mes file is like script files and they have codes some of them as i can understand is
@p -> This mean the end of the dialog box next line will start in clear box
@n -> New line
@v1005 -> This will play the voice number in this example v1005
@f14 -> Will display different screen in this example the first one
@c10 -> Text Color. C10 is green C11 is yellow
i think the following example codes is i believe individual images on the screen like movements or changing poses
@b03076
@bm003
@be003
New SEGAGAGA translation project in the works!
- Exxistance
- dark night
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Re: New SEGAGAGA translation project in the works!
ateam, appreciate you chiming in with your thoughts and expertise, you are definitely right that the end experience needs to be polished for players. There are a few instances in the game that I've identified that have dialogue over the text boxes, which could definitely cause some of the issues that you detail.ateam wrote: ↑Sun Jan 19, 2025 2:58 pm 1) No instance of English dialogue text can exceed the limits of a single dialogue box (sometimes limiting the quality and thoroughness of the translation, though once the hack is done to allow the English text to fill the entire box, this is far less of an issue).
2) The text insertion tool should be programmed to generate a new dialogue box when the limits of the first one are exceeded. That way, the user can press the action button to reveal the rest of the text. This can likely be achieved by experimenting with the control codes in the MES files to determine which combination of them can be used to generate a new dialogue box (along with preserving the formatting of the previous one, like text color, etc).
Note that if going with option 2, there's a chance additional assembly hacking to account for voiced dialogue will be needed.
On the positive side, if we go back to the project goals detailed by madsheep...
...we are in very good shape with mr.nobody's contribution on #3, and on #4 between the work of myself, mr.nobody, and chiffre01.1) We need main bin file to be fully translated (megavolt85 fixed the font problem also translated some important text)
2) .mes dialog files need to be translated (This is easy from technical perspective)
3) .sfd movie files need to be re-encoded with subs (This is easy from technical perspective)
4) Need to extract, edit and compress all the resources from .mrg (archive) files (images logos and UI elements) (We have a primitive extraction tool only)
I completed translation on 7/13 of the .MES files this evening and I"ll probably wrap those up sometime later this week. So at the very least, if/when someone with the time and ability to handle #1 wants to jump in, they will at least not have to worry about all the rest.
- megavolt85
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Re: New SEGAGAGA translation project in the works!
share translated images from _TITLE.MRG, need for testingExxistance wrote: ↑Sun Jan 19, 2025 8:35 pm ...we are in very good shape with mr.nobody's contribution on #3, and on #4 between the work of myself, mr.nobody, and chiffre01.
- mrnobody
- shadow
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Re: New SEGAGAGA translation project in the works!
Yes, no worries, Exxistance and I are talking on various things regarding the text and specific words used in assets/cutscenes and in dialog.
I asked Cargodin for help in the cutscenes, and we had a bit of a debate on the use of 3 o 4 specific words that will be added to the script or on the cutscenes to be consistent, there's no question about that.
We still need to finish the in-game image assets before going that deep into the translation, there are about 60 that still need work, so we'll focus on that for now.
Also, I understand that all of this would be a MUST to have the perfect translation, I hope that we can reach that level, but for now, in my opinion, let's keep making the translation possible with the tools we have available.
If someone is capable of improving the whole thing and take the time to make it possible is more than welcome to help. So, For now, as I said, let's just keep working.
I asked Cargodin for help in the cutscenes, and we had a bit of a debate on the use of 3 o 4 specific words that will be added to the script or on the cutscenes to be consistent, there's no question about that.
We still need to finish the in-game image assets before going that deep into the translation, there are about 60 that still need work, so we'll focus on that for now.
Also, I understand that all of this would be a MUST to have the perfect translation, I hope that we can reach that level, but for now, in my opinion, let's keep making the translation possible with the tools we have available.
If someone is capable of improving the whole thing and take the time to make it possible is more than welcome to help. So, For now, as I said, let's just keep working.
- Exxistance
- dark night
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Re: New SEGAGAGA translation project in the works!
Here you go. If you need a different format, please let me know.megavolt85 wrote: ↑Mon Jan 20, 2025 8:43 amshare translated images from _TITLE.MRG, need for testingExxistance wrote: ↑Sun Jan 19, 2025 8:35 pm ...we are in very good shape with mr.nobody's contribution on #3, and on #4 between the work of myself, mr.nobody, and chiffre01.
- mrnobody
- shadow
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Re: New SEGAGAGA translation project in the works!
Hey! Regarding the mofication on frames on the video, I changed a few on some of the SFD videos and integrated the translations, but only because it was necessary, for the most part I tried to stay away from modificating the original assets. But, since you raised this, I'll take a look at that specific detail and see if it makes sense.MD_Prometh wrote: ↑Sat Jan 18, 2025 10:31 amExciting!mrnobody wrote: ↑Sat Jan 18, 2025 1:49 am Fantastic progress! I’m excited to share that I now have the first version of all the necessary videos translated and subtitled in .SFD format. Some videos required segment recreation, and five of them needed upscaling, which I’ve mostly completed using After Effects and Premiere.
Credits go to:
I’ve also been collaborating with @Exxistance to see how I can assist with the assets. Once we’ve gathered all the necessary images, we’ll assemble the videos and continue making progress.
- Mr.Nobody: Video editing
Elber Thopes from The Open Source Segagaga Revival Project: Translation
Cargodin: Translation & proof review
P.S. Huge thanks to @Megavolt for the scripts—these will be a massive help!
Are there any plans to sub the signs (like the little "Since 1951" text in the OP sequence) and provide subs for the vocal songs like the credits ED?
https://www.mobygames.com/game/10313/se ... tform=true The credits were translated on Mobygames
As for the song in the credits, I honestly don't know, the audio file is there but as Derek said maybe there's a possibility of streamlining the subtitles, but I never have done anything like that, but I agree, that's a good idea and would be really amazing if it's possible.
- Exxistance
- dark night
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Re: New SEGAGAGA translation project in the works!
Completed first pass of translating all the .MES files.
I then pivoted to updating _STORY01.MES, which is the introductory dialogue of the game. I did the first few lines of the game simply so that I could understand what the control codes (HUGE thanks to madsheep for your post!). I did have to have a few new paragraph breaks, and with the 32 byte limit, it limits us to three lines of text per dialogue box but IMO this isn't that bad. The vast majority of the dialogue in the game is not longer than this introductory sequence.
Anyway, let's take a look at the result:
In terms of textures, this is where we're at:

