========================= CREATING TRANSLATIONS ========================= The "Create Translation Files.exe" will create a new folder with all the translation materials. It creates either a CSV or TXT file with all the game dialogue, actor names, menu labels, etc. Optionally, it can also extract some PNGs from the game that contain text, if translation of these images is desired. ===================== USING THE PROGRAM ===================== Simply fill in your choices and press "Create Folder". The program is very basic and offers 3 options. - Language Name - Desired Format - Include Images The language name will be the folder it creates. It will be in the same folder as the tool. The desired format is a choice between CSV or TXT. There are pros and cons to each. Read more below. The checkbox for images, is if you'd like to overlay translation on certain images of the game. After creating the folder, the program will close. ===================== WARNING / CAUTION ===================== These are primarily developer tools, and do not have many safeguards or error checking. Care must be taken to follow the format laid out as it appears. Misplaced fields or symbols can cause errors or other bad effects in game. All along the files there are ID numbers that appear like (#x86GCl9v). These are important to preserve, as they are how the game will find the labels and lines you've translated. The dialogue is also not always in a meaningful order, because of how the maps and content were laid out in game. It might be difficult to follow. Lastly, there are times when text is duplicated. This another side effect of the game layout, and these duplicates do have to be translated as well. ============================= CSV FORMAT: PROS AND CONS ============================= In your new folder you will find a dialogue.csv file. CSV (Comma Separated Values) files are best modified with some type of spreadsheet software. An advantage of this format is that it also keeps a copy of the original text side by side for reference. Some disadvantages are that you have make sure all data is imported and exported as text in UTF-8 encoding, and that your current software of choice can do this. Certain older versions of Excel have known issues with this, and will fail to encode as UTF-8 even when applying the option. ============================= TXT FORMAT: PROS AND CONS ============================= In your new folder you will find a dialogue.txt file. The advantages of a TXT (text) file is its simplicity. It can be opened easily with any text editor of choice. The format is straight forward, and the encoding often never has to be set manually. A disadvantage to this format is that once original text is replaced, it is gone. In order to reference it later, a copy will need to be kept for comparison. ====================== TRANSLATION - INFO ====================== The first fields are information. For CSV replace or add into the cells that appear under the following labels. For TXT replace everything after the semicolons (:) leaving 1 space. * Language * The name of the language written natively. * Font File * The name of the font face to use. Built in game fonts include: - Dotum - SimHei - GameFont - Heiti TC - sans-serif - AppleGothic Or if you're providing a custom font, use the name of the font file itself. See custom font section below. * Font Size * The default size to use for most text. * Credits 1/2/3 * Three lines are provided for credits. ======================== TRANSLATION - LABELS ======================== The next few sections deal with UI labels, actors, item names, and descriptions. For CSV there is a "Translation" column for each. This is where the translated text will go. If it is left empty, the game will fallback to what appears in the "English" column. For TXT simply replace the text that appears after the semicolons (:), same as before. Not all item descriptions are used, and the empty entries will work fine as they are. ========================== TRANSLATION - DIALOGUE ========================== Lastly are the CommonEvents and Map sections. These contain the in game dialogue lines. In English quotations are used stylistically to indicate spoken text. They are not strictly required for the format, and you can safely use an alternative or exclude them. For CSV, write translations into the column labeled "Translation". For TXT, modify text that appears after the semicolons (:), leaving a space. Don't modify the header lines above that contain the ID. =========================== TEXT COLOR / FORMATTING =========================== There are special formatting tags that are used within the dialogue lines that should be kept. IE: "\fi Sigh..... \fr\c[1]" A line like this includes \fi, \fr, and \c[1]. In this example \fi sets the text to italics. Then \fr is a format reset. However, after using \fr the text color has to be set again. That is \c[1] part at the end, it sets color #1. The formatting tags are: \fi : Italics text. \fb : Bold text. \fr : Reset format. \{ : Size increase. \} : Size decrease. The actor text colors are: \c[1] Andrew / Andy \c[2] Ashley / Leyley \c[3] Dad \c[4] TV \c[5] ??? / Lord Unknown \c[6] Mom / Lady / Cultist / Julia \c[7] Leader ============================ INSERTING DIALOGUE LINES ============================ There can be at most 2 lines of dialogue that get displayed at once. This might present a limitation for some languages. To work around this, the files can be modified to insert new lines following existing dialogue. For CSV insert additional row(s) below the line of dialogue where inserts are needed. Then copy and paste the ID number of the ID column. Fill in the following columns with what is needed. For TXT simply add a new line that starts with a semicolon (:) and a space after the text that needs to be extended. Keep the lines together. How this works is that the game will display only two lines per text box. If there are more than two, it will open additional boxes and display the inserted lines in pairs of two until they have all been presented. ================= CUSTOM IMAGES ================= When extracting the game images with text, these are provided as is, with no clean ups. The folder structure also has to be kept in order for the game to find your replacements. You do not have to include every image. If there are any you want to exclude, simply delete them. ================ CUSTOM FONTS ================ A "Font" folder is also generated for the translation package. If you decide to include a custom font, they have to be put in this folder. It's also recommended that you include any font licensing information along with your package. If you're not using a custom font, it is also safe to delete the folder. ================ INSTALLATION ================ Once you're done with your translations, or would like to do some basic tests, you can install the package. 1. Return to the Game folder. 2. Locate the "www" folder. 3. Inside is a "languages" folder. 4. Copy and paste your folder there. 5. Relaunch the game. If successful, a new menu option should appear saying "Languages". Navigate there, and if the information was added correctly, the translation file should be displayed in the list. Select the translation and exit the menu. All data, images, and fonts should now be applied. ================ DISTRIBUTION ================ To distribute, simply package the folder and all its contents. It's recommended that a translated set of installation instructions be included as well. Review the tool agreement, and be sure to clarify the unofficial status wherever the files are hosted. =================== TROUBLESHOOTING =================== If the tool is ever relocated from the game folders, it will not be able to find the data it needs to generate packages. It will prompt to point to the game data folder. This is located in the subfolder "www/data".