is this acceptable turn of events?

You decide.

(File is translated yNCsr.png from doll/reinforce)

Since I won't be able to access Shoddy, these two are unfinished so whoever hits this thread and can finish this (because I can't translate the last segments) would be much appreciated:

statusBase.png, doll/reinforce

statusMenu.png, doll/reinforce
« Last Edit: August 20, 2014, 12:43:26 PM by DerxwnaKapsyla »
I do the 2humons in RMXP