・Backup - Original Story Mode File (AE/F/G ; all ranks)
・STORY MISSION (Dub.) - Preview v0.4
・STORY MISSION (Dub.) - Preview v0.3
・STORY MISSION (Dub.) - Preview v0.2
・STORY MISSION (Dub.) - Preview v0.1
Project description
Unlike the NA/Eu version of PSU:AotI, the JP version of PSU:AotI had its Ep.2 story missions entirely dubbed :
・The Masked Girl (J)
・The Masked Girl (AE)
The project I'm willing to conduct has for main objective to dub the story missions in AE, F and G. By the way, like we have to modify the dialogues script, it's also an opportunity to rewrite dialogue.
To summarize, this project goals are the following (classified by order of importance/feasibility) :
1. Dub the story missions dialogues AE, F and G text with the J voices.
2. Rewrite dialogues to correct the text formating.
3. Improve the accuracy of translations to make them match to the original text and voices.
The two first objectives are things I can handle more or less properly ; the last one, due to my knowledge of AE and G languages, unfortunately, no.
If you're willing to help to provide some help to improve PSU:AotI, you'd be welcome.
I. Requirement
You need to write the language you'd like to handle very well, there is no need to be native speaker of the chosen language. Also, have some knowledge in japanese is a big plus.
You must have the JP version of PSU:AotI and a hand-made patch (cf. next point)
A text editor is also needed. For the first nine chapters, you can use what you want. For the last one, your text editor must be compatible with UFT-16 (with BOM support), like XPad.
II. Game Client
Download links :
・PSU:AotI Game Client (J)
・AE/F/G Patch
If you already own the JP version of PSU:AotI installed, updated or not, you still must dl and install the patch. Because of that, I strongly recomande you make a copy of your game installation.
There is no special instruction about the game installation. The "patch" just need to be extracted to the root directory of the game (by default, "\SEGA\PHANTASY STAR UNIVERSE Illuminus\"). Here's what it should looks like :
If it's ok, just execute the batch command (PATCH.BAT).
Once it's done, you must edit your PsuIlluminus.ini files (the one located in "C:\Users\[Your Username]\AppData\Local\SEGA\PHANTASY STAR UNIVERSE Illuminus\" by default under Windows 7 and Windows 8). Replace the "J" on the "Language" line by the letter(s) corresponding to the language you handle ("AE" or "G"). If you want to suppress every cinematics (to save time), you can also edit the "MOVIE_PATH" line and alter the path (make a light and visible modification easily recognizable and reversible).
III. Tasks
III.1 Generalities
I'll send you scripts in J/AE/F/G. The AE/F and G ones will be pre-edited, with the voices codes implemented. It looks like this :
You'll have to retouch it and then return me the modified version of script. I'll implement it in the datafile I'll send you in exchange. Then, you'll be able to try it, and see if additional modifications are needed, etc... For the test purpose, I'll only edit the C rank story mission files. Once the final version of the scripts will be made, I'll also implement them into the B and A rank story mission files. And once every files will have reached their final version, they'll be publicly released.
Before that, I've no plan to release them (though, it's something that can be reconsidered ; but I'd like to don't waste time to release mission files chapter by chapter...). I also don't plan to disclose publicly the scripts, I don't see any interest. But, for sure, the corrected versions will be transmitted to psumods.co.uk staff, additionally to the corrected *.nbl files. And if anyone else really need those scripts to do something with, (s)he will also get them.
III.2 Explanations
Firstly, you shouldn't change the braces (ie. : not increase/decrease their numbers). They correspond to different sequencies, not the bubble things (they're more or less unlimited), but when the camera, facial animation, etc... change. This is a fixed number that I can't change. If you add or remove braces, it will shift text and dub and it won't correspond anymore to what we're supposed to see.
Now, let's see what's inside braces :
{⬋Let's go, !⬌We'll get her back from those
punks!}
The things in red are precisely what indicate to the game which dubbing file to use. They always come in pairs (the first symbol indicates to the game that it will have to play the *.adx defined by the second symbol). The *.adx will only be played for the bubble, not the entire sequence (a same sequence can contain multiple bubble and each can call an *.adx).
