NOTE The game needs to be patched to 1.12.
Do you like Flandre? I like Flandre.
-======================================================================
+ Sections
+ S001) TL;DR
+ S002) For Users
+ S003) For Translators & Hackers
+ S004) Copying Notice
+ S005) TL Notes
+ S006) Progress (Translation)
+ S007) Progress (Tools & RE)
+ S008) Progress (Cleanup / TLC)
+== S001 ==============================================================
TL;DR - To install:
0) Install Linux if you don't feel like waiting for .bat
and en right now.
4) Type it and now you can have fun. In english.
-======================================================================
+
+== S002 ==============================================================
First off, until every line has been translated, run it in japanese
locale. It won't be necessary for the final - the game's structured
If you're a pro and want to submit a better translation, do so.
Alternatively, if anyone wants to submit other translations than
english, submit a pull request put the scripts into the scripts folder
-and name them accordingly. E.g. French would be SceStageMarisa.fr.txt,
-etc.
-
-======================================================================
+and name them accordingly. E.g. French StageMarisa would be
+fr/SceStageMarisa.txt, etc.
+
+== S003 ==============================================================
+
+For translators/hackers (skip this if you don't fit):
+
+These tools are incomplete. For what is complete, here's some
+documentation.
+
+The format of the dumped scripts is like this, using an example to
+illustrate what I mean, here's one entry of the translation:
+
+[28 0x000002F0 01 *Patch]
+I'll teach you all sorts of things.
+Select an option you want to hear about.
+
+What is the text should be obvious - the weird square brackets may
+not be as clear. The first three fields are internal use - 28
+is the type of command first encountered, 0x000002F0 is the offset it
+is at, and 01 is the format determined for structures. After that is
+information about the characters which are speaking, etc. Essentially,
+everything after the first three fields is meant as info for
+translators. I may add emotion/expression listing later, but I can only
+show information I know how to extract from what I have RE'd.
+
+What I can tell you; the first field as 28 is always the beginning of
+a new scene. 2A is continuations of said scene. I've made an effort
+to tag the dialogue's speaker with an asterisk (*). Speakers are
+listed by what side they're on of the screen.
+
+You have only 256 bytes to work with for dialogue. By default, sjis
+can only have 128, but the program doesn't give a shit and both
+does variable width and doesn't mind them being packed together. It
+must end zero terminated. Also, newlines are inserted as 0x0A, so
+DON'T USE WINDOWS LINE FORMATTING. PERIOD. Also, you need to figure
+where newlines go manually - they are not automatic.
+
+Onto more technical stuff - You'll only ever see 01 as the third field
+in SceHelp, since the structure of those entries lacks nearly all of
+the data in SceStageMarisa and SceStageReimu.
+
+Technically speaking, all strings start with the following hex:
+1D 00 00 00 XX 00 00 00 String...
+I could use this to find EVERY string, but it would be missing
+contextual information like the characters. It will probably be
+added as the fallback of fallbacks in the future so no translatables
+are missed.
+
+More information which should probably be noted - images cannot be
+modified the same way as scripts (e.g. cut-ins for spell cards, name
+boxes, menus). The only way to go about this is to use a tool to dump
+textures out of the files they're contained in, edit, and reinsert.
+I'll recommend dragon unpacker or dd and bgrep if you're manly. All
+textures are in DXT format, so luckily exporting images does not
+require size carefulness - the size will always be the same like BMP.
+You can edit them in GIMP with a plugin, I believe.
+
+One more thing worth noting is that the software has symbols for lua
+in it. I'm not sure how to separate the lua code from the rest of the
+vol files, but theoretically one could alter the engine. I'm too busy
+RE'ing things like scripts since it's evidently a custom structure.
+
+== S004 ==============================================================
If asked by the creators, I'll remove the original japanese script.
-Also, if this is ever localized (highly unlikely) then my github of
-this will be removed permanently. Also, no original data files will
-EVER be allowed here. Only patches. The japanese script is provided
-only for people who would like to translate the game, but may not be
-able to acquire a copy.
+The japanese script is provided only for people who would like to
+translate the game, but may not be able to acquire a copy legally
+and DON'T want peglegs and to head off in the seven seas drinking
+a bottle o' rum and singing ye ol' sea shanties.
+
+I'm the one who translated the english script, however, and unless
+an official localization becomes available (highly unlikely) then
+my github of this will remain. No content of the game itself is
+within the script, and in all honestly the data files with scripts
+can be acquired from the 1.12 update without the game.
+
+That said, no original data files will EVER be allowed here. Only
+patches, and script data.
I'm doing this for fun and for the sake of education - it involved a
-shitload of RE and I'm awful with japanese.
+shitload of RE and served as a way to brush up my crappy japanese.
+Both of which are technical things which I greatly enjoy. The last
+thing I want to do is step on the toes of the creators of this
+great shmup! (/^_^)/
-======================================================================
+== S005 ==============================================================
TL Notes:
- There's some punny shit in the distorted zones. Komakan vs Komakyo.
I've no clue how to capture the meaning of that, so expect
'creativity'.
-======================================================================
+== S006 ==============================================================
Translation%:
Reimu Route (SceStageReimu.vol):
Config Program(MaihanaConfig.exe): ~80%
Graphics: 0%
-======================================================================
+== S007 ==============================================================
Tools:
Readable:
SceStageReimu.vol 100%
SceStageMarisa.vol 100%
- SceHelp.vol 70%
+ SceHelp.vol 70% (I'm not sure if everything is picked up or not.)
+ (Needs a run through with a hex editor)
Not readable:
SceCommon.vol
-======================================================================
+== S008 ==============================================================
Cleanup & TLC:
Reimu Route: