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Telltale and Gametap - extract to translate

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Thief1987
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Re: Telltale and Gametap - extract to translate

Post by Thief1987 » Sun Oct 20, 2013 10:09 am

Code: Select all

get fname BASENAME
string fname + ".txt"
log MEMORY_FILE 0 0
goto 0x4
get stringsize long
get idsize long
goto 0x94
get strings long 
goto 0x8c

for i = 0 < strings
getdstring dummy 0x4c
get str1size long
if str1size = 0 
get size1 long
get size2 long
getdstring str size2
putdstring str size2 MEMORY_FILE
put 0x0a0d short MEMORY_FILE
else
getdstring str2 str1size
putdstring str2 str1size MEMORY_FILE
put 0x203a short MEMORY_FILE
get size1 long
get size2 long
getdstring str size2
putdstring str size2 MEMORY_FILE
put 0x0a0d short MEMORY_FILE
endif
next i

get size asize MEMORY_FILE
log fname 0x00 size MEMORY_FILE
Script for quickbms. It's a very lame script, just for unpack landb to txt. For repack need fully research format. Maybe i do it later.

tikuf
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Re: Telltale and Gametap - extract to translate

Post by tikuf » Sun Oct 20, 2013 10:27 am

Oh man thank you :D I'll try :)

EDIT:*
Here's what I get :) :
Now it's time to see how to rebuild !
You do not have the required permissions to view the files attached to this post.

turkgamer
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Re: Telltale and Gametap - extract to translate

Post by turkgamer » Sun Oct 20, 2013 11:24 am

Haoose wrote:
kamuline wrote:Its polish. Also the brazil team start the translation.
And russian team (Tolma4 team) start the translation.
Also Turkish Team (OyunÇeviri) started the translation.

Crybio
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Re: Telltale and Gametap - extract to translate

Post by Crybio » Sun Oct 20, 2013 1:01 pm

tikuf wrote:Well I don't really understand what the fuck happenned O_O, i asked the russian team and they answer me with "Hello, yes we have solution, but now we don't plan to give public access to the updated utility. Maybe later. "
Ahahah ridiculous....

Thanks to Thief1987 and tikuf! And now, waiting for rebuild!

tikuf
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Re: Telltale and Gametap - extract to translate

Post by tikuf » Sun Oct 20, 2013 3:30 pm

Hey guy's ! ready to extract YOUR landb ! :D

Brazilian team gave me a software :)
(http://dl.free.fr/mlyiGBB9A )
I created a readme.txt, all is explained in. However the quickbms script seem to be better at some point like : the name of the character are shown.... So Thief, your script rock anyway, and a way to rebuild the .landb files would be great, I'll PM you ;)

Quickbms script :
TOAD: [pickup1] BLABLABLA

Brezilian team script:
[pickup1] BLABLABLA


ALL THANKS for the soft GOES TO Herdell Alves Tribo Gamer Brasil and squallzell8 (for sharing the method)

sch0t3
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Re: Telltale and Gametap - extract to translate

Post by sch0t3 » Sun Oct 20, 2013 4:32 pm

tikuf wrote:.... So Thief, your script rock anyway, and a way to rebuild the .landb files would be great, I'll PM you ;)
Hey guys,
thx for the script! Isnt it important for the rebuilt to left the end of the orginal landb unchanged.
I mean if i look at the end of the original there are plenty of strings like "357191700.lang" "357191699.lang" and so on.
After the convertion these strings arent in the txt-Files?!

