Talk:Remember11 - the age of infinity

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Welcome to the Remember11 talk page. Please add your comments to the appropriate category, or press the '+' button at the top to create a new category, as there's a lot of text on this page and it gets kinda confusing when everyone adds comments at random places. Also, it would be nice if you could sign your comments using four tildes, like this: ~~~~. Please do not post spoilers; post them on Talk:Remember11 - the age of infinity/Spoilers instead. VDZ 15:09, 21 April 2010 (UTC)

Contents

[edit] Things to check before the error fix release

  • Address all the issues in R11:ErrorReports
  • Please make sure the title of TIP 035 (Brocken Specter) is updated (for the patch)
  • Include the fixed mv01.avi in the patch
  • [Experimental version of .exe - also has new TIPS] I need to know if this works. Krdskrm: Exactly what do you want for a1320 and a1350? Roger Pepitone 16:13, 26 October 2010 (CDT)
Patch v1.0 had these untranslated lines: [1] and [2](a1320 and a1350, perhaps?)
Re: experimental version, the patch installed with no errors, but R11-rp.exe didn't work (Please insert DVD error). --Krdskrm 09:45, 27 October 2010 (CDT)
Also, is that supposed to be installed over the v1.0 patch, or a fresh R11 installation? I did the test over the v1.0 install. --Krdskrm 09:52, 27 October 2010 (CDT)
Which -en.afs files are in FILE/ ? And it should install over any version. Roger Pepitone 10:01, 27 October 2010 (CDT)
bg, bgmpc, etc, ev, mac --Krdskrm 18:16, 27 October 2010 (CDT)
The script remains untouched (except the TIPS).--Krdskrm 03:40, 28 October 2010 (CDT)
[Sorry about screwups (mac-en.afs)] Roger Pepitone 09:31, 28 October 2010 (CDT)
Patch works in WinVista. --Krdskrm 23:02, 28 October 2010 (CDT)

I suggest that we release a new version of the patch only if a set period of time has passed since the last error report (e.g. a week or two... not sure). From what I can see, there is still enough unresolved stuff on the error page, so what's the point of doing it now? - N.H. 02:22, 30 October 2010 (CDT)

Just tested if the formatting errors have been fixed. Also, I think Roger just wanted to know if the new .exe is working. But I think we shouldn't release anything yet. --Krdskrm 03:38, 30 October 2010 (CDT)
It's so that they can check that the changes (particularly text bleeds) actually went through. Roger Pepitone 12:00, 30 October 2010 (CDT)
[Yet another r11-rp.exe] Roger Pepitone 13:58, 2 November 2010 (CDT)
This one works. Re: R11_Patch.exe, the patch gives an error if it can't find FILE/mac-en.afs (it isn't present in the first place). --Krdskrm 13:59, 9 November 2010 (CST)
mac-en.afs is linked in my Oct 28 message. Roger Pepitone 14:16, 9 November 2010 (CST)
Oh, I see. Here's the mv01.avi --Krdskrm 14:20, 9 November 2010 (CST)

I think it's time to release this. --Krdskrm 00:00, 18 November 2010 (CST)

Ditto. Well, as usual I'll wait for Roger to make a newer patch with all of the changes included; once that's out and working you can expect the 1.1. - N.H. 12:48, 18 November 2010 (CST)
[mac-en.afs] [init.rp] Hope this works. Roger Pepitone 13:15, 18 November 2010 (CST)
[3]. Fresh install of R11. - N.H. 13:44, 18 November 2010 (CST)
See if it runs anyway. (It appears to be a spurious error message.) Roger Pepitone 13:55, 18 November 2010 (CST)
If you mean the game, it does if I move mac-en.afs to FILE\mac-en.afs manually (the patcher fails to move it by itself as can be seen from above), which however is not exactly what we want right? - N.H. 14:10, 18 November 2010 (CST)
Try [this] r11-patch.exe. If that doesn't work, maybe you could have your install script move mac-en.afs after running r11-patch.exe. (Unfortunately, my backup computer also suffered sudden motherboard death syndrome, and I'm having trouble getting everything set up on the new computer. Roger Pepitone 18:37, 18 November 2010 (CST)
Too bad to hear you're still having all these computer troubles. :/ Should we wait for when you could fix it, then, or do you think it'll take long? In any case, for now I've made the installer create a dummy 0-byte sized FILE\mac-en.afs at the beginning of the installation, which seemingly remedied that error. - N.H. 05:27, 19 November 2010 (CST)
Try [this] R11_patch.exe. Does it work? Roger Pepitone 16:16, 19 November 2010 (CST)
This one doesn't run at all. There's a (Windows) error messagebox saying it can't find "libgcc_s_dw2-1.dll". - N.H. 16:56, 19 November 2010 (CST)
Try [this]. Roger Pepitone 17:06, 19 November 2010 (CST)
This one complains about missing some other libgcc dll. You're not keen on eventually including your entire runtime set in there one file at a time do you?.. Anyway, I've confirmed the "18:37, 18 November 2010 (CST)" patcher + my mac-en.afs workaround to be working in XP, Vista and 7, so if there is nothing else that might prevent us from releasing it (is there a confirmation that the current patch addresses all the stuff that needs addressing? I was not able to test it at all due to no time), I might as well upload it now. - N.H. 02:38, 20 November 2010 (CST)
[Yet another R11_Patch.exe] Roger Pepitone 16:10, 20 November 2010 (CST)
The new init.rp should be moved also (no new initbin.dat). --Krdskrm 04:35, 19 November 2010 (CST)

[edit] v1.1 pre-release

Download

The usual how to:

  • Uninstall v1.0 if you've had it previously.
  • Then install this one.
  • Let me know if anything goes wrong.

- N.H. 04:02, 21 November 2010 (CST)

Works for me (WinVista). --Krdskrm 10:16, 21 November 2010 (CST)
Okay then, release is go. Hopefully we're not forgetting anything this time. - N.H. 11:56, 21 November 2010 (CST)

[edit] Release Candidate 2 comments

All seems to be ok (WinXP SP3). Btw, how about I'll wrap the patch into an all-in-one windows installer later on? The script for that is basically finished, and works smoothly with this version. - N.H. 07:57, 10 October 2010 (CDT)
What's this installer do, exactly?
(Current R11_Patch.exe will:
Add appropriate files to ev.afs, bg.afs, bgmpc.afs, and etc.afs from r11-eng.patch
Rename R11-en.bin to R11-English.exe
Move mac.afs into the FILE/
Rename initbin.dat to FILE/init.rp)
[C++ source] so you can work it into the install script.
(Also, you should have told me you intended on using an install script; I wanted the -RC files to be exactly what would be potentially released for testing purposes.) Roger Pepitone 08:34, 10 October 2010 (CDT)
Okay, I guess it's a bad idea after all. - N.H. 10:16, 10 October 2010 (CDT)
There's nothing wrong with having install scripts, just that they should have been part of RC1 and RC2. Upload RC3 with your install scripts so it can be tested. Roger Pepitone 11:07, 10 October 2010 (CDT)
Thing is, if you consider something in your patcher in need of further testing I can see how this could lead to complications since, like I implied, I'm not after reinventing the wheel: the installer still runs your patcher from within the R11 installation directory, the intent is just to simplify things on the user side (R11 directory detection, shortcut creation, uninstall function and the like).
In any case, you should tell me if this is inconvenient. As for the time being, let's call this a Release Candidate 3. - N.H. 12:15, 10 October 2010 (CDT)
What programming language is the install script written in? Roger Pepitone 12:23, 10 October 2010 (CDT)
It's an Inno Setup script. Here's what it looks like for the above version. - N.H. 12:33, 10 October 2010 (CDT)
(Un)installation works fine. --Krdskrm 13:05, 10 October 2010 (CDT)
Thanks for the report. I saw you mentioning a reboot prompt earlier; did something else turn out to be the cause? - N.H. 13:54, 10 October 2010 (CDT)
The reboot prompt appeared when I installed the patch over a not-so-clean R11 installation. So it probably was necessary to reboot. I applied the patch again over a clean install of R11; it didn't prompt for reboot. BTW, I was thrilled when the patch detected my R11 installation located in a separate partition. lol --Krdskrm 14:13, 10 October 2010 (CDT)

[edit] Release Candidate 4

Download
Some redundant instructions:

  • If you've downloaded RC3 before, just uninstall it, then install this one.
  • If not, it is recommended that you have a clean install of R11.
  • Let me know if anything goes wrong.

I'm not sure if this is the "final version"; it might as well be. UPD: Error reports page here. - N.H. 10:50, 11 October 2010 (CDT)

Perfect. Patch detects R11 installation; creates Start menu shortcuts. Images and movies were patched. English manual and extra files are OK. R11_Patch.exe reports no errors. No errors on both installation and uninstallation. (winxp_sp3, clean install of R11.) Windows Vista/7, anyone? --Krdskrm 10:43, 11 October 2010 (CDT)
Good. The Vista machine is out of my reach at the moment, I'll try to access it later (prolly tomorrow) if no Vista users report by then. In theory, not much has changed since RC3 so things should still be fine, but it never hurts to make sure one extra time. - N.H. 11:08, 11 October 2010 (CDT)
So are you guys releasing this one or what? Moogy (talk) 13:30, 11 October 2010 (CDT)
If this is everyone's consent, then yes, we do. I'm not sure yet if it is. Also, presenting things is not my specialty; hope The_paper or Sheeta would be nearby today and do us a favor of handling that. :) - N.H. 14:17, 11 October 2010 (CDT)
TBH if there's no massive difference between this patch and the last, it probably does work on Vista, so might as well release it~ And what does presenting involve (lol)? - Sheeta 14:44, 11 October 2010 (CDT)
If anybody should have reason why Release Candidate 4 should not be English Release 1.0, speak now or forever hold your peace. Roger Pepitone 17:19, 11 October 2010 (CDT)
Fantastic. I'll wait until 11 PM Eastern time exactly, in case anyone has anything else that needs saying, and then up on the front pace it goes! Congratulations, guys. --the_paper 21:16, 11 October 2010 (CDT)
Okay, I thought of one. Changing filename to Remember11_EN_1.0.exe won't be a problem, right? --the_paper 21:21, 11 October 2010 (CDT)
I've just "rebranded" it internally as 1.0, links are updated now. UPD: Now with more realistic disk space requirements, too. Will check on Vista a bit later. - N.H. 01:41, 12 October 2010 (CDT)
I thought you will make both full and light versions of patch. Didn't you think that for some people ~160mb will be too large? So I've made a small copy of patch, having removed from it movies, (with it, patch became just 15mb, instead of 163) and uploaded it to my server: download I'll be glad, if you add my copy to other mirrors. And PS, original patch on the Vista/7 works well. --Vizer 09:50, 18 October 2010 (UTC)
It's been discussed here recently (although it seems as if the relevant section got deleted). In a nutshell, there are plans to release a lighter version as well, but only if the majority of the players would complain. You're the first so far. :) IMO, a translation is something monolithic and complete; you can't just dispose of a part of it (no matter if it's minor or not) like that. Again, there's nothing wrong with having unofficial repacks, but offering these alongside the main patch is not unlike saying "get whichever version you prefer, it doesn't matter anyway" which is obviously not entirely true. - N.H. 06:06, 18 October 2010 (CDT)
Actually, I was lazy to redownload such patch because I already had read the novel, but I was interested to see what's new in it :) Anyway, if you are ok with repacks, I will place it on few other sites. --Vizer 13:08, 18 October 2010 (UTC)

[edit] To Do List

For everyone's convenience, I made this!

  • TIPS insertion / adding needed %N and %P (in progress)
My final edits to all TIPS are all complete now; I'll refrain from making any more changes so that they can be properly inserted (and would ask that everyone else does the same). --the_paper 08:54, 10 September 2010 (CDT)
  • Translate Ending Movie stuff (will be done once QC ends) Finished today; it was just insertion of already-translated game script anyway. --the_paper 00:09, 5 September 2010 (CDT)
  • Lyrics and Jukebox insertion/subbing (very low priority)
  • Fix looping music track (is this possible?)
  • Fix wrong timestamp on Day 7 (again, is this possible?)
  • Fix Yuukidou (same as above)
  • Fix GYAAAAAAAAA in SA7_04
  • Fix text leak in R11:CO3_06.txt Done - Sheeta 10:34, 14 September 2010 (CDT)
  • Finish QC
  • Add italics and "é" to font. Which italic characters are needed? Will any other characters be needed? - rp
The Yen symbol, maybe. [4] --Krdskrm 03:41, 10 September 2010 (CDT)
Also, Ⅰ, Ⅱ, Ⅲ, and Ⅳ (used in this tip). - N.H. 09:21, 10 September 2010 (CDT)
Hmmm... there's no halfwidth Yen symbol, but there's a fullwidth Yen symbol. As for I, II, III, IV, that's a problem with my TIPS converter. Will fix. Roger Pepitone 10:22, 10 September 2010 (CDT)
A couple of things: Extra Voice translation.txt and TL Notes.txt seem to be in Shift-JIS encoding, which means some characters (e.g. kanji) won't show up correctly unless viewed on a machine with the locale set to Japanese. It's better to convert these to Unicode or somesuch. Also, a line in TL Notes reads "the four characters 恋?感情" - a character missing?
Done converting to UTF-8 encoding; added missing kanji --Krdskrm 20:58, 22 September 2010 (CDT)
On a (un)related note, do we need an extra section for our stuff in the manual? I'm currently including a template for that in the translated html but I'm not sure whether we gonna use it (will remove it and reupload the archive if it's not needed). - N.H. 01:52, 20 September 2010 (CDT)
Sure, the manual can go in so long as it doesn't delay the patch release or anything. - Sheeta 05:33, 20 September 2010 (CDT)

What additional letters are needed in the font? I'm going to need "é" for "fiancé", so I might as well add italics. Which italics are needed? Just a few, or all the capitals, or the full alphabet?</s> I don't know how to fix the looping music track, but I'm pretty sure I can fix the timestamp on Day 7 and Yuukidou. Looking into SA7_04, but GYAAA is probably a matter of adding a %N at the appropriate place. Roger Pepitone 15:15, 8 September 2010 (CDT)

