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> Sherlock Holmes: The Case of the Serrated Scalpel - terminato!
TheRuler
messaggio4 Sep 2018, 14:35
Messaggio #101



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That's awesome, Maarten. Just awesome.


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Nyerguds
messaggio25 Sep 2018, 18:31
Messaggio #102



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It'd be nice if someone actually took a look, though :P


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Nyerguds
messaggio22 Jan 2019, 11:51
Messaggio #103



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Got the dialogue from Micartu, and here's (some of) the result:



Micartu has the full final translated set blush.gif

Messaggio modificato da Nyerguds il 22 Jan 2019, 11:53


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The Ancient One
messaggio22 Jan 2019, 14:33
Messaggio #104



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Wow! Great!!!


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Alpobemp
messaggio22 Jan 2019, 15:29
Messaggio #105



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CITAZIONE (Nyerguds @ 22 Jan 2019, 11:51) *
Got the dialogue from Micartu, and here's (some of) the result:



Micartu has the full final translated set blush.gif



Very nice indeed.

Ciao,
Alberto


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Micartu
messaggio22 Jan 2019, 18:12
Messaggio #106



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Very nice Marteen, i've sended you an e-mail with an idea of schedule for the project.


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Nyerguds
messaggio22 Jan 2019, 21:01
Messaggio #107



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QUOTE (Alpobemp @ 22 Jan 2019, 15:29) *
Very nice indeed.

Ciao,
Alberto

You got a tool to insert these files into the .lib archives, right? Micartu seemed unsure how to handle that...


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Alpobemp
messaggio22 Jan 2019, 23:32
Messaggio #108



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CITAZIONE (Nyerguds @ 22 Jan 2019, 21:01) *
CITAZIONE (Alpobemp @ 22 Jan 2019, 15:29) *
Very nice indeed.

Ciao,
Alberto

You got a tool to insert these files into the .lib archives, right? Micartu seemed unsure how to handle that...


Yep.
As far as I can recall, it's easy, it's the usual command line executable with help explaining how it works ( flag, option, filename...)

Anyway, if you need, I'm glad to help.

Ciao,
Alberto


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Nyerguds
messaggio23 Jan 2019, 16:04
Messaggio #109



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Well, Micartu said there were more files that needed translating, too, in the graphics... my tool can convert all that, and it's pretty easy to use, but since I don't know Italian it seems more sensible if you people handled that stuff...

Messaggio modificato da Nyerguds il 23 Jan 2019, 16:05


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Micartu
messaggio23 Jan 2019, 16:45
Messaggio #110



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Sure, we have all the translations ready, because Alpobemp at the time translated al texts writing them down in a pdf.
The problem until now was that we weren't able to work on movies subtitles, and Dk prepared some tools for extract and insert back graphic (not the movie subtitles), but i don't know if it's working at 100%, and i don't think that Dk could help us with this stuff because is very busy with his job.
So we need a programmer to do the work. We can translate the texts, we can provide them, but we need someone who can extract graphic and then insert back.

You have developed a better way to do the work, so... here we go, we can complete the project. If you want we can discuss better this kind of stuff by e-mail, adding to the conversation even Alpo.


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Nyerguds
messaggio23 Jan 2019, 20:01
Messaggio #111



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Yes, I see. I tested the tools you sent. The Java extractor works, but the HolmesGRA one just gives me an error when I try opening one of the files extracted with the other tool, so I didn't manage to even see what it was supposed to do.

I think my Engie converter can indeed do all that in a much more user-friendly way. It has full drag and drop support, and you can save in whatever image format you want. The only thing to remember is that if you look at a frame from a frameset and use the program's "save" function, the program will only save that one frame. To save the entire frameset, you need to go to frame '-1'.

