Hacking Translation [Release] Clannad PS Vita English Version

FineThenIWill

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Clannad English Ver. for PS Vita

Hello!

After 8 4 months of work. I am happy to present Clannad in English for the PS Vita.

I've only playtested 3 routes to the end. My last route, Kotomi's, had 1 odd line break which I fixed. So while the other routes are probably not perfect, they should be completely fine and more than playable.

It would of been nice to see VisualArts follow through and make their version of Clannad in English. But I guess the vita was on it's way out for them.

This post will contain everything you need to know about the patch.

But first, screenshots!

ttRFaVK.png


V10vwVJ.png


wcyRVN0.png


lvK4lxy.png


t7RIUeu.png


8NnxLfA.png


*More screenshots can be found at the bottom inside the Original WIP Post.


Download

Download the patcher here!
*Instructions are included inside but also here as well.

Modified February 24, 2023:

1. Acquire a copy of Clannad and ensure you have the rePatch plugin installed.

2. Head into VitaShell and hover over "PCSG00415", then hit triangle and click "Open decrypted"

3. Now connect the vita to your computer by your preferred method.
*Ensure the files aren't operating system protected if connected via USB, if you don't know how to convert them, copy and paste these files to a different folder on the vita.
eboot.bin
imgcg.tbl
imgcg00.pak
imgscr.tbl
imgscr00.pak
imgsys.tbl
imgsys00.pak
op00.mp4

4. Drag the unprotected files listed above into the input folder of this patch.

The folder should look like:
input/
eboot.bin
imgcg.tbl
imgcg00.pak
imgscr.tbl
imgscr00.pak
imgsys.tbl
imgsys00.pak
op00.mp4

5. Run the file that matches your operating system's name.

6. Drag the repatch folder into your ux0 folder.

Enjoy!



What's been modified:
- Game's Scripts / System Messages
- Images
- Manual (more on that later)
- OP Movie

What hasn't been modified:
- End Credits
- Trophies
- Name Changing



Known Issues

- The names of Nagisa, Ibuki-san, and Akio may switch sometimes oddly.

- Names MAY appear outside the boundary like so*

Kanc75e.png

(Hard to believe but you will never see a character called "Debug Name Squish" in-game)

- 7 images may appear with pixelated lines like so. (I've tried hard to fix this, nothing seemed to work :/)

cwtapIx.png


Some choices are long and may go outside it's border*

*Fixable, let me know of those occurrences.


Now that I've covered that info, here's some info regarding controls and the manual.




Controls

O and X are swapped as per usual for Japanese region games.

The first page of the manual covers more basic controls.

If there is no sprite on screen, you can use the left stick up and down to view the full 720p image that is cropped.

For touchsreen usage:

Dragging from the top reveals the backlog.

Dragging from the bottom reveals the menu options.

Swiping left in the textbox rewinds messages, and vice versa.

Swiping right outside the textbox acts as the left stick going right, and vice versa.



The Dangopedia

Throughout the game you will notice phrases and words in brackets like this

reday7s.png


So the English version of Clannad has a nice feature called the Dangopedia where certain words or phrases will be highlighted blue and you can click on them to reveal more info about it.

Since this is the only native patch of any key game on the vita, I don't have the luxury of just implementing that feature into this version.

So, as a last minute idea (Thought of just yesterday before release) I decided to incorporate the Dangopedia into the manual. Since I wasn't planning on editing the manual all too much. I decided this would be the best case scenario since opening the manual doesn't close the game and isn't too cumbersome to access. The idea I had before this was just giving everyone an external text file, so needless to say this is a better implementation.

1OSjwDs.png



Beside the word bento you may notice the (take-out). This is because the game has phrases that references items in the Dangopedia that don't match.
Take-out references Bento.
"Yesterday I saw a deer" references The Dandelion Girl, etc.

So if you see a phrase in-game and not in the dangopedia, be on the lookout for the brackets as it will have the actual reference in-game.

The Dangopedia also ignores names and the word "The". So you may notice a name that starts with S in the T section because they're last name starts with a T.



And that's all from me really, everything else is pretty straightforward about this game.

Thank you once again to everyone for their patience with me finishing this game. And I hope you all get to enjoy this visual novel (hopefully) on a great version to play.

See you around!

*Below is the original WIP post so no one is confused by the posts below this.*


Hello!

After looking into CLANNAD I found that it was possible to modify the game. I've made some good progress in the last month.