I'll be no use to you fixing the others, but I did try adjusting the GYAAA. Let's see if it works now. --the_paper 21:51, 8 September 2010 (CDT)
Ah, The "I"s in this tip should be yellow. At least in my version of the patch, they're still white. --lors 01:11, 9 September 2010 (CDT)
Sorry about the wait, but this should fix most (all?) current issues. [new] [2nd] [3rd] [4th] [5th] [6th] [7th] [8th] [9th] [10th init.rp] [new image / font / music patch] [new mac.afs]
Put init.rp and mac.afs in the Remember11/FILE directory. Put R11-patch.exe and R11eng.patch in the Remember11/ directory. Run R11-patch.exe. (New font includes italic characters, but they aren't yet used within game. Use standard HTML tags to get them.) Roger Pepitone 20:15, 10 September 2010 (CDT)
By HTML tags, do you mean <i>like this</i>? - N.H. 00:50, 11 September 2010 (CDT)
Right. (Also, right now there's only the mechanism to put them into TIPS. I haven't set up the code to detect that with mac.afs, but will soon.) Roger Pepitone 04:48, 11 September 2010 (CDT)
I found a few things while playing the vocal songs in the jukebox.
1) Top line goes out the box, though I suspect this can be fixed by simply moving 'Arrangements' to the lower line (which I'll go do right now). Done.
2) Broken word wrap.
3) A lot of the lines in both songs have the next line appearing at the end of the previous one. - Sheeta 09:57, 11 September 2010 (CDT)
Actually, I think that's because the lyrics only work with strictly 16-bit strings, and I was sending some mixed-bitwidth strings. Try new init.rp. Roger Pepitone 10:46, 11 September 2010 (CDT)
Tried it. Didn't work :( - Sheeta 11:00, 11 September 2010 (CDT)
Okay: as for part 3, lines may not contain more than 63 characters. (It may be possible to add additional lines, though, which may also allow having romaji and translated lyrics.) Roger Pepitone 19:27, 11 September 2010 (CDT)
Well, I put up the lyric stuff with line longer than 63 characters starred. Each line has two parts. First, there's a number which indicates when a line is supposed to be shown, probably in units of 1/60 of a second or somesuch. I'm not sure exactly when a line is erased. (Is it a fixed time after being drawn? A fixed time before the next line is to be drawn?) Roger Pepitone 21:27, 11 September 2010 (CDT)
Just now tried shortening stuff and adding romaji lines; let's see if it works? - N.H. 00:33, 12 September 2010 (CDT)
Looks nice, save for the glitch with the top line (it seems to always disappear too early). Hope it can be fixed too. By the way, seeing as the subtitles (?) for that ExtraVoice stuff are included there too, I wonder if they somehow could be shown in this way as well? (Because if not, then I guess it's kind of pointless to bother with shortening/editing them, etc) - N.H. 08:41, 12 September 2010 (CDT)
Well, the "glitch" with the top line disappearing early is probably deliberate behavior in the Japanese. (Top line is the first half of the lyric and the bottom line is the second half; first half disappears after it's been sung.) This doesn't make sense in our patch.
Fixing may be doable, just slow and tedious digging through the code to find where it's doing that. (Lower priority than most anything else I have.)
As for Extra Voices, if it's not displaying in game, I don't know how to get it to display, sorry. Also, perhaps change "Member Yuni" to "Private Yuni", "Seaman Yuni", or "Airman Yuni"? ( http://en.wikipedia.org/wiki/Military_rank ) Roger Pepitone 10:37, 12 September 2010 (CDT)
If anyone's gonna change 'Member Yuni', make sure it's changed in the scripts too, since it refers to a specific scene. I personally think it's fine as it is. - Sheeta 10:55, 12 September 2010 (CDT)
Holy shit, I somehow completely forgot to edit the Extra Voice files! I'll get that done today. We had Yomogi saying "Officer Yuni" in the main script, but I don't like that any more and feel Private would be more appropriate, so I'll change them all to reflect that unless anyone has objections/a better idea. --the_paper 21:45, 12 September 2010 (CDT)
Satoru QC Order:
Once the_paper finishes a day, Raide will go through it. Raide will do the entire thing once the_paper finishes Woops I already reached day 6 - Raide 09:42, 28 August 2010 (CDT) I guess that's it. - Raide 23:23, 3 September 2010 (CDT)
  • Day 1: the_paper | Raide
  • Day 2: the_paper | Raide
  • Day 3: the_paper | Raide
  • Day 4: the_paper | Raide
  • Day 5: the_paper | Raide
  • Day 6: the_paper | Raide
  • Day 7: the_paper | Raide
  • Epilogue: the_paper | Raide
  • Scene title fixes. Scene titles should have a maximum of 31 characters (including spaces) in order to avoid text bleeds and garbage text
  • In game menus etc. translated
  • Translation check lines marked 'check' (Is the_paper doing this now or are we still outsourcing it?)
Yes, this is me - actually seems to be ALL me at this point. My final editing passes comprise TL check, English editing, and QC, in case that wasn't clear (also the main reason why I'm so slow :P) --the_paper 02:59, 8 August 2010 (CDT)
  • Extra Voices Will be put in the readme
  • Fix the Cabin background CG with table overlay (lol) Table is staying due to popular demand.

Feel free to discuss it below, or mention anything that's missing. - Sheeta 15:27, 2 August 2010 (UTC)

ExtraVoice inclusion mode - txt, there really isn't a choice anyway unless anyone is willing to decypher the whole R11 engine script format, which is not happening I'm afraid is a bit too much to ask just for something this minor.
Adding it to the readme or other text file with the patch sounds fine, and like the best option. the_paper 02:59, 8 August 2010 (CDT)
Ghost_table - nothing wrong with it. It's basically a Schroedinger's table. It is half there and half isn't. It thus symbolizes things and is crucial to the story in addition to being a mild grade meme material. The fans will be very disappoint, do we want that? No, we don't. - N.H. 19:45, 2 August 2010 (UTC)
Less work for us then lol - Sheeta 20:17, 2 August 2010 (UTC)
From what I can see in the Ending Movie script, it's just quotes from the game, so it doesn't really need 'translating' per say. It's probably best to wait until QC is done until we copy-paste the lines in, since the lines are still subject to change. Of course, this is assuming there's a video editor lurking around and that we actually WANT to bother translating it. This might be just me, but I thought it was really neat seeing those key lines in their original Japanese right at the end. Meh, thoughts everyone? - Sheeta 10:35, 6 August 2010 (CDT)
The idea of these quotes might seem sort of redundant, yes, but then again there is some sort of an author's intent behind it, so leaving it as it is only makes the translation less complete, that's what I think.
Incidentally, the manual seem to agree with you on the rest of it though. :3 - N.H. 12:50, 6 August 2010 (CDT)
Soooo.... assuming that it's a.) feasible with the current to-do list, and b.) not in poor taste... what does everyone think about a September 11th release? -- the_paper 04:40, 10 September 2010 (CDT)
Might be a bit tight, but if it's doable, sure - Sheeta 05:37, 10 September 2010 (CDT)
Well, that one didn't pan out, but does anyone else have good ideas for possible "significant" release dates? Next one I can think of is 9/16, Yomogi and Utsumi's birthday. (Not that I'm saying we should put the patch on hold just to release it on Day X, of course.) --the_paper 09:07, 14 September 2010 (CDT)

There is a minor stylistic discrepancy in the tips concerned with something that is abbreviated or has other names. I.e.:
Abbreviations:
R11:TIP 010.txt GPS - Global Positioning System
R11:TIP 017.txt LAN - Local Area Network
but:
R11:TIP 005.txt SPHIA - (Specified Psychiatric Hospital for Isolation and Aegis)
Other names:
R11:TIP 028.txt French Mercenary Legion - (French Foreign Legion)
but:
R11:TIP 032.txt Flight Recorder - (a.k.a. Black Box)
R11:TIP 068.txt Schrödinger Equation - (a.k.a. Wave Equation)
Can we unify this somehow? Also, I suggest that we use "or" instead of "a.k.a.", less netspeaky this way. - N.H. 07:58, 15 September 2010 (CDT)

I know that "a.k.a." appeared in [The Tattooed Potato and Other Clues] (1974). Roger Pepitone 08:21, 15 September 2010 (CDT)
'a.k.a.' isn't netspeak. Use whichever you think is better though - Sheeta 11:04, 15 September 2010 (CDT)
Just a random opinion, but it a.k.a does not mean "or", and I think you would lose some meaning if you replaced it with "or". If you want it less abbreviated you could use "also known as", but a.k.a is perfectly acceptable English. 93.97.185.122 11:28, 15 September 2010 (CDT)
As you wish; it was just a suggestion. - N.H. 11:45, 15 September 2010 (CDT)
Okay, I picked up what this was about. The a.k.a. was for TLer/editor-added aliases (the latter three); the former three don't have it because those were written in the original TIP. Everything should have internal consistency now. --The paper 17:23, 16 September 2010 (CDT)

[edit] Patch Where?

C'mon you guys, me and the_paper have to deal with other stuff and you all do next to nothing for two weeks or so? We're insanely close to finishing here. Are all the TIPS bugs fixed? Are all the jukebox lyrics OK? Because if so, just release a patch. The extras can be put in an update later on if they're not ready yet (they're 'extras', after all). So hop to it and let this 2.5 year long project come to a close. - Sheeta 09:54, 27 September 2010 (CDT)

The last time I heard about the project status is like 2.5 weeks ago, and I'm supposed to wait for test patch updates and stuff from Roger. PM me on IRC. - Raide 11:13, 27 September 2010 (CDT)
What's keeping things up is a story that involves a thunder storm and fried motherboard. The Linux box on which I did all my programming is dead (hard drive's okay, fortunately), so I have to rewrite everything for Windows. Roger Pepitone 12:18, 27 September 2010 (CDT)
[mac.afs] [init.rp] Roger Pepitone 11:42, 28 September 2010 (CDT)
So are these the final things then? - Sheeta 13:04, 28 September 2010 (CDT)
They're the current version. If nobody wants to make any further changes, then they're the final version. Roger Pepitone 13:10, 28 September 2010 (CDT)
BTW, Capture 2010 wants to talk with a staffer for R11. Roger Pepitone 12:37, 28 September 2010 (CDT)
If you mean Aaeru's interview project, then I'm going to be doing that. --the_paper 20:17, 30 September 2010 (CDT)
Currently getting the remaining Tips formatting issues over with; seem really minor so far. R11:init.txt.B is still marked as unedited; there are some text bleeds remaining on the Endings screen.[5] The jukebox appears more broken than before (lines garbled in various ways). Apart from that, I don't know. Also, the italicized I's aren't working ingame.[6] - N.H. 13:55, 28 September 2010 (CDT)
I must say there's something extremely unsettling/confusing about the ANHOLY BLASFEMOUS OVERLAP OF EVOL that some of the project files currently exhibit. For example, we have a whopping total of 3 (three) separate copies for the lyrics and the Extra: here, here and here - which makes for even more duplicated stuff (lots of it in fact) if we just look at init.txt and init.txt.B in general. In the first place, which one of the init.txt's is actually being used in the game? I can see one of them being stroked out and marked as old on the main page, but in fact, if it's not really used in the current patch then it should just be removed altogether since it just so happens that people sometimes get confused (?) and edit the older version. Again, I believe it was said that the main file for the lyrics is R11:lyrics.txt.
In any case, I'm mostly satisfied with the tips formatting now :) (though of course if anyone wishes to give it another run, feel free to do so). - N.H. 02:43, 29 September 2010 (CDT)
R11:init.txt is completely ignored. R11:init.txt.B is used for all parts of init.rp except for lyrics (0x64 lines); any 0x64 lines can be removed from that file. R11:lyrics.txt is the only source for lyric related information. Roger Pepitone 12:10, 29 September 2010 (CDT)
Removed the 0x64's and tweaked the lyrics (partially based on Sheeta's edits). There are also some 0x60 lines that overlap, like [0x60:24,33,1]: 'Lyrics/Composition: Shikura Chiyomaru'. Would it be okay for me to remove these from init.txt.B as well? - N.H. 00:44, 30 September 2010 (CDT)
Few things I'd like to fix in the options menu:[7] [8] [9] , but I can't seem to find these strings anywhere. - N.H. 06:01, 1 October 2010 (CDT)
What the hell. I remember snipping that very line into something way shorter. Not to mention init.txt.B is just a 'new' version of the previous init.txt (which I edited) so it should be edited already. - Sheeta 14:03, 28 September 2010 (CDT)
http://www.mediafire.com/download.php?be75x45btw2uob8 http://pastebin.com/mUBwT8TR Roger Pepitone 14:44, 28 September 2010 (CDT)
OK, snipped the first four. The rest are going in a txt file (they're from the extra voices iirc) and therefore don't need to be cut. Same for the upside down question mark; since it'll be in a txt file, there's no issue. Now what else is left? - Sheeta 02:00, 29 September 2010 (CDT)
Said strings were handled by Pengvado's code. Try [this] version. And since I can't test this, let me know if this does work. Roger Pepitone 14:02, 2 October 2010 (CDT)
I guess that was addressed to me. Well, it should've been capitalized as Right Ctrl, but apart from that it pretty much does work. - N.H. 10:14, 5 October 2010 (CDT)
Fixed that with a hex editor; new .exe here (just in case). - N.H. 15:00, 10 October 2010 (CDT)

By the way, it'd be great if you could let TinFoil or me know when you're actually releasing it. R11 is the longest-running project on TLWiki, so I'd like to give it some attention. Moogy (talk) 13:08, 27 September 2010 (CDT)
First of all, I'm back and in one piece. Thanks to those who offered condolences and support while I was away. Sorry to hear about the motherboard death, Roger, but I'm glad things seem to be getting back underway. An unfortunate setback, but really, I think it's time to put this thing to bed. Can we set a firm release deadline of October 11th? Any of the remaining issues are IMHO so minor that they're not worth spending more time on than that. --the_paper 20:17, 30 September 2010 (CDT)

Fine with me. - N.H. 01:58, 1 October 2010 (CDT)
Glad you're back, and hell yeah! - Sheeta 05:47, 1 October 2010 (CDT)
[Release Candidate 1]
Installation procedure:
Extract to the R11 directory.
Run R11_Patch.exe
Somebody, test against a freshly installed Remember11. Anybody who tests, report. Roger Pepitone 20:38, 2 October 2010 (CDT)
The timing of the lyrics (romaji) is off (fades out quickly). Also, please replace the /link and index.html with this manual translated by N.H. (edited) --Krdskrm 04:56, 3 October 2010 (CDT)
Which lyrics, exactly? Are you the only person who's downloaded it? Were you running off an existing install or a new one? Roger Pepitone 09:58, 3 October 2010 (CDT)
Romaji lyrics of little prophet (whole song) and Darkness of chaos (0:37 onwards)[10]. So this one's an in-game "bug" and is very unlikely to be fixed. --Krdskrm 12:06, 4 October 2010 (CDT)
What do you mean by in-game "bug"? If you're referring to the boxes instead of spaces, that's a problem on my part (and should be fixed). (I temporarily commented some stuff out from R11_Patch.exe and forgot to uncomment it in the RC1 release.) Roger Pepitone 13:11, 4 October 2010 (CDT)
Yes, the boxes in spaces are now fixed. The "bug" I was referring to was the timing of the lyrics. The one being talked about under the To Do List section. -> "Looks nice, save for the glitch with the top line"
  • I thought of a potential workaround: Instead of giving lines as '1st_half_romaji 2nd_half_romaji', '1st_half_eng 2nd_half_eng', perhaps '1st_half_romaji 1st_half_eng', '2nd_half_romaji 2nd_half_eng' would work.
Er, can't we just properly fix it for once, even if eventually? Don't get me wrong, but I'm getting tired of all the half-assed measures, in all honesty. - N.H. 10:14, 5 October 2010 (CDT)
  • Also, will the new R11_patch program run under vista?
  • Is the new version of the manual good? Roger Pepitone 19:29, 4 October 2010 (CDT)
The new manual has a better translation than the previous one. It also has edited images and links that point to the other html files within the same directory. --Krdskrm 02:01, 5 October 2010 (CDT)
What's that new translation, anyway? Someone appears to have just retranslated the whole thing from scratch. *tilts head* Anyway, I don't care which version we'll use, just make sure to let me know if you need any further image edits. As an aside, it spells "downlowd" once and you seem to have missed the error that was there in the original, i.e. stating that the ExtraVoice option is for viewing the movie clips.
Meanwhile, the new patch does seem to work under Vista (brings up some security prompts and such along the way, but nothing too serious). - N.H. 10:14, 5 October 2010 (CDT)
The manual included in the RC1 patch was the one translated by me. I gave it to Roger when he asked for a manual translation. However, it was translated haphazardly (hence, the typos and translation errors), so the new manual that is being considered was the one translated by you (N.H.), only with some modified portions in the "From the translators" section. --Krdskrm 21:34, 5 October 2010 (CDT)
I see. Well in that case here's a (hopefully) even better version based on that, where I've HTMLized the bonus articles a bit further (hyperlinks, headers, stuff like that). - N.H. 04:07, 6 October 2010 (CDT)
  • Also, please update TIP 082 "Approximately 100 Hours"; fixed a very minor grammatical error.
standart problem when installing under Vista: "Error removing old 'File\mac.afs', Error performing patch", running as Administrator does not work either. User Account Control has to be off for this to work. Melfice_1, 10:19 3 October 2010 (CDT)
tried with UAC turned off, patch still wont work. Melfice_1, 10:40 3 october 2010 (CDT)
  • Okay, try [this] version of the patcher.
  • Copy the files from RC1 to the Remember 11 directory. Copy the new version of R11_Patch.exe into that directory. Run new R11_Patch.exe.
  • This should fix all problems except the change made to TIPS 82. In particular, I want to know if it works under Vista. Roger Pepitone 11:13, 4 October 2010 (CDT)
I don't know if this is even a bug, but it does not save my window/fullscreen settings. -Lyle 10:27, 3 October 2010 (CDT)
  • To NH:
As for fixing the problem with the Jukebox, yes, it would be better to fix it properly, but the information doesn't seem to be stored with the initbin data, and I wasn't having much luck finding the relevant code when I had ready access to a development computer.
As for the synch voice and text option, I thought Peng was close on solving that.
init.rp had a new version of TIPS 82; I don't think there was a change to mac.afs, but I rebuilt it because I wasn't sure.
Will look into manual issues. Roger Pepitone 18:35, 5 October 2010 (CDT)
Ok, so I've divided the lines, seeing as it's better than nothing for now. Let's see if that works (but still, I seriously hope a more appropriate fix for this will appear in the future; in that case, someone can just undo my edits). - N.H. 04:07, 6 October 2010 (CDT)
[init.rp with NH's lyric changes] [backup init.rp without them] How do the changes look? If you can, respond quickly. Roger Pepitone 09:30, 6 October 2010 (CDT)
Things still need to be fixed... but before that, here's an idea. In the Japanese version, there is at least one instance when two lines stay onscreen for a (comparatively) long time. It's the very first line (credits) in Darkness of Chaos.[11] Can you study what's different about it? Maybe they're using a different code to mark non-fading lines from fading ones, or perhaps there is a code for making a linebreak. - N.H. 11:24, 6 October 2010 (CDT)
  • I looked over that. What you see in R11:lyrics.txt is all there is; for each lyric, there's a number and a string. I've done my best to figure out how to work around the lyric problems, and with my computer problems, this is all I can do.
  • Also, [Release Candidate 2]. Roger Pepitone 11:48, 6 October 2010 (CDT)
The "Error removing old 'FILE\mac.afs'" is back (R11 new install; WinXP) --Krdskrm 23:19, 7 October 2010 (CDT)
Another lyrics update incoming. Third time would be the charm (it either works or I give up). - N.H. 16:01, 6 October 2010 (CDT) / Still waiting for the updated init.rp. - N.H. 08:52, 8 October 2010 (CDT)
[here] Roger Pepitone 10:08, 8 October 2010 (CDT)