The basic way to edit images will probably go something like this:
  • Either find the vgs or vda file with the correct palette for the graphics you want to edit, or just make a screenshot in DOSBox of the scene the graphic is used in.
  • Open the screenshot or vgs/vda file in Engie, save it as the type "6-bit palette", and put that .pal file into the Engie folder. Restart Engie to refresh its palettes list.
  • Open the vgs file you want to edit, and select that palette from the palettes dropdown menu to see it in correct colours.
  • Use the "save as frames" function in Engie to get the frameset as easily editable PNG or BMP or whatever. If you use PNG, it's probably best to enable the "save without transparency" option when saving, because a lot of applications can't handle paletted PNG with transparency correctly. You will end up with a frameset ending on numbers. (like "TITLE.VGS" -> "TITLE-00000.png" up to "TITLE-00003.png")
  • Edit the graphics blush.gif
  • Open one of the frames of the frameset in Engie. The program will detect the numbers and will ask to open the whole range as a frameset.
  • Make sure you have the empty frame '-1' selected, go to 'File' -> 'Save', and select "Mythos Visage frames file" as type.

And that's it blush.gif

Note that sometimes, not all frames in a frameset use the same palette; I noticed that the last frame in title.vgs clearly needs a different palette. You can either just edit it with the wrong palette, or find the correct palette, view that specific frame in its correct palette, and just save it as png directly and overwrite the previously-extracted "TITLE-00003.png". If the ranges are longer, you could view the whole range as frames with different palettes and save them into different folders, and simply remove those with wrong palettes and combine the remaining ones of each folder to a whole frameset again.

Messaggio modificato da Nyerguds il 23 Jan 2019, 20:21


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DK
messaggio23 Jan 2019, 22:50
Messaggio #112



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HolmesGRA it's a tool to only extract and insert graphics for this game; last time I've tried, it worked... but last time... should be ten years ago... biggrin2a.gif I do not remember well if there are some bugs - probably yes - so, if Engie converter can handle the Holmes archive, I think it's better use this because I do not have time for this :/
However, the source code of the program is available, if can be useful.
 
Nyerguds
messaggio23 Jan 2019, 23:47
Messaggio #113



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My tool can't handle the .lib archives, no... just the Visage (vgs/all/lbv) and Visage animation (vda/vdx) graphics formats.

But I never quite understood what HolmesGRA edits... the .lib archives? The Visage files? It only seemed to accept some classic graphics formats as input (bitmaps, icons, gif files), as input, not the game's own graphics files, so I assumed it was unrelated to the .lib archives.

For the record, all the relevant file formats are documented here:
http://www.shikadi.net/moddingwiki/The_Los...errated_Scalpel
http://www.shikadi.net/moddingwiki/LIB_For...ythos_Software)
http://www.shikadi.net/moddingwiki/Visage_Format
http://www.shikadi.net/moddingwiki/Visage_Animation_Format

So yea, all the info is there; I could probably write a tool for those .lib archives in a few hours.

Messaggio modificato da Nyerguds il 24 Jan 2019, 00:05


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DK
messaggio24 Jan 2019, 09:30
Messaggio #114



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QUOTE
But I never quite understood what HolmesGRA edits... the .lib archives? The Visage files? It only seemed to accept some classic graphics formats as input (bitmaps, icons, gif files), as input, not the game's own graphics files, so I assumed it was unrelated to the .lib archives.

Very specific tool, you must use the .ini to specify the path of the game (or put all files into the tool folder), it open the .lib files and you can "explore" the vgs/vda files, then extract and import frames.

However, .lib archive are quite simple, you can implement very fast blush.gif
 
Nyerguds
messaggio24 Jan 2019, 21:57
Messaggio #115



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Yes, I'm already working on a tool to open and edit the archives. But it might take a while since I'm building it as general tool to open more types of archives, and I can't work on it this weekend.

That said, the edited graphics are looking very nice blush.gif


Messaggio modificato da Nyerguds il 24 Jan 2019, 21:58


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Nyerguds
messaggio25 Jan 2019, 12:08
Messaggio #116



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Released the "Librarian" tool, for editing LIB archives blush.gif
http://nyerguds.arsaneus-design.com/projec...rarian/release/

I also released a fixed version of the font editor that will handle VGS correctly. There was already support for it, but it was never really finished. As font, the VGS file starts from the character after the space, and, in the German version, it seems to skip the character for byte 0x7F (127). However, in the Italian pack I got odd results with characters above 127...
http://nyerguds.arsaneus-design.com/projec...Editor/release/

Messaggio modificato da Nyerguds il 25 Jan 2019, 14:58


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Nyerguds
messaggio25 Jan 2019, 22:38
Messaggio #117



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I figured out the font issues. The game has problems when there are 1x1 filler characters added in it... I had to make them at least 2x2 to fix the issue.

