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Hizashi no naka no riaru Translation: Translators wanted
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Hizashi no naka no riaru Translation: Translators wanted
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Karl Leibeigen
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Post Hizashi no naka no riaru Translation: Translators wanted Quote
I've made some progress on the technical side to translate this game. See also:
http://littleangelshentai.net/forum/viewtopic.php?t=921

I've extracted all text and speech, filtered what needs translation, and fed the text through Atlas. I am also confident I'll be able to feed the results back into the game files (as far as text is concerned).

Alas, I have no clue as far as Japanese is concerned, so I'll need help. What Atlas delivers here is OK for the more technical texts but mostly just funny.

I have 3 archives for you:

hxxp://rapidshare.de/files/25437892/hizashi.no.naka.no.riaru.translate.sound.rar.html
(2MB)- this contains all the speech as mp3's. Duplicates not removed. Download if you want to translate them, then either download the text package as well and fill in the table in there or type the translation into text files (same directory, same base name). Currently I have no idea how to get the translations into the game itself (subtitle-wise: would probably need more flash tools and expertise), but even having them in a lookup table is better than nothing.

hxxp://rapidshare.de/files/25438235/hizashi.no.naka.no.riaru.translate.work.rar.html
(140k)- This contains all the text as single files and in form of two tables (one sorted by japanese unicode with duplicates filtered, one sorted by location). Download if you want to translate, then fill in "Translate_ByOriginal.html" (I used html as it was the only table format I came up with allowing unicode and multiline cells, should load fine in Excel or Alternatives). The english column is prepopulated with Atlas 11's ideas. Ignore empty cells or references ("{=file}"). Return the result to me in any form you want (xls, csv export,...).

hxxp://rapidshare.de/files/25438741/hizashi.no.naka.no.riaru.tools.zip.html
(160k)- The tools I hacked in so far. DL only if you have VB6, know how to register OLE components and are terminally curious as to what I did so far. Has the tool I used to funnel a whole directory tree through Atlas 11 (using the clipboard! Atlas has a lot of COM interfaces but I found no documentation); and the tool I'll build into a SWF-Text-Objects-Only-Updater.

Also: What Font to use? The original comes with all the fonts it uses embedded, and those are not even complete - only the actually used glyphs are there. Therefore, for arbitrary roman text I have no font resources I could use. I will add an empty DefineFont specifying only the face name but no glyph outlines, which should force the player into using a matching system font. But which freely available one would fit in best? (perhaps considering Mac users -> a font available on both platforms) Suggestions welcome.

Lastly, suggestions on useful Flash tools are welcome. I used Eltima's current demo (yup, no crack, mega-click-orgy to get all those objects out, next time I'll get my own swf parser to do it) and have flasm, sswf and alexi's reference. Got Flash 8 boxed, too, though I'll probably not use it (too many factors against complete recompilation).

Mon Jul 10, 2006 10:53 am Profile PM
Karl Leibeigen
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[update]
Revamped the parser tool -> object oriented leveraging polymorphism, first attempt to write modifications. Game crashes, what else. Will need to find more info on whether flash really allows defining fonts with no glyph shapes (forcing it to use a system font, at least that's the idea); and whether there are restrictions on the choice of object IDs (maybe it didn't like me inserting a high ID out of sequence). A little trial and error...

The only remotely suitable font on my system would be "comic sans ms", which I am sure will not be available on a Mac - can any Mac user confirm? Maybe the end product will not be a patched full game copy but a postprocessor - which might allow free choice of font, but I'm not programming in a portable manner, so maccies would have to whip up a virtual pc just for patching? ugly.

Fri Jul 14, 2006 10:01 am Profile PM
Karl Leibeigen
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[update]
Still working on it (Though, if no-one pipes up to help with the actual text, it'll be a quite ugly product). Font *has* to be included with glyphs as far as I can see, cannot reproduce what Alexi's Swf Ref claims. Thus, no problem except choosing an appropriate one. Crashes also due to empty text blocks.

Status: Runs, but needs:
- Automatic re-layout. English needs a lot more space... Perhaps a manual editor for the bounding boxes stored in the text tags and/or for the associated shapes. Is automatic recognition of a "bubble" shape belonging to a text possible?
- Parsing inside sprites. Didn't so far, but a lot of text is packaged inside sprites.
- ActionScript literals. Damn, there are some of them in japanese.

