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Kaplas80 avatar Kaplas80 commented on August 17, 2024 1

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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Kaplas80 avatar Kaplas80 commented on August 17, 2024 1

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:

image

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),

image

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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linkmadao avatar linkmadao commented on August 17, 2024

I'm putting this way, is correct?
image

image

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Kaplas80 avatar Kaplas80 commented on August 17, 2024

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.

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linkmadao avatar linkmadao commented on August 17, 2024

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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Kaplas80 avatar Kaplas80 commented on August 17, 2024

Hi!

Were you able to find and add more texts to translate?

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linkmadao avatar linkmadao commented on August 17, 2024

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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