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Talk:Concealed the Conclusion/Story

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Translation/Text Replacement Project

(Original discussion can be found below.)

Selphos had originally inquired whether a translation patch was being worked on for this title, noting that there are translations in this Wiki for nearly the entirety of the game's contents, but not having seen any actual work done to create a patch for a playable English version, to which Furien and I had both replied, saying collectively that we'd looked into the matter and had done some dabbling. Further conversation resulted, which basically culminated in the summary of current progress and problems you see here.

At Qazmlpok's suggestion, I am now in touch with Prime 2.0 of Maidens of the Kaleidoscope (the guy who was working on the CtC text replacement project over there). Unfortunately, due to the .dat file encoding issue, it seems we're both at about the same point.

Until we have proper software that enables us to decode the .dat files, we are currently limited to editing the .dnh files (as those are not encoded), which means that currently, we're pretty much limited to editing conversational dialogues, player spell card name display text, and the ThC-scripted stuff on the Shot Select screen.

In addition, Prime has reminded me of some issues I'd forgotten about, and informed me of issues I didn't even know we had. For one, we know how to add new dialogue cues (to add more text boxes), but we can't do that, because it would ruin the ability to watch Replays (which is a very high priority); instead, he has been seeking a way to expand the amount of text allowed per line (something the MotK'ers figured out for "Double Spoiler"), which we don't yet have a solution for. For two, due to CtC's running on the Danmakufu emulator, which is not presently compatible with the English versions of Windows (without AppLocale), it's been heavily suggested that we should find a way to translate most or all of Danmakufu itself as well (something I'd only briefly thought of myself) - a task some of you would probably find useful.

And, of course, there's the .dat file encoding issue itself, making it impossible to proceed from where we currently are, and due to not being able to read the contents of the .dat files, though we have some preliminary guesses, we can't tell for 100% certain exactly where anything else is located as a result, such as the ending dialogue, credits text, enemy spell card names, BGM names, menu text, or the stage description texts. Furien mentions in the original section (below) that CtC (Danmaq) does not use the same encoding that is used by official Touhou games (Zun/Shanghai Alice), so we can't use Nanoha's .dnh Archiver to decode the files, and the code is rather funky besides; Furien was in touch with Drake (the guy who figured out said coding), and as yet, even he hasn't come up with anything. Between that, and Prime and I also not having the technical know-how to crack Danmaq's encoding, this encoding issue is currently our biggest problem. If anyone can figure it out, we can make leaps and bounds in this project.

Then there is the issue of graphical editing, as the stage overlays contain some text in those graphics. I do not have Photoshop, nor do I possess mad shoopin' skillz, so I can't do that particular job; I don't know whether Furien or Prime have the necessary tools or knowledge for such an endeavor.

That's the state things are in right now. I would like to put a team together if I can (Prime 2.0, Furien, and myself, with Drake assisting with the encoding issue if possible, plus anyone else who can be of any help) so we can really get crackin' on this thing. Any input is appreciated; the more help we can get with this, the better. I look forward to feedback, especially from Furien, Prime, or Drake, should they happen to meander in this direction. AceOfHeartsDX 15:52, 26 November 2010 (PST)

