No, we aren’t, in terms of translation. We are not translating things literally, we are taking creative freedom in translation practices. This is a small translation of a trial, and serves as a way for the community to experiment and mess around and see if we will have a potential translation presence in future. This isn’t a collaboration that forces people to stay true to translations. They can make their work more fitting to the AB universe and more in line with what the original writers intended, if that is their style. Whether that means we have to mess with sentence structure, or move away from a perfect translation, is irrelevant, as long as it is fitting.
Pretty much.
There is a big .pck that contains the meat of the game. When you open it up, you get all of the scenes. Each scene is split into a .txt file (the dialogue/choices/names) and a .ss file (which contains all of the coding, so things like sprite display, or scene changes.)
We can decompile and read the entirety of the .txt files, but the .ss files unfortunately haven’t been researched to the point where you can mess around with them, and we may never reach that stage.
If you look at the engine that was used before Siglus, the RealLive engine, you’ll see that their latter games had a similar structure, however several people had spent years working on it, and we even got an official toolset from Visual Arts.
If you look at some of the examples on seen files, you’ll see that the .txt has a bunch of text lines that start with numbers like <0000> or <0001>. The partner file then tells the game when to put line <0000>'s text in the dialogue box.