Instructions
Instructions
Translations are done by generating a project folder using the Translator.exe program. It will
create the necessary files to provide a translation of the game text, images with text, and also a
custom font.
NOTE: By using this tool you are agreeing to the terms of the User Agreement provided as a
PDF alongside the tool.
Tool Layout and Features
The first time opening may take a moment, once open, if it can successfully find and load the
Translator.dat file it will show a window with three tabs and an output area for log information to
the right.
NOTE: The title bar will have the game version followed by the data hash number. This data
hash will be an indicator of if any language data changed by future updates or patches.
Create
The creation tab is for creating new translation projects, and has the following fields:
After providing these choices, press Generate Folder and a folder with the content will be
generated in the same folder as the tool. It should open automatically in the file explorer.
Update
IMPORTANT: Any updates to a major new version may be slightly less than 100% successful
at recovering or updating content from previous episodes. Any missing or new lines should be
reported in the output panel.
The update section provides a way of updating an old translation dialogue file. It can also
convert the format from CSV to TXT and back if this is desired. The options are as follows:
1. A target dialogue file. Assign this by clicking the button with ellipses [...]
2. Select the dialogue.txt or dialogue.csv file you'd like to update.
3. Choose the desired dialogue file format.
4. Enable or disable automatic backups.
IMPORTANT: This will overwrite files, so it is recommended to leave the BACKUP option
enabled when doing updates.
NOTE: When selecting a file the format will match what is chosen. This can be changed if you
want the update output to be in the other format.
After setting these options there are two buttons below. Check will not make any changes, but
simply report in the logs what kind of changes have taken effect. This is for review purposes.
The Update button will check the changes and apply them. The logging should give a fairly
detailed account of the lines updated, moved, lost, or added. These details can be useful for
referencing changed content in newer versions.
Though it cannot intervene to fix layout issues, a check or update can detect and report a
number of common errors if it fails to update.
Build
IMPORTANT: There are no tools provided to reverse a build file. Keep the original project for
further fixes and updates. Rebuild as needed.
This feature is optional, as the old methods of distributing translations will still work. A build will
compile all the contents into a single file with the extension of CLD (Coffin Language Data).
This includes any images or fonts.
After pressing the Build Target Folder, if the process doesn't encounter any critical errors, it will
generate a CLD file using the name of the project folder.
NOTE: Make sure the translation data is functional and based on the latest version.
IMPORTANT: This is primarily a developer tool, and has very few safeguards and error
checking. Care must be taken to adhere to the formats in the TXT and CSV files. Misplaced
fields or symbols can drop text or cause crashes.
NOTE: In the English text the quotations (“ “) are used stylistically to indicate spoken text.
They are not strictly required for the format, and you can safely use an alternative or exclude
them if there is no language equivalent.
All along the files there are ID numbers that appear like (#x86GCl9v). These are important
to preserve, as they are how the game will find the labels and lines you've translated.
The dialogue is also not always in a meaningful order, because of how the maps and content
were laid out in game. It might be difficult to follow.
Lastly, there are times when text is duplicated. This is another side effect of the game layout,
and these duplicates do have to be translated as well.
#rql709H4 (Narrator)
: The guy will be back for the other cart soon.
#T6WtDWfD (Narrator)
: The guy will be back for the other cart soon.
CSV (Comma Separated Values) files are best modified with some type of spreadsheet
software.
An advantage of this format is that it also keeps a copy of the original text side by side for
reference.
Some disadvantages are that spreadsheet software can take time to become proficient with,
and you might also have to make sure that all data is imported and exported correctly. The text
should be provided in UTF-8 encoding, and some software requires technical setup for this.
NOTE: Certain older versions of Excel have known issues with this, and will fail to encode as
UTF-8 even when applying this option.
Software Notes
Google Sheets
This spreadsheet tool so far has not had any issues with its encoding format.
Microsoft's Excel
Later versions of Excel probably work fine, but haven't been confirmed. Older versions of Excel,
such as 2016 have issues exporting CSV as UTF-8 encoding, even when the option is applied.
The first few rows deal with information about the translation itself, and some configuration
options.
For CSV there is a "Translation" column for each. This is where the translated text will go. If it is
left empty, the game will fallback to what appears in the "English" column.
NOTE: Not all item descriptions are used, and the empty entries will work fine as they are.
The advantages of a TXT (text) file is its simplicity. It can be opened quickly and easily with any
text editor of choice. The format is straight forward, and the encoding often never has to be set
manually.
A disadvantage to this format is that once original text is replaced, it is gone. In order to
reference it later, a copy will need to be kept for comparison.
[LANGUAGE]
English
[FONT]
File : GameFont
Size : 28
[CREDITS]
1 : (Name or Leave Blank)
2 : (Name or Leave Blank)
3 : (Name or Leave Blank)
With text files, the relevant content is written in English, or has a blank space. To translate,
replace that text, or fill in the empty spaces that appear after colons (:). Sections are indicated
with headers that use braces, IE: [SECTION].
