前期分析见:https://www.chinaavg.com/read.php?tid=12966! P* W/ ?+ \! h# e q& p _: Y0 V
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解包后得到的messages.txt 即为字幕文件1 p$ c" F1 V' {2 a: ?
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看起来似乎比较乱,实际上字幕存放地非常工整
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1 Y, a, V. B7 `0 v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, P `/ b, H1 O, G; ?' Z) f
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。: m* K* _9 e) C4 ~2 h8 L2 d* W9 D3 o% A
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。
1 H. [0 u) D5 Q. P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" q& L" V, V V: p$ A8 X
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( g- x5 i. z- h8 Z! ]工具使用方法:3 k ]; U! r3 l1 b9 S
1,字幕导出工具
4 G) p- T3 S, ^# k6 E4 @命令行下:scan <InputFileName> <OutputFileName> <y or n>
( P$ a9 p$ k+ d) k+ N) }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。- W$ d+ [: m6 T; ~
输入y则如上面第二段,做翻译用。
5 [ S1 ]) d- l6 [% I例:scan Messages.txt input.txt y
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2,字幕回写工具
5 a# S5 W/ W- w3 c% O( H命令行下:trans <InputFileName> <OutputFileName> <OriginalFileName>4 @ m# |/ Y/ o
第三个变量是原始文件,默认就是Messages.txt |