-
Notifications
You must be signed in to change notification settings - Fork 0
Translation tools for Yumimi Mix Remix
License
suppertails66/yumimiremixtools
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Folders and files
Name | Name | Last commit message | Last commit date | |
---|---|---|---|---|
Repository files navigation
******************************************************************************** * Yumimi Mix Remix * * English Translation Patch Materials * ******************************************************************************** This package contains the source materials (code/art/script) for the English translation project for the Sega Saturn game Yumimi Mix Remix. **************************************** * Build Instructions * **************************************** The build system is only set up for Unix-like systems, though none of the code is fundamentally dependent on this and could be ported with a bit of effort. You'll need GCC, libpng, and ImageMagick (the "convert" utility), as well as any dependencies of armips. You'll first need a disc image of Yumimi Mix Remix for the Sega Saturn. Use of the Redump-verified image is highly recommended but not strictly required. Redump name: Yumimi Mix Remix CRC32: 8c291ee5 MD5: d8661e29c0b882afc09f8c9fb42b06ab SHA-1: 77793fe43f10ccb19a724e78d16ac4fdb7c711b3 Consult redump.org for full details: http://redump.org/disc/43000/ In order to build, you'll need to extract the various resources from the disc and put them in the "yumimi/disc" folder in a particular configuration. Most of the work can be done automatically with the "discanalyze" utility included with discaster. Assuming you have a single-file disc image in BIN format called "yumimi.bin", do this: $ cd yumimi $ make -C../discaster $ ../discaster/discanalyze yumimi.bin disc This will extract the filesystem and the disc's system area and place them in the "disc/files" and "disc/gen" folders, respectively. You can delete the automatically generated "disc/script_template.dsc" file if you want, as it's not needed. You'll also need to extract the CD audio tracks, and because I've yet to add CUE file support to discanalyze, this has to be done manually for now. If you have the bchunk (binchunker) utility installed, you can do this as follows: $ cd yumimi $ mkdir -p disc/cdda $ bchunk -w yumimi.bin yumimi.cue disc/cdda/yumimi You can delete the file "disc/cdda/yumimi01.iso" afterward. This should leave you with three audio files in WAV format in that directory, named "yumimi02.wav", "yumimi03.wav", etc. Once the "disc" folder is fully set up, all you have to do is: $ cd yumimi $ ./build.sh build.sh should then build all the necessary tools and output the translated game in BIN+CUE format as "yumimi_build.bin" and "yumimi_build.cue". Note that translated game text is taken from the CSV files in the "yumimi/script" directory. While these can be edited directly, it will probably be easier to instead work with the ODS files in the same folder, which are formatted ODS spreadsheet versions of the same content. Just run "convertscript.sh" before "build.sh" to convert the ODS files into the CSVs automatically (requires OpenOffice). If you want to modify the project, check build.sh to see where the resources that get inserted into the game are coming from. **************************************** * Licensing * **************************************** See COPYING. Basically, everything by me (Supper) is GPLv3, and everything else is under the terms of whoever wrote it. **************************************** * Credits * **************************************** Supper -- Hacking and Translation cccmar -- Testing
About
Translation tools for Yumimi Mix Remix
Resources
License
Stars
Watchers
Forks
Releases
No releases published
Packages 0
No packages published