Others Complete [Translation Request][Alicesoft] Dohna Dohna Isshou ni Warui Koto wo Shiyou

Shiro-Nyaa!!!

Member
Jun 12, 2020
168
227
ps hope this is good enough for the items ? ( need to fill in a few more item descriptions i do that later tonight ^^ )

2020-12-23 (2).png
( ther is stil a lot to translate)
and i wont be online tomorrow so
MERRY CHRISTMAS EVERYBODY ^^
 
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KaiSkuyler

Newbie
May 11, 2020
78
52
first File is the update
and second file is for Eraea its the item icons in english it needs to have the same name as in the script or it will show random icons on evry item

ps hope this is good enough for the items ? ( need to fill in a few more item descriptions i dod that later tonight ^^ )


View attachment 953377
( ther is stil a lot to translate)
and i wont be online tomorrow so
MERRY CHRISTMAS EVERYBODY ^^
Happy christmas!!!



and you too ;)
 

Eraea

Newbie
Jul 23, 2017
58
188
Shiro-Nyaa!!!
Is this ex file modified from the ver 1.01 update? I'm working what Surgy suggested before, and I got them to work.
I could just edit your ex file and post them if so.
Also I have to rework my Pact.afa file cuz of the update, just so it's compatible.

Up:
Seems to work, though everyone has hotdogs as weapons for some reason..... :LOL:
Anyways people, you can use these for now. Comes with English tutorial screens and Items translated by Shiro.
To install, just paste them over the game directory.
Names will be compatable with the pact.afa once I get to check any differences between the ver 1.00 (611 byte file size) vs the ver 1.01 (615 byte file) and edit them again. Idk what to call this.. maybe its translation ver 0.10?
 
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Shiro-Nyaa!!!

Member
Jun 12, 2020
168
227
Shiro-Nyaa!!!
Is this ex file modified from the ver 1.01 update? I'm working what Surgy suggested before, and I got them to work.
I could just edit your ex file and post them if so.
Also I have to rework my Pact.afa file cuz of the update, just so it's compatible.
Yeah its version 1.01 ^^

I hope it's not to mutch work and take your time :D

Ps I can also combine your and my file if you send it to me

So you can focus on the pact file
 
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Eraea

Newbie
Jul 23, 2017
58
188
Shiro-Nyaa!!!
Do you know how to do recursive importing on ALDExplorer2? I was able to do it once before, and it was very handy as it imported everything inside one folder directory. I just don't remember how I did it though lol
 
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Eraea

Newbie
Jul 23, 2017
58
188
I guess the files were ready to test in 1.01v so i did a quick test in a fresh game: There are blank items at the shop, the actual effects of girls traits are all at 0 and the tutorials are bugged XD.
I made sure I used original files when I introduced the additional afa file, and it worked so something might have messed up, have you tried applying the 1.01 update beforehand?
 

Meowstrophe

Newbie
Jan 11, 2020
48
310
hwat

translation is actually doable? are the files not that hard to open and edit or something? holy shit didn't expect the game gonna get fan-translation this easy lmao (Translating the thing ain't gonna be easy, I know, just didn't realize that cracking the game open and translating it doesn't take too much effort. Or maybe just me and my smol brain didn't know how to do that kek)
 

Eraea

Newbie
Jul 23, 2017
58
188
Okay so here's a problem. Modifying too much stuff messes the game's data retrieval. It was bad enough that I had to manually edit file names again (around 30-40 files I think?) just so the item pictures could be read again. :unsure:

Here's what I found out though, contained in the dohnadohnaEx.ex file are lists and tables of game data that are used for UI and Gameplay mechanics. Some are fine to be translated only if they are of the list, string text, function. There may be more, but these two are common so if possible we should avoid the string id functions found in tables or other simlar stuff.
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You mean you applied the update and the translated files or only the translated files?
I installed a fresh copy of v1.00, then copied the translation files. That's all I did, nothing else. I also did this 5 times, so I know it works in my case. We'd need the input of others to know what could be the cause of yours not properly working as should be..
Also here's an updated file, if it helps. This fixes the item pictures, I also modified some item names to be closer to source material, and you can delete the tutorial.afa as that's redundant now.
 
