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− | Lots and lots of text and lots of obscure kanji! First I'll finish the game, then I can re-watch the cosmosphere events from the extra menu. I will probably do the cosmospheres (they're ridiculously funny), perhaps some talk events and if there should be interested, let's see. | + | Lots and lots of text and lots of obscure kanji! |
| == Translations == | | == Translations == |
− | * [[/jp-en|Japanese to English]] | + | * [[/ja-en|Japanese to English]] |
| (or should I translate to German??) | | (or should I translate to German??) |
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| I used the Japanese IME "canna" under ubuntu, compiled from source, and changed kana-kanji dictionaries, so that kanji+furigana is written upon entering and converting Japanese te | | I used the Japanese IME "canna" under ubuntu, compiled from source, and changed kana-kanji dictionaries, so that kanji+furigana is written upon entering and converting Japanese te |
| ==Script== | | ==Script== |
− | Now I managed to dump the script. Much better than having to write by hand:) And I also ripped the voice clips and bgm, character poses, the textures, I can view a few models (not the character models though)... As of now, it is only a "pure" script dump without any indication of speakers and poses, but there is a 37-byte delimiter between the UTF8 sequences, so this info is probably right there.
| + | Yeah, the script in Japanese with a complete English translation [http://www.2shared.com/file/6v-zJ7J4/joined.html][https://rapidshare.com/files/457743039/joined](3.2MB) :) |
− | The dump can be found here:
| + | Oh, and btw, the AT3 script contains 1026643 characters : ) |
− | [http://www.2shared.com/file/uvB6AgDM/at3sd_utf8tar.html http://www.2shared.com/file/uvB6AgDM/at3sd_utf8tar.html] or | |
− | [http://www.megaupload.com/?d=SH4L2U1H http://www.megaupload.com/?d=SH4L2U1H] or
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− | [http://uploading.com/files/8e1m1bmm/at3sd_utf8.tar.gz/ http://uploading.com/files/8e1m1bmm/at3sd_utf8.tar.gz/]
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− | I found the speaker information now, so I'll update the links soon. For anyone who's interested, what I found out:
| + | [[Category:Game pages]] |
− | <pre>AT3 ebd script files
| + | [[Category:PS3 games]] |
− | | |
− | • consists of EVENT_MESSAGE_SW[2digit-NUMBER]_[3digit-NUMBER].ebm (called DIAG from now on) and EVENT_SW[2digit-NUMBER]_[3digit-NUMBER].ebm (called CTRL from now on)
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− | • each DIAG corresponds do a CTRL file with the same NUMBER's
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− | • DIAG to contains the main dialogue lines, while CTRL is probably system-related
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− | • DIAG files are also usually only a few hundred bytes long
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− | • DIAG has a header of 3 bytes, then comes the main part
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− | | |
− | • the first 26 bytes of CTRL are as follows (decimal):
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− | [#1] 000 000 000 000 000 000 000 005 000 000 000 110 097 109 101 000 005 000 000 000 144 224 150 190 000 [#2] [#3] 000 000 [#4] 000 [#5] [#6] [#7] [#8] [#8] 000 [#9] 000
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− | whereas #[n] are
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− | -- #1takes many different values, 001 is very frequent (~50%)
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− | -- #2 takes many different values
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− | -- #3 mostly 000, a few times 001, 002, 4 times 003, 3 times 004
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− | -- #4 mostly small bytes <=021, 021 and 00x frequently occur in adjacent files together, takes 044 in two instances
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− | -- #5 either 000, 016, 049, or 064
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− | -- #6 always either 113, 116, 117, 119, or 127
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− | -- #7 bytes <= 025, either 00x or 021x with x<=5 except a handful of times
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− | -- #8 almost always 000, except 10 and 7 files respectively
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− | -- #9 either 000, 001, 002, 003, 004, 005, 017, 019, 021. 025 with the lower bytes much more common
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− | • the byte of CTRL always seems to be <bh:7f>, the last 26 bytes only being somewhat similiar
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− | • in general, CTRL displays a high ration of <bh:00>
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− | • CTRL contains no UTF8 chars
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− | • the main part of CTRL, apart from the man 0's, contains only ASCII chars, most of which are LATIN characters and punctuation, with a few special chars such as <bh:f4>, <bh:dc> (Ü)
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− | | |
− | • the main part of DIAG is in the following format, after the 3-byte header comes:
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− | [SEPARATOR] [UTF8-sequence][SEPARATOR][UTF8-sequence] ... [UTF8-sequence][SEPARATOR] | |
− | • as the text is Japanese, [UTF8-sequence] is usually a multiple of 3-byte blocks, each block representing a multi-byte for one Japanese character; it terminates on a zero-byte
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− | • the main text may contain a ※削除※ line, [LEADING] is then <bh:ff>
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− | • [SEPARATOR] always consists of 36 bytes, each byte smaller than <bd:192>, with the only exception it may also contain <bh:ff>. Not counting the <bh:00> byte UTF8 terminating byte.
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− | • [SEPARATOR]: most bytes are constant, except the following meaningful bytes
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− | • the 25th byte: it is a [LEADING] number, counting the dialogue lines
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− | • a [LEADING] byte <bh:ff> this line is outside the "normal" dialogue flow, ie a system message ("You got item..") or "Party member xyz joined." or "……。" or "…!?" &c.
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− | • the 13th byte: this indicates the [SPEAKER]. [SPEAKER] is <bh:ff> when there is no speaker
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− | TO SUMMARIZE
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− | • dialogue in EVENT-MESSAGE file: [3 byte header][36-byte separator][UTF8 byte sequence, terminating on <bh:00>], repeat
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− | • 13th byte [SEPARATOR] is speaker, 26th [SEPARATOR] marks "normal" spoken text</pre>
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