Well, one issue. There is also a problem in the line wrapping code, which needs a small hack in the exe file:
B8C8: 90 90 90 90 90
This literally removes a "if the byte is larger than 0x7F, then abort" check.

I should adapt the font editor again... it seems the "skip symbol 127" is only a weird quirk in that German version... along with some more odd code that specifically re-maps the Eszett code to an index at the end of the German font; both of these seem to be done to avoid having to add filler characters in between. So yea, I should really remove that code on the editor to make it easier to edit fonts for translations made on the English-version exe file.

Messaggio modificato da Nyerguds il 28 Jan 2019, 12:04


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Nyerguds
messaggio28 Jan 2019, 12:04
Messaggio #118



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It still doesn't seem perfect... it worked at first, but it messed up and crashed when I tried to switch to the other fonts. I don't know if it's because of something wrong in the other fonts, or if there's just some problem with loading the larger fonts in general...

If all else fails, you could always switch to using the German exe file; it might mean you need to adapt some of the text files, if they work a bit differently in the German version, but I know exactly how their font handling works now, so we would definitely have the extra characters we need.

[edit]

I found where it allocates memory for loading the file! It's set exactly to the size of the largest font file. Increasing it to 10k did the trick.
301C4: 00 28

Messaggio modificato da Nyerguds il 29 Jan 2019, 10:52


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hrvg
messaggio17 Aug 2019, 21:52
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Hi,
I played with your translation (2.0).
For the words: Rag, Necklace et Large key.
I modified the files. It is a suggestion only (example). Because I do not speak Italian.

1) Large key --> Chiave gr

2) Necklace --> Collana
3) Rag-->St.
____________________________
And I modified these two words: Watch and Wet rag.
If the translation is correct. I send you translated files or game. Otherwise, you give me correct translation and I will make the corrections.

ACT7_11 Wet rag(-> Strac. bag.
NAME_11 Watch-->Orologio


Regards.
_________________________________
Hi,
J'ai joué avec votre traduction (2.0).
Pour les mots : Rag, Necklace et Large key.
J'ai modififié les fichiers. C'es une suggestion (exemple). Car je ne parle pas l'italien.
Et modifié ces deux mots : Watch et Wet rag.
Si la traduction est correct. Je vous envoie les fichiers ou le jeu traduits. Sinon, vous me donnez la bonne traduction et je ferai les corrections.
Cordialement.

Messaggio modificato da hrvg il 19 Oct 2019, 18:41
 
hrvg
messaggio19 Oct 2019, 11:34
Messaggio #120





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Hi,
I would like to translate three cutscenes.
Someone could tell me which tools to download, please.
And explain how to use these tools.
Thank you for your help.
 
Micartu
messaggio19 Oct 2019, 17:39
Messaggio #121



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Hrvq, i answer in english language, because i'm with the mobile. We were studying a way to translate the three objects in a normal way, "Straccio" and "Straccio bagnato" for example (rag and wet rag).
This is absolutely possible. In the past we couldn't do it because the tools that we used to translate the game were and are bugged (the tools that even you own). My intention was to ask a friend of mine to fix that bug.

About the movies and graphics: Nyerguds realized a tools to translate movies and graphics and we have done it but we haven't released the new version of the patch because we need to make some other little fix (the bugfix that i was talking before and some other little corrections to some details). And then.... i got really really sick. I'm slowly healing but i'll be ready again maybe in 2020. Maybe you can ask Nyerguds for help.


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hrvg
messaggio19 Oct 2019, 18:45
Messaggio #122





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Hi Micartu,
I thank you for your answer.
I am sorry to hear that you are sick. I wish you a quick and full recovery.
I will write to Nyerguds
I thank you again for your help.

-----------------------------------------------------------------------------------------------

Bonsoir Micartu,
Je te remercie pour ta réponse.
Je suis désolé d'apprendre que tu es malade. Je te souhaite un prompt rétablissement.
Je vais écrire à Nyerguds
Je te remercie encore pour ton aide.
 

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