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Unicode Mode

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.

Example

The unicode Option

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.

Translation Workflow

  1. Decompile the game using xsys35dc.

  2. Open the xsys35c.cfg file in the decompiled folder and add the following line:

    unicode = true
  3. 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.

  4. 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!)

  5. You can now insert strings in any language into the source files. Modify the source files and repeat steps 3-4.

Fonts

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