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View Full Version : Can I translate games with scumm revisited?


Murray Calavera
07-10-2002, 10:18 PM
Can I?

bgbennyboy
07-11-2002, 01:24 AM
No

Murray Calavera
07-11-2002, 05:46 AM
thanks
do you know any program to do so?

bgbennyboy
07-11-2002, 06:18 AM
No
See here (http://www.lucasforums.com/showthread.php?s=&threadid=52628) for an explanation of why its so difficult.

Murray Calavera
07-11-2002, 07:37 AM
oh well
thanks anyway

Jake
07-11-2002, 09:23 AM
There's a Mac tool that lets one do that.

moebius
07-13-2002, 07:23 AM
Mmmh... let's see... there IS a way, but you can't use longer texts than the original ones. Use LucaStrip (http://krusher.dnsart.com/charnego/tools/lucastriper.zip) to decode the data files (they're XORed). Then you can edit texts with an hexeditor. A good editor is Hexposure (http://krusher.dnsart.com/charnego/tools/hexpo044.zip). Once you have edited (and saved) the file, use LucaStrip again to re-encode the datafiles. If all was right, you'll see the new dialogues into the game.
Note that special codes are used to insert line breaks and other Scummish stuff (you can use these codes, too).
Editing in-game conversations this way is not easy, but at least it's possible.

Murray Calavera
07-14-2002, 01:11 AM
Thanks Moebius

apoqueo
07-14-2002, 06:51 PM
devido a su nombre creo q me entendera si hablo en hispano:

si q puede traducir juegos lo unico q tendra q buscarlo por otra palabra, es algo as como chamernoseq, algo mu raro
mire en esta web http://pagina.de/pakolmo

bgbennyboy
07-14-2002, 09:21 PM
Ooh it works too:)
http://www.gorman.btinternet.co.uk/Monkey2Modified.jpg

Apparently this is a really old trick, oh well im behind the times as usual:rolleyes:
Ive no idea what you just said apoqueo, translation anyone?

Murray Calavera
07-16-2002, 08:21 AM
Gracias apoqueo, pero lo metodo de moebius es muy bueno, muy parecido com lo que dició

(sorry for my poor spanish, but I am from Brazil, as you may know, portuguese and spanish are very alike)

Thank you apoqueo, but the moebius's way is very good, it is actually very similar to the one I found on your message

Thanks for all the hellp guys, I am getting the hang of Hex now, and I am around 1/4 done with monkey island

thanks a lot to apoqueo, moebius and the other who helped me

moebius
07-19-2002, 06:01 AM
Yes, the method explained in the webpage that apoqueo pointed is the same as I suggested.

Time ago I tried to change the full Monkey Island 2, but I hadn't enough spare time. Even so, I learned some tricks that you can use when modifying datafiles:

Making .TBL files
Hexpose (that hex editor) can make a sort of "translation table" that maps hex codes to more useable symbols. Open a datafile in Hexpose, and search for an option called "Save .TBL" in the menus: it'll create a basic map file. Then search for conversations with special codes like the spanish "ń", or other like "ˇ", "á", "é" and so on. Add them to the .TBL file (the format of the file is very easy). Now reopen the datafile with Hexpose: the special codes appear translated in the text window! And you can type that characters in the text window and thy will be translated to the appropiate hex code when saving the file! Note that you can map an hex value to more than one character.

Special codes
Scumm uses several special hex codes into strings: thay are used to insert line breaks, delays... I don't remeber them now, but they are easy to find as they appear in the middle of text strings: just try to figure yourself what that code does by playing the game. You can map them into the .TBL file, too. Note that are two and one-byte codes. These opcodes can be inserted anywhere into a text string.

Line starts/ends
There are codes for the beggining and the end of strings. Add the codes for that codes into the .TBL in order to "see" lines better. I used ">>>" for begginings and "<<<" for endings.

Hope these tricks will be useful to you ;)