ct-2403 Posted April 22 Posted April 22 hello, i have a been trying to translate Ayanami Ikusei Keikaku for ps2, since i already made an spanish translation for the pc version of the game, i wanted to make an english translation for the ps2 version, so that all versions of the game were translated. I managed to open the "DATA.BIN" file in the game's .ISO and found a buch of files that are in the TEX , ACS and SFD formats, i suspect that the text files are in the TEX format, the issue comes when i open said files in notepad++ it only shows binaries, i will add the files if anyone wants to give it a shot. in the pc version there was a tool that was developed for the russian translation (as far as i know) that is called gostx2 and it transformed the binary on the tx2 files into plain text, it only changed the text inside the file, not the extension if anyone knows of a tool that can do that but for TEX files, please let me know. (also, i already tried opening them with imageheat and glacierTEXeditor.) (could not upload them all because of the file limit) some of the files.rar
Members morrigan Posted April 23 Members Posted April 23 (edited) TEX files don't contain any text. I’ve checked them in-game and they are actually standard PS2 TM2 format, but for some reason, the TEX files in your attachment have had their TM2 headers stripped. The real text is stored in two places. One is the game's ELF file, which contains a lot of the menu text. As for the story text, it's inside the *.SCD files within DATA.BIN. SCD itself is an archive format with an index in the header and can be further unpacked. All text is encoded in Shift-JIS. TM2 format, pixel format is RGBX8888. Edited April 23 by morrigan 1
ct-2403 Posted May 2 Author Posted May 2 (edited) THANK YOU, so from what i understood, the TEX files contained the games sprites? and the text that i want to translate is in the ELF and SCD files, also ¿can you recommend any tools to further unpack the SCD files, and a text editor that reads shift jis? again, THANKS A TON, and sorry for replying so late, once the translation is done i'll be sure to mention you on the text file credits and game guide. -this is a screenshot from what i can see in notepad++, there are some complete lines in the file, and when translated they make sense my question here is: if i replace the japanese text in these files with "normal text" and i save it, ¿will the text shown on the game be translated or will it break the game? (obviously after repacking the data.bin file). (also, ¿what are those black bars?) Edited May 2 by ct-2403
ct-2403 Posted May 11 Author Posted May 11 On 4/23/2026 at 11:24 AM, morrigan said: TEX files don't contain any text. I’ve checked them in-game and they are actually standard PS2 TM2 format, but for some reason, the TEX files in your attachment have had their TM2 headers stripped. The real text is stored in two places. One is the game's ELF file, which contains a lot of the menu text. As for the story text, it's inside the *.SCD files within DATA.BIN. SCD itself is an archive format with an index in the header and can be further unpacked. All text is encoded in Shift-JIS. TM2 format, pixel format is RGBX8888. thanks for the help, can you please tell me what program you used to get the sprites from the TEX files.
Members morrigan Posted May 13 Members Posted May 13 (edited) On 5/12/2026 at 4:31 AM, ct-2403 said: thanks for the help, can you please tell me what program you used to get the sprites from the TEX files. Those .TEX files are actually just TIM2 textures, which is the standard format for PS2. The developers simply renamed the extension to .TEX. To edit them, you can use Optpix ImageStudio for PS2 (you can find it on Google); it allows for easy conversion between PNG and TM2. As for the text files (.SCD), they contain a large number of internal pointers and jumps((which are what you referred to as "black bars"). While exporting the text is straightforward, rebuilding/repacking them is quite difficult. One advantage for translation, though, is that the game supports half-width characters with proper spacing. This means you won't have to disassemble the ELF to fix character spacing like you have to do with some other games. Editing text within the EELF is more troublesome. If the translated string is longer than the original, it might cause an overflow. Since this is the main executable, any overflow will likely lead to a crash. I suggest finding a way to export the text first and keeping your translations as concise as possible to avoid these issues. if you want to preview TM2 images (including this game’s .TEX files), you can download XnView. It allows you to preview TM2 files directly within Windows Explorer. www.xnview.com Edited May 13 by morrigan
ct-2403 Posted May 14 Author Posted May 14 13 hours ago, morrigan said: Those .TEX files are actually just TIM2 textures, which is the standard format for PS2. The developers simply renamed the extension to .TEX. To edit them, you can use Optpix ImageStudio for PS2 (you can find it on Google); it allows for easy conversion between PNG and TM2. As for the text files (.SCD), they contain a large number of internal pointers and jumps((which are what you referred to as "black bars"). While exporting the text is straightforward, rebuilding/repacking them is quite difficult. One advantage for translation, though, is that the game supports half-width characters with proper spacing. This means you won't have to disassemble the ELF to fix character spacing like you have to do with some other games. Editing text within the EELF is more troublesome. If the translated string is longer than the original, it might cause an overflow. Since this is the main executable, any overflow will likely lead to a crash. I suggest finding a way to export the text first and keeping your translations as concise as possible to avoid these issues. if you want to preview TM2 images (including this game’s .TEX files), you can download XnView. It allows you to preview TM2 files directly within Windows Explorer. www.xnview.com thank for the info, im going to try a couple of ways to translate it and will return to this conversation with the results
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