Key Games Translation Status Updates

That’s too bad, I actually like Inoway. Inoway and Inoue-chan is tooo different, but if the translators think people won’t get it, fine.

3rd Floor of Rewrite Quest is Complete!

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I think Inou-Way (eeNo-Way) is just the kind of joke Kotarou would make. Silly but cool somehow. I prefer it that Way, but yeah I guess it’d take someone a few seconds to understand.

ganbatte ne~! :masgrin:

“eeNo-Way”
This is genius. I support this translation.

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4th Floor of Rewrite Quest is Complete!

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How many floors are there?

Pretty sure there are 11, plus an additional SEEN afterward.

seen09100_f01-str.txt > seen09100_f11-str.txt && seen09200-str.txt


Another fun little QC moment for you all:

<1301> 「I’ll pass. Whenever I eat rice crackers the salt gets all over my mouse wheel.」
// I’m glad I use a trackball ~IX
// How nice for you. -.- ~lt007
// This coming from the guy who tried to delete his Recycle Bin once. http://i.imgur.com/ocuF6K1.png ~Gnash

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Come on, hackers. Get out of wherever you are!

To expand:

Maybe @Takafumi might know more about what the issue could be/how to resolve it. Maybe…?

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Ah, I remember hearing about this a while ago from someone. (Or that might have been a different Key translation…)

The common problem I see is with specific types of g00s. Using RLDev on, for example, the location headers in AB come out as this:

It leaves out all of the other layers for some reason.

I’m guessing it’s due to some optimization techniques. All the images are stored in the same place, so RLDev just puts all the layers on top of each other… Which doesn’t work for a png or any of the file types you can export to.

The only thing is… They got around this for the Rewrite translation, and… I think they forgot how they did it? I remember someone asking about it months ago, and they were at a loss.

For now, the only workaround I’ve come up with is to mimic the g00 file but changing the settings for it.
Look at the g00 and you get this:

So when making changes you’d have to make an image that looks the same, with all the coordinates set. If you are too lazy for working out the coordinates, you should be given them whenever you convert a g00 with vaconv.
The one I got with this g00 was:

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE vas_g00 SYSTEM "vas_g00.dtd">
<vas_g00 format="2">
  <regions>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
    <region x1="0" y1="0" x2="317" y2="70"/>
  </regions>
</vas_g00>

As you can see, all the images are placed at 0,0. You’d probably be fine using these exact settings, but if you wanted to decompile it again, it might be worth changing the coordinates so that no layers overlap. It might need a bit of a fiddle, I haven’t actually tested anything about this topic… I might do that now actually.

You can see more examples of this in Rewrite. Things like the monologue from Moon (_ny_ef_dm_001) do this. Since it’s layers are not all the same size, you get to see how RLDev actually goes about turning the g00 into a png.

Dunno if that’s the problem, but it’s one I see people come across a lot.

EDIT:

Okay, I have a solution for this problem in particular.

First I used a screenshot from g00lib as a base in Photoshop. (I recommend a color that isn’t black for the bg btw.)

Then I made an obvious difference to the image, and set up my layers.

Then I saved it as a psd, created a text file with the same name as it in the same directory, and typed out the details.
#RECTCUT_YOKO 0, 0, 318, 71, 2, 11

Each layer is 318x71, there are 2 columns and 11 rows of layers to cut.

Throw it through g00 pack, put it in my game’s g00 folder, and check to see if it works.

3 Likes

I’m guessing there’ll be an article on this soon, but whatever~

http://tlwiki.org/index.php?title=Little_Busters

I think we saw this coming, but PE will be very nice. I’ll of course be porting my Mutsu sprites as soon as possible. I don’t know if there’s a thing for mods on Steam, but if there is, I’ll throw it on there too.
From the sounds of it, it’ll be a while before the steam release. Dunno about sharing backups of the translations, but if you have it already, keep hold of it until the official release.

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That’s not the only major Key VN getting an official localization. Tomoyo After will be as well!

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Really excited :3

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The time has come!

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Since I know you guys were somehow involved, big thanks @Phlebas and @cloud668 for making this happen! All of us are super excited for this!

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Masato takeover o_O Kinniku kinniku yay ya!

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RQ Floor 5 is done!

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RQ Floor 6 is done. We’ll see if Ixrec manages to cram out another floor or few before Christmas.

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RQ Floor 7 went in today!

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Floor 8 is done!

Finally, progress!

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