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Project Diva Extend - Translation (patch 0.4-r2 available)

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Nightsail
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by Nightsail » Tue Sep 04, 2012 8:05 am

Steven wrote:Here
Oh, neat!

It looks like the French PDE patch is out of date, though, considering the other offsets that've been found now. Maybe I should poke that thread once beta 6 is up, and let them know I've done more on the english patch, if that's of any help to them in making the French one? (I'd suspect it's easier to translate between english and French than Japanese and French, but I could be wrong...)

_JK_: Have you been working on translating it to Spanish, or wanting to? Or am I mis-understanding? :)
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by _JK_ » Tue Sep 04, 2012 7:01 pm

Nightsail wrote: But divapatch.prx doesn't get translated, lol... I think you mean that you want a copy of diva2nd#_translation.bin in Spanish?

Where is SonicDX's French copy of the PD2nd# translation file? I'm curious! :)
I'm talking about the options from the loading save data, psp menus and text that appears when I pause the game with the pspgo button XD!, cause when I do it with the SonicDX divapatch.prx version it appears in French
Nightsail wrote: _JK_: Have you been working on translating it to Spanish, or wanting to? Or am I mis-understanding? :)
Yeah,I'm working on it, but my translation is out of date too, there are so many changes and contributions, thanks to you, and a lot of work to do for me XD!
Here's an old video that shows a progress
I want to finish my translation because I have a little of time off right now :D!
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by Nightsail » Tue Sep 04, 2012 11:06 pm

_JK_ wrote:I'm talking about the options from the loading save data, psp menus and text that appears when I pause the game with the pspgo button XD!, cause when I do it with the SonicDX divapatch.prx version it appears in French
Oh! I see! :) (How could I have spaced that out?)

I'm sure it has to just be something simple, a flag or a variable or something, right? (Codestation?)
_JK_ wrote:Yeah,I'm working on it, but my translation is out of date too, there are so many changes and contributions, thanks to you, and a lot of work to do for me XD!
Here's an old video that shows a progress

I want to finish my translation because I have a little of time off right now :D!
Understood! :) Would it be easier for you to translate it from english to Spanish, or Japanese to Spanish? Because I could probably help you with replacing strings from one of those with what you've done for the Spanish patch so far, if you'd like? (I mean -- basically, update your Spanish file, with either English or Japanese strings that it doesn't already have... which I know isn't perfect, but if it makes it any easier for you, it could be good, right?)

And what of the HUD control explanation files? Would you need or like help with those too?

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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by _JK_ » Tue Sep 04, 2012 11:55 pm

In fact, thats what i'm doing, my translation is on based on your updates, so the traduction english-spanish is easy but it's a little tedious, and hard to adapt the strings of text in spanish

Respect of the HUD control explanation files, I'm searching for those too, maybe with luck I can find his function

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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by Nightsail » Wed Sep 05, 2012 3:09 am

_JK_ wrote:In fact, thats what i'm doing, my translation is on based on your updates, so the traduction english-spanish is easy but it's a little tedious, and hard to adapt the strings of text in spanish
That makes a lot of sense. I should probably point out that you'll want to look again at some of the lines that were in english before anyway, especially in Edit mode -- Most of it, I tried putting through online translators to figure out (or at least have english words, even if it didn't make sense) and then tested it, then re-wrote it so it did make sense, once I figured out what it was supposed to say. A good example of that are these lines:

Code: Select all

!x088B77C4 Enter markers in real-time from bar 2
!x088B7884 Enter markers in real-time from bar 2

!x088D1A5C Enter targets in real-time from bar 2
!x088D1B10 Enter targets in real-time from bar 2
Before, they said something about entering "2 targets" or "2 markers" in real-time.

So, a lot of the strings are in english, but that doesn't mean they're all perfect. ;) They're a lot better now, but I think I can make them better still, and that's mostly what I've been doing.

Also, be wary of strings that have (*) on the end, or a number after them or something, like (*)1 because those are lines I'm either not sure of still (haven't been able to test them in-game to make sure they mean what I think they mean, or that they're written correctly) or else I'm trying to figure out which ones appear where, so I can re-write them as a group (like a lot of the strings starting from !x088776EC) So you may want to watch for those. They're not necessarily bad, they're just... still works in progress.
_JK_ wrote:Respect of the HUD control explanation files, I'm searching for those too, maybe with luck I can find his function
Would it help if I took the HUD files, for the control directions, and made a file explaining each of them too? "This is what this one actually means, so here's how I wrote the label for it" basically?

Edit: Attaching my current copy of the translation file again. There's still stuff I want to do before I declare it 0.5 beta 6 yet, though. :)
Attachments
divaext_translation-v0.5b5.5.7z
version 0.5 beta 5.5?
(25.48 KiB) Downloaded 81 times

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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by codestation » Wed Sep 05, 2012 4:24 am

Nightsail wrote:
_JK_ wrote:I'm talking about the options from the loading save data, psp menus and text that appears when I pause the game with the pspgo button XD!, cause when I do it with the SonicDX divapatch.prx version it appears in French
Oh! I see! :) (How could I have spaced that out?)

I'm sure it has to just be something simple, a flag or a variable or something, right? (Codestation?)
Yes, the only thing needed to translate the system messages is to change the instances of PSP_SYSTEMPARAM_LANGUAGE_ENGLISH to your language of preference and recompile the plugin.

About the missing hud icon descriptions, maybe they were discarded and aren't used in the game at all, dunno...
Nightsail wrote:Edit: Attaching my current copy of the translation file again. There's still stuff I want to do before I declare it 0.5 beta 6 yet, though. :)
Nice, i will try to help you and try to release a 0.5 final since i would be too busy until mid october.
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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by Nightsail » Wed Sep 05, 2012 4:55 am

codestation wrote:About the missing hud icon descriptions, maybe they were discarded and aren't used in the game at all, dunno...
Could be. I still haven't found them... I'm not going to worry too much any more, though. If anyone does find them, they'll be obvious, and hopefully we'll hear about it! :)
codestation wrote:
Nightsail wrote:Edit: Attaching my current copy of the translation file again. There's still stuff I want to do before I declare it 0.5 beta 6 yet, though. :)
Nice, i will try to help you and try to release a 0.5 final since i would be too busy until mid october.
Sounds good. I'm mostly still fussing with figuring out what, exactly, gets imported with a PD2 save import, in both cases: on starting a new game, and during a game that's been being played for a while. Different things carry over in the Diva rooms, depending on what you've done to decorate them, it seems like.

Edit: And, as I said in another post, I'm also still fussing with the "this Edit Data uses DLC that's missing here" messages, because those sound... awkwardly-phrased.

I'm still curious as to what font it is that your Gimp is calling "Monospace" because at this point, I'm certain that it's an alias for another font on your system. It's an alias for Bitstream Vera Sans Monospace, on mine -- and if you're running a flavor of Linux, I'm sure the font it aliases to on yours would be free to download somewhere too, like Berkelium, but I'd need to know exactly which one it is, to be able to use it. Still looking into this, but found a workaround for now. :)

Edit 2: Wtf, my translation file was missing line 3041: "# Play records: DIVA room events descriptions" ...IDEK. Oh well. And here, have my _base file too, since I added/rearranged some strings in it to match my translation file again. :) Some lines just were not in a logical place, even if they were in order. Or should I change that back....?

Edit3: I starred !x0887E1A4 and !x08881A34 so I could try figuring out if they appear in different screens, so I can change one to be more appropriate for while it's verifying/displaying a list of missing DLC. You can un-star those if you want; they'll work how they are.

!x089A3650, !x089A3684, and !x089A36B8 are not lines I've seen show up in-game yet. Same goes with !x089A4AB4, !x089A4B0C, !x089A6DD8, !x089A6E20, !x089A7188, or !x089A71A8 (all of them are in the Ad-Hoc section). Some look like error messages I can't get yet (not enough working PSPs with copies of the game to try getting the conditions I think are needed for them -- may be able to test some of them later, with some friends' help.)

Still not sure about some of the Diva Room Event title translations. Those are staying starred for now. :(
And I want to double-check some of the strings about the Friend Profile stuff still.
And some of the "wrong/missing memory stick" error messages.
...but that's mostly it.

Wow, it's really come a long way....

