#Read/Edit Game Subtitles

1 messages · Page 1 of 1 (latest)

worthy ferry
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Read/Edit Game Subtitles

strong panther
woeful drift
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Very interested in this. I think the issue so far is that we can't remux the files very well? What's stopping us?

strong panther
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Would it change the end result?

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Do we know what the subtitle timing is tied to? The audio or the subtitles themselves?

woeful drift
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I believe it'd be tied to demo, snice you can desync audio.

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And the subs wait for the demo

primal briar
quaint veldt
tropic yarrow
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saving it doesnt work

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tried adding my language in

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and i cant open the sdt again lol

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weird

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thats even more weird

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nope

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huh

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gotta redownload the game and back up the sdt files then

restive bison
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@worthy ferry Surtout dans MGS 2, on en a des perles...

tropic yarrow
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Wait where are the codex files stored

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Lol

restive bison
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Si tu as besoin d'une traduction au plus proche, hésite pas à me mp

tropic yarrow
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Lemme see if the game's fonts accept my language

strong panther
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Tu vas corriger "Gorge Sears" dans MGS2 ?

restive bison
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C'était George dans la version PS2

strong panther
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Oui c'est une des typos qui est apparu dans la HD Collection

restive bison
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Donc il faudrait upscale et intervertir dans le pire des cas

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Ah bah, je suis un fan de MGS depuis le premier jour, j'ai des tas de trucs

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La bonne ou mauvaise nouvelle, c'est selon, c'est qu'il y a le même genre d'erreur sur les opus PSP MPO, MGA 1 et 2

strong panther
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How did you get around this error? Which .sdt files is this thing supposed to open?

restive bison
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@worthy ferry between Otacon and Snake during the first dialogues

woeful drift
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Is there a version of this for PS2?

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From what I recall, it used MTAF format, and MGS4 used MTAF2 for audio streams.

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Gosh diggity dang it. I had some hope since that software's a bit old.

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Must've been meant for the HD version.

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Thank you.

tropic yarrow
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ok this program is somewhat unusable

tropic yarrow
# tropic yarrow

when i open the same sdt again, it just has this error, the sdt not being opened in another program whatsoever

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hope it will be fixed

restive bison
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@worthy ferry tu as accès aux sous titres des dialogues (hors Codec)?

restive bison
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Tu as le type de fichier ?

restive bison
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Ok, je check un de mes programmes ce soir

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J'ai check le mien gère le .srt

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Donc c'est mort

quaint veldt
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but there is no text there

untold magnet
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Very late but just seeing this now; the subtitles and voices are bundled together, so it's not nearly as simple as just putting the JP files in the US folder

quaint veldt
untold magnet
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PS2 doesn't use .sdt; the files that are in the HD Collection sdt containers are just separate on PS2

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This is in MGS3 PS2's vox.dat for example

untold magnet
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It'd be a lot but if there are a few people splitting the work up then it's not totally impossible or anything

wanton vortex
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Any possibility of adding Spanish subtitles to the English version to mgs1?

untold magnet
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MG1 or MGS1?

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They're two very different games

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Ah

wanton vortex
strong panther
untold magnet
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I think a couple years back there was a PT-BR sub mod for MGS1, so if you contact the team behind that you could probably learn how they did it and then work from that

untold magnet
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So maybe we could ask them?

strong panther
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I don't know if they are on this server

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I'll send them a message on NexusMods

quaint veldt
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some sdt files are not sdt files. This is gcx. Example: \fr\codec\_bp

quaint veldt
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it does not process it correctly, so the chance that the game will not start or crash is approximately 80%

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what?

quaint veldt
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rm1e032_01.sdt file, only audio

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  1. sdt files
  2. sdt files in codec folder
  3. gcx files
    2 and 3 same file formats
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all=)

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gcx files seem to be more hard

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but each file is different, I haven't seen the logic yet

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I don't think

sterile nexus
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I wanted to ask if you guys have seen if the subtitle files (only the text) is replaceable, as it might be useful in properly revamping the UI in higher res

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yea I know of this, I was already remaking some UI text and icons

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but I haven't seen anything for the subtitles

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hm I see

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so for now there hasn't been a "font" image file found (like other UI elements) yet for subs?

sterile nexus
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this is edited higher res version for 1080p

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yea, for example this is the file for the SNAKE that appears in the health bar

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just an image with the text on it, it's not actual text

quaint veldt
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What do you mean?

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this is due to the fact that the developers, even during the port to PS3, could not find the exact file data, their names and formats

primal briar
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so if you want to translate the game, you have to make your own font image file?

quaint veldt
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we tried, at some point the game broke

sterile nexus
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yea, if you want to edit those you have to edit the image file

sterile nexus
woeful drift
woeful drift
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I'm just happy we're getting somewhere. My fear was that each file would point to a hex address where the text started, and if you overran the line (like might be possible converting info-dense kanji into english) the next textbox would get bled into.

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But if this just worked, there's hope.

sterile nexus
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lol

woeful drift
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Unless the HD edition specifically swapped text for JPEGs in some instances, which is a worst practice when it comes to game design because translation of text assets is way easier, then it'll probably've been the same.

woeful drift
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Still thirsty for this btw

tropic yarrow
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yep

strong panther
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What can we do with this?

quaint veldt
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does not work

hasty ether
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i couldn't get it working with any tool so far, kmu

sterile nexus
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reposting Giza's tool for this #modding-general message

primal briar
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so you can create the font you like and edit subtitles? That apply other languages too?

hasty ether
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so checksums seem to be the main issue in compiling pretty much everything

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i have as much hex knowledge as the next guy so count me out on that one

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i just code beep boops

strong panther
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We wouldn't need to change the font to change the subtitles anyway

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These are two different things

quaint veldt
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It's not that difficult to do. It just doesn't make sense

quaint veldt
quaint veldt
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import text to .gcx
usage: _gcx_import.exe file_gcx
csv file with the same gcx file name
a new folder is created new_files where the updated files will be

quaint veldt
quaint veldt
woeful drift
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What are we using to get to the GCX files? I forgot it was only the PC version of MGS2 where getting to them was relatively easy.

woeful drift
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Can't convert back to GCX

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Therefore can't test if my changes are making a difference.

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But the fact I'm getting something readable is already outstanding.

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Notes: There's a lot of "PS2 memory card" crap in here, as well as there being no English GCX folder.

restive bison
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Japanese should be the main source

woeful drift
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At the very least, MGS2 was based on the english version just with the Radio timings.

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When guards report crap on the radio, they wait the time of an English voice line, rather than a Japanese one.

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So alerts will start 1 second after they've stopped speaking sometimes.

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That said, it could be JP Substance version, which had english voice lines anyway.

quaint veldt
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if send me files, I'll check it

woeful drift
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I was doing it for MGS3.

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Trying to upload file, it's failing

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Couldn't share through Discord

quaint veldt
woeful drift
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I see. No idea what's up there. I'll try again tomorrow.

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Assume user error.

quaint veldt
woeful drift
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II've only changed the lines along the difficulty selection. I drag and drop it into gcx_import_-Copy.exe and it doesn't seem to do anything. There's no change in filesize, and if I re-export it, it still has the unmodified text.

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Forgive me if I'm being daft.

quaint veldt
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it does not update the file, but creates a new one in the new_files folder

woeful drift
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Within the same folder?
Folder doesn't appear, and I tried even making a folder called "new_files" and nothing appears within it. Maybe it's because I'm messing with it in the game files folder itself, and it's struggling to deal with the length of that address.

quaint veldt
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strange, but it works for me

woeful drift
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Win10.

