As above. Why not an in-place replacement of text (padded truncation)? It's the safest way of translating files as you can't fumble up hidden stored size values (even hard-coded ones). I don't know how exactly the file is layed out (I have no access to it, guess why) but there are only two possible ways: record-based or table-based (with or without map). Both ways work 100% safe with in-place replacement and both will fail with arbitrary truncation (except table-based with map, there it works).
Because we have a text lmit this way and can't write more text then is already there.
For the files you asked:
http://www.mediafire...14ai4ua4i8ep45c
Source Code of 1.1 from Falos Textprogram
We can't translate the story files.
There seems to be a recalculation problem when recreating the KCAP File format.
Because I changed only one line for testing purposes but the file loses about 2 KB in size.
The header is rewritten wrong, one line is duplicated for some strange reason and some stuff is deleted.
The procedure in the program that SEEMS to be responsible for the error is MakeBTX.
The Encoding Process in that procedure happens in ASCII, when I changed it to UTF8 for testing purposes I got past the loading screen but it hanged intown.
in ASCII it doesn't even get there but already hangs on the "Now Loading" Screen ingame.
Over all it looks strange although it shouldn't.
I uploaded here on sendspace the RAW File of a story related file and the Translation attempt of ours.
http://www.sendspace.com/file/8piux0
Wasn't supposed to go public but what the hell, anything to fix this.