Editing french texts?

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DragonsLover
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Editing french texts?

Post by DragonsLover »

With Textmute, I tried modifying the DUNGEONF.DAT which contains the french texts of the game. But the strange thing is that there are missing texts. There are supposedly 101 texts used in the game (on walls, scrolls...) without the character names, but when I open DUNGEONF.DAT using Textmute, there are only 89 of them shown. Why is it like that? How can I modify the 12 other strings?
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beowuuf
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Post by beowuuf »

Is textmute designed to work with the french dungeon?
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Zyx
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Post by Zyx »

I never tried the french dungeon so I have no idea about its structure. Anyway, textmute has been discontinued for years and I can't remember a single line of code. I even don't know if I have the source anymore.
Have you tried using CSBuild to edit the texts?
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DragonsLover
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Post by DragonsLover »

Okay, I tried CSBuild and this program shows correctly all the texts, but there are so much errors when I opened the file... Is it safe if I perform a Save? I don't want a buggy DUNGEONF.DAT file.

EDIT: I just saved my modifications in Textmute and when I opened the file again, nothing was changed, WTF? :x
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Gambit37
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Post by Gambit37 »

As Zyx says, Textmute is very out of date -- don't expect good results from it!
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beowuuf
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Post by beowuuf »

What were the error messages from the dungeonf.dat file in csbuld?

You can always save a copy and try it - it won't hurt to try it out
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Paul Stevens
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Post by Paul Stevens »

DragonsLover wrote:Okay, I tried CSBuild and this program shows correctly all the texts, but there are so much errors when I opened the file..
CSBuild will save a file that cannot be opened by
any program other than CSBuild or CSBwin. SO
it is probably useless for your purpose.

But.....I would be interested in seeing why
you get errors. If you ship the dungeon.dat
to me, perhaps I can fix the problem. I like
CSBuild to be able to read almost anything.
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DragonsLover
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Post by DragonsLover »

Okay, here are the errors I got when trying to open DUNGEONF.DAT:

Level descriptor for level 0 says it is for level 20. Should we fix this?
Level descriptor for level 1 says it is for level 63. Should we fix this?
Level descriptor for level 2 says it is for level 63. Should we fix this?
Level descriptor for level 3 says it is for level 63. Should we fix this?
Level descriptor for level 4 says it is for level 55. Should we fix this?
Level descriptor for level 5 says it is for level 63. Should we fix this?
Level descriptor for level 6 says it is for level 55. Should we fix this?
Level descriptor for level 7 says it is for level 63. Should we fix this?
Level descriptor for level 8 says it is for level 63. Should we fix this?
Level descriptor for level 9 says it is for level 63. Should we fix this?
Level descriptor for level 10 says it is for level 63. Should we fix this?
Level descriptor for level 11 says it is for level 55. Should we fix this?
Level descriptor for level 12 says it is for level 29. Should we fix this?
Level descriptor for level 13 says it is for level 38. Should we fix this?
The databases in the savegame file appear damaged.
Error reading big-endian... will try little-endian
You have not decided whether or not to have the runtime engine discard duplicate timer entries. See Edit/Global/Databases

Then, the dungeon is loaded and seems okay, excepted that it uses CSB monsters instead of DM ones.

Paul : Okay, I'll send you a copy.
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Post by beowuuf »

It does sound like some subtle additional information is being read and not liked - but at east it worked!

You simply need to use the graphics.dat from DM to get the DM monsters, etc - download the DM version from the encyclopaedia!
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Post by Zyx »

Error reading big-endian... will try little-endian
It looks like this dungeonf.dat comes from an atari or amiga disk.
CSBuild first tried to read the file as a PC format, thus all the errors.
Then, it tried atari or amiga format, and it didn't yield any error ("You have not decided whether or not to have the runtime engine discard duplicate timer entries. See Edit/Global/Databases " is not relevant)

If you edit and save this dungeon with CSBuild, you won't be able to play it with an atari or amiga. It will only play on CSBwin.
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Paul Stevens
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Post by Paul Stevens »

Zyx is correct. It loaded the game with no errors
once it decided to try little-endian format.

The CSB/DM monster names are an option.
See Menu/Edit/Options. There is also a
capability of giving the monsters arbitrary
names.
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DragonsLover
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Post by DragonsLover »

Beowuuf : I already have DM if I have Dungeonf.dat file, logically! ;) So, I also have Graphics.dat file necessarly.

In fact, I have taken the 3.4 PC version of Dungeon Master (the multilingual one, of course).
Zyx wrote:If you edit and save this dungeon with CSBuild, you won't be able to play it with an atari or amiga. It will only play on CSBwin.
And not DM under Dos? :(
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Paul Stevens
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Post by Paul Stevens »

Dragonslover wrote:And not DM under Dos?
Stevens wrote:CSBuild will save a file that cannot be opened by
any program other than CSBuild or CSBwin.
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Post by DragonsLover »

Is CSBWin better than PC-Dos?
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Post by Zyx »

Definitely.
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Post by DragonsLover »

But, I mean, latest Atari ST version is 1.3 and PC-Dos is 3.4. Which version of DM it is under CSBWin?
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Post by beowuuf »

The oldd one, some minor quirks of atari still exist like blue icon and no default clicking on fountains to drink, etc - but of course the beauty of csbwin is these can be coded in :D

Actually, i think one or two were
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DragonsLover
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Post by DragonsLover »

I already tried CSBWin and it's a very nice program. But I would really like to have the possibility to edit french texts for the PC-Dos version. I checked the Dungeon.dat file format and I didn't totally understand the Text Data section, but I have a little idea. Maybe an example would help me and I could try it on my own.
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Gambit37
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Post by Gambit37 »

DragonsLover wrote:Is CSBWin better than PC-Dos?
It depends what you mean by "better".

PC version uses resources and colour scheme from the Amiga version, which many people prefer over the Atari version.

But CSBWin allows for whole new experiences not possible in the original engine.

The question is therefore: Which do you prefer?
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Post by Antman »

Also, although I've never seen it mentioned, the monsters in the amiga version are noticeably slower, making it easier. I'd known about not being able to click on fountains but I'd always wondered why items were blue when you picked them up.... Anyway, I'd just go with CSBWin as it is easier and has great technical support.
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Post by Gambit37 »

Everything's slower on all version of DM if you're in Europe :-) Well, it was true back in the day anyway.

The cursor being blue in the ST version was a limit of the display which could only display 16 colours on any one scan line. As the viewport already used 16 colours that were adjusted according to light level (except for cyan), FTL couldn't make the cursor in colour otherwise it too would have got darker as light decreased!

They did some clever stuff with palette switching during different positions of the vertical scan though, which is why the top champion area doesn't change as light decreases: this uses one fixed palette, while the lower part of the screen uses a different one. The palette is switched part way through each vertical scan to achieve this.

Of course, the way this works internally in the Amiga/PC versions is completely different.

Anyway, going off topic now!
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DragonsLover
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Post by DragonsLover »

Gambit37 wrote:But CSBWin allows for whole new experiences not possible in the original engine.
What new experiences? The additional features like recording?
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Post by Gambit37 »

You've obviously not played Conflux III!!!! :-)

Just try it out, you'll see what I mean.... :D It's Dungeon Master -- but not as you know it!
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