Updated the files in Extras for the last time. I MEAN IT. --the_paper 21:59, 8 October 2010 (CDT)

Updated the HTML versions of Extras based on that (and added a Known issues file), get the v3 of the manual here. Currently having some PC troubles (seems like the videocard is acting up or something), so my final messing with the lyrics will have to wait a bit, sorry about that. Okay, updated the lyrics for the last time. To be exact, this has the potential to both fix everything and screw everything up, but hopefully my method was right. - N.H. 02:57, 10 October 2010 (CDT)
"known_issues.html" has a typo -> "screeen"
Oops. v3.1 it is, then. - N.H. 01:10, 10 October 2010 (CDT)
[new init.rp] And I leave up all old versions of init.rp. Roger Pepitone 06:22, 10 October 2010 (CDT)
Yay! Things seem to be finally in place. - N.H. 07:18, 10 October 2010 (CDT)

Dammit... Roger, can you update the main text again? I've made a very minor edit in R11:PR_02.txt to check if this can be fixed. Then we'll go with the better-looking version. Also, the current version of Exe strings needs to be inserted back into the exe. - N.H. 15:29, 10 October 2010 (CDT)

New versions of all the files. Work them into your script. Roger Pepitone 23:03, 10 October 2010 (CDT)
It doesn't seem like you've replaced all of the strings though..? For instance, the exit message still says "Return to title. Are you sure?". As for the spacing issue, uhh... Turns out they both look bad to me. -__- So then, a question for everyone: which one do you prefer, this or this? - N.H. 00:20, 11 October 2010 (CDT)
I prefer the second one. It's supposed to be written that way in the first place. The apostrophe has a shadow so I can still see it. --Krdskrm 01:38, 11 October 2010 (CDT)
Acknowledged. - N.H. 07:42, 11 October 2010 (CDT)
I've said this before, but my program doesn't parse R11:exe_strings. I have to manually copy/paste the strings over. Which strings aren't in correctly? (Give the five digit address before the string.) And can you email me or give me an IM account (I'm rogerpepitone on YIM and MSN) so we can go through the cycle a bit faster?
The exit message is 9ec68. Also (from what I gather), 9ecf0, 9ed14, 9ed50, 9edb0 and probably a bunch of these error messages no-one has ever received including me. I mean come on, the thing's planned for release today; manually or not, it's better to do it anyway just to make sure, don't you think? Oh, and fix that dreaded Right Ctrl capitalization at your side already, or do you expect me to correct it with a hex editor each time that the exe is updated? :)
I don't have an IM, but I check these pages fairly often now so the quickest way is the current one. - N.H. 05:45, 11 October 2010 (CDT)
Well, considering how in the past you've taken a few hours to respond to my past messages, that's not very good. Could you at least set your system up for email notifications, or send me your email address somehow? Or sign onto IRC? The list of all conversions done by my code is at http://pastebin.com/CqQTeEZh . Let me know if there are any you don't like.
Because of my aforementioned computer problems, I am extremely limited in my ability to do any testing. (I have to swap hard drives to switch OSes.) Roger Pepitone 06:37, 11 October 2010 (CDT)
As for the items in the clear list, I did most of them like that because they looked terrible otherwise. [here]. Let me know if there's anything you don't like. Roger Pepitone 06:49, 11 October 2010 (CDT)
Here's how the menu looks like with this version. I guess it would be better to change both of the "Messages" lines back to how they were before after all, huh... Did you change the last line to "Total time", or is it really just "Total" (as in, not being cut or anything)? Also, 9ec68 is still "Return to title. Are you sure?". - N.H. 07:14, 11 October 2010 (CDT)
[With "total time"] [with "Total"] Roger Pepitone 07:23, 11 October 2010 (CDT)
Woah! I'll take the second one please. The first one looks horrible, no need to even post a screenshot of that atrocity here. Okay, so basically I don't know what else needs changing*. Expect RC4 shortly (this most likely will include movies and everything). - N.H. 07:42, 11 October 2010 (CDT)
*Oh wait, I do: "Loading"→"Saving" in a1258. -__-; - N.H. 07:54, 11 October 2010 (CDT)
ok Roger Pepitone 08:00, 11 October 2010 (CDT)
That's the one with "Total time". I need the one with "Total". - N.H. 08:01, 11 October 2010 (CDT)
ok Roger Pepitone 08:18, 11 October 2010 (CDT)

[edit] Known issues

Moved here.

[edit] Final Proofreading Guide/Checklist

  • NEW: Check that リビング and ダイニング in reference to SPHIA are translated as "living area" and "dining area" respectively.
  • Check that in the phrases 人格交換 and 人格転移, 交換 is always translated as "exchange" (personality exchange) and 転移 is always translated as "transfer" (personality transfer).
  • Check that all ellipses are correct. As a rule, one 'set' of Japanese-text-format ellipses (……) equals three regular-periods (...). Add a fourth if an ellipsis is followed by a period. (this was marked as done, but there are still many instances where it's off. We'll have to be careful with this; it's easy to overlook.)

Examples:

…… = ...
………… = ......
……。= ....
I've finished re-checking the spots I have overlooked, though I'm not 100% sure I've covered everything. So just to be safe, please look for some more. --Krdskrm 06:33, 17 August 2010 (CDT)
  • Check that all dashes are the same as in the original Japanese script (――). Note that when a dash is followed by a period in the original text, this is NOT retained in the translation; please write the dash alone.
  • Check that all numbers from 1 to 9 are written out as one to nine; numbers 10 and higher, as well as times, should be left as is. Changed to case-by-case basis; there will be some exceptions.
  • Check that all !? marks are preserved in translated text. Not all questions in Japanese are questions in English. Therefore scratching this before anyone makes any mistakes. - Sheeta 14:30, 2 August 2010 (UTC) Changed to context-dependent; a clear question should end ?! (The paper 02:43, 19 August 2010 (CDT))

Things already checked

  • Check that instances of 避難小屋 are always translated as "shelter cabin" (NOT cabin shelter); 小屋 alone is "cabin". (should be all checked as of August 2)
  • Check that instances of 殺人鬼 are always translated as "murderous monster" (or something VERY similar (murderer, etc.) to avoid redundancy within scripts). (should be all checked as of August 2)
  • Check that instances of トビリン are always written "Tobilin" (not "Tobirin"). (should be all checked as of August 2)
  • Check that instances of Yuni saying 変なこころん are always translated as "You're strange, Kokoron." (should be all checked as of August 2)
  • Check that in references to the VR, DATA1 & DATA2 are written in the same text as the original Japanese script, as here. (should be all checked as of August 2)
  • Check that all quotation marks are in the correct format ("", not “”) (should be all checked as of August 2)
  • Check that all apostrophes are in the correct format (', not ’) (should be all checked as of August 17)
  • Check that all names are in Japanese (last name, first name) order, i..e. Fuyukawa Kokoro, Kusuda Yuni, Mayuzumi Lin, etc. (thanks Loki). (should be all checked as of August 17)
Aside from your keyboard layout, the formatted quotes or the “smart quotes” occur when editing using a word processor due to the AutoCorrect (AutoFormat) feature. Be sure to disable the AutoFormat feature in case you'll be using a word processor. -- Krdskrm 13:05, 8 August 2010 (CDT)
  • Check that instances of カンパン are always translated as "hard tack biscuits" (or "hard tack" or "biscuits").
  • Check that all tildes are in the correct format (~ (or sometimes 〜, depending on the script), not ~)
  • Check that the word "naïve" is always written this way (with umlauts over the i).
  • Check that the name Schrödinger is always written correctly (with this spelling and including the umlauted o).
  • Check that all periods and commas are placed inside the quotation marks. Colons and semicolons should be placed outside. All other marks (ellipsis, question and exclamation marks), it depends on the quoted text. Refer here for other proofreading guidelines. This should be done for the sake of uniformity and grammatical correctness, and as per the decision to use American English. - Krdskrm
Too late for my QC Run past first four days Kokoro route. I didn't follow the "Enter." rule, for example, and I saw ton of these 'wrong usage' already. --Raide 18:47, 31 July 2010 (UTC)
90% of the sentences with quotation marks use ". rather than .", so it'd be way easier just to change the ." to the ". - Sheeta 20:06, 31 July 2010 (UTC)
There's no rush, after all, so let's keep correcting them. ----the_paper 06:01, 1 August 2010 (UTC)
It was decided back then to use American English. So it's more for keeping up with the American usage than anything else. - Krdskrm 06:41, 1 August 2010 (UTC)
  • Check that instances of Kagome, Kagome are consistent. The full version as sung by Yuni first occurs on Day 3.

かーごめ、かーごめ Kagome, kagome...

かーごのなーかのとーりーは The bird within the cage...

いーつ、いーつ、でーやーる When oh when will you come out?

よーあーけーのーばーんにぃ In the evening lit by the dawn...

つーるとかーめがすーべった The crane and the turtle slipped and fell...

うしろのしょーめんだーれ? Who's that behi――ind you?

That should be everything major, but let me know (or just add them here) if you can think of any others.

Currently completed files will be marked as "QC finished" (i.e. underlined) on the front page.

"Which reminds me"... Did we ever decide on a proper translation for the ever-annoying 遭難? As far as I've seen its been mostly translated as "incident" or "accident", but there are times where this can be not very appropriate (e.g. 遭難している). I sort of get the feeling like the actual meaning should be closer to something along the lines of "being in the state of/enduring (the disaster)" (a dictionary even suggested "being stranded")... - N.H. 19:57, 11 June 2010 (UTC)

The translation can change depending on the context, for example you could translate it to "crash" if you're refering to the plane crash. They have a much smaller vocabulary in Japan, but you should try to work with whatever is there (do we even have a translation checker still?)
We do, and yes, this word is context-dependent so there's no one hard and fast translation of it. --the_paper 05:17, 1 August 2010 (UTC)

Why are we using American English grammar rules for commas and periods, but logistic rules for question marks and exclaimation marks? I don't care what XY said one year ago, we're either using one style or the other, not a weird hybrid of the two. So everyone pick one or give a good reason why hybrid is OK. - Sheeta 11:35, 12 August 2010 (CDT)

It isn't "hybrid." American English puts commas and periods inside quotes ALL the time, and question marks (and exclamation points, ellipses, colon, semicolon, etc.) are put inside if it's included in the quote, outside if not. So basically, the only difference between American and British English in this regard is the handling of periods and commas near closing quotation marks.--Krdskrm 11:25, 13 August 2010 (CDT)
Wikipedia agrees with you, so alright. - Sheeta 12:42, 13 August 2010 (CDT)

[edit] TIPS Formatting

Here are the "settings" that I use:

Occupation: 
                             29 spaces.
Intelligence: 
                              30 spaces.
Physical Strength: 
                                           43 spaces.
Cooperativeness: 
                                         41 spaces.
Personality: 
                             29 spaces.
Hobbies: 
                     21 spaces.
Likes: 
               15 spaces.
Dislikes: 
                     21 spaces.
Status: 
                  18 spaces.
Surface: 
                     21 spaces.
Beyond
the Surface: 
                             29 spaces.
... (used in R11:TIP_098.txt)
     5 spaces.

Additionally, if there is a bracket at the beginning of a line, subtract 2 spaces.
The max lines per page limit is 11. In some cases you might want to prioritize fitting stuff over formatting it as it might otherwise result in pages having huge blank gaps. - N.H. 02:52, 16 September 2010 (CDT)

[edit] Patch

[edit] Preparations for next patch

OK, first things first, we need to get all our info together. As far as I'm aware, the two remaining issues with the engine are the TIPs insertation and an untranslated right-click menu (which is what I meant by 'menu', sorry for being unclear). Are there any others? Or is that it? Or are those no longer issues?