Below are some screenshots relating to what's been done so far:

hLWmphX.jpg


zT8Jvzl.jpg


mBhszBu.png


Ox9IXpI.jpg


Ocxb2KC.jpg


jMVmj6W.jpg

Legend:
N/A
- Haven't started/can't start
PROGRESS - Still working on it.
DONE - Everything looks fine externally from the game.
FINAL - Everything is fine internally.

Modified: February 21, 2022
In-game Images: DONE (Images still need to be checked)

Script: DONE (Chances are it'll never reach FINAL since this is a huge game with tons of varying choices)

System Images: FINAL

OP Movie: FINAL

End Movie: N/A (Too much editing to do regarding this.)

System Messages: DONE


It's funny seeing as how Visual Arts was planning to do an english version themselves, but I guess plans fell through.

No idea when I'll be able to get this done, but this is mainly a way for me to update my progress.

See you around!
 
Last edited by FineThenIWill,

froid_san

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Nice, been waiting for this.

I've checked this before but never really figured out how to reverse engineer the text files.

Glad to see I'll able to play the game again soon.
 

FineThenIWill

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Hello,

It's been a month since I last posted my progress. So I thought I've give an update on where this project stands.

For a brief overview, check the current progress section on the 1st post. For more in-depth info and new images, continue reading.

I've decided not to do the End Credits as there is far too much to edit on that front.

PROGRESS -> FINAL

I'm happy to say that every image has been checked internally and they all look great! ...except for one.

7JisB9h.png


pOgGZZR.png


wIMcl1f.png


JMJTFmL.png


Unfortunately the menu bar on the one above is particular in that to get it to look decent, it requires EBOOT editing regarding two images and locations they point to.

I could just revert it back to the original image, it isn't important at all as the actual settings house the info you need, or it could stay like this. I haven't decided but if you want to chime in on your opinion, let me know!

DONE - No Change

Lots of images have been fixed since the last update. However for something to be final, all of them would need to be checked. And around 139/182 images have been confirmed to be fine.

2Ql3hur.png


dHOzmtE.png


IsCP9bs.png


This game however ensures that every image needs to be in the same dimension as the original otherwise the image is just some warbled mess. For around 90% of the images, this isn't a problem.
For that 10% however, images needed to be converted from this:

WMslAs5.png


to this

8xwJxCs.png


Not great. I'm sure EBOOT wizardry can fix this restriction but I haven't confirmed if that restriction is embedded there or in some other file.

N/A -> Progress

The messages are a priority for me so I'm happy to say after fiddling around with the EBOOT I've been able to work on the system messages.

yErpX11.png


98cjQzA.png


G82Sv1l.png


There's still some to do which is why the section is labelled as progress but most of the important ones have been done.

Now the EBOOT houses many more fun things that if I knew how to work with it better, it would make for a better patch such as disabling the changing name menu as it's not useful/recommended, fixing the config menu bar, and one more thing that'll be mentioned in the final and longest section of this update. The first two aren't huge deals and can be worked around with, but the final one is one I want to try and fix.

PROGRESS -> No Change

Many, many changes to this section, and all of them are good!

So, here's some context: This game does not have an automatic line break tool, meaning without any changes most lines would look like this:

HVCUYqR.png


The good news is that is has commands you can inject into the script to tell it to line break and change font size.

Thanks to this, I was able to make a tool involving images and writing with fonts to tell it to automatically line break and set the size.

After going through 5 revisions of my SpecialCommands module and many many tweaks. I'm happy to report that roughly 99% of all lines correctly change sizes and automatically line break. This section is by far the place where most of my effort went into this past month.

b4Yayau.png


rkuzn3O.png


ZyJNPH6.png


Right now the things that need to be fixed regarding the script are as follows:

1: Not all lines are 100% identical for migrating.
I've taken steps to remedy this, but right now some lines are randomly untranslated/broken in the game as they added their own special commands that needs to be manually dealt with. I've dealt with a good handful but the game is MASSIVE in text so this will slowly be chipped away at.

2: Not all names fit into the box.
This one is pretty easy to deal with thanks to being able to change name sizes, so it won't take long at all.

3rd: Variables.
Occasionally some names will appear in Japanese, and that's because those names in the script are dynamic.
An example of this is that if haven't picked the right choices, you may not know a certain character's name. So the variable will know this and give you something like "Girl" instead of their name.

Now this wouldn't be a problem if those name locations were located in the EBOOT or a script file.

Apparently though, the EBOOT reads a file of what I assume is a charmap, and deals with each individual character. So not only will the EBOOT need to be changed to add/remove characters per name, but each one now needs to redirect to different characters in all 4 charmaps.

I haven't touched this aspect just yet, my focus is on #1 right now. Thankfully these variable don't occur TOO often in the grand scheme of the game, but there is still around 1529 occurrences of variables so I don't want to leave this untouched.

