#Read/Edit Game Subtitles
1 messages · Page 1 of 1 (latest)
Is there something than can be done on the subtitles timing?
It's an issue that was brought up in this mod: https://www.nexusmods.com/metalgearsolidmastercollection/mods/36?tab=posts
Very interested in this. I think the issue so far is that we can't remux the files very well? What's stopping us?
Would it change the end result?
Do we know what the subtitle timing is tied to? The audio or the subtitles themselves?
I believe it'd be tied to demo, snice you can desync audio.
And the subs wait for the demo
https://is.gd/3rHztx yeah most of the toolkits seen from this
saving it doesnt work
tried adding my language in
and i cant open the sdt again lol
weird
thats even more weird
nope
huh
gotta redownload the game and back up the sdt files then
@worthy ferry Surtout dans MGS 2, on en a des perles...
Si tu as besoin d'une traduction au plus proche, hésite pas à me mp
Lemme see if the game's fonts accept my language
Tu vas corriger "Gorge Sears" dans MGS2 ?
C'était George dans la version PS2
Oui c'est une des typos qui est apparu dans la HD Collection
Donc il faudrait upscale et intervertir dans le pire des cas
Ah bah, je suis un fan de MGS depuis le premier jour, j'ai des tas de trucs
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
How did you get around this error? Which .sdt files is this thing supposed to open?
@worthy ferry between Otacon and Snake during the first dialogues
Is there a version of this for PS2?
From what I recall, it used MTAF format, and MGS4 used MTAF2 for audio streams.
Gosh diggity dang it. I had some hope since that software's a bit old.
Must've been meant for the HD version.
Thank you.
ok this program is somewhat unusable
when i open the same sdt again, it just has this error, the sdt not being opened in another program whatsoever
hope it will be fixed
@worthy ferry tu as accès aux sous titres des dialogues (hors Codec)?
Tu as le type de fichier ?
Ok, je check un de mes programmes ce soir
J'ai check le mien gère le .srt
Donc c'est mort
but there is no text there
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
also a gcx file with texts
PS2 doesn't use .sdt; the files that are in the HD Collection sdt containers are just separate on PS2
This is in MGS3 PS2's vox.dat for example
Honestly the timing and the way sentences are broken up in the EN subtitles is so far off from the JP ones that it might ultimately be better to manually copy the translation over the JP subtitles instead
It'd be a lot but if there are a few people splitting the work up then it's not totally impossible or anything
Any possibility of adding Spanish subtitles to the English version to mgs1?
mgs1 sorry
I think the missing piece is still a way to unpack and repack sdt files right?
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
Sorta. I mean, it looks like the dude behind that mod has it figured out
So maybe we could ask them?
some sdt files are not sdt files. This is gcx. Example: \fr\codec\_bp
it does not process it correctly, so the chance that the game will not start or crash is approximately 80%
what?
rm1e032_01.sdt file, only audio
- sdt files
- sdt files in codec folder
- gcx files
2 and 3 same file formats
all=)
gcx files seem to be more hard
for example, here the data starts at 0x34.
0x38 offset of the first text = 84
but each file is different, I haven't seen the logic yet
I don't think
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
yea I know of this, I was already remaking some UI text and icons
but I haven't seen anything for the subtitles
hm I see
so for now there hasn't been a "font" image file found (like other UI elements) yet for subs?
example of font image file used for camo names
this is edited higher res version for 1080p
yea, for example this is the file for the SNAKE that appears in the health bar
just an image with the text on it, it's not actual text
What do you mean?
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
so if you want to translate the game, you have to make your own font image file?
we tried, at some point the game broke
yea, if you want to edit those you have to edit the image file
for health bar name, it's this file specifically
That takes me back to MGO1.
That's different from MGS1 and 2. Used to enjoy changing the name on the health bar when I was a young'n
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.
But if this just worked, there's hope.
I see, I haven't looked into mgs2 yet, most of the texture work is being done with mgs3 as far as I can tell so my knowledge is almost none
lol
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.
Still thirsty for this btw
yep
What can we do with this?
does not work
i couldn't get it working with any tool so far, kmu
reposting Giza's tool for this #modding-general message
so you can create the font you like and edit subtitles? That apply other languages too?
so checksums seem to be the main issue in compiling pretty much everything
i have as much hex knowledge as the next guy so count me out on that one
i just code beep boops
We wouldn't need to change the font to change the subtitles anyway
These are two different things
It's not that difficult to do. It just doesn't make sense
export text from *.gcx to *.csv
usage: _gcx_ex.exe file_gcx
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
does not work correctly in some files
. I'm trying to understand the reason
*update
If anyone can check if it works
this also works for codecs
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.
