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About ebm to sqlite #4

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mikuyourworld opened this issue Feb 7, 2019 · 5 comments
Open

About ebm to sqlite #4

mikuyourworld opened this issue Feb 7, 2019 · 5 comments

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@mikuyourworld
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https://drive.google.com/open?id=1DW9RypAtLS_p-5DCLcKr_Dj-DSVXR159

Hello, Admiral Curtiss. I am sorry to trouble you.

There are two ebm files from one game Atelier Escha & Logy Plus plus ps3 asian version.

The one which identifier is 111 can be decoded to sqlite and show right text characters, but the other one which identifier is 080 can be decoded to sqlite but can not show right text characters, it gets meesy codes.

I have tried a few files, I found that when identifier is 0xx, it can not show right text characters, when identifier is 1xx, everything goes well.

@AdmiralCurtiss
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AdmiralCurtiss commented Feb 7, 2019

Without looking into specifics, I would imagine it's an encoding issue. Can you provide a screenshot/video or transcription of the 080 scene so I can see what it should be?

@mikuyourworld
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The 6th text should be "因為是蘋果園的工作,所以我認為這是最適合愛絲卡他們的第一份工作。"
I am sorry, It is my translation from japanese version, I can not find an official chinese text right now for 080.

@mikuyourworld
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May I have a question, I am trying to translate this game's ps vita version into Chinese. I think all the story text files are in psarc file, is it right? I found someone said that many game's text is stored in eboot.bin file. How about this game?

@AdmiralCurtiss
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No idea about text being in the eboot for the Vita version, but it wouldn't surprise me, other Gust games also have some text in the main executable.

I looked into this and I'm afraid I'm not really finding the correct decoding. The data definitely looks like it should be UTF8, with its three-byte blocks starting with 0xE_, but decoding as UTF8 results in nonsense. Maybe they're using a custom encoding, hard to say, but it's weird that other files decode correctly then.

@mikuyourworld
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Thank you for replying me.
Yes, it is wired. Maybe it is a custom encoding.

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