Comments (7)
Hello!
I don't remember those specific strings, but maybe I left them out because they broke the game when translated.
Anyway, you can search them inside the exe with an hex viewer and if you find them, you can add their offsets to AllowedStringOffsets list to make the app show them for translation.
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The strings are stored in groups inside the exe. You have to write the offset of the first string at the first item of the tuple and the offset of the last string at the second item. As an example:
That is a group of 2 strings: Autosave Complete
is the first string and it starts at offset 0x00CA5B38
and Autosave
is the last string and it starts at offset 0x00CA5B50
So, in the code there is the tuple: new Tuple<long, long>(0x00CA5B38, 0x00CA5B50),
And you have to keep in mind that the application will only translate strings that are located in the .rdata
section and are referenced in the .data
section. Any other string will be ignored even if you write a tuple for it.
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I'm putting this way, is correct?
from translationframework2.
No, that is the translated exe. You have to use the string offset from the original exe.
But... If Autosave
is there, it means that my app has already found it and you should be able to translate it.
from translationframework2.
You didn't understand what i've sayed kkkk. I'm just ask if the method i used on Tuple is right, based in results showed in image.
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Hi!
Were you able to find and add more texts to translate?
from translationframework2.
No, I haven't had time yet to look again at the missing texts.
But we can close this topic, because I already understood how it should be done.
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