And I would be interested in working on PD and PD2 too, later, if I had more offsets to translate for them. ;)

Edit 4: updating this line: "!x088390D0 purchase in the shop." because the prior version was me fooling around trying to figure out how to phrase it more naturally and balance out the amount of text with the space given for it (because having the text and space not fit each other says "this is not an official translation job" to me, heh)

Also, codestation -- is there a separate flag to set, for the Game Data Installation screens? Because those are still in Japanese, but as they're the all-gray screens, they come across as looking more like PSP-system ones than in-game ones. (Title Screen -> Game Data Install)

And as we had weather last night that killed our power until about 2:45PM today, I stole a few minutes on my cousin's laptop to do a quick-and-sloppy job of differentiating some of the HUD control icons in their pngs, and put those in the game, then went through everywhere I could think to, and capped them. Will be compiling my results into a new text file or something, and attaching it, probably to a new post, later. I'll be sure to include some instances of "this is what the Japanese text originally said" for other languages' translators, like _JK_ and SonicDX, to help give them more to decide on new translations from. The more info one has, the better conclusion they can come to, for what's right for them, right? :)

But, in going through the game, I still didn't find those four pink/red HUD icons. I suspect they actually aren't used after all. I'm starting to wonder what other HUD control directions I might've spent an hour or two picking out the kanji of, that likewise don't even show up in game. :lol: The joke would be on me, right?

Edit 5: Fixed something else; re-uploading the revised (AGAIN) files. Found an odd case when I... 1. import module DLCs, then 2. remove one of those DLC files from the memory stick, 3. try to load the removed module in-game, without re-importing my module DLC from the Options menu first, which would clear it from the list of available Extra modules.

Code: Select all

# DLC modules/songs before importing
!x088F1964 DLC load error.
!x088F18D8 DLC could not be loaded.
!x088F18A8 Please go to Import DLC.
!x088F18E8 This option is available in
!x088F18F4 the main Options menu.
# !x088F1964 and !x088F18A8 are displayed alone when a particular module's file
# is missing, but it was previously imported successfully.
I re-wrote the other bits in the files to match, to make sure the messages are consistent throughout the game. I rather liked my previous phrasing better, but if those first two lines are going to be used interchangeably, and without the last two lines at all, sometimes, then this will at least be less jarring. (and won't overlap the edges of the smaller dialog box.)

Also changed

Code: Select all

# no MP3s in the memory stick's Music folder:
!x0898E41C No songs found.
because I went error-testing in the game after that other error, to try to provoke the game into trying to give me other things I hadn't seen before.

When I start to get happy with how the translation works, clearly the best thing to do is try to break it to get error messages, right? */facepalm*

Also: Figured out the thing with "Background selection"/"Background sel." -- it was the first line for Background and Effects that shows up in the scroll-able menu. The others are in the top bar. Yay small changes, I guess? I put them back to "selection" instead of "sel." Just those first lines, though. :) Should work better now. I think. Re-uploaded my files here again because of that. */perfectionist*

Edit 6: I can't leave well enough alone. Fixed more Edit Item names: Tuna bones is now plural, because the skeleton is more than one bone. "Baton" -> "Conductor baton", "Magic stick" -> "Magic wand", "Stick" -> "Baton", "Ice spoon" -> "Ice cream spoon", mostly. This is just more instance of literal translation, vs localization. I'm tempted to change "Plastic bottle" to "Juice bottle" too, but that one seems kind of... fine, I suppose. Also went through the translation file a while ago to change "stick" to "baton" and am glad I used search & replace, but clicked "replace" myself, rather than telling it "replace all." "Memory Baton," however amusing, would be incorrect. ("New improved Memory Baton! Keeps track of how many times it's thrown, caught, fumbled, and used to hit fellow dancers for being rude!")

Still compiling the HUD control stuff into a file. Mostly, I'm just getting distracted. And kicking myself because I didn't do this while I was working on translating it in the first place.

Edit 7: I'm feeling pretty good about this. :D Deleted my attached files, because I've polished up some more image replacement files, and compiled it all into one zip again. Come and get it! http://www.mediafire.com/download.php?b0aqa2u2drsomiu

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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by RadicalR » Sat Sep 15, 2012 5:15 pm

This is looking most excellent! Please keep up the great work!

