Can I Self-Translate a PS2 Game? - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: General Ripping (https://www.vg-resource.com/forum-145.html) +--- Thread: Can I Self-Translate a PS2 Game? (/thread-36289.html) |
Can I Self-Translate a PS2 Game? - Suukisan - 11-02-2019 Hi. I'm not sure how to do much with PS2 games and such, but I'm willing to go through the script of this one game I adore and have my Japanese friend help me translate it. Is there any way I can modify the script of the game or modify the language file, if there is one? In one of the directories directly on the disc, there seems to be signs of a scrapped language select screen and one of the languages are English. I'm not totally sure if I'm allowed to post this stuff here, but I am genuinely willing to translate the whole game with help and if anyone knows how I could do this I would really appreciate it. Thank you! Oh, and the game in question is Vib-Ripple. Another thing that I think is worth mentioning is that on the disc there are several files I believe might be somewhat involved in the language of the game. Here's the files that I'm talking about; R:\NETGUI\NTCNFBIN\MESSAGE.TXT R:\NETGUI\NTCNFBIN\JAPANESE.PF R:\NETGUI\NTCNFBIN\JIS2UCS.BIN R:\NETGUI\NTCNFBIN\UCS2JIS.BIN Update: I've noticed that in R:\NETGUI\NET.GUI, there is a call for something referred to as "pMsgList_english". Anyone have any clue what that could be? Another update: The file seems to call for the file many times.. A few more english related calls in NET.GUI; english.c MSGID_MENU_ENGLISH a few more calls of interest in the file mentioned: set_language Language:24,32,8;Spdif:24,40,8;SummerTime:24,48,8;TimeNotation:24,56,8;; set_language:1,704,32;cb_sound_init:528,736,32;cb_sound_destroy:529,768,32;cb_sound_everyframe:530,800,32;cb_sound_play_launch:531,832,32;cb_sound_play_slide:532,864,32;cb_sound_play_gosub:533,896,32;cb_sound_play_retsub:534,928,32;cb_sound_play_push_btn:535,960,32;cb_sound_play_focus_btn:536,992,32;cb_sound_play_msgbox_open_normal:537,1024,32;cb_sound_play_msgbox_close_normal:538,1056,32;\ cb_sound_play_msgbox_open_wait:539,1088,32;cb_sound_play_msgbox_close_wait:540,1120,32; More: sceScfGetLanguage DW_AT_high_pc:18,DW_AT_language:19,DW_AT_member:20,DW_AT_discr:21, dwarf_source_language:T55=eDW_LANG_C89:1,DW_LANG_C:2,DW_LANG_Ada83:3,DW_LANG_C_plus_plus:4,DW_LANG_Cobol74:5,DW_LANG_Cobol85:6,DW_LANG_Fortran77:7,DW_LANG_Fortran90:8,DW_LANG_Pascal83:9,DW_LANG_Modula2:10,DW_LANG_Java:11,DW_LANG_Mips_Assembler:32769,; dwarf_macinfo_record_type:T56=eDW_MACINFO_define:1,DW_MACINFO_undef:2,DW_MACINFO_start_file:3,DW_MACINFO_end_file:4,DW_MACINFO_vendor_ext:255,; frame_state:T57=s1144cfa:19,0,32;eh_ptr:19,32,32; sceScfGetLanguage (called twice) More: scePFontGetWidth Spanish_keyMap_tilde Font_SetLocate_f Dutch_keyMap_dedilla pMsgList_english stAddCallback UK_keyMap_dedilla Italian_keyMap_circumflex image_resize_rotate_interp Italian_keyMap_diaeresis SoftKBCallback_Set Fep_Exit Portuguese_keyMap_grave Rpc_GetHWAddr French_keyMap_acute GuiSoftKB_SendToTop _print French_keyMap_diaeresis fwGsFlipBuf French_keyMap_circumflex FepTreatSkb Font_SetClipOn stTlabelArrayRemoveAt Italian_keyMap_dedilla Opening_Init yet more: _vfiprintf_r Portuguese_keyMap_tilde Fep_ConvStrings InitKeyboad pushEnter German_keyMap_dedilla sceDmaSendI cbConnectTest_Idle_01 CANADAFR_keyMap_grave stllGif__MakeGifPacketHeader_IMAGE sceHiRegistTable sceCdMmode German_keyMap_circumflex g_spTitleSrc sceNtgui2_Do VSync IdleEnd Spanish_keyMap_acute sceSifLoadIopHeap Spanish_keyMap_circumflex inhibitSubUCS4 Italian_keyMap_tilde scePadSetActAlign cbDevFileEdit_Start UK_keyMap_grave GuiCreateMenuButton _getBufSize dataset SoundCallback_Play_MsgboxClose_Wait _strtol_r UK_keyMap_circumflex _BeginningOfLine main Portuguese_keyMap_dedilla stYasSimpleLine___DefaultCursorPattern GuiCreateLabel French_keyMap_dedilla getToCaretPos sceUsbKbCnvRawCode German_keyMap_grave stList__AddItems sceMcRead calcPacketSpace Rpc_WaitEvent_Start kigo_bin CANADAFR_keyMap_dedilla FlushCache g_uvTitleSrc RE: Can I Self-Translate a PS2 Game? - Raccoon Sam - 11-05-2019 Unfortunately NETGUI in itself likely has nothing to do with the game itself and can be treated as compiler residue at best. You can find the same file(s) in multiple PS2 games and a worst-case-scenario is that you have a bad dump. Did you rip the disc yourself or get an ISO from somewhere? However, regarding your core question: yes! You can translate the game. In fact, you can translate any game (PS2 or not!) - all you need to do is unpack the files, edit them, and re-pack them. Tools exist for file extraction/insertion and the process is somewhat straightforward in most cases. Can you post the full disc file/folder structure/tree? I would like to see all of the files/filenames/folders/whatever RE: Can I Self-Translate a PS2 Game? - Suukisan - 11-09-2019 (11-05-2019, 03:30 AM)Raccoon Sam Wrote: Unfortunately NETGUI in itself likely has nothing to do with the game itself and can be treated as compiler residue at best. You can find the same file(s) in multiple PS2 games and a worst-case-scenario is that you have a bad dump. Did you rip the disc yourself or get an ISO from somewhere?Thank you so much for replying! Can you possibly point me in the direction of such unpacking tools? I've had no luck at all while trying to find tools on my own. Also, I got the ISO from another friend of mine. The dump seems to be completely playable, so I assume it isn't a bad dump. And since I don't know if it's like illegal or anything, I was very hesitant to attach the disc folder and stuff but I'll gladly private message you it! Again, thank you so much for replying!! |