Theoretically I would be interesting but... why exactly a game which is already available and playable in English on pc and soon on vita? I mean... aren't there enough other more interesting titles... its not as if stein's gate was the ultra mega hit any way... I found the animation pretty boring and lame in the same way as I felt with chaos;head...
I dropped stein's gate animation somewhere in the middle and with chaos head... I skipped most of all "lame" scenes, so there was not much to watch at all XD.
But back on topic...
https://en.wikibooks.org/wiki/PSP/Stein ... ranslation
Initial Efforts
For informational purposes only
I opened the ISO with UMDgen, extracted the Data0.AFS with the AFS explorer, looked out for the .BINs (the scripts) and changed them with a program called sakura (a hex/text editor in japanese), saved, and repacked everything.
Unfortunately, it can be much more complicated than that, since the textbox often has a character limit per dialogue box. This will take some crazy bitbanging haxx to overcome.
I tried translating the game myself (aka opening the ISO and swapping the japanese text with Shourai's translation), but ran into one major problem: the character limit. Every dialogue box accepts only a set amount of characters; the first line of dialogue works fine, but every following line is missing the first few letters (and at some point, the game just crashes). I don't know **** about coding and Google couldn't help me either, so it's pretty much hopeless.
You need to figure out the POINTER and the LIMITER... if the text is in single files for this game, then each address for the text should also be in every files header or shortly after.
The last time I squirmed around with translation stuff was with my own tales of vesperia patch...
Just to give an example of how it works with pointers... (only an example, this was how it worked with vesperia and its skits)
48656164657200000A0021003D000000
004869207468697320697320736F6D65
20746578742E0000416E642074686973
20697320736F6D65206D6F7265207465
78740000416E64206F6E206D6F726521
Header ! =
Hi this is some
text. And this
is some more te
xt And on more!
The very first pointer after the header "
0A" point from its position towards the very first text block which begins with "
486920.... The text then runs up to the zeros "
0000 and the interpreter recognizes that this line ended. It then jumps back to the first pointer, takes the address of the next pointer but this is where it gets hairy... it does not begin to count bytes from this position as it did with the first pointer... it begins to count bytes from the first pointer toward the beginning of the second line which begins with "
416E64. It runs up again to the zeros and then it repeats as before...
Keep in mind... this is only an example taken from vesperia... it could be different with steins gate. But the method how pointer work is the same... only major problem is... if the pointers are hardcoded into the eboot.bin... then its over but I guess they aren't. -_-
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