Translating Dungeon Travelers 2-2 (PS Vita)

How to translate the files of a game
kmbagpipes
Posts: 1
Joined: Wed Mar 10, 2021 10:39 pm

Translating Dungeon Travelers 2-2 (PS Vita)

Post by kmbagpipes »

Greetings all,

I'm trying to get into translating this game as a project for myself, as it looks like there isn't going to be an official localization. I've downloaded QuickBMS and a hex editor and messed around some, but I'm not even sure I'm on the right track at all. I have the game dump in a folder, I'll put a link to a screenshot below. I don't know if the file extensions matter, but they are mostly either .tex or .pck. Going by folder names, I think some of the .tex are images, and some of the .pck should be text, but I'm not positive. I tried a few BMS scripts that looked promising, but no dice so far. I'm hoping someone here can get me steered in the right direction on this.

- folder structure
https://drive.google.com/file/d/1NyyKlG ... sp=sharing
- tex from Bustup\Event\
https://drive.google.com/file/d/1le13Za ... sp=sharing
- pck from Script\
https://drive.google.com/file/d/1pypl-o ... sp=sharing

Any help is appreciated!
algcoc
Posts: 2
Joined: Fri Jun 18, 2021 6:59 pm

Re: Translating Dungeon Travelers 2-2 (PS Vita)

Post by algcoc »

https://forum.xentax.com/viewtopic.php?p=148642#p148642
this user made a noesis script for viewing the .tex files, it works on the Summon-Bustup-0012 file another user in that thread provided, but not my dump (or the Cha0000.tex you've linked). I can't help with anything else I'm afraid.
https://drive.google.com/file/d/1nL6h_o ... sp=sharing
narutolied
Posts: 1
Joined: Sun Oct 10, 2021 1:31 pm

Re: Translating Dungeon Travelers 2-2 (PS Vita)

Post by narutolied »

kmbagpipes, are you still on this. Maybe we can work together.

TEX:
there is a noesis python script that is fine for viewing and extracting the tex files (you need to config the python plugin for noesis for DT22), but in order to repatch tex files we need a bms script for the tex files anyway. Maybe the python scripts give enough clues for bms script creation
I hope there is a shared format for all tex files so 1 script is enough.
My first priority are the pck files as they contain a lot of tex file and i gues there are most oft the dialog.

PCK:
I tried yesterday the Compile Heart's.pck bms script and the Hyperdevotion Noire one. both look promising but not correct for DT22. I gues one of them need little Adjustments to work for the pck files.
The layout as i can tell so far is as follows:
They contain a chunk with "Filename ...." and "Pack ...."
Progress so far:
Chunkname(Filename), unkown byte, pointer for filename1 long, pointer for filename2 long........,filename1,filename2.......,Chunkname(Pack), unkown byte, ?(pointer to file )?.............
The unkown byte1 and unkown byte2 are different in both packs so unlikely for a filecount.

All of this is in the kind of "proof of concept" state. Maybe if we have a working bms script for all tex and pck, there could be a possibility for a translation and a repatch.

Update: I was able to extract the tex files form the pck with quick bms. Also i was able to extract an PNG from the TEX files and reimport it succsesfully after editing. RePatch with Vita worked and showed the right picture.
Also i made progress on the dialog files. They are in Shift-jis format and packed in multiple adv.bin files. I gues they should be edible right insight the pck file without extracting.
If anyone is intressted in my work or wants to collaborate on this projekt -> mail me here or write me in discord. Narutolied#4096