English translation project for AI Girl / AI Shoujo / AI Syoujyo.
The translations are applied while the game is running and do not require replacing or modifying any game files.
- BepInEx 5.4
- BepisPlugins for HS2
- XUnity.AutoTranslator
- AI_TextResourceRedirector (required for most resources)
- AI_Subtitles (required to see subtitles)
- AI_TranslationHelper (Optional, but recommended) AI_TranslationCacheCleaner (optional, but recommended)
- Ensure you have the prerequisites installed.
- Go to the releases page and download the latest version. Alternatively, advanced users can get the latest beta translations by clicking on the "Clone or download" button above. If you are a translator, read the sections below to see how to contribute to the translations.
- Extract the zip and place the BepInEx folder inside your game folder (where the file game executable is).
Any help is appreciated. Regardless of your translation skill and Japanese knowledge you can still help with translations. Even if you have no experience, you can help by proofreading or using machine translation services such as Google Translate or DeepL(recommended). In the case of machine translations, clean up the translation using sanity and a little logic.
Translation done purely by machines must be kept in the designated files (zz_machineTranslation.txt
files within RedirectedResources
). These should be considered placeholders until manual translations are available (those should go into translation.txt
). The goal is to have everything, manually translated.
Text
- Normal text replacements and modifications.Texture
- Image replacements.
Each translation line follows the pattern:
original text=translated text
Example:
悟飯=Food
Lines beginning with //
are considered comments, i.e., they are not considered in the translation.
The translations are all inside the Bepinex\Translation\en
folder. They are then split into the following directories:
RedirectedResources
- Replaces the texts embedded in the game files. These translations are loaded only when the game needs the corresponding file, so it is preferable to use this directory instead of theText
directory because of its accuracy and performance. This directory mimics the structure of the game, placing a folder for each resource file (such as the ".unity3d" files).Text
- Generic translations that are loaded when the game opens. All texts that are not translated inRedirectedResources
are checked into this directory. If there is no translation, then the original untranslated text is displayed in the game, Google Translator is called, the translated text is written to_AutoGeneratedTranslations.txt
and only then the translation is displayed in the game. The text in this folder can be handled with regular expressions (Regex), resized, and separated by game scene instead of being separated by files. This directory is often used in user interfaces (UI) because of these features.Text\Localizations
- Strings under this folder were dumped via TextDump. Translations can be added for missing entries, but new entries should not be added or merging future dumps will become difficult.Text\zz_MachineTranslations
- Old folder to Machine Translations, useful for testing. Now Machine Translations go toRedirectedResources
, read the "Resource Translation" section.Texture
- Contains the translated version of game images. The game images are translated using image editing software. If available the source files (.psd
,.xcf
, etc.) files can be found in the project'sImage Source Files
folder.
Coordinate with other translators on the Illusion Soft Discord server #translation channel. To avoid translation conflicts please ask if anyone is working on a file. If you have any questions about the quality of your translations, ask for advice on the server.
- If you want to make a simple edit simply open the file in question and click edit. After you are done editing, commit the changes and start a pull request.
- If you have more translations to submit fork the repository. This will make a copy of the original project in your account. Upload your changes to the fork into your account, and then send a pull request to the original project. Your pull request will be reviewed and accepted after a quality check. Again, avoid raw machine translations. Proper capitalization, punctuation, and spelling is a must.
Texts that are not translated in RedirectedResources
use the Text
directory. In this directory the first translation found for a given text is used every time that this same text is found. But sometimes the same word can have different meanings depending on where you are in the game, in this case you can use the "scope level" feature to tell which translation should be used in that part of the game.
To use scope levels, use the following structure:
#set level xxx
text=translation
text2=translation2
#unset level xxx
Where "xxx" represents the number of the desired scope level. Below is a table containing the known scope levels and their locations:
Level | Description |
---|---|
-1 | (global) |
1 | Card Converter (startup) |
2 | Studio UI |
4 | Maker |
5 | Main Game |
7 | Network Checks |
8 | Uploader |
9 | Downloader |
The folder RedirectedResources
is the main translation directory for the game, so it gets special treatment.