Can't convert back to GCX
Therefore can't test if my changes are making a difference.
But the fact I'm getting something readable is already outstanding.
Notes: There's a lot of "PS2 memory card" crap in here, as well as there being no English GCX folder.
Japanese should be the main source
At the very least, MGS2 was based on the english version just with the Radio timings.
When guards report crap on the radio, they wait the time of an English voice line, rather than a Japanese one.
So alerts will start 1 second after they've stopped speaking sometimes.
That said, it could be JP Substance version, which had english voice lines anyway.
I forgot to say that this is for mgs3. For other versions, you probably need to change something in the code, I only have mgs3 so far
if send me files, I'll check it
I was doing it for MGS3.
Trying to upload file, it's failing
Couldn't share through Discord
your file is empty
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.
Forgive me if I'm being daft.
folder new_files check
it does not update the file, but creates a new one in the new_files folder
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.
this shouldn't affect you unless you're using very old Windows.
strange, but it works for me
Win10.
I wonder what it could be. Shame because I was kinda excited to start translating lines.
The file I posted, can you convert it back? Or did I bugger up the formatting somehow, and it isn't accepting it.
wait, the problem is in your file, I’ll analyze it now
ou
you seem to be using an old version of export
export this
what language is this? From which folder?
Is it possible to see your gсx file and how you run the program? _gcx_import.exe scenerio_stage_title.gcx?
JP
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.
I downloaded both of these that you'd dropped and neither work.
This is the JP scenario_stage_title
MGS3\assets\gcx\jp_bp
try this via command line. If there is an error, should be shown.

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?
Does it reference the CSV file as it's modifying the GCX?
yes
Beautiful.
it search for the same file name, but only in csv
but I don't know if these files have size restrictions
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.
Same as button prompts.
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!
I'll look now
Good. I didn't do something wrong. Again, thank you.
Got a better command for it?
for /R %%a in (*.gcx) do gcx_ex.exe "%%a"
create a bat file😀
Starting with the main menu to get to grips with the process.
so...
which files hold the english and japanese subs?
I'm going to try swaping them
I want to play the JP version of the game
I believe latin and japanese characters are contained within the exe of the game
might be wrong
Might be
The problem I'm having is that I can get the jp audio to work replacing all the sdt files
But in cutscenes the subs don't work after doing that
And also the plane title sequence has black squares instead of the text
Some codecs start but without text also, but that's minor
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.
I'm just scratching at what I find.
So, a good stopgap would be getting the dubtitles working.
you don't need to transfer Japanese to English, but English to Japanese
in mgs2 the english base game has less censorship so I thought it would be better to put JP audio in the english files
but yeah
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
I also tried Spanish files to JP and it just crashed
en text in fr folders. English files crossed with French. That's why they somehow miraculously work. Because the text there is duplicated 2 times in each language.
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.
To debug, I'm currently testing just exporting and importing it without modification.
Yeah same old.
Straight export->import result
No text.
Again, thanks for making the tools. Don't want to seem like I'm ungrateful.
if you haven’t changed anything and the original gcx\sdt files edited, then most likely Japanese needs a different encoding
That's the suspicion.
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.
I'd like to take a look at your gcx file
its normal
Roger
broken file. you apparently imported into one file 2 times
but it still shouldn't have broken. Is there really a limit on file size?
I didn't import it twice this time, and I still get the same issue.
If there were that'd be worrying. English is a lot less information dense than Japanese.
I'm a little confused. wait a minute
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
Sure. Gimme a hot minute.
Entire file's replaced with nothing but ABC linebreak ABC. Still corrupt.
Does that rule out filesize?
no(
OK. I'll check it myself one of these days.
wtf
again no original file)
check plis
Matches this old error identically.
I'm not in a rush, so don't worry.
Do you have saves for the Japanese version?
yes(
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
The final lines are dedicated to the CODEC and none of them are used.
The corruption didn't corrupt those. They were names of radio contacts.
not text, but at the end of the file where I write the changed texts.
There is no other way. Because this file is a script i.e. game code. It will take a lot of time to completely disassemble it. No one has ever taken it apart the entire time.