Assuming that's it, this is basically my plan: When QC is complete, I want to release a patch, since I see no reason to delay it any longer. If the above hacking issues are solved by then, then yay. If not, then the following will occur:

• Translations for the right click menu will be included in a .txt file so the player can use it as a reference should they not be able to read basic Japanese. (e.g. セーブ = save, etc).
• The TIPs will be included in a subfolder also as .txt files, so that the player can read them that way. This *does* run the risk of spoilers, but warnings will be added and they'll be in the order they appear in game, so it'll be the player's own fault if they read them :P

Of course, if either issue gets solved at a later date, then we can just release a new patch. - Sheeta 20:34, 30 July 2010 (UTC)

>since I see no reason to delay it any longer
And I see no reason to suddenly go all speedsub about it. There's been enough partial patches already. Now I'm sure PEOPLE WOULD ACTUALLY DIE, etc if it is released seconds later, but considering the fact that the "alternative" is an incomplete, rushed, and, most probably (judging from previous QC sessions) non bug-free release, that's fine I'd say. ;) - N.H. 20:54, 30 July 2010 (UTC)
Thanks for replying! I'll address your concerns one-by-one as thus:
1. >And I see no reason to suddenly go all speedsub about it. I apologise if it looks like I'm tearing through the scripts just to get it out onto the internet, but I'm simply as fast worker.
2. >There's been enough partial patches already. None of these, as far as I'm aware, have been of a good enough quality to officially release to the public. Heck, the one I played before editing was the exact reason why I decided to edit it.
3. >...but considering the fact that the "alternative" is an incomplete, rushed, and, most probably (judging from previous QC sessions) non bug-free release... That most certainly won't be the case. I am not rushing, as shocking as that sounds, and I trust Raide to catch all the bugs, errors and glitches he comes across. The above is simply an emergency measure should the hacking not be ready by the time the actual text is release-ready. If the hacking is only a few days away from being completed, then there's reason to wait. If we're talking months, no way.
Lastly, is there something other than editing, QCing and waiting for news on hacking that we're all supposed to be doing? Surely the first two quantifies a release of some sort?
Also, if the hacker is reading this, please reply, as I don't like guessimating. Heck, you might even be almost done! - Sheeta 08:23, 31 July 2010 (UTC)
Mm-hm... Personally I can't see what is good quality about e.g. forcing the player to Alt+Tab back and forth to read some stuff from a folder. If, on the other hand, you're sure you'll manage bug-ridding everything that is currently accessible, then, well, proceed, it's not as if anyone would be raging over the matter anyway. :) However in that case, I'd like you to make sure to explicitly state that this is an alpha (beta, preview, whatever) release.
As for what else is there left to do, well I can think of this:
  • Thorough TL check. From what I do gather, most of the TL guys here are beginners, myself included. I have seen and corrected some slightly mistranslated lines in the past, but that was mostly done in a "passer-by" mode so to say, and of course there were enough places where I've struggled too. So it's basically what's written on the can, anything that has a //check mark to it has to be TL checked (which includes anything that doesn't have it).
  • Edit R11:init.txt (as in, overally). I'm not sure if this was done before, but there definitely were still things left to fix last time I've checked.
  • Try putting the translated lyrics in the jukebox, seeing if it works and the related pokery. If it won't work we'll probably actually have to sub the movies or something.
  • Translate the ending movie. Basically, the same task as with the OP, the only difference being that there's a shitload of those quotes there. I've started to transcribe it (will put it up here eventually, don't have much time for this at the moment) but it will be up to someone else to put the matched translations there from the main text when we're completely finished with it.
p.s. Oh and just in case, I hope my posts didn't come across as offensive as that is not the intention at all. Your help here is appreciated, it's always a good thing. Rather, it's the "get it out there asap" attitude that confuses me a bit. The majority usually waits for final versions of everything anyway so I sort of don't get where the urge comes from. - N.H. 11:17, 31 July 2010 (UTC)
Thanks, and don't worry, I'm just as worried about sounding rude ^^; And putting 'alpha/beta/preview' on the .txt style patch is perfectly fine, since there's no way we'd want it confused with the final, fully English patch. As for why I want it out quickly, it's more that I know a lot of people are frustrated over the slow progress that's happened since translation hit 100%. Those kinds of people are the type to play partials and not care about 100% hacking, thus the proposed .txt files idea is for them. For the players who aren't in any rush, they'd be happy to wait for the 'final' patch, and we can take our time in it without cries of 'IS IT FINISHED YET?!'. This way, both groups of players are happy, and everyone wins.
Of course, if all the hacking issues are solved before QC ends, then the .txt file idea goes out the window and it's FULL ENGLISH PATCH ALL THE WAY BABY!
Thanks for the to-do list. This is a huge help!
  • tl check: Finding a dedicated, experienced translator to do the whole game is practically impossible (as you've already noted), but the lines marked 'check' are perfectly doable (since there weren't too many from what I saw). By some crazy stroke of luck, I happen to know an experienced translator who's in between projects right now. I'm sure I can blackma- I mean, convince him to help out a little. I doubt it'd take long.
  • R11:init: I'll definitely be editing that!
  • lyrics: the files are .avi, so subbing should be no problem. Lyrics are kinda a low priority extra though, from my experience, and often end up as .txt files (LOL) in patches. It's worth experimenting with the Jukebox though.
  • ending movie tl: good luck! Though please don't mysteriously disappear anytime soon ^^ (not that I think you will, but still.)
Anyway, thanks for openly expressing your concerns about my crazy patch idea. Honesty is always the best policy in my book - Sheeta 13:14, 31 July 2010 (UTC)
Hard at work on some TIPS-related problems. Should have update within a few days. Roger Pepitone 13:45, 31 July 2010 (UTC)
Are there any special characters that will be needed other than o-umlaut and i-umlaut? Roger Pepitone 17:07, 31 July 2010 (UTC)
If we were to go for what I've suggested in the Italics section on this page then there could be more. Although like I said, it needs to be at least properly discussed first, and since nobody replied so far I guess it seems unlikely, at least for now. - N.H. 18:54, 31 July 2010 (UTC)
I can't think of anything atm - Sheeta 20:06, 31 July 2010 (UTC)
I don't know if this has been corrected already, but Raide reported that the yen ¥ symbol doesn't appear in-game.[[12]] --Krdskrm 11:56, 19 August 2010 (CDT)
You're welcome. And no worries, my intent is to keep hanging around for as long as I can find me anything to do here. - N.H. 18:54, 31 July 2010 (UTC)
init.rp http://www.mediafire.com/download.php?9k54c9bpc56xl92 Revised image patch http://www.mediafire.com/download.php?5yojt870lbmlog9 Roger Pepitone 19:18, 31 July 2010 (UTC)
Cool, so what do these new files do/include? - Sheeta 20:06, 31 July 2010 (UTC)
Image patch: Replaces Japanese text in various images with English text. This is a slightly updated version of the patch that also modifies the game font to include o-umlaut and i-umlaut. init.rp: Version of init.bin that translates TIPS and some other in-game text. You will also need r11-rp.exe (modification of r11.exe that uses init.rp instead of init.bin, available at http://www.mediafire.com/download.php?4no4davczbr1sgb ) if you don't have it already.)
Usage: Extract the zipfile (R11_patch.exe and r11-eng.patch) and r11-rp.exe to your Remember11 directory; put init.rp in the FILE/ directory. Run R11_patch.exe once. After that, run r11-rp.exe instead of R11.exe. Roger Pepitone 20:20, 31 July 2010 (UTC)
Formatting instructions for TIPS: Add in %N s to force early newlines (Sociology done as example.) Add %P s as needed to separate pages. I have some hacked-up methods to pick out places to put pagebreaks, but they require using my crappy linebreak placement code. Remember11 has its own linebreak placing code, but all TIPS must then have pagebreaks manually placed. Ask if anything's unclear. Roger Pepitone 20:41, 31 July 2010 (UTC)
Wow, awesome! Will be playing with this is I have the time tomorrow. Waayy to exhausted to do anything more tonight - Sheeta 20:47, 31 July 2010 (UTC)
[13] [14] [15] [16] [17] [18] [19] The new setup is working, but it still got translation misplacement, too-long title text that bleeds and comes with odd japanese text, and need a lot more extra work such as manual linebreaking each and every TIPS. Few bits are still untranslated such as exit menu confirmation and stuff [20] [21] [22] [23] - Raide 03:39, 1 August 2010 (UTC)
Re mistranslated quick save / quick load / ... -> will fix.
Re formatting problems with TIPS: See my comments on formatting instructions. It's necessary to place manual linebreaks (%N) to force an early break (such as between "Personal Space" and "The region ...". It's necessary to place manual pagebreaks (%P) for every pagebreak. But once the manual pagebreaks and are placed, I can let R11 take care of inserting ordinary linebreaks on its own.
Re 33p, overly long title names: It'll be necessary to rewrite the scene names to something shorter.
Re 34, 35, 37, 38, L( garbage, not sure what's wrong. Fix may be a matter of rewriting scene names. Does it happen with every scene name, or just those with long names?
Re 28, 29, 30, 32, will hunt for appropriate text in .exe. Roger Pepitone 10:37, 1 August 2010 (UTC)

[edit] Aug 22, new version of TIPS, EXE, and mac.afs

New R11-rp.exe and init.rp. Should fix most of the problems. How should I rename the square, circle, etc. buttons? Anybody want to do a translated version of manual/index.html? Roger Pepitone 21:43, 27 August 2010 (CDT)

This should suffice for now [24] -- Krdskrm 06:39, 30 August 2010 (CDT)

Here's a few things I found while messing around with the new (Aug 22nd) patch.

  • First up, I made a list of all the broken TIPS. Obviously the ones not in it are a-ok.
  • Odd Line Breaking
005, 007, 014, 018, 019, 020, 028, 033, 040, 041, 042, 043, 045, 046, 048, 051, 053, 054, 055, 061, 062, 066, 067, 068, 069, 070, 071, 073, 076, 080, 088, 090, 091, 092, 096
  • Odd Line Breaking and Broken Word Wrap
060, 085 (can be fixed by solving line breaking problem), 087 (same), 095, 098, 099
  • Currently Unknown (can someone with a 100% save file please check these)
006, 072, 083, 084, 100 ~ 110
  • Misc
089 still has tl notes in it possibly fixed
037 is meant to be 'pickax'
  • For some reason, I have white boxes popping up instead of spaces in several of the titles. [25] Mostly for the chapter titles, TIPS titles and in the lyrics in the jukebox. It also happens with words containing umlauts [26] [27]. However, I don't get them for things like the shortcuts menu [28]. I'm using Windows 7 Home Premium (32bit) if that helps at all.
  • Titles still aren't fixed yet [29]. We can either somehow hack it so that it goes on two lines instead of one (if that's even possible...) or prune them, and include the original full titles in a seperate txt file. The TIP describing the meanings behind the titles will have both the original and our version in it side-by-side. Sound good everyone? (Also, I'll do the pruning. I've still got time to kill.)
  • Saw an instance of the font doing weird things in the Jukebox here [30]. Also, any chance we could have the English tl instead of Romaji during the vocal songs? [31] (also note the lyrics going outside of the frame a little).
  • Right-click menus are great (except the titles but I've already mentioned those lol). Well done on these.

And I think that's it - Sheeta 18:45, 27 August 2010 (CDT)

Okay:
  • I made a big change to my TIPS processing program that should avoid some of the weird wordwrap problems. Will release an updated version soon.
  • Install the [image/font patch] to fix the spaces and bad umlauts problem.
  • Titles will have to be cropped to 31 or fewer characters to fix the "garbage occurs after the title name" elsewhere. List the abbreviated and full names in the appropriate TIPS. Start pruning.
  • Will look into Jukebox problem. Putting the translation for lyrics can be done. Replace them in the init.txt.B file. Roger Pepitone 19:11, 27 August 2010 (CDT)
Excellent! And the patch worked a treat too, thanks! I'll get pruning and changing lyrics and stuff tomorrow, after I've had a nice sleep. - Sheeta 20:13, 27 August 2010 (CDT)


This QC step is done using Aug 2, 2010 New version of TIPS and .exe string.

[32] Right-click menu spacing is still bad. - Raide 09:31, 4 August 2010 (UTC)
[33] Sociology%N works while [34] Insanity%N and the rest of the TIPS don't. Those double Sociology or double Insanity looks redundant anyway why don't we just remove them if possible? One extra line is pretty important especially when you come to extremely-lengthy TIPS with additional wiki copypasta added in editing later on like [35][36] - Raide 09:31, 4 August 2010 (UTC)
[37] [38] [39] TIPS are still plagued with random wordwrap. - Raide 09:31, 4 August 2010 (UTC)
[40] Extreme case. - Raide 09:31, 4 August 2010 (UTC)
[41] I found this after browsing the TIPS. - Raide 09:31, 4 August 2010 (UTC)
[42] [43] Broken spacing in Jukebox and [44] Clear List. - Raide 09:53, 4 August 2010 (UTC)
[45] A good rule of thumb to find the perfect length for scene titles are to compare it with Clear List, instead of revisiting in-game. [46] Endings will be more complicated though. - Raide 09:53, 4 August 2010 (UTC)
[47] [48] [49] [50] Still untranslated (in the Quick Load from Title Screen/the last one, there's such two flashing window in which one of them is hard to capture). - Raide 09:53, 4 August 2010 (UTC)
[51] [52] [53] [54] [55] [56] [57] Reporting more untranslated windows. - Raide 13:56, 4 August 2010 (UTC)
[58] If the top line can be centered it'll be neat. - Raide 18:48, 4 August 2010 (UTC)

As for the random wordwrap, somebody needed to manually put in some linebreaks and pagebreaks, and N.H. did just that. New init.rp http://www.mediafire.com/download.php?8obi8qxe4g8n4w4 . But it'll take a little while before I can work on .exe strings. Roger Pepitone 11:24, 4 August 2010 (UTC)

Did some more afterwards, but to be frank, so far it is really blind guesswork above anything else because as it stands, there is virtually no way of telling where the current page would end and the next would begin, esp. considering it even does something like this to boot.
Other issues I've spotted include "I" not being displayed yellow in R11:TIP_093.txt, and //-prefixed comments not being stripped. - N.H. 13:22, 4 August 2010 (UTC)
New version of R11-rp.exe and init.rp http://www.mediafire.com/download.php?lll6bugp8f9yuf7 Roger Pepitone 17:46, 4 August 2010 (CDT)
Sorry if I was unclear on this, N.H.; my intention was
At step 1, arrange line / page breaks in a "by guess and by god" fashion. (done)
At step 2, look through the TIPS for any that came out poorly; adjust them to be better.
(Repeat step 2 until all TIPS are suitable.) Roger Pepitone 19:33, 6 August 2010 (CDT)

New version of patch at http://www.mediafire.com/download.php?ao6ytfaki5r4666

This version has the first new version of mac.afs in ages, and I made it instead of Pengvado. I'm not totally confident I fully understand his code, so be sure to back up the old mac.afs (step 1).
Installing it:
1) Rename existing FILE/mac.afs to FILE/mac-peng.afs.
2) Unpack zipfile to your Remember11 directory.
3) Move mac.afs and init-rp.bin to FILE/
4) Run R11-rp.exe
Go to it! Roger Pepitone 19:26, 22 August 2010 (CDT)

It's still BackJamp.[59]--Krdskrm 06:04, 27 August 2010 (CDT) How do you get BackJamp to appear? Roger Pepitone 10:28, 27 August 2010 (CDT)

Access the Message History; double click on any previous line; A dialog box will appear asking you if you want to go back to this line; click yes; access the Message History again.
BackJamp should be BackJump. It's already fixed here [60], but not yet fixed in the Aug.22 patch. --Krdskrm 15:09, 27 August 2010 (CDT)
Okay. With EXE strings, I have to handle each string separately, so I copy them by hand to my modding program. Because that line was modified in place (instead of making a copy below it and changing the copy), I didn't realize it had been changed. Roger Pepitone 15:45, 27 August 2010 (CDT)


The key configuration menu is a holdover from the PS2 version. What do the various buttons mean? My tentative version is Circle Button = "Forward", X Button = "Show Background", Triangle Button = "History", Square Button = "Menu", L1 Button = "Show Background", L2 button = "Forward", R1 Button = "Fast mode", R2 Button = "Fast Mode", R3 button = "Quick Save", Start = "Skip Mode", Select = "Next Page". Roger Pepitone 13:20, 27 August 2010 (CDT)

the_paper just finished her QC pass, so I guess that's cause for a new QC patch. http://www.mediafire.com/download.php?t0br5gditt5agy7 Things left to do:

Rename Circle Button, X Button, ... in the Configure Window.

(Add on) Roger Pepitone 09:40, 3 September 2010 (CDT)

R11:TIP_099.txt (as well as going to the second page of R11:TIP_101.txt) seem to crash the game with this version.[61][62] - N.H. 11:14, 3 September 2010 (CDT)
See if this new init.rp fixes your TIPS problems. Roger Pepitone 11:45, 3 September 2010 (CDT)
R11:TIP_101.txt works now, the other one does not. - N.H. 11:56, 3 September 2010 (CDT)
Updated Roger Pepitone 13:52, 3 September 2010 (CDT)
Still nothing. I take it this does not happen on your machine? - N.H. 15:33, 3 September 2010 (CDT)
I haven't unlocked that TIP, so I can't test it directly. Problems are very likely a result of having too many lines on a single page. Roger Pepitone 16:27, 3 September 2010 (CDT)

Any chance someone here could provide a 100% save (with instructions, since some of us (aka me) are technical dumbasses) so everyone can check all the TIPS? - Sheeta 19:19, 3 September 2010 (CDT)

@Roger / Sheeta: There's one further down this page (courtesy of Lors), Ctrl-F for "r11 complete save". Extract-and-replace it to where your Application Data folder is, e.g. C:\Documents and Settings\%Your_username%\Application Data\ - N.H. 00:24, 4 September 2010 (CDT)

[edit] Text insertion

Text insertion patch (last updated: 2010-04-14). Contains the complete translation, though of course editing isn't done yet. Also lacks TIPs and menus, since I haven't fully REed those yet.

