Mayaya Posted January 15 Share Posted January 15 I've never translated a visual novel before, but i'm interested in trying to translate Dasaku to portuguese. I know its made in System-NNN and that i need GSS-dev, or VNTranslationTools, but I don't know anything else. Which one is better to use in this case? (I have Win11, if that even matters) Also, is there a manual somewhere on how to even use this to extract the game files, translate the text, edit the images, and then make a translation patch? Any help would be extremely helpful! fuyopon 1 Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 16 Share Posted January 16 (edited) VNTranslationTools For working with .spt game text Quote The command line (windows CMD) syntax is as follows: cd "VNTextPatch folder path" for Excel format: VNTextPatch.exe extractlocal <folder containing original game files> script.xlsx VNTextPatch.exe insertlocal <folder containing original game files> script.xlsx <folder to receive patched game files> for JSON format: VNTextPatch.exe extractlocal <folder containing original game files> <folder to receive .json files> VNTextPatch.exe insertlocal <folder containing original game files> <folder containing .json files> <folder to receive patched game files> AE VN Tools To unpack/pack image archives .gpk .gtb files must be in the same folder Edited January 16 by sim22x Quote Link to comment Share on other sites More sharing options...
Mayaya Posted January 16 Author Share Posted January 16 Thank you for explaing! 21 hours ago, sim22x said: for JSON format: VNTextPatch.exe extractlocal <folder containing original game files> <folder to receive .json files> VNTextPatch.exe insertlocal <folder containing original game files> <folder containing .json files> <folder to receive patched game files> I tried to do this, but keeps giving me the error "was unexpected at this time". Dunno what is the problem. Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 17 Share Posted January 17 Works fine for me In the VNTextPatch folder create 2 folders 'script' and 'json'. (you can name them differently) Open the Windows command line Type cd "path to VNTextPatch folder" Run the command VNTextPatch extractlocal script json The json files should be in the 'json' folder https://pixeldrain.com/u/c45vViCU Quote Link to comment Share on other sites More sharing options...
Mayaya Posted January 17 Author Share Posted January 17 42 minutes ago, sim22x said: Works fine for me In the VNTextPatch folder create 2 folders 'script' and 'json'. (you can name them differently) Open the Windows command line Type cd "path to VNTextPatch folder" Run the command VNTextPatch extractlocal script json The json files should be in the 'json' folder https://pixeldrain.com/u/c45vViCU Thank you very much! It actually... didn't work at all for me, again. Kept saying that VNTextPatch was not a command or something along those lines, despite me following exactly what you told me to. Anyway, i do have the files now, I downloaded them from your link! Thank you very much for your patience! Ho do I turn the files back in .spt? Making the reverse process? Sorry for asking so many questions, it's my first time trying this! Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 17 Share Posted January 17 (edited) Quote Kept saying that VNTextPatch was not a command or something Maybe you wrote the wrong path to the VNTextPatch folder. Where is your VNTextPatch.exe file? My work folder https://pixeldrain.com/u/LeiJ6nuV It is possible that your system needs to explicitly specify an executable file. Add '.exe' to VNTextPatch The command will look like this: VNTextPatch.exe extractlocal script json Quote Ho do I turn the files back in .spt? Making the reverse process? Create new folders for the translated files. For example 'json_edited' and 'script_edited' Put the translated .json files in the 'json_edited' folder. Go to the VNTextPatch folder via windows command line as you did before cd "path to VNTextPatch folder" Then command to insert the translation VNTextPatch.exe insertlocal script json_edited script_edited The converted .sp files will be in the script_edited folder. Edited January 17 by sim22x Quote Link to comment Share on other sites More sharing options...
Mayaya Posted January 17 Author Share Posted January 17 3 hours ago, sim22x said: Maybe you wrote the wrong path to the VNTextPatch folder. Where is your VNTextPatch.exe file? My work folder https://pixeldrain.com/u/LeiJ6nuV It is possible that your system needs to explicitly specify an executable file. Add '.exe' to VNTextPatch Apparently that's the issue. Dunno why the .exe is needed, but it worked when I tried it, thanks! Now it's working perfectly to turn the text both into .json and in .spt! Thank you so much for your help The problem now is the font. I figured it would become a problem. I saw the "VNTextProxy" on VNTranslationTools website, can that method be used here? Not sure, so I'm asking here first before I do anything weird. I'd basically need the text to be smaller and for the letters to be closer to each other. Dunno what do do about special characters like á, à, ê, õ, ç... Maybe changing the font so that, as an exemple, & it's displayed as ê? I've used this method before in other games, but I have no idea if this works on a visual novel format. Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 17 Share Posted January 17 (edited) Open nnnConfig2.exe in the game folder. On the second tab you can change the game font. https://i.imgur.com/ae6Ulff.png Most Japanese games will only work correctly in the Japanese system locale. Select different fonts and see how they appear when you run the game in normal mode or through a Japanese locale emulator. Edited January 17 by sim22x Quote Link to comment Share on other sites More sharing options...
