Closed shun9092 closed 3 years ago
Hi!
I'll try to make all Yakuza games translatable, but in my roadmap the order is Kiwami 2, Yakuza 3, Yakuza 4, Yakuza 5 and, finally, Yakuza 6. So, I think it won't be ready in a short time (probably years).
Also, my objetive is to be able to translate them from English to Spanish. If Japanese files have the same structure than English ones, I'll try to add them also. But if they are very different, you'll have to search for another tool.
Thank you for your answer.
If possible, can you analyze the file?
Of course, I know that you have a road map, but I ask you to do it.
Currently, localization is almost finished, but we are not able to finish because we cannot extract and modify scripts for these files.
In fact, PS4 is also running and testing localized patch files.
Note that the encoding for this file is UTF-8.
I'm sorry, but my time is very limited and, if I investigate those files, I'd had to stop my work in other projects. You'll have to wait.
Okay. Thank you for your answer.
I hope to apply for these files in the future. Thank you.
Close
If you analyze 'yakuza kiwami2, can you analyze the binaries related to cmn first?
Because I know that the cmn of 'yakuza6' and the cmn of 'kiwami2' are similar structures.
As far as I know, kiwami 2 texts are in bin
files inside db.par
and not in cmn
files. I'm only focused in files with translatable content.
No, it exists.
For example, if you unpack 'talk_lexus2.par.unpack\cln\ja\cln_02_10.par', you can unpack 'cmn'.par' is extracted.
If you unpack this 'cmn.par', then 'cmn'.bin' is extracted and contains text in this file.
There are so many 'cmn.par' files in 'yakuza kiwami2'.
I took the Japanese version as an example, but it will be the same in the English version.
I can't see any English text on those files.
I don't know if they contain Japanese texts, but all English texts seem to be in en\talk.bin
inside db.par
.
The "db.par" file is a main story and sub-story script file.
However, it does not include any option when talking to other NPCs.
The files with these options are the ones I mentioned.
If you are right and there are any English texts inside those files, I'll look into them when I finish with the files inside db.par.
talk_lexus2_kiwami2.par.unpack\clan\ja\snack_talk_cln_01.par snack_talk_cln_01.par https://drive.google.com/file/d/1EdBfwTWi4jdiuxuSSNuVPEXteFBxZdej/view?usp=sharing
unpack
The cmn.bin file is extracted. cmn.bin https://drive.google.com/file/d/17fdk3QkognyJOQy6h7AS2hYi_S8yJGnc/view?usp=sharing
This file has a Korean patch applied.
That text is in sound_auth.bin
and sound_auth_subtitles_speech_list_cln_main50.bin
inside db.par
It's on that side and on the other side.
In fact, There is the same text in 'sound_auth.bin'
However, there is a dummy text that cannot be output.
It was the same structure as 'yakuza6', which I am currently working on localizing.
This is what I experienced myself.
Well, as I told you before, if I find that the English texts are read from cmn.bin
files, I`ll look into them and will add support in the app.
Anyway, it won't change my roadmap: first Kiwami 2, later Yakuza 3, 4 and 5, and the last one will be Yakuza 6 (it even hasn't been launched on PC).
I understand you.
kiwami2 and 6 have a similar structure, I asked if it was possible.
Because it is made with the same dragon engine.
I am currently doing the localization of yakuza6 in the ps4 version.
The pc version will be released at the end of this month.
That's why I translated it into PS4 version first.
Main and sub-story are all done.
Graphics are currently working on localizing.
But like I said, I couldn't modify 'cmn.bin' files, so I can't modify options and things like that.
Hello
Can I ask you a favor?
I need some help because I have difficulty working on the armp file.
I saw that the armp file can be extracted as an excel file in TF3.
And I think I can change the excel file to armp, so I wonder if I can get this tool.
Modification is difficult because the file is extracted with json.
Can you help me modify the armp file to Excel file and unpack and repack?
I look forward to your positive reply.
That code is unfinished and I don't know if it works for all armp files. It is just a PoC and (probably) I'll remove it from the final version because it has no utility for translating.
If you want to edit armp files, reARMP works very well.
Said that, if you still want to use the code in TF3, you'll have to compile by yourself. In ArmpTests.cs you can see how to read and write xlsx files.
I'm already using the 'reARMP' program, but it's hard to modify.
Because this program is extracted with json file, it is difficult to modify.
That's why I want to extract it into an Excel file and modify it and make it into an armp again.
I wonder if it's possible.
I was going to do compile. But there is an error. Could you please share compiled file?
The compiled code in the current state is just a bunch of .dll
libraries, there is no .exe
. You can use in your own app with this nuget package but, if you can't code, I don't think it has any use for you.
This is file 'cmn.bin'. It's similar to the file used by Yakuza 0, but the structure is a little different. This file is used by Yakuza 6. Is this file possible?
https://drive.google.com/file/d/1Z0zfthZ3VAyYYMg6nzUjEh3hh7g-tCls/view?usp=sharing https://drive.google.com/file/d/1gsgq5_QRMJZWlpq0-ALgAr7xpeKilxnV/view?usp=sharing https://drive.google.com/file/d/1SP3XB0Y6r7-h_f9LWVSdmWSKiBDXvs1P/view?usp=sharing https://drive.google.com/file/d/1MLsb08q6Xzaiuccr-JwOh8FmD4YM2UE7/view?usp=sharing https://drive.google.com/file/d/1n31gFZjFmRZMpK0lYQkU-TQ_gUz9DfeC/view?usp=sharing
If possible, I'd like to modify it. It is JPN file.