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.pngcommon/graphic:
disease.png
elements.pngcommon/message:
ConfigMessage.txt
DollSealMapMessage.txt
PauseMessage.txt
SexSelectMessage.txt
TextInputCaption.txt
TextInputCheckMessage.txt
TextInputMessage.txtconfig:
keyBack.png
mainBack.pngdoll:
DollData.dbsdoll/ability:
AbilityData.csvdoll/box:
back1.png
back2.png
commandMenu.png
commandMenu2.pngdoll/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.pngdoll/reinforce:
header.pngmenuBase.pngmenuCommand.pngreturn.pngskill1Base.pngskill1Info.pngskill2Info.pngstatusBase.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.sbsdoll/status:
seal.pngskillBase.pngstatusBack.png
statusBase1.png
statusBase2.pngitem:
buyBase.png
command.pngfooter2.png
genreMenu.pngitemBase.png
ItemData.csv - still needs work but it's fine for now
ob00 (2).png (
)
ob00.pngob08.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.csvMapLocationName.csv (Likely does not need translation and is for internal use)
MapName.csvStandName.csv
pause:
close.png
end.png
menu.pngprofile:
back.png
base.pngscript/talk:
everything i'm lazy and might do this later
title:
logoBase.png
logoFlare.png
logoStr.png
menu.png
menu2.pngSome 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.