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?
I understand
the developers forcibly truncated this file. because there is some code there, the game crashes due to this code.
Uh oh.
Now I started to understand better how it works. We'll have to reconsider the packaging format
I think I'll do it in a couple of days
during the week
Thank you. Does this make the translation files I've made so far redundent?
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.
how useful could it be this
a friend has the Ps3 version of the games
and I think he can give me the audio files, those should be higher quality right?
PS3 audio files don't work on Master Collection
Not yet, anyway
Xbox 360 may work but we'd need a way to export the .xbarc archives while preserving filenames
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
isn't that what that guy in nexus mods did for the english audio fix?
Nope, look at the comments on it
It's from a console release of Master Collection
It's less fucky than the PC audio but still not as good as PS2 or HD Collection
oh shit you're right
I changed the file handling. But I only tested it on one file. This is still not the final version (whether I will do it, I don’t know yet).
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.
On it, now.
This is what happens if I just run the program without any commandline argument.
I re-exported everything, too. So it can't be me trying to import over an old file this time.
It did not produce a new GCX file.
@quaint veldt Sorry. More issues.
your encoding is broken. added some symbol?
Only change I did.
UTF-8 supports English, so I shouldn't need to start typing like this.
send your csv, I'll check it
The problem is not in the code, but in the compilation of the program. I'm looking into this now.
Thank you.
no. I downloaded your file again and opened it with another program. The encoding in your file has been changed.
Huh?
I see. Maybe it's because I tried switching to notepad++ instead of just notepad.
But I don't see why notepad++ would do that.
convert to utf-8 bom
Alright this time I even used Notepad
Wait. Might've sorted it.
Fucking sweet.
Thanks Giza.
Whilst editing I found some interesting trivia.
The JP version has item descriptions for for Live Captured Indian Gavial and Makhor.
Whether that was an automated inclusion or a cut feature, you decide.
Almost done with the items, just cleaning one-or-two things up.
Cardboard Box D has unused text in the Japanese version. II was kind of baffled because it was gramatically inaccurate.
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?)
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.
Now it's just a ghost box in the game data without any textures but still forces crouched boxwalking.
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.
Good luck to any modder who wants to add those textures back in.
Infinite Ammo bandana also has a description, with some redundent wording, and it's not typeset for the box.
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.
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.
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."
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.
\us\demo\_bp\
and codec fr\codec\_bp\*.sdt, but this gcx files
Thank you very much. I'll peak at that in the morning.
Would you like us to test the files?
Is there any other english text files for the japanese version I should also be using?
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.
Doesn't seem to like SDT files in ¥jp¥demo¥_bp¥, unless it's just taking a really long time.
Ohhhh boy it desn't like it
Devoured my RAM.
Works perfectly for CODEC though.
Scratch that. It memory leaked on one of the CODEC files.
Seems like it got hung up on this file, this time.
this no gcx files
use LiquidGear
LiquidGear.exe -h
Is it possible to translate the game to new languages?
why not?
How to convert csv back to gcx? I want to try to see if its possible
same as unpacking to csv
soft.exe name.gcx
Thank you. Still, have the issue with the CODEC scripts though. Does LiquidGear work on those?
yes
Hmmmm.
Apparently the program was not tested on Japanese text
Hahahaha. Damn. Who do I bother about this one?
as a temporary solution you can use a hex to text converter
What about when I re-import it?
work
it simply turns unknown data into hex code, instead of converting to utf-8
I see. Interesting.
this can be fixed. I'll see when I have time.
Thank you.
Ok
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.
My experience is that, yeah. There's some random garbage behind punctuation marks.
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.
This bit here.
#\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.
Thank you, Giza.
My process:
Pressed "Open"
Selected "MGS3/jp/codec/_bp/cardboard_t_ms_1.sdt"
Modified the text on 0x00000657 through 0x00000A6B
Pressed "Save"
Error occurred.
what did you write? I tried it and everything was ok.
I didn't use this text. I changed lines 657-A6B by hand, using the new program.
But I copy/pasted from this.
I tried putting it into the game and it didn't work.
Double check to make sure I'm not stupid.
The file you provided did indeed have the text in it.
this work in the game?
Nope.
no text or crash?
No text.
Only Japanese.
This is a screenshot of the conversation.
Should be "I'm hiding in a cardboard box."
it means the file is not the same
there is no Japanese text in this file
Yeah.
