Translation List of English fantranslations and translation ports

Impossible_Igntiz

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It would be too tiresome to implement any new scenario this way. You can edit script for simple stuff, but with more stuff it gets more annoying. Issue is only i don't understand how it switches between different file scripts. renamelists are built in pretty simple way, so there would be no issue with that. Issue is that with assembly one mismatched instruction can crash game or make it stuck. :P
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And to add on top of that - each NeXAS script contains graphics effects assembly after scenario assembly in one file. And I don't touch that. Adding new graphics effects to script is a completely unknown beast to me.

I have learned from 9-nine experience that porting shit from one engine to another is tiring on it's own even if you have access to decompiled scripts in Switch.
so in other words, it's impossible without reverse engineering the NeXAS Switch engine, so yeah that's gonna be a yikes from me dawg for the moment lol

What a shame.... oh well, I actually do plan on continuing back working on doing some Ren'Py stuff again but doing edits for the Switch versions of their games is hard as hell cuz the headers and the way it reads them are completely different than the outdated homebrew version of the engine and unlikely i'll never get my hands on a SDK version of it that has switch build functionalities...
 

kdw

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View attachment 350971
It would be too tiresome to implement any new scenario this way. You can edit script for simple stuff, but with more stuff it gets more annoying. Issue is only i don't understand how it switches between different file scripts. renamelists are built in pretty simple way, so there would be no issue with that. Issue is that with assembly one mismatched instruction can crash game or make it stuck. :P
Post automatically merged:

And to add on top of that - each NeXAS script contains graphics effects assembly after scenario assembly in one file. And I don't touch that. Adding new graphics effects to script is a completely unknown beast to me.

I have learned from 9-nine experience that porting shit from one engine to another is tiring on it's own even if you have access to decompiled scripts in Switch.

If you plan one day on tackling this, the steam version of aonatsu line is interesting, it's using unity and it has all the nexas engine function reimplemented in c#.

there's a free trial version here https://steamdb.info/app/2185800/
 

Chiika

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Is there a collection of tools somewhere for working on translations? I was able to extract data from a game, including the script files, but they are .DAT files and seem to have some sort of encryption.
 

Tsukinax256

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I ask for the same,
It's possible to port the english translation of ys oath in felghana to the switch japanese release?

please
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Is there a collection of tools somewhere for working on translations? I was able to extract data from a game, including the script files, but they are .DAT files and seem to have some sort of encryption.
I'm really interested on how to extract theses files to put a translation too, there is A LOT of old otome games on switch that i don't see getting a localization where i could love to put a translation on 😢
 
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PrincessLisette

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blashy101

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Hey gang, I've been working on translating Natsumon 20th Century Summer Vacation, and I've made some pretty great progress (text showing in-game in English + character limit per entry bypassed), however, I'm realizing that I'm lacking the ability to change font/text size, if anyone has any experience in hacking UE4 games, lemme know!

Initial project release: https://gbatemp.net/threads/wip-natsumon-20th-century-my-summer-vacation-english-patch.639948/ @masagrator if you feel so inclined, could you put this under the WIP section of the OP? Thank you!
 
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