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I wonder what it could be. Shame because I was kinda excited to start translating lines.

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The file I posted, can you convert it back? Or did I bugger up the formatting somehow, and it isn't accepting it.

quaint veldt
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ou

quaint veldt
quaint veldt
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Is it possible to see your gсx file and how you run the program? _gcx_import.exe scenerio_stage_title.gcx?

woeful drift
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JP

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Sorry I'm caught doing a few things at once. I'll put some time aside later. Thanks for trying to help my daft arse.

woeful drift
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This is the JP scenario_stage_title

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MGS3\assets\gcx\jp_bp

quaint veldt
woeful drift
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Interesting error.

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I was modifying it with notepad, am I losing some metadata?

quaint veldt
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man)

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_gcx_import.exe scenerio_stage_title.gcx

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gcx file. no csv

woeful drift
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Ah roger.

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Ah right. Yeah that worked.

quaint veldt
woeful drift
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Can you explain exactly how it works on the user end? If I put a GCX file in and get a GCX file out, how am I going to modify the text data?

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Does it reference the CSV file as it's modifying the GCX?

woeful drift
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Beautiful.

quaint veldt
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it search for the same file name, but only in csv

woeful drift
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Cookin' with gas.

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Fucking sweet.

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Thank you.,

quaint veldt
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but I don't know if these files have size restrictions

woeful drift
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It seems extremely modular. I'm also curious, because the GCX files reference PS2 memory cards and such, ifi there's an automated replacement system of certain key phrases.

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Same as button prompts.

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Also, "gcx_ex *.gcx" isn't working to automate the conversion on the command line.

MGS3 .gcx Export by Giza(tr1ton)
Traceback (most recent call last):
File "_gcx_ex.py", line 60, in <module>
File "_gcx_ex.py", line 13, in main
OSError: [Errno 22] Invalid argument: '
.gcx'
[16116] Failed to execute script '_gcx_ex' due to unhandled exception!

woeful drift
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Good. I didn't do something wrong. Again, thank you.

quaint veldt
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yes

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don't work)

woeful drift
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Got a better command for it?

quaint veldt
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create a bat file😀

woeful drift
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Worked! Fantastic.

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Also holo best girl

woeful drift
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Starting with the main menu to get to grips with the process.

blazing jasper
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so...

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which files hold the english and japanese subs?

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I'm going to try swaping them

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I want to play the JP version of the game

sterile nexus
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I believe latin and japanese characters are contained within the exe of the game

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might be wrong

blazing jasper
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The problem I'm having is that I can get the jp audio to work replacing all the sdt files

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But in cutscenes the subs don't work after doing that

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And also the plane title sequence has black squares instead of the text

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Some codecs start but without text also, but that's minor

woeful drift
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You can work that out. There's a lot of text to modify here. I haven't run into any cutscene text in the gcx files yet, but it's a slowgoing process anyway.

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I'm just scratching at what I find.

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So, a good stopgap would be getting the dubtitles working.

quaint veldt
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you don't need to transfer Japanese to English, but English to Japanese

blazing jasper
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but yeah

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technically it should be better, but I can't find files for the english text, I think he might be right and it's inside the .exe

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I also tried Spanish files to JP and it just crashed

quaint veldt
woeful drift
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Hey @quaint veldt
Run into my first major issue.
I'm getting a bunch of mojibake when I edit scenario_stage_r_sna01.gcx which holds all the weapon item information.

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To debug, I'm currently testing just exporting and importing it without modification.

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Yeah same old.

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Straight export->import result

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No text.

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Again, thanks for making the tools. Don't want to seem like I'm ungrateful.

quaint veldt
woeful drift
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That's the suspicion.

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Sorry for being the edge case. On the plus side, whilst the GCX scripts do have duplicate data in each of them, it doesn't seem like the game is re-reading each file, at least in this version. There is just one file that will hold all the data for the weapons, all the text for how tasty food is, etc.

quaint veldt
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I tried import a random Japanese file

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this its ok

quaint veldt
woeful drift
quaint veldt
woeful drift
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Roger

quaint veldt
# woeful drift

broken file. you apparently imported into one file 2 times

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but it still shouldn't have broken. Is there really a limit on file size?

woeful drift
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I didn't import it twice this time, and I still get the same issue.

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If there were that'd be worrying. English is a lot less information dense than Japanese.

quaint veldt
quaint veldt
# woeful drift

I can’t say anything for sure right now. But it seems really the file size.
I don't have time to test it myself right now. Could you replace all the texts with ABC and check? so that the output file is smaller than it is now

woeful drift
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Sure. Gimme a hot minute.

woeful drift
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Entire file's replaced with nothing but ABC linebreak ABC. Still corrupt.

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Does that rule out filesize?

quaint veldt
woeful drift
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True. It's still 130KB

quaint veldt
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OK. I'll check it myself one of these days.

quaint veldt
quaint veldt
quaint veldt
woeful drift
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Same error.

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Again, Japanese version of MGS3.

woeful drift
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I'm not in a rush, so don't worry.

quaint veldt
woeful drift
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There ya go

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First one is the debug debug save.

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Very useful for translating.

quaint veldt
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This file is not fully loaded by the game. Therefore, changes made at the end are simply not loaded. I'll try to figure it out

woeful drift
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The final lines are dedicated to the CODEC and none of them are used.

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The corruption didn't corrupt those. They were names of radio contacts.

quaint veldt
woeful drift
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Ahhhh so that's how you do it. Append and replace pointers.

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Cool.

quaint veldt
woeful drift
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I see. Still impressive.
I wonder why there's so many duplicate texts on every stage, too. Is it possible the HD or MC ver loads text differently from PS2?

quaint veldt
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I understand

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the developers forcibly truncated this file. because there is some code there, the game crashes due to this code.

woeful drift
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Uh oh.

quaint veldt
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Now I started to understand better how it works. We'll have to reconsider the packaging format

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I think I'll do it in a couple of days

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during the week

woeful drift
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Thank you. Does this make the translation files I've made so far redundent?

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Another concern I had, was how applicable these GCX files are to being used on the PS2 version. Based on what you've said, I can't imagine why not, but you might know better.

blazing jasper
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how useful could it be this

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a friend has the Ps3 version of the games

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and I think he can give me the audio files, those should be higher quality right?

untold magnet
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PS3 audio files don't work on Master Collection

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Not yet, anyway

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Xbox 360 may work but we'd need a way to export the .xbarc archives while preserving filenames

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Yeah. Without the filenames the files are a bit useless unless we can figure out what order they're packaged in and can automate renaming them

blazing jasper
untold magnet
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It's from a console release of Master Collection

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It's less fucky than the PC audio but still not as good as PS2 or HD Collection

blazing jasper
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oh shit you're right

quaint veldt
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I'm not very good at mathematics, so it's always difficult for me when I have to come up with all sorts of calculations.

woeful drift
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On it, now.

woeful drift
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This is what happens if I just run the program without any commandline argument.

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I re-exported everything, too. So it can't be me trying to import over an old file this time.

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It did not produce a new GCX file.

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@quaint veldt Sorry. More issues.

quaint veldt
woeful drift
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Only change I did.

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UTF-8 supports English, so I shouldn't need to start typing like this.

quaint veldt
woeful drift
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Ther'y're.