Fri Jul 21, 2006 9:29 am Profile PM
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Star Angel
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I will try checking out the text then.
Geez, so many people read but too lazy to help.


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Fri Jul 21, 2006 2:59 pm Profile PM WWW Skype
Foton
Ferret Angel, nano!
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If only the Rapidshare is more agreeable to me I will gladly help. Lemme see.

I'll leave the text editing to window to you. I'll try to help with the translation. Is free translation okay or should it be literal?


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Fri Jul 21, 2006 6:00 pm Profile PM AIM YIM MSN
Karl Leibeigen
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Am still fumbing along, though when I'm done we will probably have a semiautomatic tool to translate *any* flash file, and I'll have to try to sell to eltima. After all, they have a seat a few 100 km from here...

Main problem currently: Finding an algorithm to fit the new text in so that none is clipped. Thus I am now trying to find some way to recognize when the rectangle defined in the DefineText tags themselves can safely be expanded - for example, recognizing underlying 'bubbles' or box shapes. However, I got carried away and have now a drilldown tool with extraction options for -so far- images and text, all in the perspective to understand enough about the format. Perhaps even subtitles for the speech might be workable...

Foton - free is not only okay but probably essential, see above. If you understand what's meant in the original and manage to find a *short* way to express the same in english - perfect!

I'll have to think about getting the current state to you guys. Re-uploading the full 370M with patched swf's would suck. Getting my tools to run on your computers is a challenge - haven't reinstalled the Wise installer on the new OS yet - am using (believe it or not) Visual Basic 6 but also my own UI control wrappers for some of which I have not yet build installer modules... Or are you capable of registering a bunch of OLE components by hand? Hmmm... But before I hand them out I'd like to fix the one known bug (generates text records between 128 and 254 glyphs in length which it shouldn't although ti does not seem to faze the v7 player) and get the most basic fitting routine in...

Wed Jul 26, 2006 4:46 pm Profile PM
LioMajor
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-----------------------------------



Last edited by LioMajor on Sun Mar 31, 2013 7:25 pm; edited 3 times in total
Tue Aug 01, 2006 1:27 am Profile PM
Karl Leibeigen
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LioMajor -
extract: Just Eltima *Demo* and exporting in groups of three - far too much work, especially now my VB object model is able to do the same (albeit the to-do list is far from empty: batch processor; WAV format; Saving Alpha channel of images etc...)
Your Megaupload Stuff - damn where did you find the 1.1 complement?!? Thanksa lotsa - will you inform those only reading the thread over in the Bittorrent-and-files section? I'm not repackaging this into a torrent right now, as I'll perhaps do another torrent when I'm done on the translation...

Everybody - LioMajor's files are 180M+180M+128M, One set of split Rars, and you'll need all three to get complement 1.1. No saving bandwidth by omitting what you already have.

Volunteers - Hold your horses. I just found out that maybe flattening the text records within a DefineText tag (Which Eltima did) wasn't the best idea - There are tags in there with a distinct structuring, and having that structure in the translation files might help with the geometry problems. Am not too sure yet. Will check soon how Eltima actually handled the structure, especially the repositioning. So, in case anybody is already editing my table, be warned that I may have to alter the format and separate some, very few, texts into subdivisions which would need separate translation.

Tue Aug 01, 2006 11:43 am Profile PM
Anyien
The Legendary Loli Hunter
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Sorry if this is in the wrong place, but what is the difference between 1.0 and 1.1?

Does it give you something new, or just fixing minor bugs?


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Tue Aug 01, 2006 12:21 pm Profile PM Skype
LioMajor
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---------------------------------------



Last edited by LioMajor on Sun Mar 31, 2013 7:24 pm; edited 1 time in total
Wed Aug 02, 2006 6:50 pm Profile PM
Karl Leibeigen
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Yes, the thermometer... There's actually a lot more redundancy in there.

What I'm doing these days: Still on the general aspects of building a flash parser/extractor tool. Had to allow myself to sidetrack into my grid control, my subclasser and other building blocks. (e.g. runs huge hex previews now smoothly, no UI block, without resorting to threading). Did an exporter batch processor yesterday, i can now export *all* texts, images and sounds with a single click (images still mostly without alpha channels). I'm also one up on e.g. the SoThink tool with perfect unicode/UTF-8 handling. Fixed all those rare GPF's (by locking safearrays as needed and by recognizing the few illegal JPEGs in hizashi).