Still working on some layout issues. Pengvado 09:36, 8 September 2008 (UTC)
Nice :O Now if only an active translator'd volunteer we'd be good to go :3-NTX
Once we have a patch working, we can make a demo; there's certainly enough translated to give people a teaser, and that will definitely raise interest in a translation. -- DS
Fixed all the layout issues, I think. (same link). This took quite a bit of disassembly. Pengvado 06:20, 13 September 2008 (UTC)
That's really great work, Pengvado. Really great work. -- Chewy
Text insertion is awesome. Any chance of more insertion patches being released as more stuff gets translated? I'm pretty eager to play even a little bit more, as Remember11 is just that interesting. Also, layout issue found; check PR_02 talk page for details. VDZ 22:40, 3 October 2008 (UTC)
Is our hacker still around? Haven't heard from Pendvado for a while now. It wouldn't be funny if we finished but were left scratching our heads at how to insert it D:--Novice Translator X 16:13, 16 August 2010 (CDT)
Roger Pepitone is our hacker at the moment. We currently have no issues with inserting the main text. It's mostly just the exe strings and the TIPS that are causing trouble. - Sheeta 18:21, 16 August 2010 (CDT)
Okay how the fuck did I not realize this existed until now. AWESOME, this is AWESOME and will make like 50000% easier to retrace my footsteps in the game to where I was, now that I won't have to look back and forth between the game window and script page for every line. Pengvado, ILU. the_paper 15:16, 7 December 2009 (UTC)
Okay, or maybe not. /r/ Complete Moron's Guide to installing the patch properly under Vista please, anyone? Sorry for my lack of skills and for spamming here - but remember that helping me gets you faster script progress :P the_paper 21:19, 8 December 2009 (UTC)
I don't use vista, but it should be the same: unrar. copy R11.exe into your /REMEMBER11 folder. copy mac.asf and init.bin into your /REMEMBER11/FILE folder. overwrite all. that's it. R11.orig.exe, mac.orig.asf init.orig.bin are the original files. rename them and replace them again to "uninstall" the patch. -Lors
Thanks, that did it. There were so many files in the patch that I didn't know which were the necessary ones. --The paper 06:35, 11 December 2009 (UTC)
I've made a new mac.afs, although I think I screwed up on both saving the text files and running the script (it gets an error when trying to make the .exe), so it has a couple of problems: Some characters don't display correctly, TIPS aren't registered and you don't see any name when a character is speaking. This file contains all the current scripts up to CO2_01. Mediafire link
Now go translate CO2_02, I want more :3 VDZ 18:24, 21 March 2009 (UTC)
I'll aim to get day 2 done by the end of april >=0 Maybe Chewy'll have some more time then too :w--Novice Translator X 22:02, 21 March 2009 (UTC)
Thanks for the link. Guess I'll return to Kokoro for a while after I finally translate Satoru first day...lors 22:14, 21 March 2009 (UTC)

Update request to Pengvado so I can edit from the newest scripts once I get my computer back ~(-3-)~--Novice Translator X 16:55, 9 July 2009 (UTC)

Translation request to NTX so I can play the newest scripts once Pengvado makes a patch --VDZ 17:03, 9 July 2009 (UTC)
Oh, and if Pengvado's looking at this anyways, Pengvado, can you tell Teishou how many scripts 12Riven has? Are the scripts you've uploaded so far all of 12R? VDZ 17:52, 9 July 2009 (UTC)
But KXSakuraba's translating that, silly VDZ :w If I reach there while editing and it's not done yet, I guess I'll have to do it if someone else doesn't. --Novice Translator X 18:10, 9 July 2009 (UTC)
Done (including the Teishou part). Pengvado 18:51, 9 July 2009 (UTC)

Pengvado, ace work w/new patch! :D Have you been able to insert the Tips yet? If you are, that should be the very last thing to go before we're done with Kokoro 1.0. Let's get this sucker out the door! --The paper 06:37, 4 March 2010 (UTC)

Is there any update on Kokoro 1.0? I'm sorry if I sound impatient, but it seemed like we were almost ready to go, and then...nottin. Anything I can do to help get out the finished product? Or just keep my mouth shut? :3 --Xenovent 14:18, 25 March 2010.
as far as I know, the translated TIPS still can't be inserted and the same goes for the lines in "titles and stuff". But Pengvado is the hacker here so if or when we release a partial patch is up to him. --lors 10:04, 3 April 2010 (UTC)
I've been experimenting with TIPS insertion, and I've had odd results. TIP names must be in ShiftJIS or the names are displayed incorrectly. And for some reason, they're appearing out of order. I put up a tentative version at http://www.mediafire.com/download.php?oh3th2kkwzn . Move init.rp into FILE/, and run r11-rp.exe. (rp names are to prevent clashes with Pengvado's versions). Let me know if you see any pattern between the displayed order and correct order. Roger Pepitone 14:45, 23 May 2010 (UTC)
Still fiddling with the file. You'll need r11-rp.exe from the previous file, and init.rp from this one. http://www.mediafire.com/download.php?zmkhuixmy5y myinitbin.pl is a parsed version of the original init.bin; altinitbin.pl is a parsed version of my translated version. Roger Pepitone 19:33, 27 May 2010 (UTC)
Downloads: 9. Responses of any form to me: 0. Pengvado, have you been able to understand my code enough to use it (this and/or fnt2626.fop)? Roger Pepitone 04:01, 16 June 2010 (UTC)
Umm...I copied the r11-rp.exe from the first file to the Remember11 folder and the init.rp from the second to FILE/, but it seems that the TIPS remained unchanged... Krdskrm 29 July 2010
So it seems that the init.rp from the second patch (http://www.mediafire.com/download.php?zmkhuixmy5y) doesn't work. The r11-rp from the first one "works," and yes, the TIPS appear out of order. Krdskrm

[edit] Bugs and modifications

Quick question regarding the text speeds and such. I'm just wondering if there will be some selection such as in "Ever 17" where the speed syncs with the spoken Japanese. I understand that what you changed before dealt with this, but will people who play have such an option? Only asking because it was pretty cool in "Ever 17" since it synced up and all and would be nice to see again. -Chris

There is such an option in the game engine, but I disabled it because it would be annoying to implement. The speeds are stored in terms of milliseconds per letter, and the translation obviously has different numbers of letters per textblock, so it isn't synced. If you can reverse engineer the part of the script format pertaining to the speeds, then I will try updating them. But I don't want to do any more groveling through undocumented binary formats than necessary. Pengvado 04:41, 25 March 2010 (UTC)
Exactly what parts of the file format do you understand / which parts haven't you figured out yet? If you send me a list, I'll take a crack at deciphering what's left. Roger Pepitone 01:41, 8 April 2010 (UTC)
A script file consists of a bunch of binary data, followed by a bunch of sjis strings. I can extract the strings without knowing anything about the binary part; and once I know the locations of all the strings, I can grep the binary part for pointers to the strings and update those too. That's enough to replace all the text in the game.
I have to assume that the binary part specifies the backgrounds and character sprites and voices to be presented along with each line, and any movies and transitions, and which line or script to goto next for nonlinear flow, and so on. But I can't parse any of that; the most hint I can offer is that the location of the string pointers should tell you approximately where the metadata for each line is. My sourcecode is in the patch. Pengvado 22:33, 9 April 2010 (UTC)
Hmmm... Sounds like you don't have anything I didn't already have, then. (Note: I don't have a copy of R11 (what's a good place to get it?), so I've been studying Hirameki's Ever17) I'm not so sure that it uses that fancy of a method. Is it possible that there's a real simple method (such as, display letters at a constant rate, spread over the duration of the wavefile)? Ever17 at least appears to be that way. Roger Pepitone 21:33, 11 April 2010 (UTC)
Now I'm confused. I assumed that the desync was due to english taking more letters than japanese. But I re-ran the experiment, and found that ascii lines are displayed 2.6x too slow (regardless of how long or short the text or voice is), and kanji lines are displayed 1.2x too slow. So it seems that automatic synchronization code exists, it's just broken. That makes it closer to fixable, and I'll have a look. Pengvado 23:29, 11 April 2010 (UTC)
I've got a .SCR worked out (again, Hirameki Ever 17) to where I can mostly break the scripts into individual opcodes. Have you fixed the problem with TIPS? If not, this might help with getting that working. Also, if you have a group logo, you could use this to add it to the opening. Roger Pepitone 13:00, 20 April 2010 (UTC)
R11 partial script disassembler: parse-script.pl: http://pastebin.com/0XcFkZWm ; unbip.pm: http://pastebin.com/q3xEZAeS ; list of opcode functions extractor: http://pastebin.com/PiQPdBwV Roger Pepitone 13:22, 16 June 2010 (UTC)


Just tried the "Aug 4, 2010 TIPS and .exe strings" but it prompts for "Please Insert DVD", doesn't seem to do this if I run the original R11.exe file. Even if I insert the DVD it still asks for it, am I missing something in the process, like an incorrect version or something? Thanks! -TBG 24:25, 08 August 2010 (UTC)

Could I have a screenshot? (Could be that I replaced the wrong string with "Please Insert DVD".) Roger Pepitone 19:39, 10 August 2010 (CDT)
Yeah, sure. InsertDVD Screenshot. I get this message right after starting the exec file. If I click cancel it'll ask if I want to quit the game. - TBG 01:38, 11 August 2010 (UTC)
Did you happen to rename and overwrite files (particularly the init.bin)? --Krdskrm 22:45, 10 August 2010 (CDT)
Nope, I just unzipped R11-exe3.zip and placed the 2 files directly in the R11 foler. - TBG 04:11, 11 August 2010 (UTC)
Move the init.rp file from your R11 folder to the FILE folder. Then run R11-rp.exe. --Krdskrm 04:50, 11 August 2010 (UTC)
haha! I tried that just now. It works! Thanks :) - TBG 04:52, 11 August 2010 (UTC)

[edit] QC notes

Sheeta recruited me to help QC so I'll be standing by at #tlwiki. I'll read in-game while checking Final Proofreading Guide/Checklist and edit the script as I go. The files I'm using for this run are the .exe from [63]; init.bin and mac.afs from [64]; and image patch from [65] --Raide 06:45, 30 July 2010 (UTC)

[66] Right click option and Return to Title Screen confirmation window aren't translated. There's also flashing window in Japanese when you enter Save and Load menu and right when you run the game. The rest looks fine so far. --Raide 06:45, 30 July 2010 (UTC)
[67] Huh so you can play multiple instances of R11 at once. Is this a feature or a bug? --Raide 06:45, 30 July 2010 (UTC)
As for untranslated parts, grab http://www.mediafire.com/download.php?zmkhuixmy5y ; look through alt-initbin.pl (UTF-8) and see if you can spot the Japanese text within that. If you can find it, I can replace the text. Roger Pepitone 16:47, 30 July 2010 (UTC)
[68] Maan this PS2 to PC port sure isn't perfect. Anyway I don't get how to use or apply this initbin files for. --Raide 18:44, 30 July 2010 (UTC)
Open alt-initbin.pl in Textpad or Notepad Plus. Roger Pepitone 19:08, 30 July 2010 (UTC)
Every single title text like [69] is untranslated in my setup so I have no idea what to spot. --Raide 19:20, 30 July 2010 (UTC)
Updated my setup. See bottom part of Preparations for next patch for my report. - Raide 03:46, 1 August 2010 (UTC)
It does not seem to contain the menu stuff. Anywhere else to look? - N.H. 19:41, 30 July 2010 (UTC)
Won't the graphics patch have translations for the images.
If you're talking about English versions of the diagrams and such, then yes; they're already there. --the_paper 00:56, 19 August 2010 (CDT)

All parts with the music track Scheme Beta is broken. It plays only for few second before it loops to the beginning. The track itself works at music box. Here's the details: http://tlwiki.tsukuru.info/index.php?title=Talk:R11:SA5_02.txt#Scheme_Beta - Raide 23:27, 28 August 2010 (CDT)

Still breaking. - Raide 20:41, 3 September 2010 (CDT)
He's right. Everyone go to the Satoru Day 7 shortcut, listen to the track that plays as he looks over the data at the very start, then go back to the jukebox and listen to Scheme -β- (The track in question). It sounds totally different - Sheeta 20:58, 3 September 2010 (CDT) Fixed now, yay! Go hacking teamu! --The paper 03:36, 17 September 2010 (CDT)

[edit] Style issues

[edit] Tenses

Also, one problem I'm noticing that will become much more serious later if we don't address it now is the issue of tenses. Given the rather temporal/perspective-ish nature of Remember11, whether something is past tense or present is extremely important, and many sections seem to arbitrarily mix the two. If one tense is intended, we're going to need to stick with that tense for as long as it applies rather than confuse the reader. -- DS
Hmm, on this topic, I think sticking with past tense exclusively may do the job. First-person present tense can get rather awkward in some cases, and its generally hard to go wrong with past. -- DS
I've been having some problems with it, though. In most cases, putting past tense in a sentence won't cause any problems, but in some cases, it just doesn't fit with the rest of the context, especially with CO1_12, where past tense doesn't work with half the text. Switching between past and present tense is very confusing, but finding a way to change the text into one single tense is just as confusing, and to do it, we'd probably have to change the entire text, which probably isn't a good idea. Any help on this? --MuzikalNotes 01:47, 11 December 2008 (UTC)
I've been having that problem with translating, some sentences seem appropriate for past tense while others feel like they should be in present. I've more or less been trying to stick with past but if it just sounds wrong like that I use present.--Novice Translator X 05:46, 11 December 2008 (UTC)
Um, can a new insertion patch be made? I'd check it out, but I'd rather not spoil anything I haven't yet played in the game >.> But usually, it should be possible. In the case that the whole text is written in a completely different way, like at the end of PR_03, I think we can just ignore the past tense, as it doesn't seem to cause any problem and it fits in perfectly (that whole block of text when Satoru falls off the building is all present tense). Otherwise, we should take a look at it, it must be possible. 24.132.140.5 07:27, 11 December 2008 (UTC) Er, whoops, wasn't logged in. That was me. VDZ 07:28, 11 December 2008 (UTC)
That was long and awesome. It also needs quite a lot of editing and TL checking (speaking of which, who will be doing TL checking?), but it doesn't look like there's anything there that can't be edited correctly. I'll start editing CO1_12, although it'll probably take a long time to complete. VDZ 20:47, 13 December 2008 (UTC)

[edit] Lack of punctuation

  • A lot of sentences end without punctuation. Is that common in Japanese? All visual novels I've played so far (with the exception of a leaked incomplete Clannad patch) all have ".", "?", "!", "..." or "--" at the end of each sentence...will this translation patch just add punctuation where there isn't any in Japanese, or will we have sentences without punctuation at the end like we do now? VDZ 14:54, 16 September 2008 (UTC)
I can only answer your last question for now. We should definitely add punctuations in at the end of a sentence if they're missing. -- Chewy

I don't remember ever taking any punctuations off... maybe they were lost in the patch? Either that or the editors removed them for some reason.

No, not taking punctuation off. The punctuation wasn't there in the first place. Although it may be normal in Japanese, in English it looks really weird when a lot of sentences don't end with punctuation...so I was talking about adding in punctuation where there isn't any in Japanese. VDZ 22:06, 24 September 2008 (UTC)
I see that most of the lines in the TIPS (especially the character bios) have no full stops at the end (period). Single words and short phrases can pass without the period (e.g. Favorite color: Yellow), but sentence descriptions look awkward without full stops. The present treatment on this case is not uniform (sometimes a sentence in the translation ends in a punctuation, sometimes it does not, regardless of the presence of punctuations in the original Japanese text). What's the verdict on this? -- cloudscream 5 June 2010

Just a thought, would it be better if we started putting quotes on all the spoken lines? I think it'd look better if the dialogue looked different than all her inner thoughts.--Novice Translator X 14:43, 13 April 2009 (UTC)

You've been using my crappy mac.afs, haven't you? If you play the game with a not completely broken mac.afs, there's a small box with the name of the speaker, making it very obvious that it's spoken text. VDZ 05:05, 14 April 2009 (UTC)
I've been playing the unaltered version (no patching), so the names appear in JP. It might make the game easier to read, or so I thought while reading through it.--Novice Translator X 11:52, 14 April 2009 (UTC)
No need to put quotes. They will show ingame. But how come, using VDZ's mac.afs, all the transliterated names and quotes show properly only in Satoru's epilogue? I'm curious. lors 12:53, 14 April 2009 (UTC)

[edit] Intentionally untranslated Japanese

Onee-chan, ne, un, yoroshiku. How much untranslated Japanese are we going to leave in the script? Although I agree with suffixes and very common stuff like 'onee-chan' remaining untranslated, I think 'ne' and 'un' are a bit much to leave untranslated, and leaving things like 'yoroshiku' untranslated just seems like complete overkill, IMO. A translation is meant for the people who don't know Japanese, not the people who DO know Japanese >.> VDZ 21:51, 23 September 2008 (UTC)

I'll put my 2 cents in on this but in no way does this mean we should definitely do it my way. I personally believe there should be no japanese whatsoever in the translation unless there's just no way to translate it properly to english. So no onee-chan, no ne, no yoroshiku ... etc. -- Chewy
"Onee-san," "Onii-san," etc. are substantially awkward forms of address when translated into English (when was the last time you called your sibling "brother" or "sister" and nothing else?) and should never, ever be translated, under any circumstances. This is something I feel very strongly about, as you can probably see.
"Ne" and "Un" should be translated because they are extremely awkward in English sentences when left alone. "Yoroshiku" is probably a bit more succinct to leave in Japanese; I don't really care either way. Moogy (talk) 00:30, 24 September 2008 (UTC)
I agree, "brother" and "sister" are very awkward ways to address your sibling in English. However, as a translator, you can always move further away from that literal translation and instead use the character's name, or if there's a -chan suffix make up a cuter sounding nickname from the character's name... that kind of thing. I think it carries much more of an emotional impact when translated into English that way than simply putting it in Japanese. This of course depends heavily on the material being translated and may not always be appropriate. -- Chewy
I am very strongly against the idea of translating suffixes. There's just too much that gets lost in translation if you remove them. The Onee-chan could usually be translated though...but not in this case. Yuni is referring to Kokoro as 'onee-chan', but she isn't really his sister (just a random person he just met). So translating it as 'sister' would sound very weird. VDZ 05:28, 24 September 2008 (UTC)

Guys, it depends highly on the context of the thing being translated. There are cases where it's most appropriate to not leave any Japanese in at all, and there are cases where it helps with subtext to leave things like titles and honorifics in japanese. That being said, leaving stuff like "ne," "un," "yoroshiku" untranslated is just bad (or lazy) translating. -- too lazy to log in, so let's leave it anonymous.

I only left things that that in the very beginning, just use your editor powers to sort it all out -NTX

Lack of internet left me unable to get anything done (blame Bell Canada), but I'm back online now so I'll start picking away again.-NTX

An old matter to discuss, but I'm also against translating suffixes. It would be best to do literal translation and keep the honorifics and "sibling" terminogoloies. It's better to leave them in. Even under extreme cases. A lot of connotation exist within them, and to translate them into English would be poor due to a lack of, shall we say, equivalence that can match its meaning. It will generally sound sound awkward in many situations/context if it were translated into English. And to omit them entirely out would make the translation feel... inadequate and cheapen. Observer 16:12, 22 May 2009 (UTC)
Right, Yomogi-san and Utsumi-san might work with Mr. Yomogi and Ms. Utsumi but Hotori-chan is what? Hotori-cute? Hotori-sweetie? This is pretty much a closed matter though, there's no one really arguing against this.--Novice Translator X 16:45, 22 May 2009 (UTC)

[edit] A few confirmations

Okay first off, are we definitely editing with British English? I've seen alot of spots with British English and a few spots with American (such as CO_8 or 9 when she communicates with Satoru). I know I've been editing using my (native) American English. I'm fine with using British English, I just need to know what to do.

Secondly, I think we're pretty close to releasing a partial patch. My question is mainly to The_Paper, what are your plans for the ellipses? I noticed that you removed my changes for CO3, which I'm fine with. I'd just like to know your plans for making the ellipses consistent, so I can follow the same rule. I took some freedom (aka very literal) while I was the only consistent editor for a few months, but that's luckily not the case any more.

I'd like to have these questions cleared up before I begin on Satoru's chapter. Thanks. Uroxin 20:14, 3 January 2010 (UTC)

Yeah, it'd be a good idea to confirm once and for all what style of English to use. It doesn't matter either way, but mixed together, it looks weird. Loki 11:55, 10 January 2010 (UTC)

Hey there guys. I don't check this page that regularly, so sorry for the delay in response. I've been trying to edit everything to an American English standard, so that should be AFAIK taken care of completely for the first two days of script; feel free to bust any other Brit-isms you catch.

And to Uroxin, I wrote some more about this in the ellipses section up the page, but I'll now be going with the popular-choice method of using ... for the Japanese-script ……; also, I think that spaces should be put in after ellipses in the translated script - I know the original Japanese doesn't have them, but since Japanese doesn't have any spaces at all I think we can make a case for it; I also find it really distracting to the eye, which is IMO one of the worst things you can do in any translated medium.

Sorry for undoing your edits without saying anything, and thanks for being so diplomatic about it; I was not trying to cause a shitstorm D: --the_paper 06:44, 13 January 2010 (UTC)

Agreed about spaces. Pengvado 22:47, 13 January 2010 (UTC)
I've been translating it into British English because it's what I've been using since birth (and assumed it'd be most appropriate because they're using the metric system of measurement.) I wouldn't terribly mind if we switched to American, but I might slip once in a while and use British for the remaining section.--Novice Translator X 00:38, 14 January 2010 (UTC)
And I tend to switch back and forth between the two. so it's fine either way. -lors
It's fine. I just wanted to get things cleared up so we're all on the same page. With that I'm ready to move onto Satoru's chapter. Uroxin 02:21, 15 January 2010 (UTC)
Did we decide on American English?--Novice Translator X 05:22, 23 January 2010 (UTC)
Yeah, Uroxin is checking through the scripts to make sure its all American English through out, paper is also doing a bit of that while QC-ing I think. - Loki 05:48, 23 January 2010 (UTC)

[edit] Japanese↔English punctuation

One thing that's been slightly bothering me (considering I've been doing it myself every now and then, even if just for the sake of consistency) is how we seemingly try to keep the original punctuation in the translations. I'm not sure what your guys' opinion on this is, but I think that since the Japanese and English punctuation rules are different in quite a number of ways, perhaps we should keep it different? What I mean is e.g. these "text............ texttext............" kinda ellipses, or things like "———text———" / "text——.". To me these just look like leftovers from Japanese and not much else; like, you know, the "untidy" feeling of sorts. The same goes for the 「」 style quotes; these are most obviously peculiar to Japanese and should be totally changed for something like " " or ' ', although I think it's maybe okay to use them in cases where e.g. we would leave some Japanese text for illustrative purposes, like 「赤受咸青」... So anyway, what do you think? - N.H. 13:20, 13 January 2010 (UTC)

I'm pretty sure anyone who's played VN's long enough are used to them. Elipses and —— serve a purpose as well, I personally don't think they should be removed.--Novice Translator X 22:21, 13 January 2010 (UTC)

I know what you mean, but still it's a little strange to me that only visual novels get translated like that (as in, square quotes and whatnot). I've read some translated Japanese books and none of them exhibited such traits... Ah well, this is perhaps just me after all. (ー._- - N.H. 12:04, 14 January 2010 (UTC)
That's because they're localized, not just translated. The name suffixes (-san, -kun, -chan, -sama, etc) are probably gone as well. The translated books are intended for an audience that probably doesn't want to bother with Japanese honorifics, unfamiliar punctuation, etc, so they get replaced with rough equivalents in English. However, Remember11 will be read almost only by visual novel fans, and we can expect them to be familiar with non-English punctuation and things like that. VDZ 16:14, 16 January 2010 (UTC)
still no reason not to make remember11 accessible to a wider audience. But I personally don't think unfamiliar punctuation is a problem. --lors 09:18, 17 January 2010 (UTC)
"Cocoro" → "Kokoro" ("looks bad in English"), "Uni" → "Yuni" ("looks baaad in English"), "Akakuradake" → "Mount Akakura" ("looks bad in English"), "Aosagijima" → "Mount Aosagi"("looks bad in English"), "the rest" = "the rest" ("well, we're not localizing it, you know? also, someone believes-in-algorithms."). - N.H. 12:11, 17 January 2010 (UTC)
This is a fan translation project, so there will be parts that will be localized according to the translator's preference. As for the rest, like VDZ said in his post and comments, readers of what we're doing are VN fans who will know about what isn't localized anyway. Replacing or removal of the punctuation isn't easy. The ellipses and -text- serve to better convey the story to the reader, e.g. bringing out the emotions etc. It doesn't break the reading if the translation is placed correctly on either side. (This has been discussed before, the ellipses have been changed to ...)What's important is that our product is able to bring out the story fully and clearly and the text is smooth and (near) flawless. - Loki 14:08, 17 January 2010 (UTC)

What about this symbol 〜 ? This is different from ~ and ~ . Will we retain this 〜 ? (Found in TIP:062)

Leave it as it is unless it looks horrible in game - Sheeta 11:29, 12 August 2010 (CDT)

[edit] Translation Issues

[edit] Tags

Does the fact that we're not entering %K%N etc mean it's not going to appear as it's supposed to be?
Yes. In order to get the text to appear correctly, you'll also need to have the tags in the translation. The original text is completely replaced with the translated text; any tags that are not copied over to the translation are lost. VDZ 03:30, 2 May 2009 (UTC)

ok, so you mean we will someday have to copy and paste all those codes after our translation? That's tough. But the mac.asf you gave works anyway. What are %K%N, %K%P etc for? --lors 12:35, 2 May 2009 (UTC)
Oh, actually, looking at the scripts, I may be wrong. It might actually break the thing. Um, I think you should ask Pengvado, he's made the compiler, so he knows what exactly it does and what can be omitted, what can't be omitted, and what can or can't be included. The %K%P seems to be 'keypress' and 'end of line', but I think it already leaves those from the original Japanese lines; adding it again might cause bugs. VDZ 13:20, 2 May 2009 (UTC)
I think a dedicated editor should fix it should the need arise. It'd be a misrelocation of resources if my translator ass had to edit it. Of course if we finish it before someone does add it then that's all fine--Novice Translator X 15:00, 2 May 2009 (UTC)
My script copies the escapecodes from the beginning and end of the original line, so don't include them in your translation. Same for the dialog attribution and square-quotes. If a line consists entirely of escapecodes, don't write anything at all for its translation. I don't copy escapecodes from the middle of a line, but I don't remember seeing any instances of those other than %TS (link to TIPS). IOW, the translation should almost always be just the text part.
%K = wait for keypress, %N = newline, %P = pagebreak. I never bothered to decode the rest, but they're various formatting commands. Pengvado 15:09, 2 May 2009 (UTC)

[edit] Italics

Looks like the italics option's not working. It just puts quote. I think we should use it to resolve the whole 俺 / ore problem (and it's not only in the prologue). It looks better than put on quotes. --lors 12:02, 19 May 2009 (UTC)

All our translation pages are in <pre> which suppresses other wiki/html tags. Anyway, I don't even know if the game can display italics. How about colored text? Pengvado 15:38, 19 May 2009 (UTC)
how do you color text? Anyway, colored would be painful for the eyes and and make the text less readable, IMO, even more after a few times :P. What is <pre> for, now that you mention it? --lors 16:45, 19 May 2009 (UTC)
%CRGBA (where RGBA is a 16bit hex constant).
<pre> is to put linebreaks where you type them, as opposed to requiring <br> on every line. Pengvado 02:48, 20 May 2009 (UTC)
Let's go with the colors then. how about something less conspicuous than red, like a light yellow? any advice? what's the code for it? --lors 09:12, 20 May 2009 (UTC)
%CFF8F for yellow, and %CFFFF to switch back to white. But if it makes for easier editing, I can put the color codes in the patcher, and you can leave '' or something in the scripts. Then there's only one thing to change if we decide on some other form. Pengvado 13:38, 20 May 2009 (UTC)
good idea. it'll be much easier and simple to change, just in case. '' it is. I'll go make the editing. --lors 13:52, 20 May 2009 (UTC)

Sounds like it has some significance I'm not aware of yet, but it sounds like it'd be a huge hassle for Satoru's route.--Novice Translator X 12:55, 19 May 2009 (UTC)

It has a very important meaning. But telling would be a spoiler. In a part, we even have to decide a way to show a 私. --lors 16:45, 19 May 2009 (UTC)

Since the translation moved to Satoru chapter now, I'll bring this up again. It's minor stuff, but... it's connected to the above 俺/オレ matter, so I'm putting it here. I ran into a couple of yukidoh satoru in katakana, and decided to show the difference by writing YUKIDOH SATORU in the translation. fast and simple. does anyone have other suggestions? Pengvado instead used yuukidou in the small box that shows the name of the speaker, so we should decide on what to consistently use to avoid any confusion. ah, there is also the fact another name gets to be written in katakana... --lors 14:32, 10 August 2009 (UTC)

Does it take anything away from the game if we just write it out Yukidoh Satoru? Or is there some mindmelting thing involving his name? P.S. personal tentative goal: day 3 done by end of April next year, to leave us an entire day ahead of where we were this April with Kokoro--Novice Translator X 14:21, 11 August 2009 (UTC)
I'm really sorry to say this, but there's some mindscrew involved here. But don't worry, if I remember right, I think I already translated all of them. Edit: I wanted to tell why it was important, but I guess that felt too spoilerrific, sorry. But I think you're pretty much safe anyway.
P.S. About the goal... we can do much better: in february, we weren't even done with Kokoro day 2, but in 5 month we translated all of it. anyway, let's see what we can do. hopefully, we'll get more help as we get closer to the end. --lors 15:59, 11 August 2009 (UTC)
I took the liberty of erasing the spoiler. It was a pretty big spoiler, which I'll try to forget :( The increase of my translation speed is solely due to it being summer break (I'm a university student), and school starts up again on Sept. 8 for me. I do think I'm slightly faster than when I began though, and the scripts look shorter based on the few random ones I clicked on, so we'll see what happens.--Novice Translator X 17:06, 12 August 2009 (UTC)
It's still Yuukidou here. http://tlwiki.tsukuru.info/index.php?title=Talk:R11:SA7_04.txt Since Peng is out of the team I guess it will never get fixed? - Raide 22:20, 3 September 2010 (CDT)

In theory, since the font format has been deciphered, there is this idea that maybe we can have italics (or in fact anything) by replacing some of the characters in the font table. Although even putting the technical stuff aside, just thinking about it, it seems rather problematic, e.g.

  • why is it 俺 that must be italicized (or otherwise highlighted) and not オレ, seeing as the former is the "proper" way of writing it?
  • shouldn't we, then, also think of representations for Kokoro's 私(あたし)...
  • ...and ワタシ which also shows up at least once?
  • last but not least, what would be most suitable representations for each of these?

And even if/when these issues are clear, it would still require a rather big effort on all "fronts". So for now, this is only an "idea", not even a suggestion. - N.H. 14:59, 28 June 2010 (UTC)

[edit] Comments

In PR_03, there are comments using // instead of just text being put in a regular line, like NTX seems to do with his TL comments. How does this work? Can we put comment lines under any line by starting them with //, without breaking anything? Because if that's the case, it might be better to put all translation comments as regular // comments under the translated lines instead of putting them directly IN the translated line. This way, it doesn't show up in the game, but is still readable for anyone who edits it. VDZ 21:44, 20 October 2008 (UTC)

Yes, my script strips out any // lines. --Pengvado 16:34, 22 October 2008 (UTC)
Will do (starting now), should I comment out the JP text as I go too?-NTX
No, it depends on having the JP there so that it can complain if there are any untranslated lines. I could of course support any file format you want, but in the absence of a better idea I just picked the format that the wiki already used. --Pengvado 02:37, 25 October 2008 (UTC)
NTX: It comments out // lines, not // comments at the end of lines. I don't mind the // comments at the end of lines (in fact, they're kind of helpful when playing with a non-edited script file), but if your intention is to not have the comments show up in-game, you'll have to put the comments in a seperate line. VDZ 20:53, 13 December 2008 (UTC)
 :O Thanks for telling me. I'm used to using visual basic which leaves out anything after // even if it's at a later point on a line. I'll start doing it that way from now on.