Inside each folder there is a file named translation.txt
, this is the file where the translations should go. In some folders there is also the file zz_machineTranslation.txt
which is where machine translations go, that usually have a lower quality.
Every translation.txt
file has the raw Japanese text that needs translations. Each one starts commented out (//
at the begining) so it will not be loaded. For your text to display correctly in game, put the translation on the right side of the equal sign and remove the //
at the start of the line. Do not edit the Japanese text or the translation will not work. Example:
Before:
//Tシャツ=
After:
Tシャツ=T-shirt
The file zz_machineTranslation.txt
can only have the translation lines that are commented out in translation.txt
. If the file translation.txt
has been fully translated, the file zz_machineTranslation.txt
should be deleted. The goal of this translation project is that none of the zz_machineTranslation.txt
" files remain.
The assets
folder inside of Bepinex\Translation\en\RedirectedResources
can be compressed into a .zip archive to be read by the game (simply right-click on the assets folder and then compress to .zip). Uncompressed files under assets
are also still loaded. The game has to be restarted in order to see updated translations.
The plugin TextResourceRedirector is required for these translations. Always keep it updated.
Table with the localization of the translations for each part of the game:
Folder | Description |
---|---|
adv |
Main game dialogs |
etcetra/list/config |
Personality Names |
list/characustom |
Maker stuff |
list/h/animationinfo |
Positions (game versions) |
map/list/mapinfo |
Map names |
studio |
Studio stuff |
ID | Name | Eng Name | Dialog (adv/scenario/ ) |
---|---|---|---|
0 | 機械的で無感情 | Emotionless | c00 |
1 | おおらかでやさしい | Friendly | c01 |
2 | 意識が高く自信家 | Confident | c02 |
3 | 自分勝手でわがまま | Selfish | c03 |
4 | 無気力でものぐさ | Lazy | c04 |
5 | ポジティブで明るい | Positive | c05 |
6 | きちんとした優しい几帳面 | c06 | |
7 | 凛とした佇まいの大和撫子 | c07 | |
8 | 友達感覚のボーイッシュ | c08 | |
9 | 清楚だが思い込みが激しい | c09 | |
90 | シャン | Shan | c90 |
There are some specialized resources handled by the resource redirection that require some addititional handling.
Format strings have replacements in them processed by String.Format
. The sections that are replaced by the game engine will look like {0}
, {1}
, {2}
, etc. Usually they are a character name or the name of some item. The same replacements found in the original string should exist in the translated string.
Example:
{0}と仲がいいと思ってるわ=I think I'm good friends with {0}.
Because these strings are encoded into a larger entry in the resource files they require special handling by TextResourceRedirector to ensure the text that should no be replaced remains untouched, while allowing the displayed text to be translated. These lines will start with CHOICE:
followed by the text that needs to be translated. On the right side of the =
you need only include the translated text without the CHOICE:
prefix.
Example:
CHOICE:受け取る=Accept
There are a number of assets that support the use of optional prefixing to get a more exact match. This allows for more specific translations in cases where multiple assets might match the same replacement code. Matching for these assets will first try the prefixed match, then fall back to the standard un-prefixed match. Given the following translation file:
PREFIX1:こんにちは=Hi!
こんにちは=Hello.
Trying to match こんにちは
for an asset using PREFIX1
would return Hi!
, where an asset using PREFIX2
would fall back to Hello.
.
asset location | prefix | Notes |
---|---|---|
etcetra/list/parametername |
HATTRIBUTE: |
|
etcetra/list/parametername |
MIND: |
|
etcetra/list/parametername |
STATE: |
|
etcetra/list/parametername |
TRAIT: |
- Release Tool - Tool that cleans up the translation files to remove any unnecessary untranslated parts.
- Yomichan - This browser plugin allows you to see the definition of Japanese words by putting your mouse over them in the browser and pressing shift.
- Dictionaries: