English translation project for Koikatsu Sunshine
The translations are applied while the game is running and do not require replacing or modifying any game files.
- Ensure you have the prerequisites installed.
- Go to the releases page and download the latest version. Alternatively, advanced users can get the latest beta translations by clicking on the "Clone or download" button above. If you are a translator, read the sections below to see how to contribute to the translations.
- Extract the zip and place the BepInEx folder inside your game folder (where the file game executable is).
There are tens of thousands of unique lines of text that need translation and any help is appreciated. Regardless of your translation skill and Japanese knowledge you can still help with translations. Even if you have no experience, you can help by proofreading or using machine translation services such as Google Translate or DeepL (recommended). In the case of machine translations, clean up the translation using sanity and a little logic.
Translation done purely by machines must be kept in the designated files (zz_machineTranslation.txt
files within RedirectedResources
). These should be considered placeholders until manual translations are available (those should go into translation.txt
). The goal is to have everything, manually translated.
Text
- Normal text replacements and modifications.Texture
- Image replacements.
Each translation line follows the pattern:
original text=translated text
Example:
悟飯=Food
Lines beginning with //
are considered comments, i.e., they are not considered in the translation.
The translations are all inside the Bepinex\Translation\en
folder. They are then split into the following directories:
RedirectedResources
- Replaces the texts embedded in the game files. These translations are loaded only when the game needs the corresponding file, so it is preferable to use this directory instead of theText
directory because of its accuracy and performance. This directory mimics the structure of the game, placing a folder for each resource file (such as the ".unity3d" files).Text
- Generic translations that are loaded when the game opens. All texts that are not translated inRedirectedResources
are checked into this directory. If there is no translation, then the original untranslated text is displayed in the game, Google Translator is called, the translated text is written to_AutoGeneratedTranslations.txt
and only then the translation is displayed in the game. The text in this folder can be handled with regular expressions (Regex), resized, and separated by game scene instead of being separated by files. This directory is often used in user interfaces (UI) because of these features.Text\Localizations
- Strings under this folder were dumped via TextDump. Translations can be added for missing entries, but new entries should not be added or merging future dumps will become difficult.Texture
- Contains the translated version of game images. The game images are translated using image editing software. If available the source files (.psd
,.xcf
, etc.) files can be found in the project'sImage Source Files
folder.
Coordinate with other translators on the Koikatsu Discord #lingual-studies channel. To avoid translation conflicts please ask if anyone is working on a file. If you have any questions about the quality of your translations, ask for advice on the server.
The following settings should be adjusted in your AutoTranslatorConfig.ini
when working on translations.
Under [Behaviour]
:
HandleRichText
- this must be set toFalse
when working on translations. When enabled this feature gives a better end user experience when encountering untranslated text, but will make it more difficult to see what needs to be translated.EnableTextPathLogging
- set toTrue
to see what controls are being set to what text, and at what scope levels.EnableTranslationHelper
- set toTrue
to see what files translated strings are loaded from as they are applied.
- If you want to make a simple edit simply open the file in question and click edit. After you are done editing, commit the changes and start a pull request.
- If you have more translations to submit fork the repository. This will make a copy of the original project in your account. Upload your changes to the fork into your account, and then send a pull request to the original project. Your pull request will be reviewed and accepted after a quality check. Again, avoid raw machine translations. Proper capitalization, punctuation, and spelling is a must.
Texts that are not translated in RedirectedResources
use the Text
directory. In this directory the first translation found for a given text is used every time that this same text is found. But sometimes the same word can have different meanings depending on where you are in the game, in this case you can use the "scope level" feature to tell which translation should be used in that part of the game.
To use scope levels, use the following structure:
#set level xxx
text=translation
text2=translation2
#unset level xxx
Where "xxx" represents the number of the desired scope level. Below is a table containing the known scope levels and their locations:
Level | Description | Notes |
---|---|---|
-1 | Global | |
1 | Global Extended | |
3 | Chara Maker | |
4 | Main Menu | |
6 | Main Game UI | |
8 | H-Scenes Menus | |
9 | H-Scenes Location | |
11 | Free H Menu | |
13 | Oil Minigame | |
14 | ADV Dialogues | |
15 | Chara Uploader | |
16 | Chara Downloader | |
-1024 | Tutorials | Requires TextResourceRedirector |
The folder RedirectedResources
is the main translation directory for the game, so it gets special treatment.
Inside each folder there is a file named translation.txt
, this is the file where the translations should go. In some folders there is also the file zz_machineTranslation.txt
which is where machine translations go, that usually have a lower quality.
Every translation.txt
file has the raw Japanese text that needs translations. Each one starts commented out (//
at the begining) so it will not be loaded. For your text to display correctly in game, put the translation on the right side of the equal sign and remove the //
at the start of the line. Do not edit the Japanese text or the translation will not work. Example:
Before:
//Tシャツ=
After:
Tシャツ=T-shirt
If zz_machineTranslation.txt
files are present only lines that are not translated by translation.txt
will be used. If the file translation.txt
has been fully translated, the file zz_machineTranslation.txt
can be deleted. The goal of this translation project is that none of the zz_machineTranslation.txt
files remain.
The assets
folder inside of Bepinex\Translation\en\RedirectedResources
can be compressed into a .zip archive to be read by the game (simply right-click on the assets folder and then compress to .zip). Uncompressed files under assets
are also still loaded. The game has to be restarted in order to see updated translations.
The plugin TextResourceRedirector is required for these translations. Always keep it updated. (not ready yet, you early adopter!)
Table with the localization of the translations for each part of the game:
Folder | Description | TextResourceRedirector Handler |
---|---|---|
action/list/clubinfo |
Clubs/Purpose of Stay | ClubInfoHandler |
action/list/monologue |
PC Monologue | MonologueInfoHandler |
action/list/prayinfo |
Prayers | PrayInfoHandler |
action/list/shopinfo |
Shop | ShopInfoHandler |
action/list/topic |
Topic Names | TopicHandler |
action/list/sound/se/env |
Environmental SFX | EnvSEDataHandler |
action/list/sound/se/footstep |
Footstep SFX | FootSEDataHandler |
action/list/wherelive |
Booking Descriptions | WhereLiveDataHander |
adv/scenario |
Cut Scene Text | ScenarioDataHandler |
communication/*/communication_* |
Heroine Dialog | CommunicationInfoHandler |
communication/*/communicationnpc_* |
NPC Dialog | CommunicationNPCHandler |
communication/*/optiondisplayitems_* |
Dialog Options | ExcelDataHandler |
communication/*/tips_* |
Tips Dialog | TODO |
communication/*/topiclisten* |
Listening Dialog | TopicListenDataHandler |
communication/*/topicpersonalitygroup_* |
Personality Names | TopicPersonalityGroupHandler |
communication/*/topictalkcommon* |
Topic Dialog | TopicTalkCommonHandler |
communication/*/topictalkrare* |
Topic Dialog | TopicTalkRareHandler |
custom/customscenelist |
Maker Dropdowns | ExcelDataHandler |
etcetra/list/config |
Personality Names | VoiceInfoDataHandler |
etcetra/list/nickname |
Call Names | NickNameHandler |
h/list/*/animationinfo_* |
Positions (game versions) | AnimatioInfoDataHandler |
h/list/*/personality_voice* |
H Subtitles | VoiceAllDataHandler |
h/list/*/result_topic* |
Topic Names | TODO |
list/characustom |
Maker Items, etc. | MakerCustomDataHandler |
list/random_name |
Random Names | ExcelDataHandler |
list/mapinfo |
Map Names | MapInfoHandler |
list/mapthumbnailinfo |
Map Names (Save/Load) | MapThumnailInfoHandler |
ID | Name | English Name | Source |
---|---|---|---|
00 | セクシー | Sexy | Base Game |
01 | お嬢様 | Ojousama | Base Game |
02 | 高飛車 | Snobby | Base Game |
03 | 後輩キャラ | Kouhai | Base Game |
04 | ミステリアス | Mysterious | Base Game |
05 | 電波 | Weirdo | Base Game |
06 | 大和撫子 | Yamato Nadeshiko | Base Game |
07 | ボーイッシュ | Tomboy | Base Game |
08 | 純真無垢 | Pure | Base Game |
09 | 単純 | Simple | Base Game |
10 | 邪気眼 | Delusional | Base Game |
11 | 母性的 | Motherly | Base Game |
12 | 姉御肌 | Big Sisterly | Base Game |
13 | ギャル | Gyaru | Base Game |
14 | 不良少女 | Delinquent | Base Game |
15 | 野生的 | Wild | Base Game |
16 | 意識高いクール | Wannabe | Base Game |
17 | ひねくれ | Reluctant | Base Game |
18 | 不幸少女 | Jinxed | Base Game |
19 | 文学少女 | Bookish | Base Game |
20 | モジモジ | Timid | Base Game |
21 | 正統派ヒロイン | Typical Schoolgirl | Base Game |
22 | ミーハー | Trendy | Base Game |
23 | オタク女子 | Otaku | Base Game |
24 | ヤンデレ | Yandere | Base Game |
25 | ものぐさ | Lazy | Base Game |
26 | 無口 | Quiet | Base Game |
27 | 意地っ張り | Stubborn | Base Game |
28 | のじゃっ子 | Old-Fashioned | Base Game |
29 | 素直クール | Humble | Base Game |
30 | 気さく | Friendly | Base Game |
31 | 勝ち気 | Willful | Base Game |
32 | 誠実 | Honest | Base Game |
33 | 艶やか | Glamorous | Base Game |
34 | 帰国子女 | Returnee | Base Game |
35 | 方言娘 | Slangy | Base Game |
36 | Sッ気 | Sadistic | Base Game |
37 | 無感情 | Emotionless | Base Game |
38 | 几帳面 | Perfectionist | Base Game |
39 | 島っ娘 | Island Girl | Base Game |
40 | 高潔 | Noble | KKS EX |
41 | ボクっ娘 | Bokukko | KKS EX |
42 | 天真爛漫 | Genuine | KKS EX |
43 | ノリノリ | Hype | KKS EX |
ID | Name | Eng Name |
---|---|---|
-13 | 比嘉ひかり | Hikari Higa |
Type | Location (replace ## with ID from table above) |
---|---|
Dialog (adv) | adv/scenario/c##/* |
Dialog (communication) | communication/info_*/*_## |
Call Names | etcetra/list/nickname/*/c## |
H Lines | h/list/*/personality_voice_c##_* |
There are some specialized resources handled by the resource redirection that require some additional handling.
Format strings have replacements in them processed by String.Format
. The sections that are replaced by the game engine will look like {0}
, {1}
, {2}
, etc. Usually they are a character name or the name of some item. The same replacements found in the original string should exist in the translated string.
Example:
{0}と仲がいいと思ってるわ=I think I'm good friends with {0}.
There are a number of assets that support the use of optional prefixing to get a more exact match. This allows for more specific translations in cases where multiple assets might match the same replacement code. Matching for these assets will first try the prefixed match, then fall back to the standard un-prefixed match.
Prefixed lines should start with the prefix (e.g. SPECIAL:
) followed by the text that needs to be translated. On the right side of the =
you need only include the translated text without the prefix.
Given the following translation file:
PREFIX1:こんにちは=Hi!
こんにちは=Hello.
Trying to match こんにちは
for an asset using PREFIX1
would return Hi!
, where an asset using PREFIX2
would fall back to Hello.
.
Some prefixes can be combined with numbers, which limit them to matching specific table rows or columns.
asset location | prefix | Notes |
---|---|---|
communication/*/optiondisplayitems_* |
OPTION[x]: |
x will be an integer representing a question ID |
etcetra/list/nickname |
SPECIAL: |
|
list/random_name |
NAME[x]: |
x is the column (1-2 surname, 3-4 female given, 5-6 male given) |
- Release Tool - Tool that cleans up the translation files to remove any unnecessary untranslated parts.
- Yomichan - This browser plugin allows you to see the definition of Japanese words by putting your mouse over them in the browser and pressing shift.
- Dictionaries:
Right now 44.8% of the game is translated and we are prioritizing the UI and game items. The project is evolving at a fast pace and things are constantly changing, so coordinate with other translators in the Koikatsu Discord #lingual-studies channel. To avoid translation conflicts please take a look in the To Do list on #whiteboard channel and ask if anyone is working on a file in #lingual-studies channel. If you have any questions about the quality of your translations, ask for advice on the server.
Let us know which part are you doing :)
See the readme above on how to handle the MachineTranslations. The goal is to manually translate everything in the files translation.txt
and clear all zz_MachineTranslation.txt
files.
- Translate items from the new DLC in
RedirectedResources/assets/abdata/list/characustom/50
Check Nicknames inTaken by Dark PulseRedirectedResources\assets\abdata\etcetra\list\nickname\00
Translate Studio Animation Categories inTaken by Dark PulseRedirectedResources\assets\abdata\studio\info\01\animecategory_**_**\
(medium, 5 files)Translate Studio Animations inTaken by Dark PulseRedirectedResources\assets\abdata\studio\info\**\anime_**_**_**\
(long, 15 files)Translate Studio Item Categories inTaken by Dark PulseRedirectedResources\assets\abdata\studio\info\**\itemcategory_**_**\
(long, 9 files)Translate Studio Items inTaken by Dark PulseRedirectedResources\assets\abdata\studio\info\01\itemlist_**_**_***\
(very long, 16 files)