Well, I'm down for helping out with this. Are you sure it's necessary to decode those dat files? I already figured out how a lot of the text (other than dialogue) is displayed. 4 font images in lib/THCCL/IMAGE/FONT are where the characters come from. Most likely the .dnh files (hoping not the dat...though I have some decoding skills, not a lot though, we'll see) call the section of the image with the required character to make up the text. I already tested it by making the font images all black, which made spellcard names go blank. MrBigz 00:39, 9 January 2011 (UTC)
Do correct me if I'm wrong, but as far as I'm aware, altering the contents of any of the font files will not help with a translation at all, at least not without complicating matters far more than is really necessary. All that's necessary is to figure out where the spell card names are stored, and change them from there, so the game knows what to display for each individual name. As far as I can figure, since there is already an English font file in there that the game can and does use, we do not need to translate the Japanese ones. This is evidenced by the fact that I was easily able to change the player spell card names without altering any font files, upon which it displays characters from the English font set just fine - and it uses the same font display system as the enemy spell card names (as opposed to conversational dialogue, which is displayed in a different manner). No, the font files themselves are not the problem. I don't know how many of the .dat files we need to be able to decode, but I do know we need the ability; there still seems to be no way around that. AceOfHeartsDX 07:57, 10 January 2011 (UTC)
Well yeah, I did the same thing. My idea was if we couldn't decode it, we could rewrite new functions to call the font. It seems the calls for the spell card names and such are in TT.dnh. Only problem is that some of them are generic, calling a bunch of spell cards with one variable. If I knew what the functions were inside the .dat I might be able to rewrite some code in a new dat file. But of course we need to open the .dat file first D: I've been looking through the .exe with a disassembler, trying to find clues. I've actually been able to see the code inside them by erroring the game to show parts of the contents through an error box. So if I can find out how the .exe decodes it, or even just debug the program and try to extract the contents somehow, it could work. And yea that first font file is probably good enough for english characters. MrBigz 11:32, 12 January 2011 (UTC)
I appreciate your efforts; though it sounds like a hassle, it's still better than doing nothing, and might just be how we end up cracking this thing in the end, seeing as - as far as we know from lack of responses on this talk page - nobody else is trying to do anything about it. I know I talk long on many occasions, but what I'm trying to say is that I applaud you, and encourage you to keep going. If you can figure out the encoding, I assume it shouldn't be too hard to write a program that de-encodes it (and can re-encode our finished product once we're done). I'd do that myself, but as mentioned, I don't have that level of technical know-how, whereas you sound like you do, so I'll leave it to you. If you do manage to crack the coding and write a compiler/decompiler, then we can figure out which files have what in them, and I can and will do all the necessary transcribing using the Wiki. AceOfHeartsDX 05:25, 14 January 2011 (UTC)

Original Conversation

Copied from Wikia so that we may never have to go there again - Arcorann (talk) 06:30, 5 August 2012 (UTC)

Is there ever going to be one for this game? From what I can tell, pretty much everything is taken care of on here save some scattered minor fixes.--Selphos 06:14, March 31, 2010 (UTC)

...oh yeah, and some inconsistencies between what's here and what's ingame in Part 2, as well as some grammar fixes. Still, considering how old CtC is...--Selphos 07:00, March 31, 2010 (UTC)
It would work a bit different from normal Touhou patches. It's ostensibly easier because all of the .txt files for Danmakufu are open and available for editing, so someone could potentially just copy the directory structure, replace the Japanese dialogues with English, and go from there. However, dunmaq (I think that's the author's name at any rate) has a really strange coding scheme going on over the whole of CtC that makes it difficult to navigate in general. It's still possible, at least, if anyone's got the patience for it. The graphics are another thing entirely though. Furien 08:32, March 31, 2010 (UTC)

Working on it. I noticed the absence of an actual patch myself a while ago, and started poking around in the files within the last few days to figure out where all the stuff that would really need translated is, and use TouhouWiki's translations to edit those files to replace the Japanese text with English. Fortunately, it wasn't hard to figure out, so I started with the dialogs and figured out the line break notation, which wasn't difficult, so by this point I've done a nearly complete dialog translation for the boss conversations (although there are still line-break issues here and there [if you go over on a line, it starts doing weird things with word placement], and other errors in the coding I've edited on my part [like forgetting quotation marks or other items in the coding, which causes errors in-game] that I'm in the middle of trying to find and fix).

Other than the boss dialogs, though, there are clearly other goals on my list: I also want to translate things that I can't locate in the files; high on my priority list is that I want to translate the spell card names, the stage descriptions (because the stage titles are part of the graphics for the stage-name overlays, which I have zero skill at changing, but evidently the descriptions are in the files somewhere, as they're not part of the graphical overlays), the difficulty descriptions that appear at the bottom of the difficulty select screen, and the BGM titles. (If anyone can point out the locations of any of these things in the files so I know which items they are, please let me know!!)

Also, as for the shot type selection screen, I had some ideas as to what I wanted to do with the text, but sadly, the line-break command doesn't seem to work in that particular text, so I couldn't change it the way I wanted; I'll have to figure something else out, I guess.

When it became clear to me I needed help with this, I remembered I could ask for it here, which prompted me to see what was said on the discussion page, which turned out to be about as much as I figured.

So I thought I'd say, I'm working on it, and I will take any help I can get with it. I want to make this as reasonably/necessarily complete a translation as I can, and you can help me do it!

Also, once this project is done, I don't know how you want me to submit it/what exactly you want me to submit; I could zip/rar/whatever it, if that would work well enough, but I don't know anything about how to, for example, create a .bat or .exe file that would automatically perform the patch, so if that is necessary, I will have to have someone else do it, or have them teach me how.

