Hacking Xenoblade menu translation

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I know, but i can't find the zeforte's tool ( darchD.exe ), and i know it's an illegal tool. So is there another tool or method to compile the .xls in the static.arc ? I means to change the .xls files in the static.arc ?


Ps : I've already translated the 10 firsts big .xls files
smile.gif
Another people help me to translate.
 
i havent found the story but i finally figured how to repack common.pkb..........ill make a video tutorial tomorrow if i have time.now ill see if i can do something with map.pkb..

all xls found in common in case someone wants to start translating.....the bdat i renamed for a reason and ill explain tomorrow.you need zeforte's tool but its not like the way we did static.arc....


ill do more testing before i put the whole tutorial.i removed the links...
 
Please, stop posting bdat files, these are part of the game data files and are illegal to share.
create a tutorial on how to obtain and rename them like you need (include a batch file to rename, it will be easier and quicker to follow the tutorial).

About the .xls files, they shouldn't be post if they are 1:1 extracted files from the game, but it's fine if it's a restructured or XBSE extracted text put into a new xls format to be used by translators. (I think it's the later, so it's fine to post xls pack only).

1:1 files can't be shared as people can extract them themselves from their own game.
And (for future release) already patched files can't be shared either, explain how to repack using the xls files, or give a .patch file to apply to the original files.
 
having trouble getting the repacked common to display the text...i can repack it but the text that should be translated doesnt change....for now heres how to get the bdat from common.pkb
 
Last edited by iamatmylimit,
Edit :
I think I misunderstood what you explained.
It seems all the bdats are contained in the common.pkb file, and you need to extract them all one by one, so the best way is not to delete what's before and what's next, but to do a copy of what's in between.

Or maybe all bdats have another container and you need to keep it arround the bdat when you extract them, then what I wrote before could be used.

I'm leaving what I told before I understand your guide, it could be useful if there's header/footer arround each bdats:
Is the header and footer of each files identical and/or the same length?
It seems to be a sort of container, but I think there's useful data inside, like bdat length, number of item to extract, etc.
It these header/footer are present it's because there's a purpose, or else they would use the same format than the other files.
So when repacking it would need modification, that's certainly why you don't have translated text when testing your repacked file in game.

here is some idea if the header doesn't contain data which needs modification :

• To extract :
- If it's the same length + same data, then make a copy of the header and footer and save it into header.bin and footer.bin
- If it's the same length but different data, it can be cropped using a program which is doing binary copy for xxx bits to create 3 files (filename.header, filename.bdat, filename.footer) in a new folder ("extracted_bdat" for example).
- If the length is always different, then the extractor will need to do string search and extract the bdat, but then it's best to understand what these header are used for to be able to rewrite them correctly.


• Then to repack if header data isn't important :
- If header/footer are the same for all files, then it can be easy to repack all the bdat using a command line :
Code:
for %%f in (extracted_bdat\*.bdat) do copy /b "header.bin+extracted_bdat\%%f+footer.bin bdat\%%f"
(to test, I just write if from memory)
with header.bin and footer.bin saved in the current folder.

- If header/footer are different for all files :
Code:
for %%f in (extracted_bdat\*.bdat) do copy /b "extracted_bdat\%%~nf.header+extracted_bdat\%%f+extracted_bdat\%%~nf.footer bdat\%%f"
using each header and footer for the correct filename.
extracted_bdat\ content will be repack into bdat\

Read each *.bdat files and apply a binary copy "header+data+footer -> full.bdat" using :
%%f = filename with extension
%%~nf = filename without extension


The best way would be an updated XBSE.exe taking the header/footer in account.

I wish I had learn Python to created useful program
frown.gif
 
Also from what i researched most of the games text is in the main.dol when tales of graces wii was being translated the story was in main.dol and alot of other stuff and it also the same for final fantasy 11
 
@Cyan - ...the first thing you see is like a header or filetype then it says BDAT...at the end all those 0's seem to be padding or the footer your talking about...this is a guess.
 
Last edited by iamatmylimit,
I'm back!

iamatmylimit said:
@SkyBladeCloud - those 13 pointers could could be pointing to 13 text/xls files.....i saw the japanese text you were speaking of that i couldnt see before...

here is a picture...we dont speak japanese but sephy and HisshouBuraiKen could tell us what this text here says or if its dialogue....

picture
script.jpg


ill get back to you on the LBA.....

There are no xls in the game files, they figured out the file structure contents and generated by the tool to extract the text into a convenient xls format. Nice bit of work, too.

The text in that file is gibberish so the encoding is definitely wrong. Try UTF-8 and EUC and we'll see if the results are any different.

So gimme a PM status update of where we're at right now, I'm still jetlagged and exhausted.
 
Guy sorry if this has been asked before, but are there any plans for a story translation?
Thanks
 
if we can find the story yes.....for now though we can only work on the menu since thats what we have.if you know anyone good at searching/decyphering things let them know about our cause....they hid the story pretty good.i have a feeling its like map.pkb where its 2 folders deep....map has dap files then inside of those its the bdat.....so maybe one of the files has an extra file and in this extra file is the bdat....
 
EDIT: PROGRAM UPDATED AGAIN: v2.2:

http://www.mediafire.com/?h9pbmpg0mdj0886

From Zeforte:

ZeForte said:
Here's the updated extractor/inserter:

(link above)

The biggest changes are the support for pkb files (although it seems only common.pkb matters anyway) and the fact that there's no need for separate bdats anymore (you can delete the bdats folder, it won't be used)

Also, I've rewritten some bigger chunks of the code, so some bugs may be fixed while other appeared. PM me if there're any issues.

And no, thankfully there are no duplicate names, but I'm having them as separate collections for now.
 
thanks a lot HisshouBuraiKen and zeforte for the good news......just wanted to point out you need the darchD.exe which is not included with the new tools....in case someone runs into a problem.
 

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