ROM Hack Translation Experiment with making translation patch for Over RequiemZ, need some help

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tsuki09

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Greetings!
This is the first time I've tried to do something like this. I've wanted to try translate the visual novel Over Requiem Z. So far these are the steps I took
1. Dump game
2. Check the files inside romfs folder
3. Verified it was developed in Unity engine (According to UABEA, 2021.3.43f1 version)
4. Found a file named "script" inside /romfs/Data/StreamingAssets/switch, which has all the TextAssets for narration/dialogues.
5. Used the UABEA Plugin for importing and exporting txt files. Opened OZ_00_00 in VSCode and changed the first four lines in spanish as a test.
6. Tested reimporting the modified "script" file in UABEA to verify if the modified txt is inside. Works.
7. Went to atmosphere/contents/0100E9801CAC2000. Created /romfs/Data/StreamingAssets/switch/ in it and placed only modified "script" there
8. Started OverRequiemZ, said text is still appearing in japanese instead of my spanish lines. As if the mod didn't exist.

wondering where did I go wrong :unsure:
thank you all! ^_^
 
Note: I have been using UABEA since it's the only program that worked on Fedora 42 through Proton GE 10.4 + winetricks with dotnet 6.0
If needed I'll try to dual boot for better software, except I've found that a lot of them rely on old dotnet versions no longer available on the official site :(
Post automatically merged:

Nevermind, found that OZ_00_01 has the same text (but extended through the prologue) for a reaon. I'll try if it works replacing that one as well. I'll post as soon as I get results.
Post automatically merged:

update: modifying OZ_00_01 too worked, thanks everyone!
keeping this in case someone needs help :)
 
Last edited by tsuki09,
Got stuck trying to add ñ and vowels with accents to the game font :huh:
I found a file "font" with no extension, but probably an AssetBundle. This is what UABEA showed:
"FOT-UDMinchoPr6N-DB SDF" (MonoBehaviour)
"FOT-UDMinchoPr6N-DB SDF Atlas" (Texture2D)
"FOT-UDMinchoPr6N-DB SDF Outline" (Material)
"FOT-TsukuAOldMinPr6N-M SDF ENG" (MonoBehaviour)
"FOT-TsukuAOldMinPr6N-M SDF ENG Atlas" (Texture2D)
"FOT-UDMinchoPr6N-DB SDF Black" (Material)
"TMP_FontAsset" (MonoScript)
"Unnamed asset" (Shader)
"FOT-TsukuAOldMinPr6N-M SDF ENG Material" (Material)
"FOT-UDMinchoPr6N-DB SDF Material" (Material)

so far UABEA only shows plugins for exporting the atlas pngs, the rest only has options of "export dump" and "export raw"
I'll try to look further into this, but would appreciate help :(
Post automatically merged:

2025110823013700-0C9E5F6FF7C548B87B9E8020D4F0DAA9.jpg

2025110823025600-0C9E5F6FF7C548B87B9E8020D4F0DAA9.jpg

2025110823031200-0C9E5F6FF7C548B87B9E8020D4F0DAA9.jpg
2025110823031400-0C9E5F6FF7C548B87B9E8020D4F0DAA9.jpg


so far this is how text looks :(
there's an issue in which I can't use normal spaces, but japanese spaces do work better, like in the first screenshots. However, I would still like to use latin spaces. Latin spaces by now cause line breaks (\n)
2025110823043300-0C9E5F6FF7C548B87B9E8020D4F0DAA9.jpg
2025110823043500-0C9E5F6FF7C548B87B9E8020D4F0DAA9.jpg
 
Last edited by tsuki09,

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