suppertails66/sliptools
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* Mahou no Shoujo Silky Lip (Mega-CD) *
* English Translation Patch Materials *
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This package contains the source materials (code/art/script) for Stargood
Translations' English translation project for the Mega-CD game Mahou no Shoujo
Silky Lip.
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* Build Instructions *
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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 clownassembler.
You'll first need a disc image of Mahou no Shoujo Silky Lip. It should match the
following specifications:
Redump name: Mahou no Shoujo: Silky Lip
CRC32: 93706707
MD5: 1afaf073316761f03d619b2c93292e44
SHA-1: d0675e1c42e1e8967819f65448dccb78f4a3084f
In order to build, you'll need to extract the various resources from the disc
and put them in the "slip/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
"slip.bin", copy it to the "slip" folder and then do this:
$ cd slip
$ make -C../discaster
$ ../discaster/discanalyze slip.bin disc
You'll also need to convert the CD audio tracks to WAV and put them in the
"slip/disc/cdda" folder. Again assuming a single-file disc image named
"slip.bin", you can do this with bchunk:
$ mkdir -p disc/cdda
$ bchunk -w slip.bin slip.cue slip_
$ mv slip_*.wav disc/cdda
Finally:
$ ./build.sh
build.sh should then build all the necessary tools and output the built disc
image in BIN+CUE format as "slip_build.bin" and "slip_build.cue".
NOTE: The build process can target either the Japanese or USA BIOS, defaulting
to Japanese. The target BIOS is controlled by the environment variable
TARGETBIOS, which can be set to either "jp" or "us". Thus, if you want to target
the USA BIOS, use this command:
$ TARGETBIOS=us ./build.sh
If you want to modify the project, check build.sh to see where the resources
that get inserted into the game are coming from.
Other things to note:
- The first time the translation is built, it will perform a rather
lengthy analysis to generate a text compression dictionary that's
specifically optimized for the translated script. To avoid having to
repeat this, the generated dictionary is cached and reused on subsequent
runs of build.sh. If you modify the script, you'll want to delete the file
"out/script/script_dictionary_2b.bin"; the dictionary will then be regenerated
with your changes taken into account, resulting in better compression.
- Translated game text is taken from the file
"slip/script/en/script.csv". This file is just an output from the online
editing system used to create the translation, so it lacks any kind of
formatting and isn't terribly convenient to work with. If you want to edit the
script, you should convert "script/en/script_deduplicated.csv" (which contains
all the same data as the regular script.csv, but with duplicate text stored
using cell aliases) to your preferred high-level spreadsheet format and apply
whatever formatting you wish to make it look prettier. You can also delete
the column containing JSON-formatted data, as this is only used by the online
editor and isn't part of the local build process.
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* Licensing *
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See COPYING. Basically, everything by me (Supper) is GPLv3, and everything else
is under the terms of whoever wrote it.
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* Credits *
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Supper -- Hacking & Translation
cccmar -- Editing & Testing
Oddoai-sama -- Testing