Forkheads http://www.forkheads.net/ |
|
Gal's Frontier - Translation / Port project http://www.forkheads.net/viewtopic.php?f=49&t=15500 |
Page 1 of 5 |
Author: | Galfrononymous [ Fri Dec 13, 2013 8:57 pm ] | |||
Post subject: | Gal's Frontier - Translation / Port project | |||
----Progress---- --Translation-- Story text 1) Rip font from game - 100% (Font rip) 2) Build character table - 100% (Mega: Galfro_CharMap.txt) 3) Rip text from game - 99% (Mega: GalsFrontier_TextRip.zip) 4) Get text translated - 2.5% 5) Reinsert text into game - 2.5% Graphics 1) Rip graphics from game - 0% 2) Get translation of text on graphics - 0% 3) Photoshop graphics into translated version - 0% 4) Reinsert graphics into game - 0% Notes: - Unless someone here knows Japanese we may have to commission a translator, does anyone have any contacts? --Port-- Still in initial planning stages. ----Description---- Gal's Frontier is the game that the heroine of the Sex Kitten series, Slutty McSlut's artwork originated from. This project involves creating an English version of the game, and potentially porting it to Flash for all to enjoy. ----Images---- |
Author: | Rem [ Fri Dec 13, 2013 9:03 pm ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
Feel free to toss me a job and give me a direction, I'll do what I can. (Since I really have no clue where to begin, but if you give me some base knowledge I should be able to start on something.) |
Author: | Galfrononymous [ Fri Dec 13, 2013 9:36 pm ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
For the story text, I've got two main things that need done at the moment. This involves matching every single character in the game's font (rip available here) to it's Unicode character equivalent. The end result will be a file that looks like this that will help with converting the text from the game into a standard text format for the translator to work with. The game's character map starts at 0 on the rip I provided (So the ┘ character at the top left is index 0) They're in order from left to right, top to bottom with 23 characters per row. It appears similar to JIS character ordering, but does not match it completely. If desired I could redo the font rip with a different number of characters per row to make counting easier. 2) Crack the text data format. The game's text contained in the "text.dat" file appears to have some form of compression applied to it. All of the data still appears to be byte aligned, so it should be a *relatively* simple format to crack. I could provide locations of a few text samples from the game in the data file, and a hex viewer that can map values to the game's font. I haven't really started on the graphics yet, but all of the menu buttons are included in them so they'll need to be done too. When I took a peek at the data it appeared to be compressed so it's gonna be a pain too, but for now someone could take screenshots of the buttons, and get them translated. Speaking of getting things translated, does anyone know a translator? |
Author: | Pantsman [ Sat Dec 14, 2013 3:20 am ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
Parpol knows a little kana, I think. |
Author: | Galfrononymous [ Sat Dec 14, 2013 6:05 am ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
I managed to automate the process of generating the character mapping table, so that's another step completed.
|
Author: | Pantsman [ Sat Dec 14, 2013 4:23 pm ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
I have a question; Do we try and rebuild the text as faithfully as possible, or do we do it our way? |
Author: | fluffy [ Sat Dec 14, 2013 9:40 pm ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
Who's against using Google translate and cleaning that up? |
Author: | Pantsman [ Sat Dec 14, 2013 10:23 pm ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
fluffy wrote: Who's against using Google translate and cleaning that up? Our first challenge is to understand how the text is displayed. And here's a good idea. |
Author: | Odin Anarki [ Sat Dec 14, 2013 10:41 pm ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
fluffy wrote: Who's against using Cockgobbler translate and cleaning that up? I'm against any resemblance of a hackjob, this is the holy grail after all. But if your talking about something else, sure. YomToxic wrote: I have a question; Do we try and rebuild the text as faithfully as possible, or do we do it our way? I like the way they do the text, so I'd go faithful. |
Author: | Pantsman [ Sat Dec 14, 2013 11:05 pm ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
Headfuck The Wise! wrote: I'm against any resemblance of a hackjob, this is the holy grail after all. But if your talking about something else, sure. Basically, I think he meant using the gobble translate, and then rewriting the output to look grammatically correct. |
Author: | Odin Anarki [ Sat Dec 14, 2013 11:48 pm ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
YomToxic wrote: Headfuck The Wise! wrote: I'm against any resemblance of a hackjob, this is the holy grail after all. But if your talking about something else, sure. Basically, I think he meant using the gobble translate, and then rewriting the output to look grammatically correct. Still a hackjob to me. you ever try translating something forth and back? I don't trust gobble on that. |
Author: | Pantsman [ Sun Dec 15, 2013 12:26 am ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
Well, whatever methods we use, we have to make it excellent. The means do not matter. The end result does. |
Author: | fluffy [ Sun Dec 15, 2013 12:57 am ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
Hell, I'm not sure we even need to bother trying to inject the shit back into the game data files. I say we map out a structure and use RenPy. Unless there's something I'm missing. I trust Google about as far as I can see (I'm extremely myopic) but we all know how h-manga, h-games, h-anime and the like are written. Do you really think we'd fuck it up? Try using a Japanese text editor to open the files. I'd put money on the files being in Shift-JIS given the date of release. Windows 98 is tiny by today's standards and VMware Player is free and easy. I say install an entire environment to take the game apart in a native Japanese language system so you can export files more easily. The only WIN98SE ISO I have is on one of my phones, I was trying to get Windows running but I ended up going for XP Pro. (Works like liquid sex, in case anybody wanted to know.) I could do it but it'll have to wait until Monday so this is just me throwing around ideas. |
Author: | Pantsman [ Sun Dec 15, 2013 2:00 am ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
Jwpce. OF COURSE! viewtopic.php?f=62&t=14115 |
Author: | Galfrononymous [ Sun Dec 15, 2013 3:41 am ] |
Post subject: | Re: Gal's Frontier - Translation / Port project |
Quote: Try using a Japanese text editor to open the files. I'd put money on the files being in Shift-JIS given the date of release. Windows 98 is tiny by today's standards and VMware Player is free and easy. I say install an entire environment to take the game apart in a native Japanese language system so you can export files more easily. I've already confirmed it's not in Shift-JIS format. The game uses it's own character mapping (Which I've already reverse-engineered), and there is compression applied to the text that doesn't resemble any standard form of text encoding. Once the compression format is cracked the text can be ripped to a more standard format that will be easier to work with, that's the goal I'm currently working toward. UTF-8 is the text encoding I've selected for the rip, it's compatible with just about every modern text editing program including Windows notepad. Quote: Hell, I'm not sure we even need to bother trying to inject the shit back into the game data files. I say we map out a structure and use RenPy. Unless there's something I'm missing. Wouldn't that pretty much involve recreating the game from scratch? I agree with making this a quality translation instead of just replacing the text with whatever we come up with. I'm not against using google translate or something similar to generate a rough draft we can use to experiment with reimporting the text into the game until we get a proper translation done though. |
Page 1 of 5 | Time zone: Pacific/Galapagos |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |