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[WIP][All-IN-ONE] Honey Select English Translation

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  • [Translations] [WIP][All-IN-ONE] Honey Select English Translation

    Hello folks, this is the main thread for the English translation project and anyone is welcome to join us!
    This translation uses the UI Translation Loader and to install the translation just extract in the game folder.
    Have fun!~

    If you want to participate in the translation process:
    - read the technical For translators Spoiler in the UI Translation Loader thread,
    - read the Concept Spoiler bellow that will explain some of the key features of the translation process

    Download - Outdated!
    Spoiler

    Translation Pack: download [22-12-16]
    Project Source: GitHub (download)

    Current information and download is continued here from Brimstone Omega


    Concept
    Spoiler
    We will have two (2) modalities of translation in three (3) categories this time:

    MODALITIES
    - Automatic - using any kind of machine to translate
    - Manual - doing yourself the translation

    CATEGORIES
    - Audio - transcribing audio files, contains subtitles for the dialog
    - Image - image files (dds, png, tga), contains buttons and popups
    - Text - text files (txt), contains dialog and menus

    AUDIO
    You need to transcribe the game audio to Japanese and if possible to translate them following the basic rule of content and naming files below.
    Spoiler
    Startup
    Run the game once.
    Open the file "Plugins\UITranslation\Translation.ini" with notepad.
    Change "bFindAudio=False" to "bFindAudio=True". This will allow you to see debug information and capture all the game's audio you find.
    The files created by the UITL (UI Translation Loader) are called base files.
    Please do not use the base files to translate, instead you need to cut the lines and place them into a new file following the rules below.

    Audio Files Directory
    All the game text translation goes into "Plugins\UITranslation\HoneySelect\Audio" folder
    and all the studio text translation goes into "Plugins\UITranslation\HoneySelectStudio\Audio " folder.

    Files Name
    The name of the files are based on the meaning of the translation inside of that file.
    So if we have translations for the dialog and the translations refers to a character like Sitri then the file name is "Dialogue_Sitri".

    Leveled Files
    We use numbers in the file's name to tell the level where that text can be found like "Dialogue_Common.5.txt" and "Dialogue_Sitri.5.txt".
    Note that both uses the same number, meaning that they all come from the base file (ADV.5.txt) created by the plugin, ADV whose level number is 5.

    Global Files
    If a text that has the same translation, same size and same meaning can be found and used in more then one place then we remove the number.

    Comments
    Leave comments inside the files explaining the content of the file.
    Comments lines start with // just like below:
    // This line is a comment

    IMAGE
    You need to edit images as close as the game original following the basic rule of directory setup (see Image Files Directory), cleaning their contents and if possible to translate them.
    Also if possible you can create the image settings for replacement (see Image Setup).
    Spoiler
    Startup
    Backup both the "Plugins\UITranslation\HoneySelectTrial\Image\ HoneySelect_XX.ini" files by changing their names. You will use this backup to place your image settings later.
    Run the game once.
    Open the file "Plugins\UITranslation\Translation.ini" with notepad.
    Change "bFindImage=False" to "bFindImage=True". This will allow you to see debug information and capture all the game's image you find.
    The settings for the captured images goes into here: "Plugins\UITranslation\HoneySelectTrial\Image\ HoneySelect_XX.ini".
    Please do not use the settings captured by UITL (UI Translation Loader) without making some cleaning first (see Image Setup).
    Note: where XX is 32 or 64.

    Image Files Directory
    All the game images goes into "Plugins\UITranslation\HoneySelect\Image" folder. Recreate the directory structure where you found that image like "abdata\Tutorial\Sprite\00.unity3d".
    So if we have a tutorial image its directory will be: "Plugins\UITranslation\HoneySelect\Image\ abdata\Tutorial\Sprite\00.unity3d\hs_tuto_00.png"

    Image Setup
    The UITL (UI Translation Loader) will try to find that image on its own but the better approach is to do yourself. Why? This avoids conflicts between images with the same name.
    Open the game and go to all places where the game uses that image so the plugin can capture your image's settings then
    open both the "Plugins\UITranslation\HoneySelectTrial\Image\ HoneySelect_XX.ini" file and only copy all the entries for your image to the backup file you made before starting.
    If you do not want to use the backup method, remove all unused settings and let the file clean.
    You can:
    - space some lines to separate the images.
    - let the UITL load the original image by using fake paths like: sPath=-none-

    Note: You are not required to create the settings for the images but your work will not be merged to the main project until someone creates it.

    TEXT
    You need to translate the game text following the basic rule of content and naming files below.
    Spoiler
    Startup
    Run the game once.
    Open the file "Plugins\UITranslation\Translation.ini" with notepad.
    Change "bFindText=False" to "bFindText=True". This will allow you to see debug information and capture all the game's text you find.
    The files created by the UITL (UI Translation Loader) are called base files.
    Please do not use the base files to translate, instead you need to cut the lines and place them into a new file following the rules below.

    Text Files Directory
    All the game text translation goes into "Plugins\UITranslation\HoneySelect\Text" folder
    and all the studio text translation goes into "Plugins\UITranslation\HoneySelectStudio\Text" folder.

    Files Name
    The name of the files are based on the meaning of the translation inside of that file.
    So if we have translations for the dialog and the translations refers to a character like Sitri then the file name is "Dialogue_Sitri".

    Leveled Files
    We use numbers in the file's name to tell the level where that text can be found like "Dialogue_Common.5.txt" and "Dialogue_Sitri.5.txt".
    Note that both uses the same number, meaning that they all come from the base file (ADV.5.txt) created by the plugin, ADV whose level number is 5.

    Global Files
    If a text that has the same translation, same size and same meaning can be found and used in more then one place then we remove the number.

    Comments
    Leave comments inside the files explaining the content of the file.
    Comments lines start with // just like below:
    // This line is a comment

    SHARING YOUR WORK
    Spoiler
    Compact only the files you modified or the whole folder.
    You can rename the compacted file with a date, you can also add time or versioning like:
    "Character_Translation_v1-251016-0215PM.rar"
    Note that if you do not add time stamps then your post time stamps will be used instead.
    Later they will be merged into the main translation project in the opening post with credits to you.
    Last edited by enimaroah; 06-03-2017, 11:56 AM.
    Creator and maintainer of UI Translation Loader
    An assets replacer for Unity engine focused on translation

  • Originally posted by SenorBella View Post
    machine translated dialog Active personality, tried to figure out some Japanese idioms and also got bored so i goofed some stuff but since it took 4 hours I hope I will be forgiven for this feeble effort. my first post:
    I am definitely replacing mine with yours, as I sheepishly realize that Oniisan is an honorific that does *not* necessarily mean "older brother". LOL! Well, choose your kink I guess. *grin*

    Comment


    • Hi again. I hand translated the first half of the "active" dialogue script. I put in Amano Jyaku's machine translations for the half that I didn't do so you don't have to copy them in yourself. Hopefully I'll get the 2nd half done eventually

      If people don't want machine translation in there you can go half way down and delete the bottom half.
      Attached Files
      Last edited by Zanti; 01-10-2017, 11:08 PM.

      Comment


      • transcastle
        transcastle commented
        Editing a comment
        Hello, Thanks for putting these translations together, but I'm not sure how to use this type of file. Usually the translation files have something like #sub "ha_10_001" on each line so that it properly replaces the text when using that string, how do I use these files which only have the Japanese and English in them? (こんにちは、はじめまして! = Hey there, nice to meet you!)

        EDIT: durr, figured it out, these go in "Text" folder vs the "Audio" folder.
        Last edited by transcastle; 01-17-2017, 08:52 AM.

    • I've been toying with my Diligent personality "wishlation" (wish fulfillment translation) and although I will finish it at some point, it's got quite a bit more color than the machine translation on it's own does, so I thought I would share. It's heavily editorialized (although it's all based on machine translation values for the most part, at least where I could make heads or tails out of what the raw translation said) and somewhat playtested. Certain sections are still machine translation, while others are fully "wished". I will be applying my creative writing eye to all values, hopefully in the next week or so and will post an updated file then.

      Be aware, this is Westernized (as Amano Jyaku mentioned) and is gonna be a bit more...dirty? Real? Whatever.

      Edit: forgot to mention you don't need to create a Diligent character if you don't want to, you can get a lot of the flavor of this from H with Sitri as she uses this audio file.
      Attached Files
      Last edited by transcastle; 01-11-2017, 11:32 AM.

      Comment


      • Zeromus
        Zeromus commented
        Editing a comment
        Hey man, I'm putting together your changes and the changes in the post seem to be missing a lot of the untranslated lines since 22-12-16 version. Did you remove them or did you work off of an older version?

        Basically the beginning of this file is missing something like this:

        Code:
        -//#sub "he_10_001_00"  お客様、本当に私がお相手でよろしいのですか?
        -
        -//#sub "he_10_001_01"  他にも素晴らしい方たちが大勢いらっしゃるんですが…
        -
        -//#sub "he_10_001_02"  本当に、よろしいのですね?
        -
        -//#sub "he_10_002_00"  お客様? これは一体どういう?
        -
        -//#sub "he_10_002_01"  まさか私をパートナーにお選びですか?
        -
        -//#sub "he_10_002_02"  なるほど、少し驚きましたが、
        -
        -//#sub "he_10_002_03"  お客様がお望みなら、問題ございません
        -
        -//#sub "he_10_003_00"  私、ですか?
        -
        -//#sub "he_10_003_01"  なるほど、お客様がそれをお望みなら…
        -
        -//#sub "he_10_003_02"  でも、正直あまり経験がない方でして、間違いがあればお教え下さいね?
        -
        -//#sub "he_10_004_00"  私と、ですか?
        -
        -//#sub "he_10_004_01"  え、ああ、わ、わかりました…え、えぇ、大丈夫ですよ、はい。

      • Zeromus
        Zeromus commented
        Editing a comment
        Nvm, I re-added those lines and moved around the sections so they match up with 22-12-16's c09.txt, it should look cleaner. What do you think?

        https://github.com/zeromus-hf/HoneyS...8cddf5dfeb2231

    • Well I agonized over posting machine translations but I really like all the followup contributions. Thanks for the c09.txt, that's my new diligent/staff text, and it's one of my favorite personalities.
      • Join Date: Dec 2007
      • Posts: 1

        Okay, that's awesome. Looking at the join dates & post counts in this thread, HoneySelect is bringing everyone out to the party. This game drew me out as well, that's around the time I first registered after lurking for years, and haven't posted until now.

      Comment


      • transcastle
        transcastle commented
        Editing a comment
        Haha, yep, been lurking for a long time, never could really help out with any of the other Modding/Translation projects as easily I can with HS. Additionally HS is probably my favorite Illusion game (and I've played them all) to date.

    • How exactly do all the individual translations get compiled together? And how close is the game to being translated in full?
      Current Honey Select Character Folder Link:
      https://drive.google.com/drive/folde...mM?usp=sharing

      Comment


      • Amano Jyaku
        Amano Jyaku commented
        Editing a comment
        The latest burst of activity has translated everything except for a few missed phrases, but the big question is for Lewton and how he would like to present the full translation. Ideally a Japanese speaker would translate everything, but without that we have edited machine translations and personal interpretations of unfamiliar Japanese idioms. Translations are starting to have different "flavors," which I think it pretty cool but makes it harder to present "one" single package.

      • Senketsu
        Senketsu commented
        Editing a comment
        So at that point will it be definitively finished or will edits still be made? Like will parts of the different "flavors" be considered?

    • I keep running into a small sub-set of strings which I don't see in the translation bundle files, e.g.

      #sub "hs_10_001_07"
      #sub "hs_10_001_10"
      #sub "hs_10_001_06"
      #sub "hs_10_501_03"

      These look to be interpositional comments of some kind (like going from insert to service) and based on the naming convention, I would expect them to be in in my c09.txt file (since all "h*_10_*" entries are in there), but they are not present. Has anybody come across where these are located so we can extract the text for running through at least machine translation?

      Comment


      • Originally posted by transcastle View Post
        I keep running into a small sub-set of strings which I don't see in the translation bundle files, e.g.

        #sub "hs_10_001_07"
        #sub "hs_10_001_10"
        #sub "hs_10_001_06"
        #sub "hs_10_501_03"

        These look to be interpositional comments of some kind (like going from insert to service) and based on the naming convention, I would expect them to be in in my c09.txt file (since all "h*_10_*" entries are in there), but they are not present. Has anybody come across where these are located so we can extract the text for running through at least machine translation?
        Are those the untranslated initial phrases, the first thing they say on a given position? It drives me nuts that those aren't translated. If it's not in \abdata\studio\list\voice\path\00.unity3d and 01.unity3d, then I'm not sure where they'd be-- I see subsets in that file but not beyond _01 or _02.

        The only other place where I've found those segments defined, is in \abdata\list\h\00.unity3d in the personality_start_voice segments; but there's no untranslated strings involved, it's all just a matrix of numbers.

        Comment


        • Originally posted by Amano Jyaku View Post

          Are those the untranslated initial phrases, the first thing they say on a given position? It drives me nuts that those aren't translated. If it's not in \abdata\studio\list\voice\path\00.unity3d and 01.unity3d, then I'm not sure where they'd be-- I see subsets in that file but not beyond _01 or _02.

          The only other place where I've found those segments defined, is in \abdata\list\h\00.unity3d in the personality_start_voice segments; but there's no untranslated strings involved, it's all just a matrix of numbers.
          They are definitely in here

          \abdata\sound\data\pcm\c**\h\00.unity3d

          Or at least I'm almost positive. I can see when opening the file using Notepad++ (SublimeText gives me the hex readout like you're seeing) that it references both a value, and an associated sound file (there are 10 expected values for a search for "hs_10_001_" but 20 results, 10 point to .wav files, the other 10 have unintellegible characters after them, but a few chars show and they are western like "?" and "!"). Unfortunately the output is garbled, so whomever did the original scrape that was needed to create the initial set of .txt files would need to also grab the values from each 00.unity3d for each personality. Then they could be added to the text replace files. Not sure who did the initial leg work though to get those first exports? Or if someone knows how to get those files to property show? I can separate out if someone can point me in the right direction.

          Comment


          • You have double results because the name of an AudioClip asset is stored in the asset itself and also inside the AssetBundle asset. The hit ending with .wav is the entry in the AssetBundle asset.

            Sb3UGS lists these prefabs in the second list when you click "Dump AssetBundle" from the file's Options menu.

            Comment


            • enimaroah thanks for the reply, I attempted to open \abdata\sound\data\pcm\c09\h\00.unity3d using Sb3UGS and got "Exception has been thrown by the target of an invocation. Unsupported Unity3d file". Maybe I'm barking up the wrong tree and the text version of the sounds is not within \abdata\sound\data\pcm\c09\h\00.unity3d ?

              EDIT: nevermind, was indeed able to open the file from a backed up version, I must have corrupted it in my attempts to crack the first file. Now at least I have the file open and don't see any of the text yet, but I'll keep poking around.
              Last edited by transcastle; 01-12-2017, 03:10 PM.

              Comment


              • Amano Jyaku you were way ahead of me, I see what you were saying now. Indeed those references I found don't seem to pan out. Weirdly enough Illusion DID include those values for the recently added Active personality within 01.unity3d it looks like, so at least I can take those and apply to the other personalities. I'm guessing the weird unintelligible characters are just part of the code needed to reference the sound file correctly. I will move forward with attempting to retroactively apply the Active values so at least it's not dead air.

                Comment


                • Spoiler
                  Click image for larger version  Name:	DumpAssetBundle.jpg Views:	1 Size:	190.9 KB ID:	5754396

                  It is of no use for you as these *.wav strings are part of the "inventory" (technically the AssetBundle asset). The name is created by Unity Editor, because the developer has a project with an assets folder. And in that assets folder is the sound file, e.g. assets/assetbundle/pcm/c09/00/ha_10_001.wav. But in your installation there is no such folder and file; it was just the origin at compile time.
                  Last edited by enimaroah; 01-13-2017, 02:21 AM. Reason: typos

                  Comment


                  • transcastle
                    transcastle commented
                    Editing a comment
                    You are spot on sir

                • After reading all those posts, i haven't managed to make the translation work.
                  This is the 1st time i had trouble with a simple mod in a game
                  I installed UITranslation v0.16.0 to main game folder, then the latest HoneySelect-Translation,29-10-16.7z but the game still in Japanese

                  Can someone help please?
                  Attached Files

                  Comment


                  • Originally posted by valasis View Post
                    After reading all those posts, i haven't managed to make the translation work.
                    This is the 1st time i had trouble with a simple mod in a game
                    I installed UITranslation v0.16.0 to main game folder, then the latest HoneySelect-Translation,29-10-16.7z but the game still in Japanese

                    Can someone help please?
                    I too had trouble getting the initial setup working, what I suggest is to start with the MF Patch (http://www.hongfire.com/forum/forum/...atch-emf-patch) which will get you correctly configured up front. It will probably include some old files, but once you have the basic framework in place you can find and replace assets more easily without trying to figure out folder structures, etc. Once you run the patch just fire up the patched .exe and you should see English sub-titles.

                    Once you have that in, just take the same files you downloaded already and replace what's there with newer versions, eventually I'm sure someone will put out a new ZIP of all the latest translations. That being said pretty much everything is translated except for the Audio files being mostly just machine, but hey, that's better than what we used to get playing Illusion games, right?

                    Edit: "Join Date: Feb 2006 Posts: 2" also you have me beat in the "lurker coming out of the shadows" category, nice work.

                    Comment


                    • Originally posted by transcastle View Post

                      I too had trouble getting the initial setup working, what I suggest is to start with the MF Patch (http://www.hongfire.com/forum/forum/...atch-emf-patch) which will get you correctly configured up front. It will probably include some old files, but once you have the basic framework in place you can find and replace assets more easily without trying to figure out folder structures, etc. Once you run the patch just fire up the patched .exe and you should see English sub-titles.

                      Once you have that in, just take the same files you downloaded already and replace what's there with newer versions, eventually I'm sure someone will put out a new ZIP of all the latest translations. That being said pretty much everything is translated except for the Audio files being mostly just machine, but hey, that's better than what we used to get playing Illusion games, right?

                      Edit: "Join Date: Feb 2006 Posts: 2" also you have me beat in the "lurker coming out of the shadows" category, nice work.
                      lol true story
                      I already tried MF Patch (all mods work except translations), next i tried EMF Patch (same results)
                      This thing is driving me crazy, it's just a simple copy paste action but can't make it to work
                      Last edited by valasis; 01-13-2017, 06:01 PM.

                      Comment

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