And that's it for my update! Once again, no idea when I'll get this done, the script is just too big to theoretically get every nook and cranny fixed.

But I am happy to say that you can get through the entire game without game-altering issues, so most of the hard work is now done.

If you have any questions, concerns, etc. Feel free to let me know.

And finally, apologies for any weirdly cropped image.

See you around!
 
Last edited by FineThenIWill,
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Spazzery

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Hello,

It's been a month since I last posted my progress. So I thought I've give an update on where this project stands.

For a brief overview, check the current progress section on the 1st post. For more in-depth info and new images, continue reading.

I've decided not to do the End Credits as there is far too much to edit on that front.

PROGRESS -> FINAL

I'm happy to say that every image has been checked internally and they all look great! ...except for one.

7JisB9h.png


pOgGZZR.png


wIMcl1f.png


JMJTFmL.png


Unfortunately the menu bar on the one above is particular in that to get it to look decent, it requires EBOOT editing regarding two images and locations they point to.

I could just revert it back to the original image, it isn't important at all as the actual settings house the info you need, or it could stay like this. I haven't decided but if you want to chime in on your opinion, let me know!

DONE - No Change

Lots of images have been fixed since the last update. However for something to be final, all of them would need to be checked. And around 139/182 images have been confirmed to be fine.

2Ql3hur.png


dHOzmtE.png


IsCP9bs.png


This game however ensures that every image needs to be in the same dimension as the original otherwise the image is just some warbled mess. For around 90% of the images, this isn't a problem.
For that 10% however, images needed to be converted from this:

WMslAs5.png


to this

8xwJxCs.png


Not great. I'm sure EBOOT wizardry can fix this restriction but I haven't confirmed if that restriction is embedded there or in some other file.

N/A -> Progress

The messages are a priority for me so I'm happy to say after fiddling around with the EBOOT I've been able to work on the system messages.

yErpX11.png


98cjQzA.png


G82Sv1l.png


There's still some to do which is why the section is labelled as progress but most of the important ones have been done.

Now the EBOOT houses many more fun things that if I knew how to work with it better, it would make for a better patch such as disabling the changing name menu as it's not useful/recommended, fixing the config menu bar, and one more thing that'll be mentioned in the final and longest section of this update. The first two aren't huge deals and can be worked around with, but the final one is one I want to try and fix.

PROGRESS -> No Change

Many, many changes to this section, and all of them are good!

So, here's some context: This game does not have an automatic line break tool, meaning without any changes most lines would look like this:

HVCUYqR.png


The good news is that is has commands you can inject into the script to tell it to line break and change font size.

Thanks to this, I was able to make a tool involving images and writing with fonts to tell it to automatically line break and set the size.

After going through 5 revisions of my SpecialCommands module and many many tweaks. I'm happy to report that roughly 99% of all lines correctly change sizes and automatically line break. This section is by far the place where most of my effort went into this past month.

b4Yayau.png


rkuzn3O.png


ZyJNPH6.png


Right now the things that need to be fixed regarding the script are as follows:

1: Not all lines are 100% identical for migrating.
I've taken steps to remedy this, but right now some lines are randomly untranslated/broken in the game as they added their own special commands that needs to be manually dealt with. I've dealt with a good handful but the game is MASSIVE in text so this will slowly be chipped away at.

2: Not all names fit into the box.
This one is pretty easy to deal with thanks to being able to change name sizes, so it won't take long at all.

3rd: Variables.
Occasionally some names will appear in Japanese, and that's because those names in the script are dynamic.
An example of this is that if haven't picked the right choices, you may not know a certain character's name. So the variable will know this and give you something like "Girl" instead of their name.

Now this wouldn't be a problem if those name locations were located in the EBOOT or a script file.

Apparently though, the EBOOT reads a file of what I assume is a charmap, and deals with each individual character. So not only will the EBOOT need to be changed to add/remove characters per name, but each one now needs to redirect to different characters in all 4 charmaps.

I haven't touched this aspect just yet, my focus is on #1 right now. Thankfully these variable don't occur TOO often in the grand scheme of the game, but there is still around 1529 occurrences of variables so I don't want to leave this untouched.

And that's it for my update! Once again, no idea when I'll get this done, the script is just too big to theoretically get every nook and cranny fixed.

But I am happy to say that you can get through the entire game without game-altering issues, so most of the hard work is now done.

If you have any questions, concerns, etc. Feel free to let me know in this forum or by contacting me on discord at FTIW#3201

And finally, apologies for any weirdly cropped image.

