How to translate game with closed code?

Started by kefir, Thu 03/03/2011 19:28:56

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kefir

Hi there. Sorry for my english.

I played a game "Gemini Rue" and it's very like me. Therefore I have decided to translate this game into russian language. No pirates or stilling. I want make fun made programm translate (without game).

So, at yours forums I found only one method which means translate a game with open code (made by yourself). (http://www.adventuregamestudio.co.uk/manual/Translations.htm)
But this game with closed code.

At google I found only one method how to translate. It mean open .exe with Far manager like HEX editor and replace a symbols, but it not the most convenient, because it require identical number of symbols, and filterin text dialog from engine code.

Therefore I ask for suggestions. There any ways to help me?

Khris

#1
The only (legal) way is to ask the game's creator for the translation source.
You can PM him here: http://www.adventuregamestudio.co.uk/yabb/index.php?action=pm;sa=send;u=2359

To clarify: I don't know how to translate a closed game without the author providing the translation source; even if I did I wouldn't tell you though :)

kefir

Thanks. I'm ask him later. First I will get experience with engine to know how made separate russifier programm

Crimson Wizard

#3
Quote from: kefir on Thu 03/03/2011 19:49:23
Thanks. I'm ask him later. First I will get experience with engine to know how made separate russifier programm
Hey, kefir, I've already "russified" one game here :) but I asked author for permission and he even gave me project sources to simplify testing (but that won't necessarily happen in current case).
Usually to translate a game you will need special text file which lists all the strings from the game, and you put your translations there, after each original string. That is also important, that some languages (those with cyrillic alphabet, for example) MAY require adding new game font, since english font sometimes (or usually?) does not have appropriate letters.
If you need any tips on "russifying", feel free to PM me :)

Pumaman

#4
Please see my reply here on the subject of unauthorised translations:

Quote from: Pumaman on Sat 08/01/2011 01:44:19Please do not do this. Part of the reason why AGS has a separate compiled translation format is because the feedback from game authors was that they wanted control of translations released for their games. Imagine that you've spent a lot of time making a high-quality game, and then a random person on the internet creates their own French translation, full of mistakes and possibly profanity, and releases it to the world as a "French translation for the game". The game author would have no control over this, and French people would play it and get a bad experience. As far as I know, people making games still have this opinion and still want control over who can create translations for their games so that they can review them and control the quality of translations.

Sledgy

Please tell me, how will author of the game know that translation is good or bad?


Although anyway I'm agree with fact that better to ask author. But if he can't or doesn't answer... it never stopped a True Translator. I mean not only AGS games... ;)

zabnat

Quote from: Sledgy on Sat 19/03/2011 17:21:13
Please tell me, how will author of the game know that translation is good or bad?
Very simple. Author has trusted the translation to a translator that he trusts. He just asks him if it is good or bad. Or even have another translator to proof read it (which in my opinion is a very good idea anyway) and asks him if it is good or bad.

But when unauthorized translation is released, author might get the info about the bad translation very late. And most of the people using the translation probably doesn't speak authors language, so it doesn't matter if he publicly states that the translation is bad or even offending, the people playing the translation think it is supposed to be that way.

Snarky

I think there does need to be a more convenient way of working on translations (and better support for other languages in general, particularly by supporting Unicode), while of course game authors need to be able to exercise some level of control. The fact that a translator currently can't test out the translation file without access to the source code of the game makes the process very tedious.

One idea would be that if the game is built in debug mode, it could allow an external translation file to be loaded, but perhaps give a warning that the translation is unofficial.

If and when the engine code is released, internationalization is probably the one main feature I'd be interested in contributing to.

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