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Are you also having an issue trying to import it?

quaint veldt
woeful drift
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Thank you.

quaint veldt
# woeful drift Thank you.

no. I downloaded your file again and opened it with another program. The encoding in your file has been changed.

woeful drift
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Huh?

quaint veldt
woeful drift
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I see. Maybe it's because I tried switching to notepad++ instead of just notepad.

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But I don't see why notepad++ would do that.

quaint veldt
woeful drift
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Alright this time I even used Notepad

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Wait. Might've sorted it.

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Fucking sweet.

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Thanks Giza.

woeful drift
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Whilst editing I found some interesting trivia.
The JP version has item descriptions for for Live Captured Indian Gavial and Makhor.

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Whether that was an automated inclusion or a cut feature, you decide.

woeful drift
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Almost done with the items, just cleaning one-or-two things up.

woeful drift
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Cardboard Box D has unused text in the Japanese version. II was kind of baffled because it was gramatically inaccurate.

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ダンボール箱D
ダンボール製の箱。
装備するとかぶる。
箱の側面に即席ラーメンと書いてあるが没?

Cardboard Box D
A Box made of Cardboard
Equip to wear.
Instant Ramen is written on the side (this rejected?)

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Cardboard Box D was originally going to be a box for Instant Ramen. It appears there's a note from a developer asking if this box was rejected or removed, hastily written.

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Now it's just a ghost box in the game data without any textures but still forces crouched boxwalking.

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I've translated it as such anyway, because I'm trying to maintain the idiosyncratic way some of this shit is written. It's not my job to fix errors.

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Good luck to any modder who wants to add those textures back in.

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Infinite Ammo bandana also has a description, with some redundent wording, and it's not typeset for the box.

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無限バンダナ
∞という形のマークが縫い込まれたバンダナ。
装備すると装着する。

Infinite Bandana
Bandana with the form of a ∞ sewn into it.
Equip to put on.

woeful drift
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Japanese Version Item Name Translation

Replace like-named file at:
\MGS3\assets\gcx\jp\_bp\
Make a backup of your original scenario_stage_r_sna01.gcx before replacing. You do not need to download the .CSV file, it's only here in case I die and someone wants to correct my work. Criticism is appreciated, so long as it's kept in mind that I'm also translating mistakes.

This file contains all item names and descriptions translated from scratch.
This includes all potentially capturable animals, dead or alive. Some item names by differ slightly from the official release for authenticity's sake.

This also includes those for unused items, items inaccessible due to MGO and Ape Escape being removed from the HD Collection, and Monkey Mask which was further removed in the Master Collection.
Naturally, as I can't access those modes, I can't test to ensure the text aligns correctly in the item box, but I translated them for posterity's sake.

Where engrish is used, or idiosyncrasies/hideosyncrasies rear their head, I've attempted to maintain them. I've done as little correction as possible, for better or worse.
Some item descriptions could not keep the visual spacing of the Japanese for obvious reasons.
Some item descriptions required abbreviation to fit, and in those cases, I tried to abridge.
For instance,

"成人男性向けグラビア雑誌"
Literally
"Gravure Magazine intended for Adult Men"
Due to window space, this became
"Gravure Magazine for Adult Men"

There are no codec, cutscene, menu or pause-menu translations in this file.

Potential issues:
I don't know if the formatting will work for the PS2 versions of MGS3.
The Japanese version doesn't explain the Xbox360/Master Collection's controls, which lack pressure sensitivity. Such as L3 to prime assault rifles. Once again, all item descriptions are translated as-is, including errors.
For some reason, the game doesn't automatically replace O with X in the Japanese version sometimes, especially for item descriptions.

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Since it'll never get seen in-game, here's the literal translation for the EZGun variant from the Ape Escape minigame.

"SARU-GUN-SHAKE
Special SARU Stun Gun
Hold #{、weapon}# to prime, release to fire.
When equipped, imparts joyous feelings
of wanting to play Saru Gecchu."

woeful drift
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Anyone know which GCX files contain the guard utterances and cutscene subtitles? If any.
I was going to take a crack at figuring out the screen formatting/character restrictions and think about it for a little bit.

quaint veldt
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and codec fr\codec\_bp\*.sdt, but this gcx files

woeful drift
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Thank you very much. I'll peak at that in the morning.

blazing jasper
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Is there any other english text files for the japanese version I should also be using?

woeful drift
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I've only released one file so far, and it only translates the item descriptions. But if you'd like to test to make sure everything's typeset correctly, that'd be nice.
I unfortunately have to deal with a larger font than the actual english version, so I doubt anything could be a drag/drop replacement even if that were possible.

woeful drift
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Ohhhh boy it desn't like it

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Devoured my RAM.

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Works perfectly for CODEC though.

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Scratch that. It memory leaked on one of the CODEC files.

quaint veldt
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LiquidGear.exe -h

amber moss
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Is it possible to translate the game to new languages?

quaint veldt
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why not?

amber moss
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How to convert csv back to gcx? I want to try to see if its possible

quaint veldt
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soft.exe name.gcx

woeful drift
woeful drift
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Hmmmm.

quaint veldt
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Apparently the program was not tested on Japanese text

woeful drift
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Hahahaha. Damn. Who do I bother about this one?

quaint veldt
woeful drift
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What about when I re-import it?

quaint veldt
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it simply turns unknown data into hex code, instead of converting to utf-8

woeful drift
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I see. Interesting.

quaint veldt
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this can be fixed. I'll see when I have time.

woeful drift
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Thank you.

quaint veldt
# woeful drift Thank you.

But I don't think it works correctly. I noticed two texts in the file. One is just text, the second seems to be specifically for output in the game and there is a completely different incomprehensible encoding. Most likely an offset is used.
and there are some \0xEE\0x80\0x80 in the text, I don’t know whether they are needed or not. I just don't understand what it is.

woeful drift
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My experience is that, yeah. There's some random garbage behind punctuation marks.

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The Japanese also has some code for Rubi, where regular text has additional text above it. usually this has two non-standard characters, then like, (ID , identification) or something along those lines.

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This bit here.

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#\0xEE\0x80\0x81(Caught\0xEE\0x80\0x80, captured\0xEE\0x80\0x80)
Sometimes the garbage characters are also button icons.
That's pretty much perfect to me.

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Thank you, Giza.

woeful drift
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My process:

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Pressed "Open"
Selected "MGS3/jp/codec/_bp/cardboard_t_ms_1.sdt"
Modified the text on 0x00000657 through 0x00000A6B
Pressed "Save"

Error occurred.

quaint veldt
woeful drift
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I didn't use this text. I changed lines 657-A6B by hand, using the new program.

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But I copy/pasted from this.

quaint veldt
woeful drift
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I tried putting it into the game and it didn't work.

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Double check to make sure I'm not stupid.

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The file you provided did indeed have the text in it.

quaint veldt
woeful drift
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Nope.

quaint veldt
woeful drift
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Only Japanese.

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This is a screenshot of the conversation.

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Should be "I'm hiding in a cardboard box."

quaint veldt
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it means the file is not the same

woeful drift
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Incorrect file.

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Hmm,.

quaint veldt
woeful drift
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Yeah.

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It surely is the correct conversation, though. I can guarantee that.

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If you put it in your game, does it work?

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Yeah I don't think the game's loading these files? Or the offsets/pointers put in aren't working?

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I just tried with the instant noodle dialogue, too.

quaint veldt
woeful drift
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Do I need to install a newer version of some runtime package?

quaint veldt
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I don't know

quaint veldt
woeful drift
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That's the first cutscene from Operation Snake Eater.

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It looks like you're on Win11. Not that that matters.