It surely is the correct conversation, though. I can guarantee that.
If you put it in your game, does it work?
Yeah I don't think the game's loading these files? Or the offsets/pointers put in aren't working?
I just tried with the instant noodle dialogue, too.
if nothing changes in the game, then this is the wrong file
I don't know
That's the first cutscene from Operation Snake Eater.
It looks like you're on Win11. Not that that matters.
I tried restarting my computer and running it as administrator.
yes win11
.net framework 4.8
debug ver
have you tried importing and saving?
You mean Open and Save? With no editing?
I mean import txt file. But your option will also work. works?
Perhaps it's either in Windows itself or in the system language.
but try to do it through the console
Doesn't look like much happened. Did I do it wrong?
It just opened the liquidgear GUI.
folder, not file
LiquidGear.exe -e folder_where_the_files_*.sdt_are_located

It is still possible that this is due to the Japanese locale of the system language.
AH
It's also possible that it's a windows bug.
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.
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.
Now that you mention it, whenever I do get this error message, the file becomes 1KB large.
but the one written in Python worked fine
Hmmm.
Python one works fine for me, too. Just, I was translating the wrong files it seems like.
Maybe when I have time I'll try to change the code to Python.
That'd be really convenient. But if you change your mind, I can always steal someone else's computer.
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.
you had errors there, there were missing ones [texto]
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"
Maybe in Japanese there is a choice of text mode? I don't know.
we would know this if we completely parsed the script files
There isn't. It's peculiar. You said French and English are combined languages, when you do this on the French version do you get English subs in there?
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?
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.
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
What's the mistake?
a word who say The Boss
I'm going to search it but it's a mistake in spanish language
"También quieren matar a mi". I would like to edit it and to add it correctly
@static iris This is the program.
I don't know where the Spanish cutscene files are. Let me look around the files.
okay thank u
It looks like I didn't really understand what you mean
It's just like this. But with two variations of Japanese.
\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.
Okay thank u very much! I'm going to see the files meticulously
I mean that perhaps in the Japanese version there was a switch in the original and if you turn it on it shows a different translation option.
Oh you mean in the code. I thought oyu meant in the options menu.
I don't know=)
Hehehe
By the way, I gave in, sorted some files out, and changed my Locale to English.
Program works for me now.
You were 100% right.
Thank you, Giza.
I found it!!
Nice.
Stupid question, but did you find the "After the end of WW2" line? It should be subtitled in all languages but English.
I found it in m260_050_p050.sdt
idk if before or after, I'm going to see it to curiosity
Ah you found the Granin death cutscene.
specifically here
Do you think it's a good idea to collect modified fix files from these languages and upload them to Nexus Mods?
You could if it pleased you. I'm working on subbing the JP in english personally.
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
Are there any grammatical errors in other languages?
Good question... I don't think so but I'll investigate it while
@woeful drift are you doing a completely new translation or using the original translation and just retranslating the parts that need it?
100%. It's a bit of a personal interest.
Based. Looking forward to it
Thank Giza for putting up with me on my quest.
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
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.
yeah althought it's weird
These are a texture mod?
Hmm idk... I think they lowered the opacity to the minimum
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.
The title cards are textures, yeah
So you could just make new ones by modifying the textures
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
I've not modified any textures for the game, yet, so I wouldn't know where to start. Nevermind finding the correct ones.
Or wait, that might have only been for the title cards for areas. The credit ones might be different
That is dubtitkes or is it a translation of the japanese dialogue?
Direct translation from the Japanese.
I have a curious question, are there some difference between japanese version and others or are they the same?
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.
hahaha ahh okay I understand thank u!
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...
just swap the textures around
The textures have EN voice actor names.
u r trying to make the japanese version say the english names instead?
No, if anything JP actor names. It's not a primary concern right now. All someone needs to do is identify the textures
lame squad strikes again
along with the guy that wanted to remove the blur from the subtitles on the intro
The subtitle blur seems like a proper bug. But I use letterboxing anyway.
it's intentional
but it's always been there 🥹
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.
🥹
i don't see why is it so hard to understand it's meant to simulate freefalling but alright man
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.
@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
@untold magnet Yo did you mod that texture in yourself? Where do I get that?
Yeah I did it myself
I used this
Textures for both US and JP are in /textures/flatlist/_win
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.
Alright it's not as daunting as I expected. What's the font you used, if I can ask?