[edit] Aitsu

I'd like to point out that the name of tip #88 is still 'That Guy'. The original name, アイツ, is a gender-neutral term, whereas the current translation implies that 'That Guy' is male. Considering it's not impossible for 'That Guy' to be female (in fact, I personally think it's female), I think it would be best to replace this with something less gender-specific, such as 'That Person'. VDZ 17:35, 31 July 2010 (UTC)

Or s/he might not even be human, for that matter. I remember once translating it as "That One" but it was later corrected to "That Guy". Maybe someone'll explain. - N.H. 18:56, 31 July 2010 (UTC)
I'll sort it out when I go over the TIPS in 1/2 days time - Sheeta 20:06, 31 July 2010 (UTC)
IMO we should leave it as is, unless someone can come up with a REALLY good replacement. Even though the phrase makes you think of a male someone first (and the Japanese is like that too - "aitsu" is rarely if ever used in reference to a woman), I think it's explained adequately in the story that That Guy isn't necessarily male, or even human, so it doesn't matter. If you want to get technical, the original use of the word "guy" was gender-neutral anyway. --the_paper 05:17, 1 August 2010 (UTC)

[edit] Hiwagun and Moegimura

There's this one line そこは北海道の妃羽郡、茂枝木村という場所だった that refers to a (fictional?) place in Hokkaido. Since I'm no good at translating made-up words, do we have a set translation of it?--Novice Translator X 15:02, 1 April 2010 (UTC)

Is it not an option to just transcribe it how they pronounce it in the game? E.g. this chapter.
That's what I did for now, but it seems Lors wasn't sure of how to translate it either judging by his //check note.
I'm 99% sure that's the correct way to translate it. I even asked a native how they would pronounce it. but I wanted a second opinion about it. there's the option to translate it something like "hokkaido, hiwa district, moegi village". it's also referred to here... --lors 09:59, 3 April 2010 (UTC)


妃羽郡 and 茂枝木村
These are the fictional places mentioned in SA7:03 and SA7:04, translated by Lors. We might need a high-level Japanese speaker here for pronunciations.
Though while we're at it, like what the translators did with Akakuradake, why not translate the last kanji of the compound to English? -- Krdskrm 13:56, 13 August 2010 (CDT)
郡 - district; 村 - village
Lors's translation:
Hiwa district
Moegi village

And these are the ones using only the on'yomi readings:
Hiwa/Hiba district
Moshiki/Moshigi village

No need for a translator. Just listen to how they pronounce it in game (which I just did).
妃羽郡 = Hiwagun
茂枝木村 = Moegimura
And yes, translate the suffixes into English - Sheeta 15:44, 13 August 2010 (CDT)
Thanks for the voice check. --Krdskrm 03:02, 14 August 2010 (CDT)

[edit] District/County

This is some minor thing, but anyway, 郡 can mean both county and district. However, "district" is the usual translation of 郡 in Japan (at least from what I've seen); "county" is used in the US and UK and some of their past colonies. Please refer to the following sites for the usage of "district": Website of Hokkaido [70][71][72], other Japan info sites[73][74][75][76][77] and Wikipedia.--Krdskrm 02:44, 29 August 2010 (CDT)

I have no problem with this. Done; I'll make sure it's District. --The paper 03:09, 29 August 2010 (CDT)

[edit] Image translation\editing

Okay, so without much ado this has to be done, however at this stage we don't seem to have the necessary means to deal with the R11 image format (or at least, none of the tools that I know of seem to be good for the job). Any help would be much appreciated. - N.H. 15:47, 17 June 2010 (UTC)

Which images do you need to work with? I was able to extract some of them, and they appear to just be wrappers around .PNGs. Roger Pepitone 16:06, 17 June 2010 (UTC)
I can compile a list of images that are/may be needed (using Kid Tools GUI for the previewing) if that's what you mean, however an actual way to just mass-convert the extracted images would be much better; e.g. I don't find it necessary to translate building signs and such stuff but someone else might want to do those as well. Btw, is backward conversion possible too? - N.H. 17:07, 17 June 2010 (UTC)
There are a number of different formats, and a file might be slightly different from others. I'd need to be able to check whether I know all the important stuff about the files used. Roger Pepitone 21:40, 17 June 2010 (UTC)
Hey guys, I've been following this project for a while (Big fan of Ever 17). I'm a professional software engineer. Maybe I can make a quick program or something in C# .NET for you guys? If you can, send me ([email protected]) a sample R11 image format and I'll see if I can decode it into a more common image format. - TBG 00:34, 18 June 2010 (UTC)
@TBG: Hi there. Actually, I'd like to hear from Roger first since he seems to be on it. But I'll keep that in mind, very well.
@Roger Pepitone: Ok then, here is what I think we'll (roughly) need. As you can see it's mostly bg.afs and bits of ev.afs. There were also some images with stuff like "file is not defined" or "dummy file" written over them, as well as something that looked like a leftover from the PS2 version to me (gamepad key function explanation), I guess we don't need to do these as I haven't even seen them appear ingame. - N.H. 06:54, 18 June 2010 (UTC)
I've got enough of the image format worked out; I don't think we need any help there. (Are you any good with assembly? While not crucial, piecing together the rest of the script language might be useful elsewhere.) Roger Pepitone 12:03, 18 June 2010 (UTC)
Okay, batch image converter: multi_img2.pl http://pastebin.com/Zs8DRVCf unbip.pm: http://pastebin.com/q3xEZAeS Currently only tested with bg/*.bip. And I'm doing image processing in Perl, so it's slow. (Also, do a CPAN install Imager before starting.) Roger Pepitone 15:18, 18 June 2010 (UTC)
Sorry, but I don't have a slightest idea on how to run this. Can't you just provide an .exe or something? I'm using Windows XP if that counts. - N.H. 16:01, 18 June 2010 (UTC)
http://www.mediafire.com/download.php?zjgzjozygjq Roger Pepitone 16:21, 18 June 2010 (UTC)
Thanks, that worked great. I guess this means that translation wise we are go. - N.H. 20:42, 18 June 2010 (UTC)
Send me one or two of the images once you're done. I also need to test reinsertion. Roger Pepitone 21:47, 20 June 2010 (UTC)
See here. I'm especially interested in whether the edited title.bip_tt_menu.tm2.png would display correctly in game. I have some weird artefacts with it in the image viewer (see the bottom of the pic; also, those "bars" in the upper half) for reasons unknown, even though the edit source appears fine in the editor (the grey background is there for testing the transparency; I disable it when saving to .png). - N.H. 10:54, 23 June 2010 (UTC)
You'd better provide me with a version that includes transparency when you do the final version. Roger Pepitone 14:18, 23 June 2010 (UTC)
Try getting the .rar from the first link in my reply above. - N.H. 15:13, 23 June 2010 (UTC)
In the future, store images with the alpha channel whether the image uses it or not. I don't know how to test for its existence with my library, and I get garbage data if I try to use the alpha channel without realizing it's missing. Roger Pepitone 14:51, 25 June 2010 (UTC)
Here is a Photoshop CS action. Add (record) a save to png / close commands at the end of it, then batch process everything. Since PS would only save the alpha channel if it's actually used (regardless of user settings), this also sets the transparency to 50%. - N.H. 17:00, 25 June 2010 (UTC)
Shortly after I posted that, I figured out how to get the channel count out of the image, so you don't need to worry about transparency. Unfortunately, although I've produced images which seemingly match R11's internal format, R11 is crashing when it tries to display them. Roger Pepitone 17:50, 25 June 2010 (UTC)
Can you get me two more images? ALBUM.PNG and TITLE.PNG from etc.afs. - N.H. 09:00, 21 June 2010 (UTC)
Looks like those were already translated, but ... http://www.mediafire.com/download.php?tigndmzeoou (these were in a very different format) 10:19, 21 June 2010 (UTC)
They are needed for changing Cocoro to Kokoro. One thing though, I see that unlike the previous pack these have shifted colors (similar to how stuff looks when extracted with Kid Tools GUI), is it normal? - N.H. 12:17, 21 June 2010 (UTC)
Short answer: The files are stored with red and blue components interchanged and 50% alpha for some reason. I actually extracted the ALBUM.PNG and TITLE.PNG images a while back, so I didn't correct for those at the time. I did correct for those two things when extracting the bg.afs and ev.afs images. Do you want me to fix those images and resend, or can you modify them yourself? Roger Pepitone 12:28, 21 June 2010 (UTC)
I've thought of accounting for it in the editor but this might not be as precise, so yes, I think it would be better if you fix them (including the transparency) on your side. - N.H. 12:46, 21 June 2010 (UTC)
http://www.mediafire.com/download.php?wdwyinnq0wk Roger Pepitone 17:35, 21 June 2010 (UTC)
Does anybody know how to get in touch with Pengvado? I've got image insertion seemingly working for the bg.afs images (the images I found in game displayed okay). However, bg.afs is a 200+ MB file, and my attempts at making a modify-in-place patcher aren't working out. I'm not sure whether my modified ev.afs works; I can't find the image (it's the same format as the bg.afs images, so it /should/ work .... Attempts at reinserting the etc.afs aren't being accepted yet. Roger Pepitone 00:04, 27 June 2010 (UTC)
Image patch seemingly working! http://www.mediafire.com/download.php?mmxd3m44jtt Still, I'd like to know if Pengvado's looked at my results on FNT2626.FOP or init.bin Roger Pepitone 19:12, 27 June 2010 (UTC)
Cool. Now if only anyone could provide a complete savestate for R11 (I thought there was one on this page but couldn't find it now...); I'd still really like to see how some of the pictures look in-game. - N.H. 12:14, 28 June 2010 (UTC)
It was on the main page, but the file doesn't even exist anymore anyway. here it is again: r11 complete save -lors
Thanks. From what I've saw things look as intended (which also means that that transparency glitch is local to my viewer; probably a bug or something). めでたしめでたし(笑) - N.H. 13:32, 28 June 2010 (UTC)
Minor issue: [78] It's like the background artist forgot to turn off one layer. I can't believe such mistake made it from PS2 to PC port; not enough polishing from the company. Any shoop wiz who'd like to edit this one? Also for more advanced graphical issue no simple shoop can fix: [79] - Raide 12:33, 1 August 2010 (UTC)

[edit] Good luck guys

If you guys finish this, I'll be forever thankful. Seriously, I will. I will worship you. After you're done, could you tackle the other two in the series ("Other two", not counting Ever17)? Because, you know, that'd be super awesome.

Well, not to jump the gun here, but why not? If a project starts up for Never7, I know I'll want to be on it. the_paper
Never_7 Roger Pepitone 07:52, 16 August 2010 (CDT)
O_O wow --Krdskrm 18:51, 16 August 2010 (CDT)
Hate to be a downer but I already bit off more than I can chew with this one and would like to get back to my life as soon as possible. Still have my fingers crossed that someone else will take on 12Riven before we're done Satoru. Now THAT would be super awesome.--Novice Translator X 16:27, 28 May 2009 (UTC)
Agreed. I'd like to see them translated, but infinity games are harder than your average VN. Still, it would finally give me an excuse to finally start Never7... --lors 10:26, 29 May 2009 (UTC)
Perhaphs someone here can answer this: Does the main character of 12Riven have/get a voice? Based off the demo movie, he's completely silent.
I still didn't finish the game. But I can tell you the main characters are not voiced. Maybe they will get it in the last route for some reason, this being an infinity game (and even more complex than ever17) --lors 13:27, 29 May 2009 (UTC)
Voices are my bread and butter when translating :( all the better if even their thoughts are translated like in utawarerumono. Unless I come upon riches in the near future, it's not likely I'll take part. If I do, I'll be like a tape worm on the digestive tract of the project.--Novice Translator X 16:54, 29 May 2009 (UTC)
I just finished Kokoro Chapter. It was...amazing. It's been quite some time since I've played Ever17, and I haven't shat bricks like this since Ever17. It was just...amazing. Thank you guys so much for translating this. VDZ 23:04, 17 July 2009 (UTC)
Glad you enjoyed it even though the last two days are pretty much untouched editing-wise. How did you find the in-game text? For some reason everything feels too thin to me.--Novice Translator X 23:44, 17 July 2009 (UTC)
That epilogue felt so surreal indeed. but just wait for Satoru... Anyway NTX, now that you mention it, it feels thin... P.S. I finished 12Riven and changed my mind. That game NEEDS to be translated. Is there some project underway? --lors 11:21, 18 July 2009 (UTC)
Teishou expressed interest in possibly translating 12Riven, but she might end up translating a completely different VN. (If we're lucky, that will be Never7. If we're less lucky, it'll be a non-infinity VN (probably a music VN).)
As for in-game text...I can't really judge, since I played 99% of it so far in completely unedited state, each time grabbing a new patch as soon as stuff was translated again. VDZ 12:46, 18 July 2009 (UTC)
I meant the text itself, as in how the words appear on the screen. It's thin and kind of has an odd feel to it. But maybe it just needs getting used to.--Novice Translator X 13:29, 18 July 2009 (UTC)
I never had any problems with it. But then again, I didn't have any problems with Kira Kira's font either, even though many people complain about it. VDZ 17:10, 18 July 2009 (UTC)

Well, I've thought I notify those involved that I made a page for 12Riven so whoever ever going to feel like translating it can go ahead and do so. --Izmosmolnar 12:07, 22 March 2010 (UTC)

I'd also like to offer my congratulations to everyone involved. I've been a bit busy, so I haven't had time to thank you guys until now, but... Seriously, you rock. Remember11 was one of the reasons this site was started, along with Sharin no Kuni, and I'm so glad that both of them are being worked on at a steady pace now. This is exactly the sort of thing I wanted to happen, so I can't express my appreciation for you guys enough. Keep up the good work through Satoru's route! Moogy (talk) 23:58, 18 July 2009 (UTC)

There is also at least one novel that can be considered a "spiritual successor" of sorts to the Infinity series, namely I/O RevisionⅡ. It's from Regista, a company headed by the very same Takumi Nakazawa too. As for the story, it is kind of similar to 12Riven in some aspects: a weird (red) lunar eclipse occurs, things start happening, lots and lots of philosophic/technical/occult stuff (and I mean lots. Enough to say that its TIPS section looks like they stuffed a half of Jp. Wikipedia in there (reads like one as well, what's with all the constant "hyperlinks" and whatnot)), etc. To be honest, 12Riven didn't exactly live up to the Infinity name for me (the latter half of the Renmaru route bore me to the bones, just couldn't bring myself to continue with the rest...). This, I can't tell for now as I'm just in the middle of the first route, but looks definitely more promising. Not necessarily for the translating sake, but just because some perhaps might be interested.-N.H. 13:52, 9 August 2009 (UTC)

Thanks, I'll definitely try playing it. I'm a sucker for all this philosophic/technical/occult stuff anyway. I took a look and the art doesn't really sit well with me but oh well... ah, you should give another chance to 12Riven. I too found the Renmaru route a little boring and made me stop playing for weeks, but the integral route is absolutely insane and worth the time. --lors 14:14, 10 August 2009 (UTC)

I am really happy to find out that someone is working on this. When it will be finished it will be great! Thank you for your work!