Next will be to export the texts into a single table instead of separate files per tag, and to preserve the internal structuring. Hizashi does use text tags with changes in font face and size, and it also uses free positioning of the records. While these seem to be mostly behind the "help" buttons, I will expand the translation table format to include an extra column for the japanese original *with* XML formatting information and a corresponding column for the translation.

Now that the texts have changed with complement 1.1, I'll also revisit the Atlas interface, perhaps rewrite it to use its COM interfaces, so I can provide some default engrish into the translation columns.

Should someone (hint hint) already have edited the table I offered earlier, we'll have to do a merge and manually transfer the formatting where appropriate.

Mon Aug 14, 2006 11:43 am Profile PM
Foton
Ferret Angel, nano!
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Post Sorry Quote
Gah, sorry Karl, but I'm on the move lately. Also, I lack some direct text translation software (audio translation is sweet, but that's all I know); kanji is hell.

Also, I noticed that some translation from the pack reads like Engrish. If I don't submit anything by late September, then consider I have dropped the project. My deepest apologies.


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Wed Aug 16, 2006 4:04 am Profile PM AIM YIM MSN
kouhei
LAH Artist
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Post Re: Hizashi no naka no riaru Translation: Translators wanted Quote
Karl Leibeigen:
[...]

Alas, I have no clue as far as Japanese is concerned, so I'll need help. What Atlas delivers here is OK for the more technical texts but mostly just funny.

I have 3 archives for you:

hxxp://rapidshare.de/files/25437892/hizashi.no.naka.no.riaru.translate.sound.rar.html
(2MB)- this contains all the speech as mp3's. Duplicates not removed. Download if you want to translate them, then either download the text package as well and fill in the table in there or type the translation into text files (same directory, same base name)[...].

hxxp://rapidshare.de/files/25438235/hizashi.no.naka.no.riaru.translate.work.rar.html
(140k)- This contains all the text as single files and in form of two tables (one sorted by japanese unicode with duplicates filtered, one sorted by location). Download if you want to translate, then fill in "Translate_ByOriginal.html" [...]Return the result to me in any form you want (xls, csv export,...).

hxxp://rapidshare.de/files/25438741/hizashi.no.naka.no.riaru.tools.zip.html
(160k)- The tools I hacked in so far. DL only if you have VB6, know how to register OLE components and are terminally curious as to what I did so far. Has the tool I used to funnel a whole directory tree through Atlas 11 (using the clipboard! Atlas has a lot of COM interfaces but I found no documentation); and the tool I'll build into a SWF-Text-Objects-Only-Updater.

I am insanely curious and I would love to have a look (I am familiar with how to do API intercepts in VB6, so I am not to worried about keeping up. Without question though this has been my favorite hentai game to date, (and not just because she's loli, that's just the best part) I love how the interface interacts.

Unfortunately all these links do not work. any chance of re-sharing them? Is your project shelved? Can I help? Feather Kawaii 2

ja ne
l8r Kay?


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Thu Jan 11, 2007 4:42 am Profile PM
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Star Angel
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Actually, me and darksol are gonna work on this, as Karl wasnt heard of for quite long now...


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Want to donate to keep the site up? PM me for possible donation ways!
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Got a suggestion on how we can improve LAH? Post it here or vote for other people's suggestions!
Thu Jan 11, 2007 11:52 am Profile PM WWW Skype
kouhei
LAH Artist
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Sat:
Actually, me and darksol are gonna work on this, as Karl wasnt heard of for quite long now...

GRINZ (Oopps Feather Kawaii 2)

Well, I am still very interested in how far you have gotten, and more importantly what it has to do with VB6.0.

Is VB being used to code the underlying work?

Do you have tables with the kanji/kana etc in the form of unicode characters?

SO many questions. I definitely love this game.

ja ne
l8r Kay?


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"Affection is responsible for nine-tenths of whatever solid and durable happiness there is in our lives." (C.S. Lewis)
Fri Jan 12, 2007 3:18 am Profile PM
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