Just my opinion ;)

Crybio
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Re: Telltale and Gametap - extract to translate

Post by Crybio » Sun Oct 20, 2013 5:23 pm

tikuf wrote:Hey guy's ! ready to extract YOUR landb ! :D

Brazilian team gave me a software :)
(http://dl.free.fr/mlyiGBB9A )
I created a readme.txt, all is explained in. However the quickbms script seem to be better at some point like : the name of the character are shown.... So Thief, your script rock anyway, and a way to rebuild the .landb files would be great, I'll PM you ;)

Quickbms script :
TOAD: [pickup1] BLABLABLA

Brezilian team script:
[pickup1] BLABLABLA


ALL THANKS for the soft GOES TO Herdell Alves Tribo Gamer Brasil and squallzell8 (for sharing the method)
You are my hero! Thanks to TRIBO and squallzell8 too!!!

tikuf
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Re: Telltale and Gametap - extract to translate

Post by tikuf » Mon Oct 21, 2013 5:34 pm

So, while we are waiting for QuickBMS script for re-importation, I worked all the day to find a solution to re-import.
You will wonder why I want to use QuickBMS version instead of the brazilian team solution, because it contain the names and the text is not reverted, just these things will help you to make a better translation ;)

First for this surgery :D, I mean for this solution, you'll need these programms :
-notpad ++ 5.5 http://sourceforge.net/projects/notepad ... e/download
-Brazilian team solution: http://dl.free.fr/mlyiGBB9A
-Quickbms script by Thief: (see at the top) and the software by luigi auriemma for using it: http://aluigi.altervista.org/quickbms.htm

Now we are ready !

1)Use quickbms and convert landb to .txt
2)use brazilian team solution and convert landb to .txt
3) With notpad ++ version 5.5 (this version and not an other, cause you have textfx plugin on it),
-you open the text created by quick bms and you translat it.
-Once you finish, open it and then open the brazilian version in notpad++
(example, open ui_menu_english-quickbms.txt and ui_menu_english-brazilian team.txt)
Now take a look at the number of lines :
/!\YOU MUST HAVE the same number of lines, for example if you have 165 (for brazilian version) and 178 (for quickbms) That NOT gonna work. Note: Never modify the original Brazilian text, consider it as the original text.

So, first, select all your quickbms text (not the brazilian text) and follow this :
1)Go in textFX --> TextFX tools --> Insert lines numbers
2)Go in textFX --> sort lines case senstives (at column)
3)Go in textFX --> Delete lines numbers or first word
Congralutations, your text is now reverted :D and is readable in the same direction as the brazilian team text file.

Second:
Remove all spaces between lines :
Example :
bigby: [pickup1]blablablabla

bigby: [pickup1]blablablabla

BECOME
bigby: [pickup2]blabablablad
bigby: [pickup2]blabablablad

If you still don't have the correct number of lines, that mean there are "shortcut"

Example from ui_menu_english :
BEFORE
Brazilian version :
Best Value - save on all |remaining episodes !|(Episodes 2-5) and play |them as they become available!

QuickBMS version :
Best Value - save on all remaining episodes !
(Episodes 2-5) and play
them as they become available!

AFTER
Brazilian version :
Best Value - save on all |remaining episodes !|(Episodes 2-5) and play |them as they become available!

QuickBMS version :
Best Value - save on all |remaining episodes !|(Episodes 2-5) and play |them as they become available!


And then you have the same file as the brazilian version except you got the characters names, to delete these names. Press ctrl+F, and go to "overwrite", write for example : "BIGBY: " or "TOAD: " (with the spaces it's important)(WARNING: with "TOAD: " you can have "KIDTOAD: " To delete it, search for "KID")
Now you have the same file as the brazilian, but your translation will be better because you had the text not revert and with the names when you translated it :).

Hope it was clear enough ! :) And remember it's a temporary solution.

Here are the .txt that need to be edited :
env_andersenwoodsmanapt_english
env_businessoffice_english
env_fabletownandersen_cleanup_english
env_fabletownwoodlandbuilding_english
env_faithapartment_english
fabletownandersen_cop_english

And here are the files you can directly translate from brazilian
ui_menu_english
fablespedia_english
ui_credits_english
ui_achievements_english

Have fun :)

Thief1987
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Re: Telltale and Gametap - extract to translate

