Talk:Idolmaster SP

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Still active[edit]

Are you guys still active? If not please delete this. Thank you! --Empty 04:46, 20 February 2012 (CST)

We're still moving right along, thanks. Don't give up on us yet.
--Togii 18:39, 20 February 2012 (CST)
I take it that you are still active?
--Finkmac 12:13, 29 November 2012 (EST)
Please stop asking whether we are active or not. You can check the revision history of each of the games at any time and see exactly how active they are.
For example:
--Togii (talk) 21:14, 6 December 2012 (CST)

Progress report[edit]

Hahaha, Eksopl, you're crazy --Anonymous of Russian Federation 19:38, 28 March 2009 (UTC)

It's actually inaccurate because some scripts are obviously bigger than others, but yeah. ~ Eksopl 16:25, 29 March 2009 (UTC)

Borrowing translations from[edit]

Top priority. I wonder if we should just hope that army of people who can't read japanase but want to contribute will replace text, or write a bot that will do the job (you know what they say, "Never send a man out to do a machine's job")? --Anonymous of Russian Federation 19:38, 28 March 2009 (UTC)

From what I saw there, the web master has granted the right to take his translated scripts...So yeah, you guys could talk the whole thing. -- 18:17, 29 March 2009 (UTC)
What's the actual URL? This? ~ Eksopl 14:14, 30 March 2009 (UTC)
So are we using these or what? Momomeno 16:40, 1 April 2009 (UTC)
I don't know why we shouldn't --Anonymous of Russian Federation 18:02, 1 April 2009 (UTC)
Aren't those for the 360 game, though? --Eksopl
Some of them are the same, word-by-word. --Anonymous of Russian Federation 18:54, 1 April 2009 (UTC)
Some of them are a little stiff and awkward though. Then again, my half-assed translations are too. Momomeno 00:42, 2 April 2009 (UTC)

Files section[edit]

You know, maybe wiki software is right. Maybe we should split three sections for game scripts into 10, 9 for girls and the remaining one for unrelated scripts.

You mean making pages like Idolmaster SP:PS:Yayoi? ~ Eksopl 16:25, 29 March 2009 (UTC)
Yeah. --Anonymous of Russian Federation 18:07, 29 March 2009 (UTC)


Why did you upload mails for WS and MM? The mail files are the same in all three games. Same file number = same file. Idolmaster_SP:PS:Emails is incomplete because dropped some mails to /unk/ and I didn't notice. We should move all mails to Idolmaster SP:MXXXXXX or something. ~ Eksopl 16:25, 29 March 2009 (UTC)

Text preview[edit]

Oh wow. Is that how it shows on the PSP, though? Because I see extra spaces and missing letters in random places.

What about the overflowing lines? It doesn't scroll to the next line? If that's the way it is, we'll have to run the scripts through a word wrapping script. ~ Eksopl 19:35, 29 March 2009 (UTC)

Yeah, this is exactly how it shows up on PSP. And simple word wrapper would not be enough because in most cases text just doesn't fit. We need humans making lines smaller by removing words. Missing letters was error on my side, it's fixed now. Extra spaces are features, not bugs. We only have 2000 characters we can use for our double-tile font if we don't want to overwrite kanji, and that's not enough for all combinations. There, for example is '! ', but not 's!'. So text "yes! no" without extra spaces will actually have there characters: [ye][s!][ n][o ]. But [s!] doesn't exist, so I prepend space and it becomes " yes! no" -- [ y][es][! ][no]. There's not much I can do about extra spaces. --Anonymous of Russian Federation 19:52, 29 March 2009 (UTC)
Oh, I never really realized how you did the font thing. So wait, we can't add extra dialog if we need the space, can we? That sucks, since some dialog doesn't fit in even if you move stuff to the line above. ~ Eksopl 20:02, 29 March 2009 (UTC)
Some lines are a bitch to fit in, so I apologize if I have to cut a few words out. I'll do my best for them to retain as much of the original meaning as possible, though. Editing for dialogue flow can wait a while. --Arisa 19:30, 5 April 2009 (UTC)

