前期分析见:https://www.chinaavg.com/read.php?tid=12966* M# E+ O' w# k t1 Y# p
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解包后得到的messages.txt 即为字幕文件
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1 {, M }: x" f3 {0 j9 s看起来似乎比较乱,实际上字幕存放地非常工整
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9 U- `" z% F% L5 v, m% \7 M" L把文件中每一个0x0A替换为0x0D0x0A即回车符后,即可得到整齐的文本; @/ z7 W! b4 h' S7 a/ g. z3 U% x
例:- # ----------------------------
- # Common dialog texts
- # ----------------------------
- # Start Again dialog
- SAD_MainText Do you want to continue your saved game?
- SAD_Title Adventure
- SAD_Continue Continue Game
- SAD_StartNew Start New
- SAD_Cancel Cancel
- # Select Player dialog
- SPD_SelectPlayer Select Player
- SPD_Select Select
- SPD_Cancel Cancel
- SPD_Delete Delete
- SPD_CreateNew Create Player
- SPD_DeletePlayer Delete Player
- SPD_BtnConfirmDelete Delete
- SPD_BtnCancelDelete Cancel
- SPD_ConfirmDelete Are you sure you want to delete this player?
- # Create Player Dialog
- CPD_EnterYourName Please enter your name
- CPD_CreatePlayer Create Player
- CPD_OK OK
- CPD_Cancel Cancel
复制代码 字幕中,#后面的是注释,每一句前面是变量名,这些都是不用翻译的。因此在导出时,每一句导出两遍,句间留空行,如:- 360 19 MMPlay Start Game
- MMPlay 开始游戏
- 380 13 MMExit Exit
- MMExit Exit
- 394 18 MMOptions Options
- MMOptions 选项
- 413 28 MMChangePlayer Change Player
- MMChangePlayer Change Player
- 442 34 MMCurrentPlayer Current Detective
- MMCurrentPlayer Current Detective
- 0 0
复制代码 每一句前面的数字是该句字幕在原文件中的偏移量和长度。5 b _% Y& P6 r- I; v8 K+ t
翻译的时候就如上直接在第二行上修改即可,方便上下对应,注意翻译后字幕不能大于原字幕长度。
* u4 Q s) P6 A2 |翻译时写入的是utf-8字符。检验方式:写入中文后保存,用16进制编辑器打开,如前三个字节为16进制的 EF BB BF 即说明是utf-8. `) S, I# z, N6 e# q. Q$ Y, j
& a y% \0 e1 E: y* R2 k& u————————————————————————————————————————————
4 H% {: E& P! Y工具使用方法:
6 Z. \8 r) U9 l- Z2 g1 U1,字幕导出工具5 S( O' X8 {& i3 y
命令行下:scan <InputFileName> <OutputFileName> <y or n>
. c7 P' Z8 j* |* w: d第三个变量表示是否按翻译模式导出,输入n则如上面第一段,输出工整的原始字幕,做参考。2 n( ^7 h, R, O7 c+ c( f9 y. e+ R
输入y则如上面第二段,做翻译用。
- F6 _, S! a2 W1 `" C例:scan Messages.txt input.txt y
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2,字幕回写工具
5 |" }9 j* T! F6 y2 @4 @; c命令行下:trans <InputFileName> <OutputFileName> <OriginalFileName>
+ J& W8 A6 w# H; D第三个变量是原始文件,默认就是Messages.txt |