See you around!
I've got a few questions:
  • What is there too much to edit in End Credits? Is it a video?
  • Secondly, this might be just me, but I like the bigger font more rather than the small one.

Nice job so far!
 

FineThenIWill

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I've got a few questions:
  • What is there too much to edit in End Credits? Is it a video?
  • Secondly, this might be just me, but I like the bigger font more rather than the small one.

Nice job so far!
1. The end credits consists of 1 video for 1 ending and many pictures for the other endings, because each image needs to be a specific dimension, bringing the end credits from other versions would bring the same problem some of the in-game images has. Not to mention the vita is the only version with one of its end credits in video form.

2. The smaller font is only used on text that gets cuts off the screen. Most lines are still at their default size.
 
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avdr

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Although you may already know this, there are complete Russian patches for three of Key's PSV titles (vndb.org/p6552). Maybe there are pointers to be gained there.

2022-08-19-035717-689369.png
2022-08-19-040405-530210.png
2ef4c21ade3b1f1860bfb6febea2bb02.png
_6717288c992a9e009c17d72521b84ece.png
 
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FineThenIWill

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Although you may already know this, there are complete Russian patches for three of Key's PSV titles (vndb.org/p6552). Maybe there are pointers to be gained there.

I do already know about these yes, but their info isn't anything that can help. The only real issue I have at this time is some EBOOT shenanigans and while I can read what RikuKH3 did, it isn't anything I can just copy and paste nor would I want to. Coincidentally I am using one of their tools on github for this game.
 
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Arka161

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Thanks for all the hardwork, Clannad is my favourite piece of media in existence, it has deeply impacted my life, and the thought of playing it on the Vita in English blows me away. I would love to support this project in any way possible.
 

FineThenIWill

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Hello,

It's been awhile since the last update. Unfortunately I don't have much new to relay as of now. I haven't worked on the project all too much these past months from a lack of motivation.

I do want to finish this project, and I have been chipping away at fixing the script these past months, but that progress is marginal.

Here's what needs to be done as of now. Once these are done, I'm okay with releasing it.

Some of these talking points are regurgitated from my last update.

Things that need to be done before release (and that's possible for me to do):

- Fix up lines that don't automatically convert over to the vita (different lettering, position in script, etc.)

- Shrink names to fit in textbox.

- Finish EBOOT system messages.

Things that need to be done before release (Currently not possible due to my lack of knowledge):

- Variable Names.
This involves the eboot pointing to charmaps for each character in a name, problem is I have no clue where these pointers are located.

Things that would be nice to fix (but aren't nessecary for a beta/full release and probably not possible anyways):

- Allowing longer system message strings.

- Fixing image dimensions restrictions.
(Both of these involve the file I know very little on, EBOOT.bin)

Thank you for your continued interest in this project even after the lack of updates. I'll continue to tackle this behemoth of a script and hopefully get the script and system messages to finally be considered done.

See you around!
 

JMW2000

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Hello,

It's been awhile since the last update. Unfortunately I don't have much new to relay as of now. I haven't worked on the project all too much these past months from a lack of motivation.

I do want to finish this project, and I have been chipping away at fixing the script these past months, but that progress is marginal.

Here's what needs to be done as of now. Once these are done, I'm okay with releasing it.

Some of these talking points are regurgitated from my last update.

Things that need to be done before release (and that's possible for me to do):

- Fix up lines that don't automatically convert over to the vita (different lettering, position in script, etc.)

- Shrink names to fit in textbox.

- Finish EBOOT system messages.

Things that need to be done before release (Currently not possible due to my lack of knowledge):

- Variable Names.
This involves the eboot pointing to charmaps for each character in a name, problem is I have no clue where these pointers are located.

Things that would be nice to fix (but aren't nessecary for a beta/full release and probably not possible anyways):

- Allowing longer system message strings.

- Fixing image dimensions restrictions.
(Both of these involve the file I know very little on, EBOOT.bin)

Thank you for your continued interest in this project even after the lack of updates. I'll continue to tackle this behemoth of a script and hopefully get the script and system messages to finally be considered done.

See you around!
You're doing great work! Thank you!
 

Juanhaku7

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hello! I really want to play this game, I would like to know when we can download the game translated by you. I would also like to follow them on a social network to know how much time is left...
 

FineThenIWill

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hello! I really want to play this game, I would like to know when we can download the game translated by you. I would also like to follow them on a social network to know how much time is left...
Here is where updates will be posted. I don't have an ETA currently. My last update posts tells you what I need to finish left. Thankfully the errors are soon going to be finished so I can finally put this massive script as DONE.
 
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