前期分析见:https://www.chinaavg.com/read.php?tid=12966% T5 A0 P2 K+ s5 V C
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解包后得到的messages.txt 即为字幕文件
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$ J- @; _, X9 H$ [" r1 \9 G+ ~看起来似乎比较乱,实际上字幕存放地非常工整
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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
. k, N5 Q; ]- j- w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。, u! V- I3 ~# f! `/ b+ {
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。% B1 r5 }" k: P% s) D9 m }6 ]
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-82 ]& Q9 t' m! t3 H
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工具使用方法:3 D- N- y6 J$ m* p1 [
1,字幕导出工具
4 s/ a# w3 p6 D" ~命令行下:scan <InputFileName> <OutputFileName> <y or n>
3 G& e9 g, F; _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。
" D+ k* R$ }) B% T, x8 r: \输入y则如上面第二段,做翻译用。
% }# [* |; O2 k( p( Q( L- m R例:scan Messages.txt input.txt y
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e; U9 i r% B$ Y. s0 ^; d5 t" z$ C2,字幕回写工具
! {8 Q; b; l/ p8 V命令行下:trans <InputFileName> <OutputFileName> <OriginalFileName>, y; {" T: _) u/ Y
第三个变量是原始文件,默认就是Messages.txt |