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I tried restarting my computer and running it as administrator.

quaint veldt
quaint veldt
woeful drift
#

Already installed.

quaint veldt
woeful drift
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Looks like the same message.

quaint veldt
woeful drift
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You mean Open and Save? With no editing?

quaint veldt
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I mean import txt file. But your option will also work. works?

woeful drift
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Exporting works. Importing works. Saving afterwards does not.

quaint veldt
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Perhaps it's either in Windows itself or in the system language.
but try to do it through the console

woeful drift
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Doesn't look like much happened. Did I do it wrong?

#

It just opened the liquidgear GUI.

quaint veldt
#

LiquidGear.exe -e folder_where_the_files_*.sdt_are_located

woeful drift
#

Am I being stupid?

quaint veldt
woeful drift
#

Hahahahahaha

quaint veldt
quaint veldt
woeful drift
#

AH

quaint veldt
#

It's also possible that it's a windows bug.

woeful drift
#

But if I change my locale back to English, how will I play my lewd visual novels?

#

I'll try on a different computer tomorrow...

#

Thanks for trying to help me, Giza. Sorry for bothering you.

quaint veldt
#

A friend of mine had a bug; for some reason my programs weren’t working properly for him. Especially when it came to editing files. And we found out that there was something wrong with his system. When we tested the files that he changed with the program, there was a completely different encoding than what the program should do.

woeful drift
#

Now that you mention it, whenever I do get this error message, the file becomes 1KB large.

quaint veldt
#

but the one written in Python worked fine

woeful drift
#

Hmmm.

#

Python one works fine for me, too. Just, I was translating the wrong files it seems like.

quaint veldt
#

Maybe when I have time I'll try to change the code to Python.

woeful drift
#

That'd be really convenient. But if you change your mind, I can always steal someone else's computer.

woeful drift
#

Since I still can't compile these SDT files, if someone wants, apply text translation to the Japanese v020_010_p0.sdt

#

So nobody has to download the entire JP version just for this.
If I could also see the resultant file, that'd just be swell.

woeful drift
#

There was a missing [texto] and a missing [/texto]
Sorry about that.
Pretty astounded this works so flawlessly. Just gotta figure out a decent way of typesetting the subtitles.

#

Also, do you know why there's two identical scripts in this cutscene?
One replaces arabic numbers with Japanese numbers.
Like "10分" became "十分"

quaint veldt
#

we would know this if we completely parsed the script filesmgnYPG

woeful drift
static iris
#

Hello^^ I would like to edit subtitles when The Boss was in Groznyj Grad with Ocelot and Eva do that hidden gesture to Ocelot. It's possible to edit it correctly actually or this need a time?

woeful drift
#

So far it's only possible to modify existing subtitles.

#

You can't simply add them in. There has to be a line that already exists.

static iris
#

yeah I mean, there is a mistake with a word and I thought to fix it but I don't know how

#

it's in the line

woeful drift
#

What's the mistake?

static iris
#

a word who say The Boss

#

I'm going to search it but it's a mistake in spanish language

static iris
woeful drift
#

I don't know where the Spanish cutscene files are. Let me look around the files.

static iris
#

okay thank u

woeful drift
#

\MGS3\us\demo\_bp

#

It looks like it contains the EU 5 lanugages.

quaint veldt
woeful drift
woeful drift
# static iris okay thank u

\MGS3\us\demo\_bp

You'll find them there, all 5 languages are in one. I can't help you identify the exact cutscenes, though, so you might have to try your luck. They're in-order though.

#

Start with V for Virtuous, M for Snake Eater.

static iris
#

Okay thank u very much! I'm going to see the files meticulously

quaint veldt
woeful drift
quaint veldt
#

I don't know=)

woeful drift
#

Hehehe

woeful drift
#

You were 100% right.

#

Thank you, Giza.

static iris
#

I found it!!

woeful drift
#

Nice.

woeful drift
# static iris I found it!!

Stupid question, but did you find the "After the end of WW2" line? It should be subtitled in all languages but English.

static iris
#

I found it in m260_050_p050.sdt

#

idk if before or after, I'm going to see it to curiosity

woeful drift
#

Ah you found the Granin death cutscene.

static iris
#

specifically here

static iris
woeful drift
#

You could if it pleased you. I'm working on subbing the JP in english personally.

static iris
#

Okay^^ when you get it, we can collect them all and separate them for different files deppending language. I wanted to upload it in spanish language but I think it's better to have a complete version

woeful drift
#

Are there any grammatical errors in other languages?

static iris
#

Good question... I don't think so but I'll investigate it while

untold magnet
#

@woeful drift are you doing a completely new translation or using the original translation and just retranslating the parts that need it?

woeful drift
#

100%. It's a bit of a personal interest.

untold magnet
#

Based. Looking forward to it

woeful drift
#

Thank Giza for putting up with me on my quest.

static iris
#

Hello! I have a doubt.. why there are some phrases repeated? for example in m260_050_p049.sdt: "Boss..." and "How..." both they are repeated 5 times

woeful drift
#

I don't know yet. There's occasionally unused data left in the Japanese text too. The first cutscene has two versions which change Arabic numbers to Japanese, and the "Commencing Virtuous Mission" cutscene has JP and EN text.

#

It seems like there's leftover text from development for testing purposes.

#

In the English Dub versions case, it could be because of the multi-5 subtitles. The "US" version is actually the EU version, and you're seeing 5 identical subtitles for the same line.

#

The line "Boss..." would be the same in Italian, Spanish, French or English.

static iris
#

yeah althought it's weird

woeful drift
#

Seems wasteful, yeah.

#

But easy to develop for.

woeful drift
#

These are a texture mod?

static iris
#

Hmm idk... I think they lowered the opacity to the minimum

woeful drift
#

I see. I was hoping there was some easy way to redo these title cards.

#

Because the presentation of English Subtiles with Japanese Titlecards is off-kilter.

#

Still at it, anyway.

untold magnet
#

The title cards are textures, yeah

#

So you could just make new ones by modifying the textures

woeful drift
#

If you overrun the default texture size, does it cut off?

#

Or does it squish?

untold magnet
#

Good question, I dunno lol

#

I know that upscaling them made them not appear at all, but I wonder if that has to do with how upscaling it effected the transparency or something. I was gonna mess around with it but I've been travelling so I haven't been able to

#

I'm sure you could fit them all anyway, you just might have to make the text smaller

woeful drift
#

I've not modified any textures for the game, yet, so I wouldn't know where to start. Nevermind finding the correct ones.

untold magnet
#

Or wait, that might have only been for the title cards for areas. The credit ones might be different

woeful drift
#

Wait, the AREA titlecards are Textures, too?

#

Bugger me.

blazing jasper
woeful drift
#

Direct translation from the Japanese.

static iris
#

I have a curious question, are there some difference between japanese version and others or are they the same?

woeful drift
#

The voice actors.

#

On PS2 there are version differences, mostly down to build time. The bluepoint version is standardised.
As far as the scripts go, the Japanese benefits from rubi to introduce more word play.

#

Japanese has this thing called Rubi, the overtitling on certain words. It's generally used in Kid's shows to explain how you pronounce the hard Kanji. In KCEJ's case, it was to explain english words so they could make daft wordplay.