Helvetica with these settings matches the English title cards
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
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.
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
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.
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.
Yeah, I'm talking more about the credits during the HALO jump scene. I'm not actually sure how editable the Snake Eater credits are anyway
They're just textures on a 3D model. But it's not worth it.
Got some funky news for ya. Some of the credits are slightly different between JP and EN, when it comes to the Cobra unit.
For example, it doesn't just say like in english:
The Sorrow (name here)
It says
(name here)```
Ah yeah, I noticed that too when I was looking through the files
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
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.
Yeah. You get the same information anyway about the Cobras so nothing is really totally lost
Not totally. But tonally, perhaps.
In english, it feels like a credit. In japanese, it feels like a threat.
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
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.
Yeah. It shouldn't be a problem now though
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"
Thanks! I'll get started on this sometime tonight
No rush.
@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?
LiquidGear.exe [-i] folder_.sdt_files folder_.txt_files
AH
you forget to specify folders with text files
YOU'RE RIGHT
CRAP
Thank you
sorry
VOX is all streamed, right? I can probably modify these as the game is running I imagine.
I'm going to revert my attention to finishing off the first cutscenes. My attention wavered.
What are u trying now? I saw a lot of things
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.
Ohh I see well japanese version may to be some complicated😅 symbols and means i guess but idk maybe can probably be done right
Couldn't tell you. I one conversation already translated.
Discussion of the MGS3 retranslation can go here, now.
https://ptb.discord.com/channels/1116856754920226876/1181726289929965588
@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.
need more information
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')
Here's the files I modified
In /JP/codec/_bp
After getting your backpack the call opens then immediately closes
are these files already modified?
I believe so.
Yeah
If you put them in and collect your backpack Snake immediately hangs up on Zero
is the problem in both files? Have you checked each one separately?
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
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
I looked at your file, it looks like you mixed up something. The file became completely different. Did you by any chance pack them into different files?
they are completely broken
these files should not be made using LiquidGear
import #1168472862433214525 message
export #1168472862433214525 message
although they are called sdt, their internals are gcx
Ah, I see
How do I use it exactly?
I can't seem to run it without getting an error
cmd: name_tool.exe name_file.sdt\gcx
Thanks!
YES
MGS3TL;DR
It doesn't like typographer's quotes, so just make sure any quotation marks or apostrophes are normalized
Hmm?
' and " instead of ‘ ’ and “ ”
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.
Depending on what you use to edit the CSV it might put those in automatically by default
Ah, okay
Weird
I use notepad++
Ah, should be good then
WOW can be modified that? I tried with some files but game crashes
how it does modify?
Read right above the image
right above image? I read something about liquidgear doesn't work correctly with those files but what is the best way?
Oh, you mean how does it mechanically function? Like, how is it replacing text?
Or, "How do I do that!"
DOuble checking before I test a the same CODEC you just modifed,
"" are fine?
"『BACKPACK』の『WEAPON』" could probably be replaced with quotation marks, but I do like those chunky brackets.
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
Probably.
(but they're really cool thouuuuugh)
@untold magnet
Do me a favour and try applying this.
I get this. It's probably my fault in some way.,
Gimme a minute
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.
In SURVIVAL VIEWER, choose ""BACKPACK"" then ""WEAPON"".
otherwise you will simply break the code because csv file is reading from quote to quote.
Oh really?
open the file in excel, edit and save
i'm too poor to afford excel
google docs?
Better plan
there are many free alternatives
i used https://www.wps.com/ , but in microsoft store
WPS Office is a free and all-in-one Office suite, highly compatible with MS Office Word, Excel, and PPT. Can be downloaded online and free trial for Windows, Mac, iOS, Android and Linux.
Ahhhhh
I knew I should've just used 「」
So to eliminate this error, I need to double "
this file is already broken. Make a new one
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"
It's after_collecting_a_backpack_cb_vd_v040_010_r010_wireless_demo.sdt
It's clearly something I'm doing wrong.
I'll do this again.
It doesn't look like there's anything in the CSV that would break something, beside the quotation mark thing
maybe it's not the right file after all?
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.
Send me your CSV as it is now and I'll try it
The one you sent earlier works for me (the only thing I changed was fixing the quotation marks)
@woeful drift you were getting the new .sdt from the new_files folder, right?
...
KILL ME
SOMEONE TAKE ME BEHIND A SHED AND PAINT IT WITH MY SKULL
thank you brendo
thank you giza
Hahahaha
I knew this. I just forgot.