The symbol means the game have to "refresh" the bubble to display the text that will follow. It should not be at the beginning of a new line, because the game also interprets the enter/return function, but as something that affect the current bubble.
Finally, the symbol request the game to display the player's name. It's not an ordinary symbol, but you'll encounter it from time to time.
So :
Will result in game by :{⬋Let's go, !⬌We'll get her back from those
punks!}
bubble n°1 ; dubbing n°1 wrote:Let's go, [Player]!
Both in a same sequence.bubble n°2 ; dubbing n°2 wrote:We'll get her back from those
punks!
Another exemple :
{⬁This is Laia.⬂Reina? Did you learn anything?...⬃That's what I thought.
...⬄Then we've got to hurry!...⬅Talk to you later!}
→
bubble n°1 ; dubbing n°1 wrote:This is Laia.
bubble n°2 ; dubbing n°2 wrote:Reina? Did you learn anything?
bubble n°3 ; no dubbing wrote:...
bubble n°4 ; dubbing n°3 wrote:That's what I thought.
bubble n°5 ; no dubbing wrote:...
bubble n°6 ; dubbing n°4 wrote:Then we've got to hurry!
bubble n°7 ; no dubbing wrote:...
Once again, all in the same sequence.bubble n°8 ; dubbing n°5 wrote:Talk to you later!
Firstly, I think we have to correct some "return function".
Should be correct by{❼Laia is very strict, so be very
careful.❽May the Holy Light guide you!}
or{❼Laia is very strict, so be very careful.❽May the Holy Light guide you!}
It's up to you.{❼Laia is very strict,
so be very careful.❽May the Holy Light guide you!}
→ or
After, if you can, there's two other things that'd be nice if they can be done.
Like you may guess, because our laguages are more "wordy" than japanese ; some japanese bubbles, which called only one *.adx, were translated by several AE/F/G bubbles. If possible, we must combine or rewrite those bubbles to obtain only one bubble which call one *.adx (to avoid to have one bubble dubbed and the following one speechless). Compared to the original bubble, it can be enlarged. As long as there isn't 500 words on a line and 150 lines, it should be ok.
And finally...
The localisation was more or less accurate (mainly because of the imposed size of bubble). Generally, it's ok. But sometimes it's... disastrous :
J wrote:{斬なんか機嫌悪そうだな…断…あ 悪い悪い
これレオの通信機だったんだ斮オレのが壊れちゃって
さっき借りてたんだ…斯今 代わるぜ}
AE wrote:{You don't sound too
happy.}
F wrote:{Ça n'a pas l'air de
te faire plaisir...}
So, if something can be done to improve it...G wrote:{Du klingst nicht
besonders glücklich.}
I can imagine between the quality of my explanations and the clumsy system used by PSU it isn't easy at all to understand everything very well from the first reading. You may try to correct the dialogues of how you understood these things, then to return me your script like that I'll return you the corrected file and you'll be able to see in game what your modifications have affected.
III.3 Misc.
・You can use almost any "special" letter/symbol (especially usefull if you translate the G version).
・You can rephrase dialogues like you want. For exemple, at some point, Laia says "くそっ", which literally means "shit". I'll translate it by "merde", in french. IIRC, there's someone who dies, so in this situation, she certainly not says just "damn" in AE, or "zur", "flûte" in F. As long as it's justified and never offend anyone, you can speak like you think it's the more appropriate, the more natural. We don't have to conform to the ERSB T or the PEGI 12, just to be respectful of anyone.
・The voices codes are independent of the dialogues. You can add, supress, move them. You can also call from the Ep.2 Ch.1 Act.1 *.adx that are normally planned to be used on other missions. But I advise you to don't touch it too much : I've already placed them where they're supposed to be. But if you really have to, technically, you can.
・Don't forget the J scripts are the only one I haven't moddified at all, plus they contain the exact transcription of the dubbing.
・When you want to return me a corrected script, you have to return me the entire corrected file. But for every other minor correction, you just have to send me by pm your corrections.