#

Better voice acting, too, but people will kill me if I say that too loud.

static iris
#

hahaha ahh okay I understand thank u!

hoary isle
#

hi how to select text from the game MGS 1? I extracted alldatabin here using MArchiveBatchTool-win-x64, so I have access to the files...

woeful drift
#

The textures have EN voice actor names.

shy aspen
#

u r trying to make the japanese version say the english names instead?

woeful drift
#

No, if anything JP actor names. It's not a primary concern right now. All someone needs to do is identify the textures

hasty ether
#

along with the guy that wanted to remove the blur from the subtitles on the intro

woeful drift
#

The subtitle blur seems like a proper bug. But I use letterboxing anyway.

hasty ether
#

it's intentional

woeful drift
#

Ah, I see. A "Feature."

#

This release has brought a new meaning to feature creep.

hasty ether
#

but it's always been there 🥹

woeful drift
#

If you hack away the letterboxing, yeah. It's unintentional behaviour of the code brought about by changes. Same with the 60fps physics.

#

It's harder to role over things.

hasty ether
#

🥹

#

i don't see why is it so hard to understand it's meant to simulate freefalling but alright man

woeful drift
#

I don't get that. I don't tend to have text flying at me when I'm free falling or much else. And his mask would protect his eyes.
The effect is there for a lot of things. It's a cheap render-to-texture effect, MGS2 has similar issues underwater.

#

And I'm not trying to argue. Sorry if I come off like a dick.

untold magnet
#

@woeful drift they don't break at higher resolutions (this is scaled 2x and replaced with the English romanization) so I assume running them wider shouldn't break anything either

woeful drift
#

@untold magnet Yo did you mod that texture in yourself? Where do I get that?

untold magnet
#

Yeah I did it myself

#

I used this

#

Textures for both US and JP are in /textures/flatlist/_win

woeful drift
#

How do I know which texture's which?

#

Anyone listed them out yet?

#

Or am I just gonna guess?

#

Or go through all of them I guess.

woeful drift
untold magnet
#

Here's the Photoshop document for reference

#

The game stretches the textures which is why the text has to be horizontally compressed like that to not look weird

woeful drift
#

Aaahhhhh.

#

Weird. It's not like it's a side effect of the 16:9.

#

I'm not too great with photoshop. Actually, if you're not interested in doing it Brendo, I know a dude who might be pretty good with it.

untold magnet
#

I could do it, I don't mind

#

The main thing is finding all the right textures and you'd need to translate the ones I can't read

#

With the opening credits we could probably just use the actual English ones for most of it

woeful drift
#

That'd be ideal. I hope they'd fit properly. But I guess it doesn't matter based on what you've said.

#

I'll get to work on browsing the JP titlecards and noting the filename/translation tomorrow or something. It's like 4am.

#

If we can figure out a decent way to credit ourselves that isn't too intrusive, that'd be cool too. Since there's names piling up for this, now.

woeful drift
#

I'm gonna continue editing this. Didn't meann to press enter. But if they're for the Snake Eater opening you don't need to do anything, since it's multilingual by default anyway. I can't tell the difference.

#

Tell you what, I'm moving this to a document instead. Easier to manage.

untold magnet
woeful drift
#

They're just textures on a 3D model. But it's not worth it.

woeful drift
#

For example, it doesn't just say like in english:
The Sorrow (name here)
It says

                        (name here)```
untold magnet
#

Ah yeah, I noticed that too when I was looking through the files

woeful drift
#

Ah you're doing that too.

#

Hope that isn't too much of a ballache for you.

untold magnet
#

I just saw it when I was looking for an early title card to test yesterday, haha

#

Yeah that shouldn't be a problem

#

I wonder why it was changed in English in the first place. The Japanese fits better with the conventions for the title cards in PW and V

woeful drift
#

I'll be kind to the translation team, and say it's a screenspace issue.

#

As I've been translating the text, it's really the biggest issue for me.

untold magnet
#

Yeah. You get the same information anyway about the Cobras so nothing is really totally lost

woeful drift
#

Not totally. But tonally, perhaps.

#

In english, it feels like a credit. In japanese, it feels like a threat.

untold magnet
#

Yeah

#

Actually yeah, screen space was probably the issue, especially at smaller resolutions

#

With the game in HD now though we can just make the titles like "Spirit Medium Soldier" smaller if needed

woeful drift
#

Yeah exactly.

#

I keep repeating myself, but japanese is very information dense because of the Kanji.
霊媒兵士 is Spirit Medium Soldier

#

And because the resolution's already trimmed into that little tiny 16:10 window, you're dealing with, nothing.

untold magnet
#

Yeah. It shouldn't be a problem now though

woeful drift
#

Lovely.

#

Shame none of the work is portable to MGS3 on PS2.

woeful drift
#

I've been hammering through this for a decent while now. I think I found all the Virtuous credits in there. This is in no way extensive, but I wanted to take a break and save you trouble. @untold magnet

#

CTRL+F "Virtuous Credits"

untold magnet
#

Thanks! I'll get started on this sometime tonight

woeful drift
#

No rush.

woeful drift
#

@quaint veldt Sorry to bother you again.
Testing modifying guard sentences. Did a bunch of basic guard dialogues (Huh? What's that? The enemy?)
-e ./ worked fine for extracting everything. It all went into a big "DUMP" folder.
-i ./ doesn't do the same. Where's Liquidgear import its files from?

#

Am I using the arguments incorrectly?

quaint veldt
woeful drift
#

AH

quaint veldt
#

you forget to specify folders with text files

woeful drift
#

YOU'RE RIGHT

#

CRAP

#

Thank you

#

sorry

#

VOX is all streamed, right? I can probably modify these as the game is running I imagine.

woeful drift
#

I'm going to revert my attention to finishing off the first cutscenes. My attention wavered.

static iris
#

What are u trying now? I saw a lot of things

woeful drift
#

Yeah I was doing a lot of things. I tested editing VOX (guard chatter mostly), and it worked, and I get a bit into that for a minute because they're easy wins.
But it distracted me from the bigger project of the cutscenes. I wouldn't consider making like, a Nexus page until the proof of concept is done.

HALO Jump cutscene is translated, needs typesetting.
Virtuous Briefing is 60% done.
Snake falling is 20% done.
Snake loses his backpack has no speech.
"Commencing Virtuous Mission (sic)" is 100% done.

So far, I can't figure out how to edit Japanese CODEC conversations. Efforts failed. It may be my own fault.

static iris
#

Ohh I see well japanese version may to be some complicated😅 symbols and means i guess but idk maybe can probably be done right

woeful drift
#

Couldn't tell you. I one conversation already translated.

woeful drift
woeful drift
#

@quaint veldt someone else had a go at changing the JP suba and they broke the dialogue entirely.

#

Namely @untold magnet

#

And unlike PS2, VOX no longer holds codec audio.

#

Out of ideas on how to proceed.

woeful drift
#

From the Modding General thread.

#

Couldn't edit the Sigint Black Facepaint call. Strange error of no call when modifying Backpack Collect (CODEC before 'commencing virtuous mission... now')

untold magnet
#

In /JP/codec/_bp

#

After getting your backpack the call opens then immediately closes

quaint veldt
woeful drift
#

I believe so.

untold magnet
#

Yeah

#

If you put them in and collect your backpack Snake immediately hangs up on Zero

quaint veldt
untold magnet
#

I haven't. I was sleepy when I tried it and didn't feel like doing it again lol

#

I can try again in a minute though

quaint veldt
#

It would be nice if you check it. I can’t check it myself, because I’m not at home and won't be soon.

#

and if possible, your csv file with which you are packing

quaint veldt
#

they are completely broken

untold magnet
#

That's, uh, weird

#

Maybe LiquidGear fucked up?

quaint veldt
quaint veldt
#

export #1168472862433214525 message

untold magnet
#

Ohh okay, thank you

#

I didn't know, haha

quaint veldt
untold magnet
#

Ah, I see

#

How do I use it exactly?

#

I can't seem to run it without getting an error

quaint veldt
#

cmd: name_tool.exe name_file.sdt\gcx

untold magnet
#

Thanks!

untold magnet
#

It works!

woeful drift
#

YES

woeful drift
untold magnet
#

It doesn't like typographer's quotes, so just make sure any quotation marks or apostrophes are normalized

woeful drift
#

Hmm?

untold magnet
#

' and " instead of ‘ ’ and “ ”

woeful drift
#

Ahhhh. Good thing I never use those anyway.

#

Actually, it might work if you did \a6\80\80 beforehand. The text scripting is kinda whack.

untold magnet
#

Depending on what you use to edit the CSV it might put those in automatically by default

#

Ah, okay

#

Weird

woeful drift
#

I use notepad++

untold magnet
#

Ah, should be good then

static iris
# untold magnet

WOW can be modified that? I tried with some files but game crashes

#

how it does modify?

untold magnet
#

Read right above the image

static iris
#

right above image? I read something about liquidgear doesn't work correctly with those files but what is the best way?

woeful drift
#

Oh, you mean how does it mechanically function? Like, how is it replacing text?

#

Or, "How do I do that!"

woeful drift
#

"『BACKPACK』の『WEAPON』" could probably be replaced with quotation marks, but I do like those chunky brackets.

untold magnet
#

Yeah

#

I think English quotation marks makes more sense to use since that's the purpose in JP

#

And some players might not know those function the same

woeful drift
#

Probably.
(but they're really cool thouuuuugh)

woeful drift
#

Do me a favour and try applying this.

#

I get this. It's probably my fault in some way.,

untold magnet
#

Gimme a minute

woeful drift
#

No rush.

#

Was quite worried about this, I thought I'd have to translate the same line every time Major Zero was in a codec call.

#

Since he likes horses, and it says "FVRT UMA," uma means Horse in Japanese.

#

I thought he liked horse racing, and his favourite Horse was called Nessie.

#

But it's Unidentified Mysterious Animal.

quaint veldt
#

otherwise you will simply break the code because csv file is reading from quote to quote.

woeful drift
#

Oh really?

quaint veldt
#

open the file in excel, edit and save

woeful drift
#

i'm too poor to afford excel

quaint veldt
#

google docs?

woeful drift
#

Better plan

quaint veldt
#

there are many free alternatives

woeful drift
#

Ahhhhh

#

I knew I should've just used 「」

#

So to eliminate this error, I need to double "

quaint veldt
woeful drift
#

Seems like it's a filenotfound error.

#

OK worked testing

#

Mmmmmmmmm

#

Wrong file maybe...

#

It's not "after_collection_backpack_radio_demo_t_v040_010_r010_1_1.sdt"

untold magnet
#

It's after_collecting_a_backpack_cb_vd_v040_010_r010_wireless_demo.sdt

woeful drift
#

It's clearly something I'm doing wrong.

untold magnet
#

It doesn't look like there's anything in the CSV that would break something, beside the quotation mark thing

woeful drift
#

How am I fucking up?

quaint veldt
woeful drift
#

It worked for Brendo

#

I'd like for it to be that kind of error because I feel bad for wasting your time.

#

But I have to assume I'm fucking up somehow.

untold magnet
#

Send me your CSV as it is now and I'll try it

untold magnet
woeful drift
#

...?

#

I'll redownload the importer when I'm next on it.

untold magnet
#

@woeful drift you were getting the new .sdt from the new_files folder, right?

woeful drift
#

...

#

KILL ME

#

SOMEONE TAKE ME BEHIND A SHED AND PAINT IT WITH MY SKULL

#

thank you brendo

#

thank you giza

untold magnet
#

Hahahaha

woeful drift
#

I knew this. I just forgot.
I have got to get some fucking sleep at some point. I'm so sorry.

untold magnet
#

Don't worry about it, it happens

woeful drift
#

I've not. I had a bit of tunnel vision.

#

To be honest MGS2 needs retranslating more.

#

I'll give it a swing when I get out of bed in an hour or something.

untold magnet
#

I was able to open MGS2 SDTs but I dunno if modifying them actually works

#

The MGS2 files are super annoying though because all languages share the same SDTs and they're not sorted in any particular order

#

Like this one has German at the start, some Japanese for a few lines, then a bunch of English in a row and then more languages but also a few more English lines among them

#

Alright one minute

woeful drift
#

Sorry I only just got in my chair.

untold magnet
#

Ah. Yeah, neither the GCX export exe nor LiquidGear work with the codec files

#

Maybe @quaint veldt could give some input for how to mess with them

quaint veldt
static iris
untold magnet
#

They're misnamed

silent trout
#

I'm going to start translating mgs2 into brazilian portuguese but without the gcx exporter it will be more difficult

silent trout
#

I think Liquid Gear only opens SDT files. I can't open GCX files with it

#

I need to open GCX files from MGS2. Any solution?

woeful drift
#

Giza seemed to not have tried it. It's their program. I haven't tried them either, I got tunnel vision on MGS3.

untold magnet
#

I tried it, it doesn't open the MGS2 ones

#

No idea how to open them

silent trout
#

I wanted to start translating mgs2, but I don't have a tool to extract gcx and liquid gear doesn't open the codecs

quaint veldt
#

no program works with remasters. Either you need to edit the existing ones, or create a new program.

#

all that is available is on the PS2 version

quaint veldt
#

In mgs2 the file is arranged differently. Therefore, almost everything there needs to be done anew. I want to do it, but I don’t know when I’ll find the time.

quaint veldt
#

languages in mgs2 mixedmgnSweat

quaint veldt
silent trout
silent trout
#

It worked!

untold magnet
untold magnet
#

@quaint veldt how well do you understand the Codec subtitles? Is it possible at all to add new ones?

#

I've started copying the English MGS2 Codec subs over the JP ones (since using the EN ones as-is doesn't sync up at all) and I'm realizing just how many times the EN version will use two subtitles to convey the same information that the JP covers in just one. I've tried truncating the English dialogue a bit to try and put these things into just one subtitle where needed, but it's so numerous and there are so many places where I feel it reads super awkward, and having it just switch to a different subtitle midway through the line would really help with it. I just don't know how I'd go about doing that, or if it's possible at all

woeful drift
#

Giza's tool repoints where the game is looking for subtitle data.
So timings are static.

#

I think research is ongoing.

#

Where exactly are you having issues?

woeful drift
#

@quaint veldt OK, I tried helping out @silent trout as best I could.

gcx/jp/_bp/scenario_stage_r_sna01.gcx
This held all the item names for the Japanese version.

gcx/fr/_bp/scenario_stage_r_sna01.gcx
This after running your gcx program on this file, as the screenshot shows, the file is empty.

Are the English GCX files not in /fr/? Why is nothing in the /fr/ file?

untold magnet
woeful drift
#

I've started going back to translating guard barks, because trying to maintain word-for-word consistency is so hard between JP/EN.

woeful drift
woeful drift
#

Look?

#

Oh, you will look.

#

Thank you.

woeful drift
#

@quaint veldt
A second issue.

SIGINT's entire codec conversations are in this one, single file.
It's very very large.

I think your tool might be struggling with it, or did I fuck up again?