[LANGUAGE]
Replace "English" with the language name as it would be written natively.
[FONT]
Contains settings for the font face and size. For choosing custom fonts, see the Custom Font
Section. The size is the default size for the chosen font. Replace the values that appear to the
right of the colon (:).
[CREDITS]
Provides three lines for author credits. Keep the lines as short as possible, the in game menu
isn't very wide.
An example of how this might be filled out.
[LANGUAGE]
Español
[FONT]
File : MyFont.ttf
Size : 22
[CREDITS]
1 : Author
2 : Editor 1 / Editor 2
3 : Proofreader
Label Sections
The next sections are used to translate labels for the UI, actor names, and item names. Here
the format is mainly the content type or content ID, followed by the content text written in
English. Replace everything that appears after the colons (:), while leaving one space before the
content text.
Samples of these sections. Replace text to the right side of the colon.
[LABELS]
Game : The Coffin of Andy and Leyley
Item : Item
File : File
[MENUS]
New Game : New Game
Continue : Continue
Items : Items
[SPEAKERS]
#t1mR4QYN : TV
#S78FX5bH : Dad
#zrjGb3vm : Guy
[ITEMS]
#Q64WLbpK : Axe
#5YBRrwwM : Gun
#tfJBRzjg : Key
Descriptions Section
This section handles item descriptions. It has a format layout similar to the dialogue sections
that will follow it. The same applies as the above labels, however the colon (:) will appear on a
line under the ID and item name. Some descriptions were not used, and appear blank, these will
not cause an issue being left empty.
[DESCRIPTIONS]
#Q64WLbpK (Axe)
: CHOPPY CHOP CHOP CHOP!!!!!!!
#tfJBRzjg (Key)
:
Dialogue Sections
Game dialogue is contained in CommonEvents and Map sections, and the formatting rules are
the same as the item descriptions above. The main difference is that there will be multiple lines
following the ID and actor name.
Sample of dialogue lines. One is a single line, another has two lines.
[CommonEvents.json]
#hpjNPckX (TV)
: "Good news once again!"
#MT195j9V (TV)
: "Some of you maaaaay have heard from your loved ones, that
: there's been supply shortages in the quarantined households."
Adding Dialogue Lines
To insert new lines of dialogue, find the entry where extra dialogue lines are needed. Insert new
lines starting with a colon (:) and followed by a space. Fill in the additional text that is needed.
Make sure there are no gaps between the new lines.
#nYgs9txc (Ashley)
: "Nope! I've decided I'll hold onto
: them! We might need them later."
: NEW LINE ADDED
: ANOTHER ADDED
\c[1] Color #1
The line first sets italics, then resets formatting to end that italics. However, reset will remove the
text color too. The character's color has to be restored when more text follows.
Formatting Commands
\c[3] Dad
\c[4] TV
\c[7] Leader
All image replacements are optional. You do not have to include every image. If there are any
you want to exclude, simply delete them.
Custom Fonts
A "font" folder is also generated for the translation package. If you decide to include a custom
font, it has to be put in this folder, and the name you use in the translation info must match the
font name.
If you're not using a custom font, it is also safe to delete the folder.
Built-in Fonts
You can also choose from the following built-in fonts. Just write in one of these names for your
choice of font face. (The default font is GameFont.)
● Dotum
● SimHei
● Heiti TC
● sans-serif
● GameFont
● AppleGothic
● TTF
● SVG
● OTF
● EOT
● WOFF
● WOFF2
NOTE: It's also recommended that you include any font licensing information along with your
package.
Installation
Once you are done with your translations, or if you would like to do some basic testing first, you
can install the package by copying the folder to the Game's “language” folder.
If there are no problems, and it loads successfully, a new menu option should appear with the
label "Languages". Navigate there, the translation should be displayed in the list with the
information it was provided.
Navigate to the translation and exit the menu, no need to press OK / Enter.
All data, images, and fonts are applied when the language is chosen. Press escape to return to
the main menu after selecting the desired language.
Distribution
After verifying everything is working, to distribute your translation, simply package the folder and
all its contents, or the CLD file if you’ve done a Build. It's recommended that a translated set of
installation instructions be included as well, and any additional license materials if third party
resources are included.
Before using the tool, review the User Agreement PDF file that is found in the tool's folder.
Using the tool means you've accepted and understood the developer's agreement. Also be sure
to clarify the unofficial status wherever the files are hosted.
Our Translations forums have a pinned discussion thread if you’d like to share your translation
with the official community.
Troubleshooting
This tool is more verbose than the previous, and provides more information about what it is
doing, and where it encounters common errors. It may not catch everything.
Logging Information
Most things will provide some logging output. The tool will also generate log files in the data
folder. A button to open this folder quickly is provided in the top right corner. These might be
helpful for tracking down easy to fix issues.
If the file is otherwise corrupt, it may indicate this. Try reinstalling the game, or verifying the file
integrity.
Support
We offer limited support related to critical bugs with the tool on our official forums. More
information on how to make a report can be found there.