前期分析见:https://www.chinaavg.com/read.php?tid=129665 e, s: P' V* L+ t
8 r7 Y: h: k3 S+ J! h: m, l解包后得到的messages.txt 即为字幕文件. \7 `6 \9 U% l2 B0 w0 U$ @' y
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看起来似乎比较乱,实际上字幕存放地非常工整3 I4 [: q Y# ?7 \4 ^1 c p
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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
3 r0 b# w" ]1 w8 D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。
& Y. r8 L$ t+ U" A* l& u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。
# J$ n: K1 T$ ~ D* k1 X8 { X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
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工具使用方法:+ ^ Q5 g# J' J
1,字幕导出工具+ |2 j/ T% f9 P6 s" F! q
命令行下:scan <InputFileName> <OutputFileName> <y or n>$ |0 m' o/ S( y# v7 K) q
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。
( A: M v7 T6 Y! O# e* a输入y则如上面第二段,做翻译用。# d+ t# p8 y0 A& _& _9 s( a
例:scan Messages.txt input.txt y
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2,字幕回写工具
2 e, A) F( V7 e& U2 K, D7 m命令行下:trans <InputFileName> <OutputFileName> <OriginalFileName>
: f' Q" W. d5 u: N- z9 ?第三个变量是原始文件,默认就是Messages.txt |