New SEGAGAGA translation project in the works!

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Exxistance
dark night
Posts: 53
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Re: New SEGAGAGA translation project in the works!

Post by Exxistance »

As promised, here's the fully translated introduction! All text is working well. Note that I'm clicking "A" because well, I've debugged this thing like 45 times today so I getting tired for waiting for the audio to finish. :lol: But know that the audio does not advance across text boxes because the original control codes have been maintained.



Neo500 wrote: Fri Jan 24, 2025 5:34 pm This is feeling so real. Thank you to everyone involved. Keep it up!!!!
It's real! Thank the pros in this thread for creating tools that I stumbled upon one day and decided to take a browse of the SGGG textures and thought, hmm...let me try redrawing one...

Alright, enough of my forum spam--I will continue to generate translated .MES files and debug them in-game. Will post back on progress in a few days.

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fafadou
Leonard Nimoy
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Re: New SEGAGAGA translation project in the works!

Post by fafadou »

Your work looks like an official release.

at2ecw
shadow
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Re: New SEGAGAGA translation project in the works!

Post by at2ecw »

This is very cool! I would love to try it out!

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Bob Dobbs
Sub Genius
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Dreamcast Games you play Online: PSO, AFO, PBA, 4x4 Evo, IGP, Planet Ring and Max Pool
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Re: New SEGAGAGA translation project in the works!

Post by Bob Dobbs »

Great news. Thank you for your hard work.
Regards,
Bob Dobbs

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Exxistance
dark night
Posts: 53
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Re: New SEGAGAGA translation project in the works!

Post by Exxistance »

I've fully translated and implemented the following story files into the game:

STORY01.MES
STORY02.MES
STORY09.MES
STORY98.MES
STORY99.MES

About halfway through STORY80.MES as well, so just 8 1/2 more to go. :)

You've already seen the preview of STORY01. I'll upload a preview of STORY02 at some point in the next few days, which is the script where Alisa explains how the sim environment works. I got like 98% of it correct on the first go, but there's a few line formatting errors that I need to adjust. I also have to pivot to some "administrative" tasks related to the texture side and some wonderful textures that mr.nobody sent over.

All that said, having the first two, heavy tutorial-based chapters and all the UI textures in English makes the game massively more playable for an English speaker. And I kind of feel that the 32 byte character limit isn't that bad, considering even many of the original Japanese dialogues don't use the entire space of the dialogue window.

Anyway, I know all the pros are busy but if we could somehow develop a workflow for translating the main binary, we would make huge huge progress on this translation. Just starting to have all the character dialogue in the RPG sections would be a huge step forward from a testing perspective. Please reach out if--though you may not have time yourself--you could at least walk me through the tools I need to see the text in the binary, so that I could start translating it on my own.

As always, thanks everyone for the tools and support as we work to translate this beast!

To quote the game...
Dreaming is humanity’s last remaining privilege!
It’s not truth that paves the way—it’s hope.
If you forget that, you can’t make games.
Now then, keep up the good work!

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fraggle200
Roadster
Posts: 359

Re: New SEGAGAGA translation project in the works!

Post by fraggle200 »

this is some truly fantastic work and it's amazing to see the community come together to help where needed. Hope we can get that main binary opened up some time in the future.

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VincentNL
letterbomb
Posts: 146
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Re: New SEGAGAGA translation project in the works!

Post by VincentNL »

Exxistance wrote: Sun Jan 26, 2025 1:12 pm I've fully translated and implemented the following story files into the game:

STORY01.MES
STORY02.MES
STORY09.MES
STORY98.MES
STORY99.MES

About halfway through STORY80.MES as well, so just 8 1/2 more to go. :)

You've already seen the preview of STORY01. I'll upload a preview of STORY02 at some point in the next few days, which is the script where Alisa explains how the sim environment works. I got like 98% of it correct on the first go, but there's a few line formatting errors that I need to adjust. I also have to pivot to some "administrative" tasks related to the texture side and some wonderful textures that mr.nobody sent over.

All that said, having the first two, heavy tutorial-based chapters and all the UI textures in English makes the game massively more playable for an English speaker. And I kind of feel that the 32 byte character limit isn't that bad, considering even many of the original Japanese dialogues don't use the entire space of the dialogue window.