Song names[edit]

Should we translate song names? "Ohayo!! Asagohan" or "Good morning!! Berakfast!"? --Anonymous of Russian Federation 04:02, 2 April 2009 (UTC)

I would say not to translate them into English, because the songs themselves are still going to be sung in Japanese right?--Sakura 01:20, 4 April 2009 (UTC)
I think the same way, it´s better to keep this as natural as we can...--Garou 15:48, 22 Octouber 2009 (UTC)

Some common terms[edit]

I'm having issues on how to translate the idol's "working weeks", how do you all intend to put it? Also, I'm currently translating Takane's "Anata-sama" as simply "Sir", is that okay? --K0sm0s 17:53, 5 April 2009 (UTC)

I think "sir" is completely fine.

A request with the extraction program[edit]

I haven't tried the program yet, but can it extract the songs? If not, could i place a request for it? It has already been confirmed that the MA songs are all already on the discs, including Miki, Takane and Hibiki's versions, so perhaps we could get these extracted? Along with the rest of the songs? Here is part of each song that someone extracted. But i'd love to hear the full game versions, specially since we wont see the 961 versions for the next few months.

Songs are in at3 directory, but you'll have to convert them to format that is usable by us mere mortals yourself. --Anonymous of Russian Federation 12:19, 8 April 2009 (UTC)

"Out of Rank"[edit]

Did this: [[1]] image, and was a little iffy on leaving the symbol for "Out of Rank" alone (The symbol next to "S"). Trying to fit "Out" in just wasn't working, so I left it. Maybe put "N/A" (or something to that effect) instead? It just feels weird to leave it. --NyaChan 18:52, 11 April 2009 (UTC)

Yum file format[edit]

Is there any documentation available on the yum file format? --April 20:42, 15 April 2009 (UTC)

No, but it's fully reversed. Here's a YUM unpacker in C by Nagato with comments (it should have everything guessed right, I believe, except for unk1 in _packtable that means if the subfile was compressed with LZSS or not, IIRC). More complete tools are here, by AoRF. I think they do everything needed to get a full translation patch except for calculating the offsets in the mail files, which is pretty trivial. Why do you ask, though? ~ Eksopl 21:16, 15 April 2009 (UTC) already does all the stuff for you but here you go:
Offset# Size Purpose
0000h 8 bytes constant, "YUM\0\0\0\0\0"
0008h 4 bytes Amount of groups in the archive, referred to as N
000ch 4 bytes Amount of files in the archive, referred to as M
0010h 4 bytes The offset, i.e. starting address, of the byte where the list of groups and files can be found. (probably; it's always 0x20)
0014h 4 bytes The offset of the byte where the data can be found.
0018h 4 bytes Group alignment in bytes
001Ch 4 bytes File alignment in bytes
after that, repeated N times, groups:
Offset# Size Purpose
0020h+i*16+0 4 bytes The offset of the byte where the group data can be found.
0020h+i*16+4 4 bytes Size of data in bytes.
0020h+i*16+8 4 bytes Amount of files in this group.
0020h+i*16+12 4 bytes Amount of files in all groups before this one.
after that, repeated M times, files:
Offset# Size Purpose
0020h+N*16+i*12+0 4 bytes The offset of the byte where the data of this file can be found.
0020h+N*16+i*12+4 4 bytes Size of data in bytes.
0020h+N*16+i*12+8 4 bytes If this is 0, file is uncompressed. Otherwise, file is compressed with LZSS, and this is the size of uncompressed file.
32 + N * 16 + M * 12 must not exceed 776192 bytes
Group is, well, just group of files. If group has two files, first two files from files list belong to it. If next group has 4 files, next 4 files from files list belong to it, etcetera. --Anonymous of Russian Federation 21:23, 15 April 2009 (UTC)
Thanks, file formats interest me and I don't know much perl. In the pack/unpack code both use a variable "packs" but for different purposes. --April 22:04, 15 April 2009 (UTC)

a list of common phrases?[edit]

is there a list of common/kanji/etc phrase translations? just in case each person might translate it differently for the same phrase and it becomes inconsistent.