  File "_gcx_import_d2.py", line 114, in <module>
  File "_gcx_import_d2.py", line 30, in main
  File "_gcx_import_d2.py", line 13, in read_csv_file
  File "_gcx_import_d2.py", line 13, in <listcomp>
IndexError: list index out of range```
quaint veldt
#

I tried it and it works

quaint veldt
woeful drift
woeful drift
woeful drift
# quaint veldt ???

My process might be out of date?
My batch file used gcx_ex rather than gcx_export which seemed to work.

#

I managed to do it using gcx_export instead. Thank you. I'll pass it back on to Wismartins

silent trout
#

Thanks @woeful drift and @quaint veldt for support

silent trout
#

@quaint veldt The mgs2 gcx import is corrupting files over 100kb, the game crashes . Can you check what might be happening?

silent trout
#

I found a solution. I left only the English texts in the files that were corrupting. This made the .csv reduce in size and stopped corrupting when import

quaint veldt
silent trout
quaint veldt
#

updated. The update has not been tested. But I optimized the program. Now the output file size is almost half the size. But I don’t know if this will somehow affect the game. Tests needed.

quaint veldt
silent trout
# quaint veldt don't work(

At the moment the only solution I found was to remove all texts from languages ​​other than English. I left it like this 0x......,"t". As a result, the size of the csv file decreased and the game did not crash when recompiled.

#

I can translate the game into my language, Brazilian Portuguese

#

Liquidgear worked with almost all files in the us folder. With the exception of 7 files in the vox folder that were corrupted when saving. Then I had to use the hex editor on these.

#

I want to thank you @quaint veldt for making this translation possible by developing the gcx reader. That was great.

quaint veldt
#

and some texts cannot be translated (they still need to be found). If you translate them, then the scripts in the game break

quaint veldt
quaint veldt
quaint veldt
proper reef
proper reef
#

Also, even though I edited the gcx files, GCL TELOP thing still showing up.

quaint veldt
proper reef
quaint veldt
proper reef
#

Just send it

proper reef
quaint veldt
#

The fact is that some texts in the file cannot be translated, these are system texts.
we need to find which lines cannot be translated.
those that cannot be translated, change the numbers at the beginning to 99999
example:
99999,GCL TELOP EXPLAINS THIS TAGS\n\n,GCL TELOP EXPLAINS THIS TAGS\n\n

Also, even though I edited the gcx files, GCL TELOP thing still showing up.
The fact is that the text is taken from another place, so it is also impossible to translate them. Often they are taken from la2 or from exe.
Leave the text in English.
when you change the text in gcx, it starts referencing la2. It happens this way. First, the game reads the text from gcx, then it checks in the game database to see if there is a link for this text to another text; if there is, it changes.

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can remove links from the exe, then the game will read all the text from gcx

void idol
#

I need to edit the two text in english or just one?

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Inside the .gcx, i mean

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The columm B/C or both?

primal briar
#

woah there's a form list all the lines in game? Or did you make this?

void idol
#

I extracted with the gcx tool and opened on Libre Office

proper reef
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Oh I get it

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Two column must be translated I guess

void idol
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@quaint veldt Hey, is there a way to make the sdt text being extracted like this?

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Instead of like this:

untold magnet
void idol
#

I already have all codecs, cutscenes, stage text and textures translated

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Just need to finish the gcx

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But i didnt know that Leonam tool have problem inserting files above 70kb

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So i need a easy way to transplate the text to the new format

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I also didnt know Gaza tool could extract/insert sdt files too :p

untold magnet
#

Ah, haha

proper reef
void idol
#

GCX Export/Import

proper reef
void idol
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I used LiquidGear to extract

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Yes

proper reef
#

Wow I should check it then

void idol
primal briar
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that csv file might be useful for future's fan translation, since it's quicker to find out which line is which

void idol
#

The .la2 are used?

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Yes, they are

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I modded them, but the game crashed

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Its because i edited the two texts and i have to edit only one?

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Like this?

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CLINICAL RECORDS,REGISTROS CLÍNICOS
REGISTROS CLÍNICOS,CLINICAL RECORDS
REGISTROS CLÍNICOS,REGISTROS CLÍNICOS

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Nope

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Actually, something weird happens

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The file gets inflated

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Even if the texts is the same

silent trout
#

@quaint veldt Is there any tool to translate the mgs2 menu?

void idol
silent trout
spring wing
#

Hello, I have some questions about issues I encountered. I was trying to modify the “la2” font, and it worked fine for the character information text. However, when I modified the font for the main menu, it didn’t work, and all the letters appeared as black squares. I made the modifications correctly, but there was no success. Is there a solution to this problem?

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I also have a question about the PS3 version regarding the subtitle texts in the GCX files. Can I modify the GCX texts without issues, or does the game use the texts from the MGS3.self file? I saw some people modifying MGS3.self, and it worked—the text inside the game changed.

But I’m wondering, which file should be modified? Is it GCX, SELF, or both?

I want to edit GCX because it’s better than modifying MGS3.self, as there is a script for GCX files, whereas SELF can only be edited with HxD, which has many restrictions.

If both files can be modified, I will choose GCX. But for now, which one does the game actually use?

woeful drift
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Two cases. Subs are GCX (scenario) and .self is largely UI other than explanations.

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Things like LOAD, SAVE etc. are self.

spring wing
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These are my modifications to the GCX in the Master Collection version, and the modification was successful. But in the PS3 version, is it the same, or do I need to modify both the .self and GCX files?

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These texts are the most important to me; I don’t care about the save game and the texts in the main menu.

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By the way, I found all the GCX texts inside the .self file.

spring wing
void idol
#

Hey

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The main menu font is inside the .exe

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The codec font is 00da570c.ctxr

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Some menus texts are inside the .gcx and .la2

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I know there is a way of editing the gcx and la2

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But not the .exe file

spring wing
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The font on the left has been modified correctly, but when I insert the modified font, the characters do not appear. Instead, I get black squares, even though I inserted the font correctly and in the same way as the character information font. However, the character information font was successfully modified.

I need a solution for the main menu font issue.

void idol
#

Oh, those fonts

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There are some other fonts inside texture too

void idol
#

00bafb6e, 00cbee11, 00cc6191, 001cee1b, 003e24e2, 0038f2a7, 0053c115, 0063051d,

spring wing
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Should all of them be modified?

void idol
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Being honest, i don't know

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Btw, how are you modding the font and text inside the .exe? Are doing inside the .exe or making a dll hook or something similar?

sullen flax
#

Hey there! Kinda banging my head against a brick wall and it's probably tiredness. I've tried to rtfm, search this thread. Basically I'm looking at using the gcx tool at changing the text of Snake Tales entirely ultimately. Maybe I changed too much. But then even when just exporting and reimporting the file with no changes, I get this error:

.\gcx_import_mgs2_d_2_2.exe scenerio_stage_tales.csv
MGS2 *.gcx Import by Giza(tr1ton)
Traceback (most recent call last):
File "_gcx_import_mgs2_d_2.py", line 123, in <module>
File "_gcx_import_mgs2_d_2.py", line 36, in main
struct.error: unpack requires a buffer of 4 bytes
[14852] Failed to execute script '_gcx_import_mgs2_d_2' due to unhandled exception!

(this is using the import exe linked to, the export exe works absolutely fine and I can read the csv no problem)
I'll try grabbing the python code linked to and running it in python tomorrow. I'm basically wondering if it's anything anyone else had come across etc.

