I stumbled onto this thread while looking for news about the DLC.
I did some modding on the game on my own, back when it was recently released, and started a MTL for my own convenience. I ended up dropping it midway because of the sheer number of character interactions to translate and me getting tired of tinkering with the game.
If it can help anyone with the translation effort, I'm sharing this:
Looking at my notes, it was made on the version 1.2.3.
Here's the content:
- The data folder should be complete and fine to use as it is.
- The js folder too. However, as I was modding and bugfixing a lot of thing, I can't guaranteed they are 100% unaltered copies (outside of the translation itself). They should be but I prefer to warn you, I would have to look for my original game copy to check. I recommend to do file comparisons between originals and those to spot the differences. And I might have tweaked some parts of the code to make the translation fits the UI in better ways.
- The sugorokuDatas/map folder was complete too. There is a custom set of square icons inside, you don't have to use it if you don't like it.
- The sugorokuDatas/chara part is what's uncomplete. I think I did 3, possibly more, of the 9 character interactions (the kakea files) before getting tired of this project last year. Then I heard about the DLC recently and here I am. I thik I did all the charaData.csv however. No idea about the OP/Ending maps.
Finally, I don't remember for sure if it was required by the CSV files are encoded in SHIFT-JS. Just in case.
For anyone wanting to play the game with it: Don't unless you know what you doing, I won't help you. Back up your files before, at the very least.
Also, again, it was MTL. I used my own tools and tricks and I used the translation of the first Sugoroku as reference but don't expect high quality, it's an unfinished work.
I'll see if I can share my mods at a later point when the DLC is out and I got the chance and time to update them. It ranged from difficulty modifiers, better AI and some other gameplay changes.
So y'know how in the U.S. we basically do everything under the sun with Word and Power Point to the point it's expected?
That's Excel in Japan. It's not totally surprising it's used as a format although it is a bit weird.
You can make ANIMATIONS in excel! It's absurd.
That said if anyone needs a hand with proofreading or can get me the actual raw script to translate, I can offer that much. I really wanna see this game get that treatment.
Actually, the Excel files were intended for modders. The game doesn't use them in any way.
What it uses are CSV files. They are pretty much text files where values are delimited by commas. Think of them like very simplified excel tables. You can edit them just fine in a text editor, although you can in Excel too.
The dev just repurposed the system he used in the first Sugoroku, it's more or less the same format (with minor differences and some newer stuff added). I even wondered if it would be possible to quickly port over the first game characters but never bothered to try.
In my experience, however, I found it easier to ignore the excel sheets and modify the CSV direclty. This way, I could make a change, press F5 in game, hop in the recollection room or in a saved game and test it.