Untranslated text files:
NewspapersConversationsItems and ShopsActors, Locations, Menus, MiscLotusLand exe (incomplete)
Untranslated images:
main packageSome technical info.All the untranslated files are UTF-8 encoded with signature. To make it possible to run game without AppLocale, the translated files should be ANSI encoded or at least Shift-JIS/UTF-8 encoded and allow to use ANSI replacements for characters.
For all the files
\n means the "new line" character.
Sometimes there are also special tags, like
<0:COLOR> and
</COLOR> to change text color;
<#m:POSX> will move the text after it by m px (positive-right, negative-left) and this will probably have to be adjusted while testing;
<n:POSX> seems to move the text to n-th tab-stop, so nothing to move, just keep the text before it short enough so it won't overlap with the text after it.
If something doesn't make sense or you think something is missing, let me know. It's possible that some lines have been skipped or that some of the previous lines is repeated (because of optimization text isn't repeated, just referenced).
There are 2 folders in "Newspapers". These contain txt files with pure text as it should be displayed.
Item, map and character names with various effects and descriptions are gathered in csv files.
Usually first column is just an ID that should help to put the text back where it belongs to.
If there's something like
$actorName; in text, then it's replaced by game with either player's or enemy's name. Something like
$1; means that there is some variable, but I have no idea what goes in there.
As for display names, those are names that sometimes have added the attack/defense modifier, etc.
Replacing these texts is not automated, so as long as I know what to put there, it's OK.
Dialogues (also shops and such) are put in simple txt files. For these the first 2 numbers and the '$' are elements necessary to put the texts back in files, rest of line is the actual text. Shops, forge and inn have also menus and the texts may seem to be pretty random (not an actual conversation), but I guess you'll recognize which lines are those.
btw, if a line starts with
; it's treated as a comment.
It's similar with file containing texts embedded in game's exe.
Unfortunately it seems that the game has no wordwrapping of any kind, and because of font and character images appearing on the side it's hard to predict how much space there is available. For now reasonable limit for dialogues is around 85~90 characters.
Few sample screen caps to see how much space there is:
http://i.imgur.com/5maKE.png,
http://i.imgur.com/eMw2q.jpg,
http://i.imgur.com/Snvrv.png,
http://i.imgur.com/lLQWC.jpg,
http://i.imgur.com/5DrGa.jpgbtw, it should be possible to resize some of menus, but it may be tricky to find the right value to change.
And one general suggestion. It would be good to keep the names and effects as short as possible. The game may have problems with handling too long texts and may crash in some cases.