Henchi, we don't have some leader translator who would do all that. People come, translate few scripts, leave. If you want to make such list, please do, put it on main page and all that stuff, no one is going to blame you. --Anonymous of Russian Federation 09:30, 21 April 2009 (UTC)
Though if someone wants to take the role of lead translator upon himself, by all means, do so. ~ Eksopl 17:15, 21 April 2009 (UTC)

Working with pics with squares[edit]

I have worked on file of the Shedule menu after midle day at desing work I get this: [2]

the history is this:

I edit all files 57849-1-18 well I reached this after arrange and fit the first files as the readme but I realized that the only file 15 and mif 584848 don't work very well i try to reduce main texts to fit with original mif but don't work show japanese text original,after i thing the game call the color square what happend if I edit all trying of following the main colors and try match the color (I can't match transparent colors)And i get the files as in UP I thing the main square (right UP) as the file is corrupt,the next step i try to hold the original format and only edit the text as short texts (see Promotion as Promo) I surely the main square will be fine.(I hope)

Some can help me, I need edit all ? I try to pack with files 15,1,9,14,16,17,18,8 and don't work I obtain the same with only files 15 and 57848.mif

All comments will be grateful Thanks still working

You only need to edit one. All pictures are essentially the same apart from differences in colors. Oh, and you don't pick which one to edit either. You must work with the one that looks "the best". In your particular case, that means either 1 or 15. All other pictures lack colors, and there's no way to recreate original from them. You might want to look at 57849, in Idolmaster_SP:Pictures section, because it's copy of the one you're trying to edit. --Anonymous of Russian Federation 19:12, 21 April 2009 (UTC)

HI thanks for the answer , So it's best look to edit, very well! Thanks

Script/email encoding format[edit]

I thought it was S-JIS, after looking at Also I can't read them by opening them in a web browser, still all crazy symbols, squares and accented characters, while I can read the scripts that have been added to this wiki.

View->Character Encoding->More encodings->East Asian->Japanese(Shift_JIS). They are in SJIS, confirmed. --Anonymous of Russian Federation 03:54, 28 April 2009 (UTC)

Possible Translator[edit]

Hey, at least you lot still allow anonymous editing. :< User "sugio0089" on YouTube has been doing Idolmaster translations, someone here might want to get in contact and see if there's interest in contributing to the group project. Cheerio. -MT 08:58, 25 May 2009 (UTC)

Oh, I see you're already familiar with sugio0089's website. Well...there's a contact address. :< -MT 09:00, 25 May 2009 (UTC)

He knows that their is a project on for this game, and I believe he advertised it once on his website. He has allowed for his translations to be used, but hasn't expressed an interest ( as far as I know ) to work on the project.--Swiftnissity 09:34, 25 May 2009 (UTC)

Testing pictures[edit]

I'm trying to test image 75, this is the memory stick warning displayed right at the start. I don't have imagemagick so I manually saved 75.png as 75.bmp in mspaint. I ran the script with line 72 commented out, the new file has the md5 05c77cab1919a90e39ee464068f6a1a5. I have tested this in the game and it comes out funny, I guess the "-alpha on" parameter means I need to save the png as 32-bit bmp instead of 24-bit?

Wait, why didn't you install imagemagick? I'm using it for a reason, it produces files that my script is expecting. Paint writes bmps differently (even though they look the same), so of course it won't work. --Anonymous of Russian Federation 08:27, 31 May 2009 (UTC)

Switching compilers for the imas-patcher program[edit]

I know it's a little to early to ask this, but who wants to see that the imas-patcher program to be compiled under MSVC instead of GCC given these advantages I've seen:

  • Smaller build sizes for the patcher, ~11MB (including external DLLs) for imas-patcher 1.1, ~7.5MB for ~ imas-patcher 1.2SVN compiled with static Qt libraries
  • Less stuff to package and less stuff to worry about because the libraries are now statically linked
  • Allows us to embed a manifest file at link time. A manifest file can really save our sanity because of Vista's UAC.
  • No more MinGW dlls are needed. This patcher is now compiled against Windows's own native platform. Now the patcher program does not need to have the *nix emulation layer to function. The removal of MinGW might give us some form of speed increase.