For now, however, I just need some guidance as to where certain things are, as I said earlier, like the text for the spellcards (which is my next objective after doing the dialog translations). Any and all help will be much appreciated.AceOfHeartsDX 00:43, April 6, 2010 (UTC)

Also, is there a way to change the font of the dialogs to make them more readable in-game? I'm having difficulty reading the on-screen text because of how bold/pixelated/whatever it is, so if there's a way to make the font easier on the eyes, that would be awesome. AceOfHeartsDX 00:54, April 6, 2010 (UTC)
I recommend you check out this thread before doing any more work. I don't recall how much of it was done (and nothing was ever released), but the guy probably got a good deal farther than you. I suggest trying to work together. -- Qazmlpok 02:58, April 6, 2010 (UTC)
I read that at your suggestion, and though I do not wish to put him down (this is one heck of a surmountable task, and anyone who wants to do something like this is to be praised), it looks to me like he made little more actual progress than I have so far (a dialog translation, which I have done, and the player spell cards, which I have not). In addition, it appears to me (correct me if I'm wrong) that he doesn't get that you can add new dialog cues (that's what I did when I couldn't manage to fit as much English text as I needed). As for the spellcard text: that's in one of the Data folder files that's encrypted, if he's right, and I would need a decompiler for that if that's indeed where the text displayed in-game is located. As far as I can see, nobody provided one (though I saw a reference for a program one can use to create a patch file, which I may find useful if I ever get done with this project). Strangely, though I remembered and made it a priority to translate enemy spellcard names, I'd forgotten to even put on my list that I would need to do the player spellcard names as well (which he's apparently done, which makes me think the enemy spellcard names are not in the Data folder). So after I do my work on editing the dialog for the Phantasm stage (I did all the other stages already), I don't know how I can proceed from there without more info on where stuff is. AceOfHeartsDX 22:05, April 7, 2010 (UTC)
Strangely I started working on it as well, but you got all the dialogs done! That's farther than me so far, great.
As far as I know, you can't change out of the default Danmakufu font, unless you want to manually DrawText or draw Effect Objects over everything, which would be a pain in the ass and processor-taxing.
For the player spellcard names, I -think- Marisa's CtC players become regular players you can use in other Danmakufu scripts, which display her bomb and shot names. It's also in the CtC section of this wiki so they may have pulled it from a Readme or manual or something.
You're right about the .DAT thing. I can't understand how Danmaq does his code or why, but it's really loopy (as in weird, not literal loop-intensive). I tried to extract it using Nanoha's dnh archiver found here but it's in Common Data format. I tried asking Drake (the guy who cracked all the regular Touhou .dat files) but nothing's come up just yet. Furien 02:33, April 8, 2010 (UTC)
Ugh. That sucks. My dialog replacements are done, yes, but I'm still quite busy double-checking to make sure there are no weird line-break issues or errors. However, if anyone is still interested in files where only the dialog is translated (for the time being, until this encryption issue is figured out and more work can be done), once I determine everything is honky-dorey with the dialog, I can post up my set of files with English-translated dialogue for you. AceOfHeartsDX 20:33, April 8, 2010 (UTC)
Good to hear all that, and though I can't help, I wish you guys luck with your endeavors. Do we have any news on the ending dialogues?--Selphos 20:47, April 11, 2010 (UTC)
I'm 100% clueless on that one. First, I don't know where the dialog for the endings is stored, file-wise, and secondly, the wiki has no tranlsations posted for it (at least, not that I can find). If anyone has any ideas, I'm all ears. AceOfHeartsDX 03:35, April 12, 2010 (UTC)
Well, I did figure out how to make the text on the shot select screen do what I wanted it to do; I was having a hard time figuring out how to do line breaks there, but I figured it out, so that screen is now taken care of. Other than that, the coversational dialogs are all done stages 1-final, as well as both the bonus stages, Extra and Phantasm (despite the fact that I must admit I haven't even unlocked or played them yet). Outside of more double-checking for line-break issues for that stuff, what else I want to do includes player and enemy spell card names, title screen description text, the floating text seen in the endings, and the stage description cutins (which would require graphical editing, which I am not at all skilled at, so if anyone else can do it, that would be awesome - unless you want me to make my own cutins, which I could do, but I'm sure others would frown greatly upon, so I am really not inclined to do that). So basically, I want to continue work on this project, but until the compiler coding issue is figured out, I can't really do much outside double-checking what I've already done. Is there any word on how close we are to resolving said issue? AceOfHeartsDX 22:13, May 5, 2010 (UTC)