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Re: New SEGAGAGA translation project in the works!
Posted: Sat Jan 18, 2025 1:49 am
by mrnobody
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:
- Mr.Nobody: Video editing
Elber Thopes from The Open Source Segagaga Revival Project: Translation
Cargodin: Translation & proof review
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.
P.S. Huge thanks to @Megavolt for the scripts—these will be a massive help!
Re: New SEGAGAGA translation project in the works!
Posted: Sat Jan 18, 2025 4:02 am
by fafadou
Great message !
Thanks for your work.
Re: New SEGAGAGA translation project in the works!
Posted: Sat Jan 18, 2025 10:31 am
by MD_Prometh
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:
- Mr.Nobody: Video editing
Elber Thopes from The Open Source Segagaga Revival Project: Translation
Cargodin: Translation & proof review
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.
P.S. Huge thanks to @Megavolt for the scripts—these will be a massive help!
Exciting!
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
Re: New SEGAGAGA translation project in the works!
Posted: Sat Jan 18, 2025 11:36 pm
by Exxistance
Just hit 88.3% texture complete. Wanted to post the chart at 90% but hey, it's been a long day.
I took a little detour tonight because I wanted to fully understand the .mes .txt files that megavolt85 posted. I did some light translations on the text but I prefer to debug in-game to see my changes. Definitely hit some funky formatting until it clicked in my head what megavolt85 was saying about the 32 character limit and using "@n" notation to do a carriage return.
Anyway, trying to understand the workflow here, is it better to go through the .txt files and make translations, and then figure out a less tedious method for inserting them into the game later? Or translate, test in-game, translate, test in-game, and so on?
The small result of my effort:
(And once again thank you to megavolt85, madsheep, ateam for tools provided in this thread)
Re: New SEGAGAGA translation project in the works!
Posted: Sun Jan 19, 2025 5:41 am
by fafadou
Like rent a hero, i never thought this kind of project can be done.
Thanks to all for being awesome.
Re: New SEGAGAGA translation project in the works!
Posted: Sun Jan 19, 2025 1:40 pm
by Exxistance
More practice getting complex sentences to display...
One thing I noticed is that if the text is say, 4 lines, the game will advance through the first line a bit too fast, leaving you having to read that first line quite fast and then you have time to sit and read the remaining three. It would be nice if it only advanced if you pressed a button. Something for any elite romhackers out there to noodle upon.
I've completed translation of _STORY01.MES. Only 13 more files to go.
Translated text for all story files will be posted in this
Google Sheet for preservation purposes. All are welcome to review and provide feedback.
Re: New SEGAGAGA translation project in the works!
Posted: Sun Jan 19, 2025 2:18 pm
by fraggle200
I'm almost sure @ateam had a similar issue when doing Nakoruru and he had to adjust the text speed.
Re: New SEGAGAGA translation project in the works!
Posted: Sun Jan 19, 2025 2:58 pm
by ateam
This game still requires additional assembly hacking to change the maximum number of characters per line. Right now, the limit is that of the original Japanese.
I have no time to work on this, but my opinion is that it absolutely must be done. The effort being put in here is great, but there's no way a patch should be completed without this being fixed.
Furthermore, each individual instance of dialogue text shouldn't exceed what can fit in a single box. Having the box automatically scroll to a fourth or fifth line makes for a bad gameplay experience.
Instead, there are two options when developing translation patches...
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. Imagine a case where dialogue is being spoken and rendered on screen at the same time. The dialogue exceeds one box, so the user must press the action button to generate a new box containing the rest of the text. What happens to the voice over? In all likelihood, it will stop playing. This is not desirable, and ultimately makes the experience feel broken.
Depending on the game's code, there are a number of ways to tackle this.
In "Nakoruru" and "Love Hina", I modified the game's code to not halt the current audio stream when the current dialogue instance is completed and the next one is loaded. If the next dialogue instance contains a voice over, in both of those games it would automatically stop the current voice over (which works very nicely). In other cases, the next dialogue instance didn't contain a voice over, so I had to insert a dummy playback of an empty clip into those instances.
Re: New SEGAGAGA translation project in the works!
Posted: Sun Jan 19, 2025 3:00 pm
by ateam
fraggle200 wrote: ↑Sun Jan 19, 2025 2:18 pm
I'm almost sure @ateam had a similar issue when doing Nakoruru and he had to adjust the text speed.
The solution I used is described above.
Text speed adjustment was something else altogether. To account for the fact that Japanese takes fewer characters to express ideas, I increased the rendering speed (as I do in every game I work on that loads font tiles sequentially when displaying text) so that it more closely matched how quickly the eye scans and reads English (as opposed to Japanese).
Re: New SEGAGAGA translation project in the works!
Posted: Sun Jan 19, 2025 3:03 pm
by ateam
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:
- Mr.Nobody: Video editing
Elber Thopes from The Open Source Segagaga Revival Project: Translation
Cargodin: Translation & proof review
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.
P.S. Huge thanks to @Megavolt for the scripts—these will be a massive help!
Might I suggest that the translators reference the name/place/term choices Cargodin made. That way, both the FMVs and the story script itself are consistent.
I have no idea what the FMVs contain, so maybe it doesn't matter. However, if any names, places, or game-specific terms are used, the translators will want to ensure they use the same ones.