But there were disadvantages I've seen:

  • Not much of a discernible improvement in performance when compared to MSVC and GCC.
  • It might lock us into using MSVC forever, thereby rendering it useless when compiled against other platforms (Qt is cross-patform! ATM, the patcher can be compiled with GCC and MSVC. If somebody did have the tools set up, the patcher and the scripts can run under Linux and MacOS X!)
  • MSVC's compiler is known to be a little bit buggy at times
  • Not everyone here can get a copy of Visual Studio 2005 Professional at an economical price and not everyone has access to DreamSpark
  • The free express editions of Visual Studio won't work. The Qt integration I've used requires at least Visual Studio 2005 to work
  • Setting up the Qt toolkit to work takes a lot of time to prepare. I've left my AMD box for over 4 hours to compile and build static versions of the Qt libraries

So what is the opinion of the hackers here? Given the issues I've outlined above, I will choose MSVC over the reason of Vista's annoying UAC prompts. Curriegrad2004 04:31, 21 July 2009 (UTC)

I don't think there's a room for discussion; I am going to use Qt-Creator with GCC no matter what; you are free to provide alternative builds (put them on the wiki, too); people who want to build from source are free to choose their tools. I won't switch because almost none of advantages you listed really matter to me (not size, that's for sure; not UAC - I turned off UAC 15 minutes after installing vista (how long are you using it? Was there even a single case where it protected you from something?); mingw is not cygwin, not an emulation layer, try calling fork in mingw). Being able to move executable around without caring about libraries is usually a cool thing, but imas-patcher is already chained to its directory because it needs to read scripts from there. --Anonymous of Russian Federation 05:11, 21 July 2009 (UTC)
Also: Eksopl is already running this under OSX and I wrote more than half of the program on linux; there is no performance improvement because the program is mostly doing i/o; from what I've seen, this wiki is crawling with pirates, so there's no need to pretend you bought/need to buy visual studio; --Anonymous of Russian Federation 05:18, 21 July 2009 (UTC)
UAC has protected my computer numerous times - If it hasn't bitten you before, it won't hurt. I've been using Vista since Server 2008 came out and I do run a Windows Server 2008 VM on my network. Besides, my user account has domain admin privileges so I can't let applications have full administrative access to the machine and the network I have set up at home. By the way, my copy of Visual Studio is obtained from DreamSpark anyways. Only costed me $17 for the student card Curriegrad2004 06:46, 21 July 2009 (UTC)
Also for the comment that I don't let all applications having full administrative access to the machine wasn't meant to offend the hackers here, it's just that I've had way too many bad experiences with the security fundamentals of Windows (If my apps I use everyday had the *nix port, I would have long switched to any *nix box, but sadly they had no Linux port as of now)

Status Broken?[edit]

I just translated some of Idolmaster SP:PS:43199, but when I went to go check on it in the main script listing, it still said 0%. Does this mean we have to start manually editing the progess percentages again? Tokome 05:56, 27 January 2010 (UTC)

It does still seem to work... sometimes. It skipped over my edit of Idolmaster_SP:WS:53795, but it caught my edit of Idolmaster_SP:WS:53878, which I did afterwards. But for now, we probably will have to keep an eye on whether the bot autoupdates the progress meter, and fix accordingly. Tilus 19:36, 30 January 2010 (UTC)

Hibiki's pets[edit]

Hamuzou the hamster
Hebika the snake
Shimao the chipmunk
Ousuke the parrot
Usae the rabbit
Nekokichi the cat
Waniko the crocodile
Butata the mini pig
Inumi the dog
Momojirou the flying squirrel

More Common Terms[edit]

Hi, I've been working on checking translations for MM, but I wanted to ask if there could be some other common terms decided so that it looks more homogenous.

