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11-27-2002, 11:20 AM
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#1
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Join Date: Nov 2002
Location: brazil
Posts: 1
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translate lucas games! (brazil)
Hey dudes...
im a adventure fan... and i have a idea... i like to translate the old adventure games (maniac mansion, zak mckrakken, monkey island 1, etc...) to portuguese language...
anyone can help me??
i need know how to to make this (i got c SCUMM Revisited 2.0.12.46)
i need the source code of games? where i can find this?
i like to know where i can find zak mckrakken VGA version too.. anyone have the news versions??? i can wait to play... i found a new version on net... but in germany language... anyone know where have a english version???
well.. thats all

its us
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11-27-2002, 05:25 PM
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#2
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Festively Plump
Status: Super Moderator
Join Date: Feb 2002
Location: England
Posts: 1,983
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Lets just save us all time, effort and ever-increasing postcounts here.
Give up.
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11-29-2002, 03:50 AM
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#3
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Join Date: Dec 2001
Location: Mosjøen, Norway
Posts: 616
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Well.... sourcecode... not possible, but you can use a HEX editor, to translate AFAIK. I did it with a freeware gameboy ROM...not sure what it was named... But I got it from: http://kontek.net/pp/roms/gameboy/ under homemade games...
I'm not really sure that you can translate the LEC games via a HEX editor, since it took me a few months only for one ROM! It's quite time requirering.
Oh, and never ever ask for the sourcecode again....!
We haven't made those games..... That's LucasArts.
Oh, and one more thing.... NEVER ASK FOR WAREZ GAMES HERE! 
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11-29-2002, 11:27 AM
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#4
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Rookie
Join Date: Dec 2001
Location: Perth, Western Australia
Posts: 203
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LucasArt's giving out source? They won't even let us clone their functionality. hehe.
Ok, translations:
- Translation can be done with a hex-editor. First simply xor with the decrypt value ScummRev gives you (if any), then edit.
- Limitations: You have to be careful about removing control codes (they usually are set like: \0xFF \0xXX \0xXX) in the middle of messages
You cannot replace a string with a longer or smaller string, without writing code to decompile a script and alter jump offsets then recompile.
-- Ender
Project Leader Thingy,
ScummVM - http://www.scummvm.org/
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12-01-2002, 05:30 PM
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#5
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Join Date: Dec 2002
Posts: 4
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[POST DELETED - Please do NOT post links to sites containing pirated copies of games, even if they are new translations]
Last edited by Ender; 12-02-2002 at 08:00 AM.
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12-04-2002, 04:08 AM
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#6
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Join Date: Dec 2001
Location: Mosjøen, Norway
Posts: 616
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Oh, and I don't think you can hand them over to a friend if you make a translation... That's called piracy, afterall...
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12-10-2002, 10:48 AM
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#7
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Join Date: Jun 2002
Posts: 7
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You can release the translation as a patch for a given version, so you won't have legal troubles (AFAIK).
--edit, oops, I didn't see Ender's last post before I posted this one.
Indy3 VGA is not crypted (you can read the text if you hex edit the files). But, as Ender said, your translation must be as long as the original text.
A french translation of Indy3 256 has been done, but I can't put a link to the site, because there's a link to a big oldwarez website on it.
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You cannot replace a string with a longer or smaller string, without writing code to decompile a script and alter jump offsets then recompile.
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Could descumm do the decompiling part of the job?
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12-11-2002, 02:56 AM
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#8
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Rookie
Join Date: Dec 2001
Location: Perth, Western Australia
Posts: 203
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Quote:
Originally posted by Zorbid
Could descumm do the decompiling part of the job?
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Theoretically. We even have a very hackish SCUMM script compiler that recompiles the output from DeScumm (sometimes even sucessfully!  . But, DeScumm is not really accurate enough to go translating a large number of scripts. It's opcode tables are frequently outdated with the latest work in ScummVM, and it quite often makes a mess of things - expecially in EARLIER games, where variable references and jumps are far more vauge.
It does an acceptable job at V6/V7, most of the time, but those newer games usually have translations already anyway.
Also recompiling a script with offset changes will likely make any kind of patch large enough that it would include enough of the original game data to be a very easy target for LucasLegal.
-- Ender
Project Leader Thingy,
ScummVM - http://www.scummvm.org/
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12-11-2002, 10:04 AM
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#9
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Join Date: Jun 2002
Posts: 7
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Well, I'll hav to wait to translate Zak256 then...
BTW, could you tell me how to decrypt Zak256 in order to make the text human readable (or tell me where in the ScummVM source I can find it). I've tried to xor it with 0xFF (which works with zak and Indy EGA), but it doesn't work with Zak 256.
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12-12-2002, 02:50 AM
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#10
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Join Date: Dec 2001
Location: Mosjøen, Norway
Posts: 616
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Please, don't spread any LEC games. Even if it's translated.
Zak256 is quite rare.....
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12-12-2002, 07:14 AM
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#11
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Join Date: Jun 2002
Posts: 7
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Quote:
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Zak256 is quite rare.....
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But less than Indy3 FM-Towns
I don't want to spread the game, only it's translation.
I feel so stupid (am I? definitely...)
I've just realised that the files were not XORed... I don't know how I missed that. Well, so long, please forget I ever posted  .
Last edited by Zorbid; 12-12-2002 at 10:40 AM.
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12-17-2002, 10:31 AM
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#12
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Join Date: Dec 2002
Location: Brazil
Posts: 4
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Hi Dayon!
Where are from? Brazil? I'm brazilian too...
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12-18-2002, 03:01 AM
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#13
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Join Date: Dec 2001
Location: Mosjøen, Norway
Posts: 616
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Quote:
Originally posted by killbert
Hi Dayon!
Where are from? Brazil? I'm brazilian too...
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You see why I got confused of you two? 
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