Post by Thief1987 » Tue Oct 22, 2013 10:07 pm

Code: Select all

log MEMORY_FILE 0 0
get fname FILENAME
string fname + "_MOD"
open FDDE "landb" 0
open FDDE "txt" 1
goto 0x94 
get strings long
goto 0x00
getdstring head 0x8c
putdstring head 0x8c MEMORY_FILE
for i = 0 < strings
getdstring data 0x44
putdstring data 0x44 MEMORY_FILE
#savepos totalblocksizeoffset
get totalblocksize long
savepos TMP 1
getct str string 0x0d 1
strlen str_size str 
#math totalblocksize = str_size
#math totalblocksize + 0x1c
get nameblocksize long
if nameblocksize = 8
math totalblocksize = str_size
math totalblocksize + 0x1c
put totalblocksize long MEMORY_FILE
put nameblocksize long MEMORY_FILE
put 0x00 long MEMORY_FILE
goto TMP 1
get dummy long
else
math totalblocksize = str_size
math totalblocksize + 0x1a
put totalblocksize long MEMORY_FILE
put nameblocksize long MEMORY_FILE
get nameblocksize2 long
put nameblocksize2 long MEMORY_FILE
getdstring name nameblocksize2
putdstring name nameblocksize2 MEMORY_FILE
goto TMP 1
getdstring nametxt nameblocksize2 1
get dummy short 1
endif
get textblocksize long 
getct str2 string 0x0d 1
get dummy byte 1
strlen str_size2 str2
math  textblocksize = str_size2
math  textblocksize + 0x8
put textblocksize long MEMORY_FILE
put str_size2 long MEMORY_FILE
get textblocksize2 long
getdstring oldstr textblocksize2
putdstring str2 str_size2 MEMORY_FILE
next i
savepos endstringoffset
get origsize asize
math origsizeTMP = origsize
math origsize - endstringoffset
getdstring footer origsize 
putdstring footer origsize MEMORY_FILE
get size asize MEMORY_FILE
math origsizeTMP - size
if origsizeTMP >= 0
goto 0x90 MEMORY_FILE
get alltextblocksize long MEMORY_FILE
math alltextblocksize - origsizeTMP
goto 0x90 MEMORY_FILE
put alltextblocksize long MEMORY_FILE
else
math origsizeTMP ^ 0xffffffffffffffff
math  origsizeTMP + 1
goto 0x90 MEMORY_FILE
get alltextblocksize long MEMORY_FILE
math alltextblocksize + origsizeTMP
goto 0x90 MEMORY_FILE
put alltextblocksize long MEMORY_FILE
endif
log fname 0x00 size MEMORY_FILE
This is my script for repack landb, maybe it useful for somebody

tikuf
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Re: Telltale and Gametap - extract to translate

Post by tikuf » Tue Oct 22, 2013 10:48 pm

Thnak you man !
I'll try it ! :)

tikuf
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Re: Telltale and Gametap - extract to translate

Post by tikuf » Wed Oct 23, 2013 11:53 am

Work but gave .mod file, just delete the .mod and it should work.

Thief1987
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Re: Telltale and Gametap - extract to translate

Post by Thief1987 » Thu Oct 24, 2013 9:50 am

If you don't need files with landb_MOD extension, just delete third string of the script "string fname + "_MOD""

survfate
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Re: Telltale and Gametap - extract to translate

Post by survfate » Thu Oct 24, 2013 1:58 pm

Any way to decrypt the .font file to use with Den Em TTG Tool? Last time this worked:
merlinsvk wrote:I don't know why that "key" (or what it is) did not worked, but if you change values to these...

Image

...font will be editable.
(btw that values are from Back To The Future font files)
Thank in advance.

survfate
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Re: Telltale and Gametap - extract to translate

Post by survfate » Sun Oct 27, 2013 3:45 pm

Well, it seem after the way to crack the new file is available, no one visit here anymore... :(

sch0t3
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Re: Telltale and Gametap - extract to translate

Post by sch0t3 » Sun Oct 27, 2013 4:42 pm

German team start the translation...
We are looking for a way to edit the font Files. too.
Hopefully someone comes up with a solution for the font file problem.

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