Mayaya Posted January 17 Author Share Posted January 17 53 minutes ago, sim22x said: Open nnnConfig2.exe in the game folder. On the second tab you can change the game font. https://i.imgur.com/ae6Ulff.png Most Japanese games will only work correctly in the Japanese system locale. Select different fonts and see how they appear when you run the game in normal mode or through a Japanese locale emulator. Thank you! I've tried it and noticed the problem is not the font! Altough it's nice that i can edit it to a smaller one. The problm with special characters can be easily fixed by using the symbols idea i've suggested previously, but it seems that i won't be able to do anything unless i'm able to chance the space between the letters. This is all so complicated I'll try to search forums aboth this issue too Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 18 Share Posted January 18 (edited) I created a custom font based on unifont.ttf. English characters look fine. But special characters with spaces. They will probably need to be increased in width, like English characters. To do this I will need to modify the font file again. Please let me know exactly which special characters you need. I replaced the Japanese Katakana characters with these special characters: ÀÁÂÃÇÈÉÊÌÍÎÒÓÔÕÚÛÜ ァアィイエォオカキギクコサザゴセゼソ àáâãçèéêìíîóôõòúûü チヂッツトドナニネノハピフブビホボポ in json script: { "message": "ABCDEFGHIJKLMNOPQRSTUVWXYZ\r\nabcdefghijklmnopqrstuvwxyz\r\nァアィイエォオカキギクコサザゴセゼソ\r\nチヂッツトドナニネノハピフブビホボポ" }, Font: https://pixeldrain.com/u/DkFAiikK Install the font on your system. Then select it in the nnnConfig2.exe Edited January 18 by sim22x Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 18 Share Posted January 18 (edited) Good news, I found a tool to decrypt the game settings files (init2 folder). Now I know how to change the font size by changing the bytes in the printmessage.fxf file using a hex editor. Edited January 18 by sim22x Mayaya and fuyopon 1 1 Quote Link to comment Share on other sites More sharing options...
Sisulizer Posted January 18 Share Posted January 18 (edited) fxf files are in plain text when you decrypt it lmao And vntextproxy + ext_sjis.bin + .ttf/.otf font in game folder will change font and help displaying special characters without replacing them with Japanese characters/ half-width katakana (Just write special characters normally in the script, and when you insert, vntextpatch will output ext_sjis.bin along with the scripts) Edited January 18 by Sisulizer Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 18 Share Posted January 18 (edited) 5 hours ago, Sisulizer said: fxf files are in plain text when you decrypt it lmao You have provided a screenshot of an unencrypted .xtx file from the game Dead End Aegis. Here are the encrypted .fxf files from the game Dasaku. https://pixeldrain.com/u/kiu3YK8T I don't understand how to get the game to take an external font using d2d1.dll+ext_sjis.bin. Maybe Sisulizer can make a font patch for the game. https://imgur.com/a/nUyaoE1 Edited January 18 by sim22x Quote Link to comment Share on other sites More sharing options...
Sisulizer Posted January 18 Share Posted January 18 Decrypted fxf link You have to use the correct proxy the game prefers like it notes: Quote If the game doesn't reference d2d1.dll, you can use the files from one of the "AlternateProxies" subfolders to turn the DLL into a proxy for, say, version.dll. If the game doesn't reference any of the provided proxies, you can use DLLProxyGenerator to make your own. The proxies are already compiled in release Quote Link to comment Share on other sites More sharing options...
Mayaya Posted January 18 Author Share Posted January 18 11 hours ago, sim22x said: Font: https://pixeldrain.com/u/DkFAiikK Install the font on your system. Then select it in the nnnConfig2.exe Thank you for going so far to help me, I don't even know how to thank youuu But yeah, the size difference ends up being too weird. 11 hours ago, sim22x said: I created a custom font based on unifont.ttf. English characters look fine. But special characters with spaces. They will probably need to be increased in width, like English characters. To do this I will need to modify the font file again. Please let me know exactly which special characters you need. I replaced the Japanese Katakana characters with these special characters: The portuguese language only has this ones: á, à, ã, â é, ê í ó, õ, ô ú ç There's no need for more (execpt the capitalized version of all of them, ofc) 10 hours ago, sim22x said: Good news, I found a tool to decrypt the game settings files (init2 folder). Now I know how to change the font size by changing the bytes in the printmessage.fxf file using a hex editor. Tried do use this, but no idea how to use the decryptor. The guide appears to be in chinese, and I can't read it to save my life. The images on the guide also don't appear for me. 50 minutes ago, Sisulizer said: Decrypted fxf link You have to use the correct proxy the game prefers like it notes: I've read this post and the one you made before it, but I have no idea what is a proxy and what proxy would the game prefer. As I said before, I'm a newbie, but it seems very useful! I'm trying to understand, but it would be best if all this font stuff could be explained in simpler terms, sorry for the trouble! Quote Link to comment Share on other sites More sharing options...
