Bastard Baroque

Translating Baroque 0.2

No permission to download
I've been using a translation table found online and managed to translate a few menus. So far the only roadblock is the need to develop scripts to expedite the translation process.

The text is in the games msb files, cut scenes in the cpk files.

BS.msb contains the start menu's text. The other three contain other menu text, item descriptions, and the games dialogue.

There is already a complete game translation online, I'm waiting to get approval from the translator before I continue.
 

mrkotfw

Mid Boss
Awesome!

Could you describe the format for those files? Is it just plain text? Any special way to parse these files?

Do you know how the game draws text?
 
The files aren't compressed, just plait text using a different character set then normal. Here is where I got most of what I'm using. I verified everything said is correct. The user also created the translation table I'm using. I've been expanding their table using the existing translation.
so far everything has lined up. Dont really think there will be much needed to do this outside of expanding some dialogue and editing the movies. There are no special tools needed as senior members of the forum have already created them.


Edit: Dumped all game scripts. They seem to match perfectly to the online translation. I also think I've determined whats used to make the script advance. I'm also expanding the translation table, once it's done the game should be translated rather easily.


Making an excel/google docs sheet sometime soon to show updates/share them with a few testers.

Edit: Translation table is going well, the one online was mostly accurate. Its missing large chunks, but its being updated steadily.

Will try to release a poc soon. Most likely just video of the menus.
 
Last edited:

mrkotfw

Mid Boss
Good to know it's very straight forward format. Hopefully that's all there is to it.

Looking forward to seeing a video.
 
So it's not straight forward. The game spews garbage outside of predefined text string sizes for menus, and I need to figure out how to change it to a half width font, its 16 by 16 atm. The translation part is easy. I'm finishing up the translation table. After that the game displays everything better then expected. No crashing or weird stuff outside of garbled text when it goes passed predefined display areas.
 
So it's not straight forward. The game spews garbage outside of predefined text string sizes for menus, and I need to figure out how to change it to a half width font, its 16 by 16 atm. The translation part is easy. I'm finishing up the translation table. After that the game displays everything better then expected. No crashing or weird stuff outside of garbled text when it goes passed predefined display areas.
Really exciting stuff, I've always wanted to understand what is going on in this game.
Just wanted to express interest in the project since the thread wasn't receiving too much responses.
 
Its *, havent had much time recently. Classes are ramping up.

Here is the text table:


Edit: AAA.bin is the text draw code, FONT.bin contains the font as expected, the way it draws is interesting, and the game has odd commands. Been fun to mess with. So FONT.bin can be read easily with the latest tile molester. I am still messing with AAA.bin, havent gotten anywhere. I'm using ghidra.
 
Last edited:
Edit: Jumping back in. Debating best way to go about what I'm doing. I could ignore the text size issue and just crunch the menu text. Subtitles/NPC text isnt effected by the same issues as the menus are.

just wanted to say thank you so much for doing this, i'm really happy that you plan on continuing and i'm so excited to finally be able to play the original version of one of my favorite games and share it with my friends. good luck and let me know if you are looking for any playtesters :)
 
It's on hold. There is a spanish ps1 translation I'm going to use as the base for the ps1 version. And them I'm gonna port to saturn.
Any progress? I am really obsessed with this game but can't play it without english translation
 

Knight0fDragon

Patron Supporter
I have setup a sheet to handle the codes for Baroque:

If anybody wants to help fill in the sheet, it will be greatly appreciated.

I have no interest in the game myself, but will help provide tools (One of which will be a tool that converts back and forth with the Baroque encoding).


Now, the fastest way I found to determine the hexidecimal for each character is to load the game in an emulator, go to start a new game, go to name select, then in the debugger, go to 002112a8. This will be the location of the first character on the screen. Fill it with the characters you want to investigate. For example, the first page should be F800 -> F85F, so I fill in the data with the following:

F800F801F802F803F804F805F806F807F808F809F80AF80BF80CF80DF80EF80F00FE
F810F811F812F813F804F815F816F817F818F819F81AF81BF81CF81DF81EF81F00FE
F820F821F822F823F804F825F826F827F828F829F82AF82BF82CF82DF82EF82F00FE
F830F831F832F833F804F835F836F837F838F839F83AF83BF83CF83DF83EF83F00FE
F840F841F842F843F804F845F846F847F848F849F84AF84BF84CF84DF84EF84F00FE
F850F851F852F853F804F855F856F857F858F859F85AF85BF85CF85DF85EF85F00FE

This will get you the following after you cycle through the pages:

1641311568746.png


I then scan it with an OCR, and record each line into the spreadsheet.

From what I can tell, there is no similarity to any encodings, so this is going to be a painful manual process. Once this sheet is filled in, I will go ahead and finish up the tool, and maybe some folks can get started on attempting to translate this game.
 

vbt

Staff member
I have setup a sheet to handle the codes for Baroque:

If anybody wants to help fill in the sheet, it will be greatly appreciated.

I have no interest in the game myself, but will help provide tools (One of which will be a tool that converts back and forth with the Baroque encoding).


Now, the fastest way I found to determine the hexidecimal for each character is to load the game in an emulator, go to start a new game, go to name select, then in the debugger, go to 002112a8. This will be the location of the first character on the screen. Fill it with the characters you want to investigate. For example, the first page should be F800 -> F85F, so I fill in the data with the following:



This will get you the following after you cycle through the pages:

View attachment 7043

I then scan it with an OCR, and record each line into the spreadsheet.

From what I can tell, there is no similarity to any encodings, so this is going to be a painful manual process. Once this sheet is filled in, I will go ahead and finish up the tool, and maybe some folks can get started on attempting to translate this game.

any hope to reuse text from other version ? (ps1,wii,etc)
 

EmeraldNova

Pluto Supporter
Ok, so I guess I should post here. I'm working on this kinda and managed to translate the start menu items. I have a plan to try to do a rudimentary translation. there may be truncation due to text limitations, we'll see.
 

EmeraldNova

Pluto Supporter
We're grabbing all the characters from FONT.BIN. Me, Knight0fDragon, and GiantEnemyCrab are filling out a spreadsheet to strip the text out of MSB, turn it into Japanese, then translate. I don't think we'll be able to beat the character limit though. WIth a full kanji sentence, we can insert double the characters. Hiragan and katakana are unfortunately 1 to 1 on character count. Without a way to break the limits of the character count, the translation will be a bit limiting.

I don't exactly know what I'm doing, but I'm guessing we'll have to find the prescribed memory location of the start of every in game dialogue and change it to where we move it too for expanded character count, maybe even resize the MSB file (and hope it doesn't affect memory location of the next file in line to be loaded.) Knight is free to tell me I'm wrong on multiple fronts.

1641540550396.png
 
Top