These terms↓ 営業 (I'm puzzled on this. I've seen "sales operations" and "business operations" but it seems rather long and it's hard to fit it in the text bubbles. In the game it says "marketing" when you go into the 営業 screen, but I'm not sure if that fits as well.) アイドルランク報告 and 衣装合わせ (I saw some people saying "outfit matching", but wouldn't costume fitting be more appropriate? Especially since this term is used when meeting with a stylist)

If I think of any others I'll add them to this, but I just wanted to clarify how these terms should be translated so there isn't too much discrepancy between translations. ^^ Let me know what you think should be used as a translation for each!

Also, one other thing I wanted to ask about... Is there any way certain terms could be replaced in all scripts? I've noticed a lot of lines are repeated over and over (like confirmation lines etc) and reused a lot. If they could be replaced easily it would make everything look nice and uniform through. For example

  1. (今日のスケジュールを決めよう)

This kind of line.

Anyways, thank you for reading this!--Lennar 21:10, 7 February 2010 (UTC)

I'm probably not the best authority on this sort of matter, but I'd imagine in-game English text trumps all other possible wordings. So, 営業 becomes "marketing". As far as the other terms you mentioned, I'd lean towards "idol rank report" for アイドルランク報告, and I had a ~75% done translation of the stylist morning emails that got vaporized by a computer crash, and I believe I used "costume matching" for 衣装合わせ. Tilus 22:49, 8 February 2010 (UTC)

...Well, since we're here discussing common terms, may I make two suggestions about the common terms already in place? That is, 事務所 becomes "office" (as opposed to "agency"), and names are translated in Western order ("given name first", as opposed to Eastern order, "family name first"). The former is again a term with ingame English text - that's the same kanji used for Office Mode, and as for the latter, pretty much all official [email protected] merchandise, including the opening movie of iMAS SP, uses Western order names. Tilus 22:49, 8 February 2010 (UTC)

I put in the term marketing on the common terms list. Regarding costume matching, should we go with that or fitting? I feel like fitting might be a bit accurate since the stylist is bringing stuff to you to see if you like it and not necessarily matching, but if you already did all the emails with costume matching, maybe that's better? Let me know what you think. Tilus: Maybe the terms could be changed depending on usage. For example, when saying that Miki switched to a different agency, you wouldn't say office (she switched agencies), but when going back after an audition, it sounds more natural to say "office" instead of agency. (let's head back to the office)

Also, does anyone have any ideas regarding the common phrase replacement? There are some scripts that have the same phrase repeated over 10 times, and then it gets repeated in other scripts many times as well. If we could find-replace these kind of lines I think it would speed things up.

Sorry if I'm being impudent, I just really like [email protected] and I hope this project turns out great ^^--Lennar 01:00, 9 February 2010 (UTC)

Hi, Lennar. You can use this site to search the scripts for the term or phrase you want.
It also looks like Google caches the scripts on this wiki pretty well, so that could be another option. For instance, here's how I searched for 営業 on the Missing Moon scripts. This is the exact search string I used: ' Idolmaster MM 営業'
You can replace the 'MM' with 'PS' for the Perfect Sun scripts, or with 'WS' for Wandering Star, and so on.
Also, don't mind that common terms list on the main page too much and feel free to change it to your needs, since that was just pieced together by me without much thought in the past. Good luck and thanks for working on this you guys. --Kugyuuu 02:12, 9 February 2010 (UTC)
Don't worry too much about the "matching"/"fitting" argument, the translations weren't ever actually committed to the wiki, so if "fitting" sounds better, feel free to use that. Also, 営業 should actually be "promotions", as that's the ingame English term for it (as seen in this video). Tilus 02:27, 9 February 2010 (UTC)

Oh wow, sorry I don't know why I thought it was "marketing" X_x--Lennar 04:04, 9 February 2010 (UTC)

Reviving translation efforts?[edit]

It's been a year already!