[edit] TL Drama

then again, I don't know about releasing the patch unedited and getting flack about it afterwards.
D: VDZ 20:32, 5 July 2009 (UTC)

lol I'm just saying that my translation is admittedly rough at some parts (especially the earlier days) and they're bound to raise a few eyebrows. I remember typing stuff that even I found unacceptable and just sweeping it aside thinking we could edit it later on (and I even found a few typos recently... D:<). I don't know any fan translation groups that knowingly released their patch without a proper editing phase, and right now our current editors are still working away on the first half. Well, I won't stop anyone who doesn't really care about poor English, so it depends on Pengvado when he does his next insertion update.--Novice Translator X 20:47, 5 July 2009 (UTC)
wow. my thoughts exactly. down to every word. -Lors
We're on the same wavelength as translators ;)-NTX
Oh no, please no drama ;___; I thought the script for the first day was quite decent at this point, but I'm always willing to give it another editing pass if you feel it isn't there yet. I could be more exacting about TL checking this time if necessary. - the_paper
I actually haven't looked over the first day in ages. I don't mean to sound super obvious, but the most important thing in editing imo (besides spelling and grammar) is to match how the scene is supposed to feel (atmosphere, emotion), while keeping the character's personality traits in mind (make sure the reader feels what the writer meant for them to feel).--Novice Translator X 01:52, 6 July 2009 (UTC)
The first day looked pretty decent. My semi inactivity (as I did say I'd marathon on the 4th) came from an unfortunate accident at a beach involving sunlight (in other words, a terrible sunburn :<). In any case, I think the patch shouldn't be released until the script is throughly edited. Days 1 and 2 are pretty good (IMO) but there's some parts in day 3 that needs refining, and I'm about halfway through day 4 and that's far from perfect either (haven't gotten past day 4). But in any case, I really don't think it'd be a good idea to release a partial patch as it is now, as it may undermine credibility. Plus, it's no fun to be left on a cliffhanger. :P Uroxin 07:04, 7 July 2009 (UTC)
ouch. harsh (the sunburn and the comments). true, The first day looks good and we should release a "Kokoro" patch with a completely edited english script. --lors 12:50, 7 July 2009 (UTC)
New computer is on the way. It's summer vacation now, so I should be able to get out edits at a much more acceptable rate; not sure if I mentioned this on the site before, but I'm TL checking as well as I go along as well. I should definitely be able to manage final edits on every Kokoro section before the end of August. NTX and other project heads, if there's a release deadline then I'll do my best to work towards that too. -- the_paper 05:26, 24 July 2009 (UTC)
I guess we should make the deadline for editing Sept of this year, while the tentative deadline for Satoru translation is Sept 2010.

This is the wrong section, but I don't think it warrants a new heading: Where's the R11 save file located? I'd like to delete it.

/c/Documents and Settings/Username/Application Data/REMEMBER11/
I have vista so I'm missing my documents and settings folder :x But I clicked the search hidden files option and it turned up. Thanks tho :w--Novice Translator X 02:25, 8 July 2009 (UTC)

[edit] Total script size?

Anyone know how many kb the scripts are in total? If, by chance, I ever decide to try to translate another game, I'd like to be able to compare it to R11.--Novice Translator X 01:12, 1 May 2009 (UTC)

1.6 MB of Japanese text (measured in shift-jis charset, so 2 bytes per character). Pengvado 13:08, 2 May 2009 (UTC)
Thanks for the info. That's a bit above average, less than half of the ones on the upper scale tho D: I won't join a translation project too hastily.
Chaos;Head is 2.0MB, in case you want a comparison. --TinFoil 17:31, 2 May 2009 (UTC)

That's one spicey meatball :O --Novice Translator X 17:35, 2 May 2009 (UTC)

[edit] Hello from Russia

Hello, guys. I'm glad to see that this novel finally have been translated and now we can enjoy it on english. I'm russian man and I have question: can I use your english text for translating it to russian? If so, can I ask some additional questions about? Whether there is someone who hacked the FNT2626.FOP from etc.afs or can help me with it? Or it is possible to link latin symbols from mac.afs scripts to russian shapes from etc.afs/FNT (e.g. through exe)? The problem is that russian text coded by shift-jis is too large and scripts becomes more than a 64kb limitation. I see only one possible way to resolve the problem: to replace latin symbols by cyrillic ones in the novel. With these replacements the all russian text will be coded by latin symbols. Can someone somehow help me? --Vizer 9:08, 12 June 2010 (UTC)

As for the font, I've worked out the fnt2626.fop format (see the Schroedinger related stuff below). If you have any questions, drop me an email. (My account's on yahoo, and my username is rogerpepitone. Email obfuscated to avoid spam.) Roger Pepitone 12:55, 12 June 2010 (UTC)
I don't speak for anyone else, but I'm fine if you use the translation. Don't know anything about coding though :(
I second that but still please try to find someone who could at least check it against the Japanese original when you're done; you know this work deserves it. Good luck. :) - N.H. 13:21, 12 June 2010 (UTC)
I have carefully looked at decompressed FNT2626.FOP and seems that my problem can be easily solved by hexedit. Once again thanks for the permission to use the text. If any questions will be appeared in future I will ask. --Vizer 15:16, 12 June 2010 (UTC)

[edit] Opening movie

>someone added an opening movie page in the misc section. is it about editing the OP or subtitling it? will it be included in the patch?

Hi. I'm registered here as "N.H.", and did some tips & the like, although most of the time I never bother to log in... So anyway, it was me who added this. The reason is——well, the op is a part of the game, shouldn't it be translated too at some point in time? Besides, I use some After Effects, so I can do the technical part of it if that's okay. (Here's a small preview I did.)

What can I say? awesome. maybe I'd use another font though, more like the one the characters' names are written in. --lors 12:31, 22 December 2009 (UTC)
Glad you liked. I have that font too; notice, however, that they're using a different one for the characters' quotes themselves. I figured out it's pretty much the good old MS Gothic, so I used it for consistency. I wouldn't mind changing it if anything, though.
The only thing that bothered me is how the movie has the original names (ie. Uni). Might have to fix that, if it's possible. Uroxin 23:59, 22 December 2009 (UTC)
Turns out it pretty much is, so that's a "yes". Gonna try editing "Trickstar->Trickster" as well; it seems to be somewhat harder, though, so not sure about this one but yep, done too. -N.H. 21:51, 23 December 2009 (UTC)
Wow, that really looks fantastic. I especially like the alignment in the final screen. Sounds like you're undertaking quite a crusade with the names and Trickstar editing, but best of luck to you!
Also, haha - N.H. are my real-life initials. I'm going to be confused for a second every time I see your username for a while :P --the_paper 21:42, 29 December 2009 (UTC)
Why, thank you. Actually - I dunno if I wasn't being clear - both the names and the Trickstar thing are already done. (About the initials - wow... Well, that certainly wasn't intentional, all I can say. X) ) Btw, here is the current (full) version which uses the recent translations. 'Works' ingame too, just rename & copy it appropriately (the game seems to understand xvid so I used that instead of wmv3).
One thing, though, is that my so called encoding "skills" are fairly basic; I can make a 2-pass xvid in virtualdub but that's mostly it. I'd appreciate it if someone knowledgeable could describe a better procedure to me so that better quality could be achieved.
Other than that, happy holidays everyone. :) Keep up the good work. -N.H. 22:52, 30 December 2009 (UTC)
Well, if we want the videos to be equivalent in format to the original, we'll have to use the Windows Media VCM encoder (for WMV in AVI). Do we know how the game plays back its movies? If it just uses DirectShow, we could basically just use MKVs or whatever we want (and rename the file to AVI so the filename is the same). Or we could use x264 in AVI, however evil that is. 134.173.60.163 00:04, 26 February 2010 (UTC)
Wow, I loved this new OP! Thank you so much! will you work on the ED too? --lors 12:06, 1 January 2010 (UTC)
You mean like translating the staff roll? You know... most probably won't happen. I can spot at least 3 problems with that, and the biggest one of them imho is that the 3 credit sequences that R11 has (yes, it has 3...) kind of amount to 750-something mb in total :) That'd make quite a patch, don't you think? Of course, there is also the Chaos;Head way of doing things, I mean when it's sort of realtime-subbed during the patch installation; however, while this helps to avoid the size problem, it can introduce further complications as far as I heard (harder on the programming side, can cause the installation to not work for some people and so on). Also, making subtitles (i.e. Substation) is not even my field really. -N.H. 21:51, 1 January 2010 (UTC)
No, not the staff roll of course. I meant translating the lines displayed under the CGs in the "last" ED, mved3. --lors 08:58, 2 January 2010 (UTC)
Ah, that. Well I can't say yet. For one it's still extra 89 mb... Despite what I'm doing I'm actually rather against blowing the size up very much. For now, I'd like to wait for the general opinion; if more guys agree that it's needed then I'll do it. Hope that's okay.
In other news, I've fixed Kokoro's name in mv14/mv15. Will encode and upload that later. -N.H. 23:36, 2 January 2010 (UTC)
no, you're right. another 89 mb is a bit too much... mv14/15? that'd be a nice touch. --lors 10:17, 3 January 2010 (UTC)
My advice on this is release the patch in two versions, one that installs the translated movies and one that doesn't, so people can choose. --the_paper 06:31, 28 January 2010 (UTC)
My vote is on adding two links in a new section on the main page: one for the patch and one for the movies. --lors 11:37, 30 January 2010 (UTC)
I think this is an okay idea, but someone needs to host it then. I actually have a personal host that is not temporary like rghost or whatever, but it is not very stable, so maybe not really applicable in the long run. - N.H. 13:16, 30 January 2010 (UTC)

Question: are we subbing the opening movie as well? - Loki 12:02, 30 January 2010 (UTC)

Like I said, I'll restrain from doing that unless it is absolutely determined that the in-game jukebox doesn't work well with the translation patch. Consider it a personal_preference or something. :) - N.H. 13:16, 30 January 2010 (UTC)

So okay... Anyone knows if the in-game jukebox works properly in/with the translated version? :) I'm kind of sort of really opposed to the fanboyish practice called "karaoke", you see.-N.H. 22:33, 26 December 2009 (UTC)

For now, I added the translation of the OP lyrics in "titles and stuff". if Pengvado's patch works I don't know. the text insertion hasn't been updated since november and I can't make a patch.--lors 11:38, 27 December 2009 (UTC)

Does the PC version require Vista, or will it run under XP? Roger Pepitone 13:07, 22 March 2010 (UTC)

[edit] Ending Clarification (now moved)

See Talk:Remember11 - the age of infinity/Spoilers for spoiler discussion. VDZ 15:09, 21 April 2010 (UTC)

[edit] TEXT DISPLAY PROBLEM

i'm having a problem with the text in the game,there is a black thing that covers the text in the game. here is a picture of the problen

[80]

i dont know what to do,i've set my non-unicode locale to japanese and its still the same problem,maybe i am missing a font so does anyone knows what is the font that is used in remember11??

i would appreciate help  i really want to play that game...

---

ORBEN: First, put four tildes (~) after your post.

Remember 11 doesn't use the system font rendering, so your locale shouldn't matter at all. Is your version of etc.afs modified in any way? Roger Pepitone 19:22, 7 July 2010 (UTC)

about your question on the afs version,i don't know. afs is a program or something?do i need to download it?ORBENI 11:02, 8 July 2010 (UTC)

etc.afs comes with Remember11 and is located in the FILE/ or FILES/ directory. My image translation patch modifies it, but should affect the fonts. Have you done anything beyond a stock install? Roger Pepitone 15:35, 8 July 2010 (UTC)

all i did was to copy the mac.afs file from the patch to the file directory and r11.exe to the remember11 folder and then i replaced them with the original files but i still had the same problem so i know that the problen is not related to the patch and i also used your image translation patch but i still have that problem...ORBENI 08:41, 9 July 2010 (UTC)

Do you have a file called orig.etc.afs or something like that in your FILES/ directory? - If so, delete etc.afs and rename orig.etc.afs to etc.afs. Check whether fonts are now displayed correctly. Roger Pepitone 17:45, 25 July 2010 (UTC)

[edit] Translation notes

How about collating and compiling all the important // notes in the translation, especially from those lines that were translated very liberally? --Krdskrm 14:18, 17 August 2010 (CDT)

I don't think there's enough translation notes to warrant that, plus it should be obvious to the player in game what they're talking about etc. So I'm gonna say no. - Sheeta 14:52, 17 August 2010 (CDT)
Well, it's just for the purpose of preserving the integrity of the translation, especially on the rough parts (puns, localization, "untranslatable phrases," etc.). A couple or dozen of notes, it doesn't matter, as long as it serves its purpose. --Krdskrm 15:10, 17 August 2010 (CDT)
There's no need for that. Frankly it'd just be a huge waste of time. If this was a pun heavy comedy game, you'd have a point, but everything weird or bizarre is already explained in game (see Kagome song explaination, TIPS etc). Nobody would benefit from such a list unless they were learning Japanese (in which case they'd go play the game in Japanese with a dictionary) and it might even make the translators themselves look bad. So yeah, bad idea imo. - Sheeta 15:46, 17 August 2010 (CDT)
Almost every fan translation out there has translation notes. It's not to help those learning Japanese or whatnot, it is to preserve the integrity of the translation, to explain certain deviations of the translated text from the original. It takes some time and effort, but certainly it's not a waste. --Krdskrm 23:01, 17 August 2010 (CDT)
Almost every fan translation out there has translation notes. Er, no. Virtually none of them do, and those that do could have pretty much all of them cut out or adapted with no harm to the reader's experience.
it is to preserve the integrity of the translation I've already explained that it doesn't. Please come up with a better argument. - Sheeta 01:31, 18 August 2010 (CDT)

Sorry for not bringing this up sooner, but I have a compilation of potential TL notes already in progress, which will probably end up in an extra readme or something should we choose to incorporate it into the final patch. Cloudscream, if you wouldn't mind compiling a text file of all the stuff you think should be included and then sending it to me (I'm in the channel as manjoume_fumi), then I'll edit them together. --the_paper 05:55, 19 August 2010 (CDT)

TL notes have been completed as of today. --the_paper 03:35, 8 September 2010 (CDT)

[edit] Engine reimplementation

Because these games just don't work too well on Linux, I'm working on an open-source reimplementation of the engine. It should work on PCs (including, yes, Linux), and hopefully also on Android, with vastly lower CPU load. (Credentials: I did the Dwarf Fortress SDL port. I'm also a working programmer, not a college kid. I can do this. ;)

I'm basing my work mostly off never7dec, which gave me sufficient hints to the file format that I can figure the rest out myself, but.. I thought I should ask - if you have any other documentation or tools that might be useful, could I have a look?

I'm not going to ask any of you to do any actual *work* (aside from, y'know, translating the games :), but if you've already got it laying around, you know.. Baughn 15:02, 12 September 2010 (CDT)

Considering that the Remember11 format is drastically different from the Never7 format, and that Never7dec only analyzes a small portion of the never7 format (EVERYTHING in the never7dec / never7enc package comes to 52 k, while Never7win_3d.exe is 233 K and R11.exe is 800 K), and the slightest look at the files would have made that clear... Well, try [this] decompiler. It'll at least be a better starting point. (Given the number of "if (0x1000 == 0x1000) ..." I've found, I'm pretty sure my understanding of "if" is wrong.) I'll go through the rest of my records for anything else that might be of use. Roger Pepitone 15:29, 12 September 2010 (CDT)

Right, thanks. Yeah, mainly I was using it for hints to the programming style, not as any kind of *documentation*. Also, whoa. I know no Perl. This should be fun.

..how come this looks like an assembly decompiler? ...oh boy. Yeah. Fun. Baughn 16:02, 12 September 2010 (CDT) Well, I'd better get down to this. Is altinitbin.pl anything important, and can I have a copy of that too so I can try running this? Baughn 11:41, 14 September 2010 (CDT)

altinitbin.pl is a Perl-readable version of init.bin. I added it to the decompiler fairly recently because it would enable me to use prettier names (such as "Didn't drink coffee BAD" instead of "high flag #xxx"). Roger Pepitone 12:04, 14 September 2010 (CDT)

First, Pengvado's notes are at http://akuvian.org/remember11/translation_patch . My own working material is available at http://www.mediafire.com/download.php?v5u2t3r4ca89254 . You might also want to look at the source to xlvns (Leaf interpreter) or ONScripter for general tips on visual novel engines. Alternately, if you want to try a simpler project, you might try reimplementing the Never 7 engine. In addition to being a smaller executable, it has a feature called "Append Story" which allows users to create stories using the engine. Roger Pepitone 13:48, 15 September 2010 (CDT)