Sisulizer Posted January 18 Share Posted January 18 Proxy means dll for hooking, if you don't know which one the game prefers, try one by one. Place a proxy (say winmm.dll) + ext_sjis.bin + a .ttf font in the game folder like this: 2 hours ago, sim22x said: https://imgur.com/a/nUyaoE1 You must use the font that contains all characters from your language. Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 18 Share Posted January 18 34 minutes ago, Sisulizer said: Decrypted fxf link You can't just rename the decrypted file to .fxf. The game engine won't accept it. But it is not necessary, I already know how to work with encrypted files. 54 minutes ago, Sisulizer said: The proxies are already compiled in release The ddraw.dll and winmm.dll work fine, but the English capital letters are a bit broken. @Mayaya https://pixeldrain.com/u/hrNuMedP Unzip to the folder with the game. In nnnConfig2.exe, uncheck the box that you previously checked to change the font. Quote Link to comment Share on other sites More sharing options...
Mayaya Posted January 18 Author Share Posted January 18 @Sisulizer I believe I understood now! Thank you very much. What are you using to display the font? If it is SystemNNN itself, I don't have it. 15 minutes ago, sim22x said: @Mayaya https://pixeldrain.com/u/hrNuMedP Unzip to the folder with the game. In nnnConfig2.exe, uncheck the box that you previously checked to change the font. Thank you! I don't think the English capital letters broken, it seems like an issue that only occurs in the first line of the first dialog box of the game (i think). The "o"s are what seem a bit broken? As an example, õ displays as à and ô displays as ê. Any idea what might be the issue? My unicode programs are set to be read in japanese, if that's what might be causing it. Thanks to you both! Quote Link to comment Share on other sites More sharing options...
Sisulizer Posted January 18 Share Posted January 18 Well, you don't need to include sjis_ext.bin because vntextpatch will output new one whenever he inserts the scripts. New one might include new tunnel characters Quote Link to comment Share on other sites More sharing options...
Sisulizer Posted January 18 Share Posted January 18 (edited) 6 minutes ago, Mayaya said: Try this link Edited January 18 by Sisulizer Quote Link to comment Share on other sites More sharing options...
Sisulizer Posted January 18 Share Posted January 18 (edited) 10 minutes ago, Mayaya said: As an example, õ displays as à and ô displays as ê. Any idea what might be the issue? My unicode programs are set to be read in japanese, if that's what might be causing it. Try to use your own sjis_ext.bin (which is output by vntextpatch when inserting). If that still doesn't work, keep using your own sjis_ext.bin, but change to a new font like Arial Edited January 18 by Sisulizer Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 18 Share Posted January 18 9 minutes ago, Mayaya said: The "o"s are what seem a bit broken? As an example, õ displays as à and ô displays as ê. Any idea what might be the issue? My unicode programs are set to be read in japanese, if that's what might be causing it. I have these letters displayed normally, as in the screenshot above. Give me the text string you are outputting in the game. Maybe it uses different Unicode characters Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 18 Share Posted January 18 36 minutes ago, Mayaya said: I don't think the English capital letters broken, it seems like an issue that only occurs in the first line of the first dialog box of the game (i think). Yes, the first line breaks the font. Perhaps the remaining three lines would be enough for you to translate. I can reduce the font to fit more words on one line. 36 minutes ago, Mayaya said: My unicode programs are set to be read in japanese, if that's what might be causing it. My system is not set up to run Japanese programs. I run the game in normal mode. No locale emulator or region switching. 35 minutes ago, Sisulizer said: Try this link Fixed the problem with the first line, but returned spaces between characters. Changing the font does not help. Quote Link to comment Share on other sites More sharing options...
Mayaya Posted January 18 Author Share Posted January 18 (edited) 1 hour ago, Sisulizer said: Try this link I got the same problem as sim22x, the spacing between the letters is terrible. VNTextPatch is not outputing any sjis_ext.bin for me, also. Where is it supposed to be? I can't find it even when i change spt to json or viceversa. 1 hour ago, sim22x said: I have these letters displayed normally, as in the screenshot above. Give me the text string you are outputting in the game. Maybe it uses different Unicode characters Not sure if this means just showing what I traslated, but here is a screenshot anyway. When I try to imput all the letters to change it, this is what it looks like in opposed to the pattern ÀÁÂÃÇÈÉÊÌÍÎÒÓÔÕÚÛÜ àáâãçèéêìíîóôõòúûü I also changed my unicord programs to be read in brazilian portuguese, and the same thing occurs. Edited January 18 by Mayaya Quote Link to comment Share on other sites More sharing options...
sim22x Posted January 18 Share Posted January 18 (edited) I think I've found a solution to the first line. You need to skip only the very first line in the script (put space+\r\n) The rest of the first lines in other messages will display normally. 26 minutes ago, Mayaya said: ÀÁÂÃÇÈÉÊÌÍÎÒÓÔÕÚÛÜ àáâãçèéêìíîóôõòúûü You can try running my version. Or remove the ddraw.dll and put winmm.dll If the problem persists, then the problem is somewhere in your system. Try running the game on a different system. Edited January 18 by sim22x Quote Link to comment Share on other sites More sharing options...
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