So we're nearly done, and just look at the number of completed textures above--we added even MORE textures that were previously Japanese-only, like the spell effects and the writing on the enemy characters. mr.nobody has done an absolutely incredible job of retaining the original art style of the textures while making them readable for English speakers.
I then pivoted to updating _STORY01.MES, which is the introductory dialogue of the game. I did the first few lines of the game simply so that I could understand what the control codes (HUGE thanks to madsheep for your post!). I did have to have a few new paragraph breaks, and with the 32 byte limit, it limits us to three lines of text per dialogue box but IMO this isn't that bad. The vast majority of the dialogue in the game is not longer than this introductory sequence.
Anyway, let's take a look at the result:
In terms of textures, this is where we're at:

So we're nearly done, and just look at the number of completed textures above--we added even MORE textures that were previously Japanese-only, like the spell effects and the writing on the enemy characters. mr.nobody has done an absolutely incredible job of retaining the original art style of the textures while making them readable for English speakers.
- fafadou
- Leonard Nimoy
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Re: New SEGAGAGA translation project in the works!
What a good job, and after the textures there would be the texts files ?
- Exxistance
- dark night
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Re: New SEGAGAGA translation project in the works!
Two things, yes: 1) the dialogue files, aka "_STORY.MES" files. 2) the text in the main .bin file, which is anything non-dialogue, so all the game text that appears everywhere else, like in menus and such.
And then that's it, that's the game translated.

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