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(Basically looking at Snake's Tales as a chance to tell my own story without any changes to the actual gameplay of those tales. I.e. basically changing the text and nothing else)

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(tbh it'll be a bit of shitpost story lol but using it as a chance to learn the skills)

spring wing
#

As for the font inside the EXE and SELF, a colleague and I managed to modify them using certain methods. We inserted new Arabic characters and encoded them, and it worked successfully, as you can see here.

spring wing
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As for the texts inside the EXE, I honestly don’t know anything about them, and I don’t think there are any texts inside it. We modified GCX, and the texts in the game changed. However, SELF contains many GCX texts, or perhaps all of them.

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If I want to modify the texts inside the SELF file, I have to edit them using hex. However, as you know, Arabic characters take around 4 bytes, while other languages use 1 byte. This means I can’t modify them using hex because there isn’t enough space available.

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For example, look at this text from the SELF file:

Move the left stick and press the CQC Button to throw the enemy to the ground.

And its hexadecimal representation:

4D 6F 76 65 20 74 68 65 20 6C 65 66 74 20 73 74 69 63 6B 20 61 6E 64 20 70 72 65 73 73 20 74 68 65 0A 43 51 43 20 42 75 74 74 6F 6E 20 74 6F 20 74 68 72 6F 77 20 74 68 65 20 65 6E 65 6D 79 0A 74 6F 20 74 68 65 20 67 72 6F 75 6E 64 2E

Meanwhile, the Arabic translation’s hexadecimal representation is:

D8 AD D8 B1 D9 83 20 D8 A7 D9 84 D8 B9 D8 B5 D8 A7 20 D8 A7 D9 84 D9 8A D8 B3 D8 B1 D9 89 20 D9 88 D8 A7 D8 B6 D8 BA D8 B7 20 D8 B9 D9 84 D9 89 0A D8 B2 D8 B1 20 43 51 43 20 D9 84 D8 B1 D9 85 D9 8A 20 D8 A7 D9 84 D8 B9 D8 AF D9 88 0A D8 B9 D9 84 D9 89 20 D8 A7 D9 84 D8 A3 D8 B1 D8 B6 2E

primal briar
spring wing
#

It is possible for us to release it.

primal briar
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that's wonderful, since in the future delta is coming up, I want to see if Traditional Chinese script can backport to master collection

spring wing
#

‏The issue is happening specifically with the codec dialogue texts. My friend and I modified your SDT editing tool so that it can extract all the text at once and also repack it all at once, using certain methods to save time and avoid manual input.

‏Most of the time, everything works perfectly — the modified text shows up correctly and the conversations flow as expected. However, in some specific cases, we’re facing a strange issue: there’s some randomness in the placement of lines. Lines that are supposed to appear don’t show up at all, and instead, completely different lines (but still from the same conversation) appear in their place.

‏This issue specifically occurs in the following case:

‏<1_central_cbm_v006a_described_drum.txt><Line00002037>
‏Your O2 Gauge and Grip Gauge also
‏<1_central_cbm_v006a_described_drum.txt><Line00002038>
‏become shorter.

‏Both of these lines disappear completely, and are replaced by a different line from the same codec conversation.

‏We’re trying to understand what’s causing this and how to fix it.

@quaint veldt

stoic ridge
#

Hello. I'm honestly confused in this dialogue. A lot of things. I'm looking for a tool to translate MGS2 Master Collection. But I'm confused. Does the Giza tool allow you to edit the game's SDT or not? I also tried the LiquidGear forks but they just freeze or give empty text. As well as Giza Python scripts

hushed falcon
#

Has some issues with mgs2 iirc

nova fjord
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as per the code, it should # Search hex 00 00 00 00 18 00 00 00, but I opened multiple MGS2 sdt files in hexeditor and I cannot find it

nova fjord
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Didn't manage to find them in github, what is in giza's github mentioned mgs2, but I think it is not

ebon crater
spring wing
#

I have a question about MGS3 on the PS3. I don’t think any of you might know, but why not ask—maybe you have a solution. The issue is:
We’ve modified the game to retranslate it into Arabic, and we succeeded—everything is working perfectly. I even released this Arabic version to benefit the Arab community.
However, I was surprised to see that some people get an error message, while others don’t and the game runs just fine for them. I don’t know what’s causing this or how to fix it.
If you have a solution, please let me know. Thank you🙏 .

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That's the problem

nova fjord
primal briar
#

oh wow this is great

static iris
nova fjord
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Super easy @static iris

static iris
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Woww so nice then! thank umgnSad

untold magnet
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@nova fjord have you looked into radio subtitles at all? I know you say to use Giza's tool, but atm editing those subs is very limited. No idea how timing works on them (thought for a bit it was loading text with each new audio file, but then realized that entire five minute sections of calls are single audio files so it's definitely not that) and while it's possible to add new subtitles to demo subs, we're very much stuck with what's already there for radios

nova fjord
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Haven't look into those, I'm not that expert with parsing files and stuff actually, I only do it through ai,
Radios as I observe one sdt contains many paths, meaning, if you call para-medic, there will be a question she is wondering about, and if it is happen that you eat that animal, food or not, she would tell a different response depending on your progress. How is that works is something to look into for

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Don't know if the actual sdt contains the audio or not BTW

untold magnet
void idol
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Has anyone had a problem that after editing a codec file it played another sound file and stopped playing the following voices?

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I think the problem is in "after_collecting_a_backpack_cb_vd_v040_010_r010_wireless_demo" or after_collection_backpack_radio_demo_t_v040_010_r010_1_6_2

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All i know its driving me nuts

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My head is hurting

#

I used both Giza and GDKChan tools and both have the same result

#

It happens here, on the selected part

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On Giza tool

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Besides the offsets, looks ok to me

void idol
#

Interesting...

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I extract/inserted the files withouth changing nothing

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The same bug happened

primal briar
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#1168472862433214525 message how exactly MGS2 & 3's subtitles handle font stuff? I saw this and wonder, do you need to import a new font file?

void idol
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You can extract/insert it with a tool Giza made

primal briar
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I see interesting

void idol
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BTW, i solved my problem

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It was not a codec file

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It was a vox file

void idol
nova fjord
void idol
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@quaint veldt Sorry for the ping, but is there a way to make your gcx tool extract the "PERSONAL DATA" block on the end of the files?

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The first block is not used

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There are two blocks. On the beginning and one in the middle

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The one in the middle its the one being used

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I had to use GDK tool to edit the smaller files

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But she has a bug and cant edit file bigger than 100kb

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Professional font editing

void idol
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Oh, another thing

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Is there a way to extract the third block on the GCX files?

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Where the name os guns and items are?

spring wing
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Hi, is there a dedicated section for editing subtitles for MGS4 and MGSPW?
I have a lot of experience in editing text and fonts, but there are some issues related to tools and such — for example, some text is packed inside the slot.dat file in MGSPW, and modifying this file requires reverse engineering, which I couldn’t do due to my lack of experience in that field.
However, I was able to create a tool to modify the actual text files (.olang) as well as the font files.
As for the tool issues, there’s only one problematic tool for MGS4, which is the GCX text editing tool — while the rest of the text and font files can be edited using available tools that work perfectly after some adjustments made by me and my friend.

primal briar
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since the thread is labled with MGS2 and MGS3, if you interested you can open another new thread in forum dedicated to PW and 4

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also if there's a Vol.2 in the future and the subtitle formats are the same, I believe these tools would help a lot

primal briar
median dawn
#

Did someone ping me?

woeful drift
#

I @'d the mods for a scam post.

primal briar
hallow leaf
#

What tool can unpack us/vox files? Not in _bp

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mgs2