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 Gal's Frontier - Translation / Port project 
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Post Gal's Frontier - Translation / Port project


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ぎゃるふろ ~Gal’s Frontier~
28 May 1999
PiAS

Japanese
Windows 95/98

Protagonist is a magazine photographer tasked with taking erotic photos of girls. The game contains around 40 girls each with their own short scenarios.

Mega - [PiAS] ぎゃるふろ(Gals Frontier).rar

----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----

Image Image
Image Image Image Image Image Image

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Fri Dec 13, 2013 8:57 pm
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Post 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.)

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▬Words From Your Betters▬
Spoiler: show
Orange Juice Jones wrote:
Oh fuck off
n0th1n wrote:
How about learn what Gen Serious is for.

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Post Re: Gal's Frontier - Translation / Port project
For the story text, I've got two main things that need done at the moment.

1) Build the character mapping table.
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?

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Post Re: Gal's Frontier - Translation / Port project
Parpol knows a little kana, I think.

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Yeap.

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Post 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.

Spoiler: show
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Post 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?

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Post Re: Gal's Frontier - Translation / Port project
Who's against using Google translate and cleaning that up?

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Post 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. :dement

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Post 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.

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I'm trying i'm trying~ i'm making I'll try too slowly up my posting. At least once a day for a bit. Then I'll up that too twice, then four, then 8 and so on.

Until eventually I wake up one morning and find out that I am actually an Idiot hero.
On some quest too cheat on his gf or raise affection of 5 women who conveniently live in my the same dorm as me.
In which I only have 100 days to seduce them all.

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Post 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.

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Post 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.

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who149 wrote:
I'm trying i'm trying~ i'm making I'll try too slowly up my posting. At least once a day for a bit. Then I'll up that too twice, then four, then 8 and so on.

Until eventually I wake up one morning and find out that I am actually an Idiot hero.
On some quest too cheat on his gf or raise affection of 5 women who conveniently live in my the same dorm as me.
In which I only have 100 days to seduce them all.

Remon wrote:
Now we can dominate the porn industry, camera industry, AND the world!
YomToxic wrote:
YOU BETTER STAY ALIVE OR ELSE I WILL HUNT YOU DOWN AND RAPE YOU DEAD.

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Post 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.

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Post 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.

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NOW IN GLORIOUS TODD A.O.!
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Post Re: Gal's Frontier - Translation / Port project
Jwpce. OF COURSE!

viewtopic.php?f=62&t=14115

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Post 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.

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