Hey guys! This topic will be used to share information and resources regarding the Siglus engine used by VisualArt’s (Rewrite, Angel Beats! -1st beat etc).
This topic was formerly for sharing resources regarding a potential Angel Beats translation, but since that’s come and gone, I’m re-purposing this topic to be about Siglus engine in general. So, have fun! Maybe we can work towards some fun or interesting Siglus engine backs.
According to the Twitter feed, Kazamatsuri is looking for translators. I responded on Twitter, but I feel that I was not very clear. I would like to participate in the translation project.
On that note, there is something we can do before the game is released. It would be a great help if the Siglius SEEN file was reverse engineered so that translators don’t have to do as much work looking up kanji. As far as I know, this was never done for Rewrite which uses the same engine as Angel Beats. Also recruting a hacker would allow us to apply a translation patch when the translation is done. From what little work I have done, there are bugs in the text rendering code in Siglius that will probably get in the way of an English patch, so we will need a hacker to fix that.
This is confusing me a bit.
What do you mean reverse engineered? If you mean getting the script from it, then that was done with Rewrite. The tools don’t work on Holy Breaker or Angel Beats though. I was thinking about getting in contact with the Russian TL group of HB, but that sounds like work… x.x
Oh, and Siglus doesn’t use SEEN files, it uses a .pck, that contains a bunch of .ss files and .txt files. All the stuff you’d need for translation is in the .txt files.
Oh, and aside from wordwrap issues that can be easily fixed, I don’t know of any text rendering issues.
Yeah. Amaterasu has a full set of tools in the Harvest Festa Assembla, but they also have .bat files written to make everything do what it needs to for you.
I don’t think I’d want to post any of those tools and things without Ixrec’s express permission, but someone may be able to persuade him to give access to whatever they used to get into Rewrite and HF’s files.
Okay, well a few images have been done, and Helios went on a TL-ing spree, so I think we’re off to a good start.
I’ve noticed there’s a problem with some g00 files that use multiple overlapping layers, ef_bg_name_cutin as an example. I’ll have to see if I can find a way to export them correctly.
We can do most images, apart from some special g00 files that I’ll look into tomorrow evening (Tuesday. Haven’t slept yet.) These g00s have multiple images, but they are all on top of each other, so exporting it just gives you the top layer, and you end up with only one image. I’ll either have to find a new way to export them, or I’ll have to manually recreate the images. The second option will probably be quicker.
I’ve been looking into tools to unpack the script, but a stupid amount of time has been spent freeing up space on my hard drive that has nothing but a windows folder on it T_T
I can hopefully get that sorted out tomorrow too. If not, I’ll have to see if I can around other TL groups.
Gemot Encubed hasn’t been accessible to me recently, so that’s out of the equation.