>>12462
Hey I'm the anon who was complaining about Godot earlier.
I can describe my issues with translating the game if it helps in understanding why it's a pain and what needs to be fixed.
It probably wouldn't be possible to make the process easier, I or someone else would just have to make a custom program for it. Just not sure if it's worth the time.
For this game, there are four main types of files that need to be translated.
1. .scn files
Scene files are basically compiled, binary versions of .tscn files, which are one of the main files in Godot projects. Some of the game's text, especially UI text, are hardcoded in these. I managed to translate some of them by creating a non-functional version of the game in Godot using reverse engineering software then editing the .scn file, which fortunately Godot has support for editing despite it being a binary.
The problem is, if any of the game's dependencies are missing when I edit the file, it can just break the scene or cause inexplicable bugs. And if the game is updated, I have to do it all again from scratch.
2. .dll files
This game uses GodotSharp, which is basically Godot but with C#. For some ungodly reason, most of the game's text is hardcoded in C#. The only method I know of to translate this right now is to edit classes directly in dnspy, but even if I can do that sometimes dnspy can't figure out how to recompile classes in the dll.
Of course, this is also all wiped away after an update.
Ideally, somehow there would need to be a way similar to what BepInEx does, and using that you could intercept every c# string and localize it, but this is very complicated because unlike Unity, Godot only uses c# as a subsystem and doesn't run on it.
3. .json
Self explanatory, contains raw text. I can actually somewhat automate patching for this and it's easier to maintain per update.
4. .txt
Same thing, fortunately all h scenes to my knowledge are in either .json or .txt so that's something.
Basically, there are 4 different vectors for text to appear, to my knowledge, in this particular Godot game. The first one appears in every Godot game, and the second in every Godot .NET game. The latter two are easy, but the first two are a pain in the ass.
To translate a Godot game efficiently you'd need code to handle both the.txt, .json, and .scn files (and maybe automate extracting them from the .pak file), and code to automate patching the .dll (not in the pak file), or a mod to localize the text.