I'd really, REALLY like to see this completed one day. It'd probably be better if future translation efforts focused on one of the three games, so we could, you know, actually finish something. Since Perfect Sun has the most progress, it makes sense to try to finish that one first. Also, Haruka's scripts are like 62% done, so if that one was finished, so it might also make sense to finish her first so we can release something resembling a demo patch?

The bonus of finishing a route and releasing an alpha demo patch is that people could play through it, spot untranslated lines and report them here. Beats fishing out random strings and trying to figure out where they belong.

Also, images seem to be mostly done. Finishing that shouldn't be too hard, no?

FYI, current stats (as of 10 March 2010) are:

No girl - Done: 32, Missing: 5
Haruka - Done: 83, Missing: 50
Yayoi - Done: 44, Missing: 86
Makoto - Done: 42, Missing: 88

I'm not trying to order anyone around, but some people might get put off over the fact that this project lacks anything resembling a proper plan. So here's what I believe we should tackle so people don't get unmotivated in the middle:

  • Hijack some native Japanese speaker and make him transcribe the tiny, unreadable kanji in the remaining pictures. It should take him like 20 minutes. Then people can translate and edit the remaining pictures (or if he wants to translate too, that's fine as well).
  • Finish those 5 PS scripts that aren't tied to any girl. That should only take a few days, assuming a translator dedicates himself to the cause again.
  • Get a translator dedicate himself to finishing the scripts by one of the idols. Haruka is the closest to completion, so it makes the most sense to try to tackle that one first, but if he insists on dedicating himself to Yayoi or Makoto, well, beggars can't be choosers.
  • Once we have a route done, we can make some sort of alpha demo patch by putting together the images, translated scripts and translated built-in text. I believe we'll need AoRF's assistance for this again, since there isn't nearly enough space to hold the translated text in most of the built-in strings. I remember he said something regarding how he should be able to hack that as well.
  • With a playable game to play through, it should be easy to spot any remaining built-in text that needs translating and sort out Idolmaster SP:Lines-raw.
  • In the meanwhile, translation of the two remaining girls could proceed. Possible second demo patch once the second girl is done.
  • I believe emails aren't very relevant to the game itself (someone correct me if I'm wrong), so we can save those for last.
  • Beta patch and other last minute work goes here!
  • With one game fully translated, work can start on the remaining 6 girls. Obviously stuff like all common scripts, pictures, built-in text and emails would be already translated, so it wouldn't be as hard to get those started.

So yeah, it would be pretty cool if a translator stepped in and started working on one of the three PS girls, since there'd be something to show in the end.

~ Eksopl 02:11, 11 March 2010 (UTC)

I guess not having anything else these are the best choices, but is up to the translator the most part of the work, rightnow I´m trying to learn japanesse, but the Kanjis thing are such a bitches, so don´t think on see me on translator list so fast, you know what could be great?, if somebody could upload somewhere all the scripts so a translator could get the time to translate the lines and that way we could get a lot of translations, because copying the scripts on a txt document each take a lot of time, if somebody could get this scripts uploaded even I could work at my home with the most ease because I can´t do it on my work.Garou

Sounds like a good enough plan to me. Before my current hiatus I was working on the Ami/Mami Idol Ultimate scripts (since the IU stuff is what I'm most looking forward to out of [email protected]), progressing through them as one would normally through the game. I could try to tackle some of Haruka's, Yayoi's, or Makoto's IU scripts instead, but Hibiki and her Okinawa dialect were giving me fits whenever I tried to translate anything with her in it. If nothing else, it might help ease the burden once a real translator shows up, though... Tilus 20:56, 21 June 2010 (UTC)

Also, re: emails: Their relevancy to the game depends on the type of email. There's several different types of email that can show up in your idol's inbox every morning:

  • Idolmaster_SP:M57908, Idolmaster_SP:M57910, and Idolmaster_SP:M57912 are appointment emails, which are very important. You can respond to these emails, and if you do you can set up an appointment with either a reporter (57908) for a temporary all-around stat boost, a clothes stylist (57910) to pick up new clothes/accessories, or with President Kuroi (57912) in Story Produce to enter an audition with your rival, potentially earning lots of fans. I've already translated 57912.
  • 57914-57932 are all fan emails which when read simply raise your idol's tension, and are low priority. For the record, Haruka's is Idolmaster_SP:M57914, Yayoi's is Idolmaster_SP:M57918 (already somewhat done), and Makoto's is Idolmaster_SP:M57928.
  • Everything after that is emails directly from the idols themselves, and are unlocked through DLC. Not sure if there's a way of installing yarr-harr-harr'd DLC on the PSP like there is on the Wii, but even if there is these really have zero relevance to gameplay and can be pushed all the way to the bottom of the priority list. =P

- Tilus 01:22, 7 July 2010 (UTC)

Just did a recount, Haruka has 46 scripts remaining, a lot of them are partially done though. 9 scripts of Haruka's are partially completed, meaning 37 have yet to be started on. --Swiftnissity 20:43, 6 September 2010 (CDT)

With the [email protected] anime now airing, is there any renewed interest in this project? I feel like I have fairly decent translator skills, and I am/have been working on translating Haruka's scripts.. maybe I'll make some progress. Even if I got them all done, though, I wonder who I would even poke about releasing an alpha version of a patch. Just letting the internets know that someone is still working on this.. --Togii 20:33, 21 July 2011 (CDT)

  • It might not mean much, but I'm showing interest in this translation project, mostly as a fan. I'd try my hand at editing some of the previously-translated scripts to curb the word-puke, but I doubt I'd be able to keep the meaning while "trimming the fat," so to speak. Well, regardless, just offering verbal support. Zufield 04:37, 28 July 2011 (CDT)

I think Haruka's route is done now! There are emails to be translated still (some emails are more important than others), and I'm still working on TL-checking the files that have been translated by others, but overall I think it's coming together. --Togii 18:13, 11 August 2011 (CDT)

unpacking problems[edit]

i'm trying to use imas-psp tools (2009-04-15 version), i followed instructions in readme (installed ActivePerl, imagemagick) and unpacked game archives, but i have some troubles, please help me: 1) When i'm trying to open unpacked images from pom-files, sometimes i got almost empty background (for example 57576.pom, it’s cover of a song). I open files with, but another image viewer’s (including imagemagick) is doing the same. What may be the cause of this problem? 2) I would like to extract from pom-files images of accessory from the game. Is it known in which from about 5 thousand files they could be? There is very detailed information on image’s page but it’s not covering this question. 3) Is it know in which lines saved names of rival-idols and they producers (like "国語", "DOLLS" and so)? If this is wrong place or page to ask, where i could ask again or maybe send e-mail? I'm sorry for my english and the style of message if it was rude.

PS: Stylist/Reporter Chance Broken?[edit]

It's been awhile since I've come back to this project. Anyways.

I recently downloaded the .iso and patched and compiled all of the scripts, and everything seems to be checking out fine so far. Until I get to the stylist and reporter emails. When I go to the communication event for them, the game skips over the part where I'm supposed to remember their name and goes straight into the text, giving me all of the different options, leaving me with a random result. I haven't tried this on the untranslated .iso, but I have tried it with Makoto and Yayoi.

Any ideas? --Tokome (talk) 21:03, 29 October 2013 (EDT)

I'm having this problem too when using imas-psp. This is probably an issue with how the file is re-encoded by
For yayoi, the file is 15172.script
I tried re-encoding it with the original 15172.txt and it still work, but not with the translated 15172.txt
you can try filling an issue report here : (but latest issue report wasn't addressed, seems like the project is dead)
--Flore (talk) 09:07, 12 November 2013 (EST)