From 62eaaac5810ad5c2ad5148c639aa38ec5d5b732d Mon Sep 17 00:00:00 2001 From: Jon Feldman Date: Fri, 24 Apr 2015 21:44:43 -0400 Subject: [PATCH] Update README.txt Major readme rewrite. --- README.txt | 116 +++++++++++++++++++++++++++++++++++++++++++++-------- 1 file changed, 99 insertions(+), 17 deletions(-) diff --git a/README.txt b/README.txt index a76f1b3..72a926c 100644 --- a/README.txt +++ b/README.txt @@ -3,7 +3,16 @@ 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 @@ -15,7 +24,8 @@ TL;DR - To install: 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 @@ -37,29 +47,100 @@ all is done, it won't make any difference. 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): @@ -74,17 +155,18 @@ Translation%: 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: -- 2.39.5