This document explains how to use xsys35c to translate games into languages other than Japanese or English. To run these translated games, xsystem35 is required.
Normally, strings in AliceSoft’s scenario files are stored in CP932, a Japanese
character encoding used in Windows (which also covers English letters). The
unicode
option in xsys35c allows you to output a scenario file encoded in
UTF-8. The generated scenario will not be compatible with the original System
3.x, but it will work with xsystem35, enabling the use of languages other than
Japanese or English.
-
Decompile the game using
xsys35dc
. -
Open the
xsys35c.cfg
file in thedecompiled
folder and add the following line:unicode = true
-
Build the scenario file using
xsys35c
. The generated scenario file will contain the same content as the original, but it will be encoded in UTF-8. -
Overwrite the original scenario file with the generated one (don’t forget to back up the original file) and run it using
xsystem35
. The game should function as it did before. (If not, please report the bug!) -
You can now insert strings in any language into the source files. Modify the source files and repeat steps 3-4.
The fonts included with xsystem35 cover only Japanese characters, so you’ll need to provide a font that supports your target language.
If you’re translating from Japanese, it would be beneficial to use a font that supports both Japanese and your target language. GNU Unifont is a good candidate and is used in the example at the top of this document.
To change the font in xsystem35, place the font files (.ttf
or .otf
) in the
game folder (where *.ALD
files are located), and create a file named
.xsys35rc
in the same folder. Include the following contents in the file,
replacing the font file names as necessary:
ttfont_gothic: your-sans-serif-font.ttf ttfont_mincho: your-serif-font.ttf