I have got to get some fucking sleep at some point. I'm so sorry.
Don't worry about it, it happens
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.
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
Sorry I only just got in my chair.
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
I've never watched what it's like in mgs2
Helloo! .gcx files are to change codec calls? I was changing a text to get a fix in a language but they were .sdt files I remember
They're misnamed
Can someone compile and send the exe to me? It's not working with me
https://github.com/oct0xor/gcx_decompiler
I'm going to start translating mgs2 into brazilian portuguese but without the gcx exporter it will be more difficult
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?
Giza seemed to not have tried it. It's their program. I haven't tried them either, I got tunnel vision on MGS3.
I wanted to start translating mgs2, but I don't have a tool to extract gcx and liquid gear doesn't open the codecs
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
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.
here is the text export for mgs2:
_gcx_export_mgs2.exe name.gcx
languages in mgs2 mixed
here it. Need to test. I can't test, so I need someone to test.
_gcx_import_mgs2_d.exe name.gcx
Based.
God bless you. Thanks
Tested, it works!
It worked!
Is it possible to export a whole folder?
@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
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?
@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?
/fr/_bp/ (French and English) file.
Almost every line, haha
If that ain't the fucking truth.
I've started going back to translating guard barks, because trying to maintain word-for-word consistency is so hard between JP/EN.
An exerpt from gcx/fr/_bp/scenario_stage_r_sna01.gcx in the program HxD.
This shows that the English and French are in the file, just undetected by your tool.
I hope that I've done enough to help you figure this out a bit.
no(
look
@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```
you are using an old version soft?
I tried it and it works
you have an error in the text. you removed the quote
0x18cd3,You should hide in one too.
Then you'll understand.
"
???
My mistake. Thank you. I'll try it when I'm out of bed.
I gotta investigate on this one.
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
Thanks @woeful drift and @quaint veldt for support
@quaint veldt The mgs2 gcx import is corrupting files over 100kb, the game crashes . Can you check what might be happening?
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
more info? Which example file exactly?
All my sdt files over 300kb were corrupte when import the csv files. I had to exclude other languages from the csv file to reduce their size and it didn't get corrupted.
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.
should fix this problem.
for mgs2
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.
I'll rewrite the program anyway. There are mistakes there. Not in the program itself, but in the game engine. So I'll rewrite it to reduce weight.
but I'm glad it works)
and some texts cannot be translated (they still need to be found). If you translate them, then the scripts in the game break
Updated. Now everything should be ok.
Now the files size is normal
Metal Gear Solid 2 and Metal Gear Solid 3 / Collection HD *.gcx Text Editor - GitHub - Giza/mgs_gcx_editor: Metal Gear Solid 2 and Metal Gear Solid 3 / Collection HD *.gcx Text Editor
editor *.la2 files https://github.com/Giza/mgs-.la2-editor Maybe someone needs it
Thank you so much for this tool. But I have a problem. When I edit option.la2 file, game suddenly crash
Also, even though I edited the gcx files, GCL TELOP thing still showing up.
I didn't update it because there was no one to check it. Updated.
Issue still remains
And that issue also
upload files with translation(csv, la2(original and translated)).
Alright
You can check your DM
Just send it
I also send gcx files to you
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.
can remove links from the exe, then the game will read all the text from gcx
I need to edit the two text in english or just one?
Inside the .gcx, i mean
The columm B/C or both?
woah there's a form list all the lines in game? Or did you make this?
I extracted with the gcx tool and opened on Libre Office
Just English
Oh I get it
Two column must be translated I guess
@quaint veldt Hey, is there a way to make the sdt text being extracted like this?
Instead of like this:
Brazilian translation
I already have all codecs, cutscenes, stage text and textures translated
Just need to finish the gcx
But i didnt know that Leonam tool have problem inserting files above 70kb
So i need a easy way to transplate the text to the new format
I also didnt know Gaza tool could extract/insert sdt files too :p
Ah, haha
Which tool did you mention
GCX Export/Import
Gcx tool also work with .sdt files?
Wow I should check it then
Sample
that csv file might be useful for future's fan translation, since it's quicker to find out which line is which
The .la2 are used?
Yes, they are
I modded them, but the game crashed
Its because i edited the two texts and i have to edit only one?
Like this?