Anyway, I know all the pros are busy but if we could somehow develop a workflow for translating the main binary, we would make huge huge progress on this translation. Just starting to have all the character dialogue in the RPG sections would be a huge step forward from a testing perspective. Please reach out if--though you may not have time yourself--you could at least walk me through the tools I need to see the text in the binary, so that I could start translating it on my own.

As always, thanks everyone for the tools and support as we work to translate this beast!

To quote the game...
Dreaming is humanity’s last remaining privilege!
It’s not truth that paves the way—it’s hope.
If you forget that, you can’t make games.
Now then, keep up the good work!
If you want to locate Shift-JIS in hex, I suggest wxmedit. (set encoding to Shift-JIS)
Image

Regarding modding it, the process requires to:

1- map text (wxmedit), data pointers and their text lenght (Ghidra)
2- locate free space (unused functions or data blocks)
3- write a tool to find most suitable space for new text lenght, and update pointers.
If you like my work or just want to show some love:
https://ko-fi.com/vincentnl
https://www.patreon.com/VincentNL

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madsheep
undertow
Posts: 28

Re: New SEGAGAGA translation project in the works!

Post by madsheep »

Exxistance wrote: Sun Jan 26, 2025 1:12 pm
Anyway, I know all the pros are busy but if we could somehow develop a workflow for translating the main binary, we would make huge huge progress on this translation. Just starting to have all the character dialogue in the RPG sections would be a huge step forward from a testing perspective. Please reach out if--though you may not have time yourself--you could at least walk me through the tools I need to see the text in the binary, so that I could start translating it on my own.

To make changes to binary file you need to know that most of the time you cant change text that is bigger from the Japanese text. Because Shift-JIS use 2 hex values for each Jap letter you can use two English :)

Now you need a HexEditor that have the capability to support Shift-JIS encoding (I use WinHex).

Then you convert the Jap word you searching to HEX values and search those values to hex editor and make the changes you want.

Lets say i want to search for "新しい" in the binary. The values for this text is 905682B582A2.
I go to Search > Find Hex Values and type 905682B582A2

and voila

Image

To change the encoding in WinHex go to View > Character Set > Code Page > and select 932 Ansi/OEM Japanese Shift-JIS

Converting the text to hex values you can use the tool in this post or this site > http://freaka.freehostia.com/charset_js2.html
Attachments
Jap2Hex.zip
(6.39 KiB) Downloaded 20 times

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ateam
Metallic
Posts: 833

Re: New SEGAGAGA translation project in the works!

Post by ateam »

Alternatively, extract all the strings from executable. Dump to spreadsheet or text file, along with all locations of original pointers.

Rebuilder tool can inject new text into known safe ranges in the executable, updating all pointers accordingly.

I believe there's a tool named Atlas (and also a modified version by EsperKnight) that does this. I've never really used it, since I always write custom extract/rebuild tools for granular control.

In fact, this game has built-in debug font, which would provide tons of space to hold all strings contiguously without a need for using separate blocks of empty space here and there. Only downside is that said debug font will need to be used for adding subtitle code in the few areas of the game with spoken dialogue that has no accompanying text. Therefore, it's unwise to overwrite that font data with string data.

You can always manually edit via hex editor too, of course. Just less than ideal.
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pomegd
rebel
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Re: New SEGAGAGA translation project in the works!

Post by pomegd »

I don't know if this will help,
Attached is the text data dumped from 1_SGGG.BIN.
Once you have translated the text columns of this csv table, you can rewrite 1_SGGG.BIN by using “patch.py”.
Make sure it fits within the size value.

I have not checked the operation thoroughly, so there may be some glitches.

Note that when Excel is used to edit csv, some cells with only numbers will convert strings on their own.
For example.
0123 -> 123
sgggtext_python.png
sgggtext_python.png (5.63 KiB) Viewed 2094 times
sgggtext.png
textdump.7z
(189.12 KiB) Downloaded 21 times
Last edited by pomegd on Mon Jan 27, 2025 12:12 am, edited 1 time in total.

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