The technical side of translating

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miserable pile of secrets
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The technical side of translating

Unread post by miserable pile of secrets » October 8th, 2008, 1:48 am

A quick question to translation teams,
how do you guys go about translating a closed source game, is there a resource hacker for each different engine or is it some universal tool?

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AlinSabel
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Unread post by AlinSabel » October 8th, 2008, 2:24 am

LOL. *applies universal tool to random Japanese game and gets instant English!*

...no, there is no universal tool. There are various extracting (and packing) tools for the more common visual novel engines (and their related data storage types), but there are also games that require tools to be made for them.

miserable pile of secrets
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Unread post by miserable pile of secrets » October 8th, 2008, 2:29 am

Good to know, thanks.

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Nik_
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Unread post by Nik_ » November 6th, 2008, 4:33 pm

I have a related question.
How do you create the tools for games? Because these games is a closed-source programs with antidebugger/antidecompiler protection after all.
Last edited by Nik_ on November 6th, 2008, 10:21 pm, edited 2 times in total.

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AlinSabel
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Unread post by AlinSabel » November 6th, 2008, 9:18 pm

Just like how many of those FPS you play were based on the QUAKE engine (Quake, Half-Life, etc.), many of the VNs run on engines like NScripter (modification is called ONScripter) and KiriKiri. The former is free to use for commercial use, the latter is available under the GNU General Public License. The ONScripter clone of NScripter is free software.

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Nik_
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Unread post by Nik_ » November 6th, 2008, 10:14 pm

Ok. Then next 2 questions ^_^
1) How do I know exactly which engine game use?
2) What did you do if developers of game use their own closed-source engine?

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AlinSabel
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Unread post by AlinSabel » November 6th, 2008, 10:23 pm

I think they publish which engine the game runs on... You can also check here.

And... I dunno about that last one. o.o

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Nik_
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Unread post by Nik_ » November 6th, 2008, 11:25 pm

Sad...
Generally, i want to translate that game(not to english, though ^_^). I understand the structure of *.AFS archive, but what next...
And then I try to run debugger along with game, it(game) say, that I must go by forest and that's all.

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Unread post by LoSs » November 7th, 2008, 7:13 am

There are tools for 12R

upd: search KID DAT extractor for extracting and contact me on irc for insertion script(it can take awhile to make).
Last edited by LoSs on November 7th, 2008, 1:18 pm, edited 2 times in total.

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Nik_
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Unread post by Nik_ » November 7th, 2008, 9:32 am

LoSs wrote:There are tools for 12R
It'll be great if you give me some info about it ^_^
Because I didn't found it.

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AlinSabel
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Unread post by AlinSabel » November 7th, 2008, 10:22 am

Apparently he's gonna ask the guy who was working on it (but gave up because he was lazy)... so some more information will be coming soon? :D (I asked LoSs on IRC)

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Nik_
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Unread post by Nik_ » November 7th, 2008, 10:27 am

Thanks in advance. I'll be waiting ^_^

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