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Eraea

Newbie
Jul 23, 2017
58
188
Ok so what youre saying is that you tested and it works in version 1.00 but have you tested in version 1.01?
Yes. My main game is on 1.01, which is what I am also working with for the translation, so I installed another copy of 1.00, and tested the translation there.
 
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James Eveleth

Well-Known Member
Mar 22, 2018
1,477
2,761
Anything with ID in the name is used as a unique value by which to call the specific variable. Changing it even by a single character will break the game. Other "string" and "int" values can be changed and shouldn't impact the game at all, unless the string holds the ID for a specific skill.

In that case, when the game starts reading that character and filling out the character screen, it takes the ID housed in the string skill1, locates the skill with that same ID and then adds it to the character screen. If you find the skill with that ID in another/the same file and translate its "string name", it will be in English the next time you boot up the game.

On a side note, what program are you using to open the files?
 

Eraea

Newbie
Jul 23, 2017
58
188
Anything with ID in the name is used as a unique value by which to call the specific variable. Changing it even by a single character will break the game. Other "string" and "int" values can be changed and shouldn't impact the game at all, unless the string holds the ID for a specific skill.

In that case, when the game starts reading that character and filling out the character screen, it takes the ID housed in the string skill1, locates the skill with that same ID and then adds it to the character screen. If you find the skill with that ID in another/the same file and translate its "string name", it will be in English the next time you boot up the game.

On a side note, what program are you using to open the files?
We could change the string IDs, the problem lies with the sharing of files and stuff as doing so would require A LOT of renaming inside the archive files.

I use alice-tools to dump data from the files which can be viewed in any text editor program, GARbro to check and extract the archive file names, and ALDExplorer2 to repack modded archive files.
 
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James Eveleth

Well-Known Member
Mar 22, 2018
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We could change the string IDs, the problem lies with the sharing of files and stuff as doing so would require A LOT of renaming inside the archive files.

I use alice-tools to dump data from the files which can be viewed in any text editor program, GARbro to check and extract the archive file names, and ALDExplorer2 to repack modded archive files.
Well, yeah, string IDs could be changed, but as you said, finding and replacing the new name in all the places where each ID is used would be quite a lot of work. As it is currently, this is not needed.

Thanks for the info on what programs you use, I would like to take a look at the code myself at some point.
 

Surgy

Member
Modder
Apr 23, 2018
375
1,568
if i use my files whit the original i have no problems evrything works as it should but when i use your Pact.afa and CG i get a error after error
You need to use his .ain too, if he used the additional .afa mod file, because the .ain should have a changed code section to allow mod file loading (using .jaf file) then.

Basically full translation is this:
  • Translated images with keeping their name.
  • Translated and renamed images whose EX file references was translated because game used them for both image retrieval and for text display (that goes for items it seems).
  • The first two are packed into a separate .afa with .ain code modified.
  • Translated EX and PACT strings that are used only for text display.
  • Translated EX and PACT strings that are used for text display and as reference: they need to be renamed in every EX file and in s[] fields of the .ain which is annoying AF but seems necessary for items and personalities.
  • Translated AIN file m[] messages, plain and simple but without any fancy unicode characters because building .ain back will break on those.
  • Translated AIN file references and strings in s[], only when necessary, like if it references translated id in EX file or if it used as a string to display in rare cases.
PS: To all who translates texts: can you please use the .csv translation format I provided earlier. If people will just modify .x and .txt dump files directly, or provide only compiled builds, it would be difficult to merge all those translations into one later or to re-apply the translations to a future updates.

To all who translates images: it would be nice if you also upload files in your editor format (.xcf for GIMP or .psd for Photoshop) in addition to .png so other people could typeset/experiment with positioning or change texts.

PM me if any of you want to apply the translation script .csv files, I posted earlier, to alice-tools dump format and have some questions regarding the tool, or if you want me to do it for you. Also the game_regexps.csv file describes for text, which is especially important for searching the translatable strings in .x files, if you find an undetected stuff its RegExp is missing/incorrect there, ping me if you find those, too.
 
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