ayax
Mirumijee
Posts: 3
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Post by ayax on Aug 22, 2017 4:34:13 GMT -5
How to translate Megaman Legends? Hello, we are Ayax Translations, an amateur Spanish translation group. We are interested in being able to translate Megaman Legends, even thinking about a dub, The idea is to first translate the PC version and later versions of PSX and N64 and you can after Megaman Legends 2 and the misadventure of Trone Bone But we do not know anything about how to edit this game, we need to know if, you can edit the texts if you limit characters and you can add Spanish characters. And then move on to the issue of editing videos and voices. Apparently, The game is divided into 3 folders. BGM: Where is the music? DAT: where there are some files that I do not know how to open SPH: where there are some very heavy documents that can not be read. greeting and I hope you can help us. Visit our page ayaxtranslations.wordpress.com/
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Post by Rockman Striker on Aug 24, 2017 23:46:42 GMT -5
Hola! Me parece muy buena idea doblar o subtitular el juego al español, por desgracia yo no sé nada sobre ese tipo de archivos, más adelante mencionaré a algunos que tal vez sepan a ver si pueden ayudar. Si necesitan ayuda con una voz con acento latino (soy de México) tal vez pueda ayudar. ENGLISH: I think it's a good idea, however I don't have the necessary knowledge to help you, maybe Chiz or Trege can point you in the right direction. I may be able to help by dubbing though.
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ayax
Mirumijee
Posts: 3
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Post by ayax on Aug 28, 2017 6:43:22 GMT -5
Hola Rockman Strikes , estaría genial que alguno de los usuarios que mencionas pudiera ayudarnos o algún otro, la verdad que sobre este tema no hay información en internet , así que cualquier ayuda siempre es bien recibida,
También estaría bien tener un poco de accesoriamente de alguien que conozca la saga a fondo , sobre el doblaje en efecto estaría bien que una vez traducida la saga , empezar a hacer un doblaje español y que el casting fuese el mismo para la toda la saga pero hasta que no sepamos modificar el juego aun queda para este paso, aun así muchas gracias por el ofrecimiento si llega el caso tendremos en cuenta tu ofrecimiento y nos podría pasar una muestra de audio
Cualquier cosa que averigües puedes escribirnos un privado o usar el correo de contacto de nuestra pagina
Un saludo
English : Please, any help on the subject is welcome
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Post by xinus22 on Aug 30, 2017 13:05:26 GMT -5
I know a little bit about how legends works in general so here is some info. First i recommend you getting an MML editing tool made by xdaniel (He posted it recently in his twitter. But i think if you too lazy to search you can just ask him.) it can view some of the game files and has ability to extract any file from game archives in raw format. You would need that to extract .MSG files which contain all message data for current level. Unfortunately the program does not have an import option so you have to get that on your own. Also you would need to understand how those message files actually work because i have no idea. Same for SFX(.VAB .SEQ) files. Unfortunately it only works with psx version. All three versions of the game store Voice acting a bit differently so here is some info for each. PSX: All of the files related to voice acting are in XA folder. You can easily view them in any XA sound viewer. (I use XAPLAY for these purposes. Which also has Export option.) so after you got all clips and edited them you have to compile a brand new XA file. Can't say anything about that particular process but i am sure you can google some info about it. Then when you have all of the edited file (Make sure that you keep lenghts and sizes as close as possible.) You can put them back with a program like CDMage. If it says that file is too heavy and asks to truncate it you better not. but if the differemce is really small i think it wont hurt that much. PC: All voices in pc version is just raw sound data that you can open with program Like Audacity. Everything else is just about deleting old sounds and inserting new ones. File names and sounds order were kept the same as psx version so its even easier. N64: All of the n64 sounds were heavily compressed so they sound twice as worse. you should apply the same thing to yours. You can get N64 sounds by using N64 SoundList Tool which you can get at Goldeneye Vault. you can both import and export with it. But i cant give any confirmations that it will actually work since last time i tried it with other game it didnt. All long voice files(Custcene voices) were cut into small pieces for the sake of saving space. So you'll need to do the approitate thing. Also to note that all Cutscene files has bot voices and surrounding sounds connected into single track so making a perfect Dub would be probably a problem.
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ayax
Mirumijee
Posts: 3
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Post by ayax on Sept 13, 2017 4:52:06 GMT -5
all that information seems useful, even though the tool is not how to use it I have no idea of psx debugger
Until I know if you can translate the texts everything related to the voice is suspended, since I can not organize something so great if you know if you can translate the texts
Thank you very much for the information
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Post by ShadyRounds on Sept 20, 2017 3:03:47 GMT -5
Someone made a text modification to the PS1 version. Don't ask me how they did it, but you could reverse-engineer how they did it. Odds are, they changed a file at a specific location, and studying theirs might help you do it with other items and text. www.romhacking.net/hacks/40/More suggested educational material for you, another game being translated and patched by a fan: www.youtube.com/watch?v=VNTfvxBds7EFurthermore, since I've been tinkering with romhacks myself, and JUST NOW got to a major breakthrough for text-editing a PS1 ISO (mainly, unpacking it's .bin files, editing those in "Transhextion" hex editor), I'll share with the class what I've just learned. 1) DaemonTools and IMGBurner (or CDRWIN from what I hear can do it), can pull a mounted disc's .bin onto your computer. 2) Open those .bin with "Transhextion" hex editor, specifically because it can use Thingy-Tables so you can attempt to see any text among the hex-bits. 3) Normally you need to use CheatEngine or PEC-CHU (epsxe video plugin) to skim ram values for any changes when you see text show up in-game, until you find one, create a table of what hex values represent letters, and then load the table to see if you can find more text. HOWEVER, for MegamanLegends, this is ALREADY DONE by Ambyra in the first link above, the example MML text-modification. 4) Loading the thingy-table in the Scripts menu up-top, and then running it while a useful .bin is loaded to the hex-editor (I'll be using ST10-00's .bin within MegamanLegends), you can scroll down near the bottom to see text dialogue for NPCs, hole-in-wall, chests, ect. 5) Once you see some text you want to modify, learn how to use the hex-editor and/or get HxD (no thingy-table support, but better at editing) to change text to what you want it to say. You'll usually move around data this way, so make sure you don't leave any behind, overwrite data in front and deleting important stuff in the process, ect. 6) You can use LunarIPS to create a patch to apply to any set of vanilla .bins (because passing around Capcom-assets is generally seen as illegal, oddly enough) 7) To burn to a disc (and to sign the disc in case the emulator needs it), use CDMage with the proper settings (also found in the example text-modification link for MegamanLegends), to make it appear like a valid signed version of the game to a PS1 machine. A lot of this isn't exactly hard. Uses a disc drive (or Daemontools for mounting a disc-file as an actual disc), a hex editor, a thingy-table which was pretty much already provided in this case, a lot of time replacing all the text in hex-code, and a method to distribute the changes without re-distributing most of Capcom's work along with it.
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