CLINICAL RECORDS,REGISTROS CLÍNICOS
REGISTROS CLÍNICOS,CLINICAL RECORDS
REGISTROS CLÍNICOS,REGISTROS CLÍNICOS
Nope
Actually, something weird happens
The file gets inflated
Even if the texts is the same
@quaint veldt Is there any tool to translate the mgs2 menu?
Most of the menus are textures
Thanks for saying that. I found the menu textures and I'm translating them
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?
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?
Two cases. Subs are GCX (scenario) and .self is largely UI other than explanations.
Things like LOAD, SAVE etc. are self.
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?
These texts are the most important to me; I don’t care about the save game and the texts in the main menu.
By the way, I found all the GCX texts inside the .self file.
Extracted from MGS3.self file
Hey
The main menu font is inside the .exe
The codec font is 00da570c.ctxr
Some menus texts are inside the .gcx and .la2
I know there is a way of editing the gcx and la2
But not the .exe file
I have modified the font of the raw file inside the EXE, and it worked successfully. Never mind that font; I have handled it and added new characters. I am referring to the font used for these texts:
NEW GAME
and others.
As for the codec font, I mean the one at the top that displays character information, like “Major Zero,” as you can see here.
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.
00bafb6e, 00cbee11, 00cc6191, 001cee1b, 003e24e2, 0038f2a7, 0053c115, 0063051d,
Should all of them be modified?
Being honest, i don't know
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?
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.
(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)
(tbh it'll be a bit of shitpost story lol but using it as a chance to learn the skills)
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.
We have modified the EXE file itself.
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.
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.
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
holy fuck, what is that method, that's so cool, hope that can apply to other language translation someday
We found some of the scripts, modified them, and were then able to insert new characters (you can add whatever you want). We used the Giza tool to edit SDT and GCX texts, and we are working on retranslating the game into Arabic.
It is possible for us to release it.
that's wonderful, since in the future delta is coming up, I want to see if Traditional Chinese script can backport to master collection
⸻
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
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
Has some issues with mgs2 iirc
Seems like mgs_gcx_editor python code does not extract the text correctly or we are doing something wrong, for me 2, I didn't manage to extract MGS2 sdt codec using the tool
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
MGS2 has its own version
Didn't manage to find them in github, what is in giza's github mentioned mgs2, but I think it is not
I'm pretty sure they typo'd something in their code, their MGS2 one doesn't work on any GCX I've thrown at it https://github.com/Giza/mgs_gcx_editor/issues/2
Hi! Would it be possible to add support for the Master Collection's GCX files? The current version just dumps empty CSV files Some example files: _bp.zip
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🙏 .
That's the problem
New Revised SDT tool for translation of MGS2 & 3
https://github.com/abuali129/SDT-Tools
oh wow this is great
it's easily to modify subtitles with this? I remember I was tryinig change subtitles to other language but it was a little complicated
Super easy @static iris
Woww so nice then! thank u
@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
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
Don't know if the actual sdt contains the audio or not BTW
For radios, audio is stored in different files in the vox folder. Subtitles are their own file in the codec folder
Has anyone had a problem that after editing a codec file it played another sound file and stopped playing the following voices?
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
All i know its driving me nuts
My head is hurting
I used both Giza and GDKChan tools and both have the same result
It happens here, on the selected part
On Giza tool
Besides the offsets, looks ok to me
Interesting...
I extract/inserted the files withouth changing nothing
The same bug happened
#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?
The font its inside the .exe
You can extract/insert it with a tool Giza made
I see interesting
Can you add a feature to create a log if any errors happned during the process?
You can fork it and add it, I'm not having the time to do it
@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?
The first block is not used
There are two blocks. On the beginning and one in the middle
The one in the middle its the one being used
I had to use GDK tool to edit the smaller files
But she has a bug and cant edit file bigger than 100kb
Professional font editing
Oh, another thing
Is there a way to extract the third block on the GCX files?
Where the name os guns and items are?
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.
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
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
https://www.bilibili.com/video/BV1h2efzRETu I saw this video, seems like someone try to translated 2 and 3 to Simplified Chinese, and the tools that mentioned above didn't work for them, they wrote their own tools.
Did someone ping me?
I @'d the mods for a scam post.
https://www.bilibili.com/video/BV1L8nLz6Eoq/ although this tutorial video is about how to translate MGS2 Master Collection to chinese, but it shows how to use some tools to translate the game, pretty useful stuff