ROM Hack Summon Night X - Tears Crown

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DarthNemesis said:
I don't have time for another project, and who knows if it will get localized, so I'll just put this here if someone else wants to manage it.

Download SummonTransX v1.0

Everything seems to work fine for the items/menus, but the script doesn't handle single byte characters very well. Could probably adapt it to convert to dual byte characters automatically, if a serious project is started.

azerty1 said:
well, the path of the sound file, which i was intending to use to determine the chronology of the script, is all written in two byte ascii. Int32.ParseInt doesn't seem to work out.
Oh, I see what you mean. No, you'd have to replace all the dual-byte characters with their single-byte equivalent. Something like text.Replace('?','1').Replace('?','2') etc.

so...is there any work left to do on this one or is it all done?
 
Woah.. @DarthNemesis, that's an awesome program u got there.. It makes editing the text so easy for noobs like me!
yay.gif


I've kinda been working on getting some stuff translated myself (I dont know Japanese, but Ive been asking my two translator friends to help me) Right now, we've succeeded in translating the pause menu, settings menu, a few chara descriptions, save-slot text, and most battle commands/names. I know in the whole game that's not much, but at least it's a start.

I'm having trouble with the dialogue too.. First of all I cant find the narrated speech which happens at the very beginning, and I cant seem to see what order the rest of the dialogue is in!
huh.gif
Translating random dialogue without knowing what its about isn't that great an idea. If someone could just.. somehow figure out the order, then it would be so much easier >:

Also I'm not sure how to edit the graphics.. or which program to use to do it. I read in the other summon night thread that it's pretty damn hard due to transparency so I might just leave it..

Okay thats enough noobishness from me. I guess other ppl might have translated more than me already but even so, I'd like to know how to find the dialogue/ edit the graphics (if possible..)

EDIT: Alternatively, if someone with more experience decides to translate the game, I'm sure I could help to translate some stuff. I kinda got my japanese friend hooked on the game so I think she would gladly translate the script ;D (if anyone can find the order)
 
DarthNemesis said:
You should use Google Docs for collaboration so there's no duplication of effort. http://spreadsheets.google.com/ccc?key=0Am...NvRXc&hl=en

For the dialogue I'd suggest just playing the game and translating as you go. You can use a file search tool to figure out which file contains a particular line.
they should be numbered. D_000001 should be the first voice in the game, then D_000002 and etc., right? if not, then yeah, you're probably going to have to do a lot of searching. Just so you know, the text is organized per character, so that should speed up SOME of the searching, hopefully.
 
azerty1 said:
DarthNemesis said:
You should use Google Docs for collaboration so there's no duplication of effort. [url=http://spreadsheets.google.com/ccc?key=0Am...NvRXc&hl=en]http://spreadsheets.google.com/ccc?key=0Am...NvRXc&hl=en[/url]

For the dialogue I'd suggest just playing the game and translating as you go. You can use a file search tool to figure out which file contains a particular line.
they should be numbered. D_000001 should be the first voice in the game, then D_000002 and etc., right? if not, then yeah, you're probably going to have to do a lot of searching. Just so you know, the text is organized per character, so that should speed up SOME of the searching, hopefully.

Ok, thanks a lot to both of you. And yeah, I might use the google docs thing for collaboration.. Let's hope I can get some of the script done soon ;D

EDIT: I found the first scene for both Dylan and Phara.. I'll be doing Dylan's plot first, not Phara's.

FURTHER EDIT: Damn.. everything works fine except the actual script. Me and my friend translated and edited the whole first scene, but the text looks weird and illegible. Why?! I kept in the space codes, line breaks.. is there something else that has to be done?? ANY help would be appreciated.
 
Whole first scene translated:
Dialogue Translation doc:
Here

That took AGES to translate and edit.. hopefully it can be the start of more dialogue translation.
Has anyone figure out how to succesfully input dialogue, without it looking weird??

@DarthNemesis, I also added a few bits here and there to this http://spreadsheets.google.com/ccc?key=0Am...NvRXc&hl=en
Added a new page (Battle -> UnisonData) and helped with some characters, etc.
 
suruz said:
Doesn't need changing, just posting as proof I guess xDNo, it needed some editing. Since it's write protected, I made a copy: http://spreadsheets.google.com/ccc?key=0Am...kzU2c&hl=en

QUOTE(suruz @ Nov 13 2009, 10:07 AM) FURTHER EDIT: Damn.. everything works fine except the actual script. Me and my friend translated and edited the whole first scene, but the text looks weird and illegible. Why?! I kept in the space codes, line breaks.. is there something else that has to be done?? ANY help would be appreciated.
Like I mentioned before, the game doesn't handle single-byte text very well. You'll have to use double-byte characters, which work fine as far as I can tell.
summonnightxdialogue.png
 
DarthNemesis said:
suruz said:
Doesn't need changing, just posting as proof I guess xDNo, it needed some editing. Since it's write protected, I made a copy: http://spreadsheets.google.com/ccc?key=0Am...kzU2c&hl=en

QUOTE(suruz @ Nov 13 2009, 10:07 AM) FURTHER EDIT: Damn.. everything works fine except the actual script. Me and my friend translated and edited the whole first scene, but the text looks weird and illegible. Why?! I kept in the space codes, line breaks.. is there something else that has to be done?? ANY help would be appreciated.
Like I mentioned before, the game doesn't handle single-byte text very well. You'll have to use double-byte characters, which work fine as far as I can tell.
summonnightxdialogue.png

Thanks for the editing. I was pretty much just typing what my friend told me to, while making sure it made basic grammatical sense.

I added another sheet since then, and started a doc for Phara's path too (someone else pm'd me and asked if they could work on that.) It's enough work getting Dylan's done though.

Also, I'm not how to use double-byte characters, sorry.
 
suruz said:
Also, I'm not how to use double-byte characters, sorry.

The easiest way, or at least the way I do it, is to use JWPce. On the top toolbar in that program, you'll see a large/wide capital J, that is its double-byte mode. The program calls it JASCII Mode.
 
azerty1 said:
out of curiosity, are you just doing that with string.Replace()?
No, I set it up as a Dictionary and check each character individually since it already has to iterate through the string to parse control codes.
 
DarthNemesis said:
Alright, added dual-byte equivalents to the font for all the single-byte characters and updated the inserter to automatically convert them.
Download SummonTransX v1.1

Wtf.. everything was fine, but now every time I use SummonTrans to repack the game the translation is showing up as some weird russian/greek characters! Almost everything- character descriptions, menu, as well as script.. There isnt anything different in my text folder since last time, Ive checked and its the same as it was. (Apart from the new translation I added, but its all in the right format!) I made sure the font was in the NDS_UNPACK>data>data folder, as well as Font.nftr being in the root folder... >:

I have no idea why this is happening!


EDIT: All taken care of ;D
 
suruz said:
I made sure the font was in the NDS_UNPACK>data>data folder, as well as Font.nftr being in the root folder... >:
Well make sure again, because those characters were replaced in the FontPack.dpk included in the zip. You need to overwrite the existing one.
 
DarthNemesis said:
suruz said:
I made sure the font was in the NDS_UNPACK>data>data folder, as well as Font.nftr being in the root folder... >:
Well make sure again, because those characters were replaced in the FontPack.dpk included in the zip. You need to overwrite the existing one.

Ah, it works now. I guess dsbuff kept overwriting it.. Thanks ;D
 

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