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Post by Nightsail » Sun Sep 16, 2012 12:19 pm

Am getting another friend to help me test stuff, and they found a couple other strings which need offsets:

* Have your LAN switch OFF, on the PSP. Go to Ad Hoc -> any option except going back to Home menu. Try doing it. You get this: pic
* Be playing the game with Auto-Save turned on, then take the Memory Stick out. Play a rhythm game, or do something else which would cause the game to auto-save. It gives you this: pic. The line for the "not found" message is 0x08D26FC4; as shown, it doesn't use tab+1 for the TM, but I'm having them try with an actual ™ in that line next. But look at the bottom -- 戻る still needs an offset. That screen is followed immediately by this one and then [url=http://imageshack.us/a/img838/5983/autosaveerror3.jpg]this one[/u] with text that needs offsets too.
* Still need the offsets for the system-type Game Data Installation screens (Title Screen -> Game Data Install) -- a lot of them are in a previous post in this thread; I can link to the pics themselves if you want? I'm pretty sure I didn't get caps of all of it, though, as I didn't let it finish installing the game's data to my memory card.

My PSP's drive is broken and can't recognize UMDs, so I have to play PDE as an ISO, which means I can't test for some things myself. Still not sure where my junked PSP 1k is which does have a working disc drive, so I'm asking here if anyone can test the following situations for me, and, like that other friend of mine did, get me pictures of the results of doing so, or at least report back what it said?

Situations:
1. Have a game that'll auto-save... then switch memory cards to one without a savegame on it, and do something to make it try auto-saving (like playing a rhythm game.)
2. like 1, but switch to a memory card that already has a savegame in the slot that your auto-saving game uses on the first card? (if I'm right, the game should complain about it being a different memory stick, and "data already present" but I'd like to know for sure, and see this message in use so I can re-write it.)
3. Try using a Memory Stick that has the little sliding bit of plastic on the bottom, so that you can lock it... and then try locking it and then having it auto-save to it again.
4. Like 3, but lock it just before trying to save...
- a. manually, from the Home menu?
- b. your Edit data, in Edit mode?
- c. a duplicate Edit Data, in Edit mode's data-management options?
- d. a music playlist, in the Diva Room's music box mode?
- e. a PV playlist, in the Diva Room's PV playlist mode?
- f. after starting a new game without importing PD2 data, save it and enable auto-save, then lock it at the Home menu, and import the PD2 save through the Options menu?
- h. in Ad Hoc mode, before transferring profiles or Edit Data to the other PSP?
- g. anywhere else I might've missed?

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Re: Project Diva Extend - Translation (patch 0.4-r2 availabl

Post by codestation » Mon Sep 17, 2012 12:13 am

Nightsail wrote: Edit 2: Wtf, my translation file was missing line 3041: "# Play records: DIVA room events descriptions" ...IDEK. Oh well. And here, have my _base file too, since I added/rearranged some strings in it to match my translation file again. :) Some lines just were not in a logical place, even if they were in order. Or should I change that back....?
Doesn't matter that much since they are comments, i just add these as some sort of bookmark so i can go back later.
Nightsail wrote: Edit3: I starred !x0887E1A4 and !x08881A34 so I could try figuring out if they appear in different screens, so I can change one to be more appropriate for while it's verifying/displaying a list of missing DLC. You can un-star those if you want; they'll work how they are.
OK, i will do it if you haven't already.
Nightsail wrote: !x089A3650, !x089A3684, and !x089A36B8 are not lines I've seen show up in-game yet. Same goes with !x089A4AB4, !x089A4B0C, !x089A6DD8, !x089A6E20, !x089A7188, or !x089A71A8 (all of them are in the Ad-Hoc section). Some look like error messages I can't get yet (not enough working PSPs with copies of the game to try getting the conditions I think are needed for them -- may be able to test some of them later, with some friends' help.)
Gonna re-check the offsets to make sure that they are right.
Nightsail wrote: Also, codestation -- is there a separate flag to set, for the Game Data Installation screens? Because those are still in Japanese, but as they're the all-gray screens, they come across as looking more like PSP-system ones than in-game ones. (Title Screen -> Game Data Install)
Can you make screenshots for these?
Nightsail wrote: Also: Figured out the thing with "Background selection"/"Background sel." -- it was the first line for Background and Effects that shows up in the scroll-able menu. The others are in the top bar. Yay small changes, I guess? I put them back to "selection" instead of "sel." Just those first lines, though. :) Should work better now. I think. Re-uploaded my files here again because of that. */perfectionist*
Nice :D
Nightsail wrote: Edit 7: I'm feeling pretty good about this. :D Deleted my attached files, because I've polished up some more image replacement files, and compiled it all into one zip again. Come and get it! http://www.mediafire.com/download.php?b0aqa2u2drsomiu
OK, i will use this one to sync with my files.
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