If you look at the rom (/data/movie/), it's so so sooo easy edit the subtitles of the movies
. They are plain text, for instance, this is the first part of the first subtitle file:
/sync 12900
あっ ごめんなさい
/sync 14200
/clear
#/sync 14500
#はぁはぁはぁ…
/sync 19800
/clear
/sync 20500
おはよう! レイラおばさん
/sync 21800
ああオリバー おはよう
/sync 23100
/clear
IIRC, it's "sync milliseconds", the millisecond to display the next "text" or "/clean" command. If there is a '#' this is a comment and it won't appear in the game (like // or /* */ in C/C++)
So, we don't need to create a tool to extract or import then, just use a normal text editor (like Jefelin does).
But there are text in more files:
*
/data/Event/Scenario/Scenario.dat -> Titles of the missions or similar, the plugin for Tinke can open them, atm only view .
*
/data/Event/Quest/MainQuest.mq -> Text of the missions or similar (I haven't played the game
), to investigate but it seems easy to extract / import
*
/data/Event/Quest/SubQuest*.sq -> More text, the plugin can open some of them (I have to investigate more about them).
*
/data/map/script/*.bin -> Scripts, they contains almost all the text from the game (dialog, names of chars, name of the map...). I'm creating a script editor.
*
/data/Event/System/System.dat -> I don't know what type of text is, the plugin can open them, atm only view.
About the fonts:
*
font10,
font12 and
font8 contain ASCII char, only we need to edit them for Spanish and similar games
*
font_b11,
font_b16,
font_b32,
font_b9 and
ruby don't have ASCII char, I don't know where they are used but we should edit them to add ASCII and latin chars.
The game read ASCII chars, at least the scripts and subtitles, so btw we don't need to modify the ARM9.