First translation hack for the Japanese videogame GARAGE: Bad Dream Adventure 「ガラージュ」.
Allows launch on modern and old non-Japanese Windows systems while applying necessary compatibility settings, injecting translation DLLs and patching images at runtime.
This was tested on Windows XP and Windows 11, but it should work on all other versions after Windows XP as well.
- Translate game texts at runtime
- Dump game texts to a file at runtime
- Replace game images at runtime
- Enables playback of the previously unused song featured in the Android port
- Download 7zip
- Download and open
garage.7z - Extract
garage.img.ecm - Download ECM Tools
- Drag and drop
garage.img.ecmintounecm.exe - Wait the program to finish and obtain
garage.imgfrom the same folder - Download WinCDEmu Portable and run it
- Drag and drop
garage.imginto the program - Find the mounted virtual CD Drive in "Computer" and open "CD Drive (D:) GARAGE"
- Highlight everything in the file, then copy it to a new folder called
Garage(you can create it anywhere you want) - Click on "Uninstall Driver" and close WinCDEmu
- You can delete all previously downloaded files except the
Garagefolder
- Download latest GarageDoor from the releases.
- Extract contents into the root of your Garage game folder
- Run
GarageDoor.exe
Simply launch GarageDoor.exe.
- Open 'Control Panel' > 'Regional and Language Options'.
- Go to the 'Languages' tab.
- Check 'Install files for East Asian languages'.
- Insert a Windows XP installation CD (a Japanese CD may be required).
- Complete the installation and restart your computer.
- Go to the 'Advanced' tab.
- Set 'Language for non-Unicode programs' to 'Japanese'.
- Restart your computer.
If needed, extract I386/SR3.CAB to access required files. You can copy the contents to a USB drive instead of burning a CD.
This patch updates images at runtime.
You need the following xtras:
BMP Import Export.x32MIX32.X32budapi.x32
Here is the current progress and history of the game's asset translation: Garage-Bad-Dream-Adventure-English-Assets.
You can contribute directly to that repository by submitting your edits. Please ensure you follow the guidelines outlined below.
- To extract the original texts use DirectorCastRipper
- Select all the files that are inside
dir_data - Enable
TXTunderExport Formats - Delete any text file that you do not need to translate or edit
- Copy and paste the
delete_all_csv.batand run it from theExportsfolder - Copy the contents of the
Exportsfolder to thedir_data/patch/folder
Copy and paste the script fix_cast_ripper_txts.py and fix_cast_ripper_txts.bat into the Exports folder and run fix_cast_ripper_txts.bat (RUN IT ONLY ONE TIME!).
This script is used to make the txt readable and editable.
When editing files via Notepad++ or VSCode, on the bottom right, make sure you see SHIFT-JIS.
Save your file.
NOTE: Some texts are translated using the tranlation.ini file, in case some were hardcoded in the game code and were unreplaceable editing the .txt files (for example items obtainment and usage messages).
Use @ to separate dialogues into different boxes.
Example:
Your adaptation level has dropped. You should fix that soon.
You’d better go to the Adjustment Clinic.@
There’s a sign in front of your house that says “Outer Loop Entrance,” right?
Each dialog box supports only 4 lines.
Do not exceed the top line length otherwise messages would start a new line but (game bug) would have little distance from the top line.
Use this as reference (max length: ~53 characters):
-- --------------------------------------------------.
Do not translate or edit texts after # and ~ as they are special tags used by the game.
Example: #Index 'オープニング 02'
You can edit texts after --, these are comments used as reference for future readers and are useful to understand where the dialogue happens and who is talking.
Example: -- ----------オープニング----------
If you see blank boxes, you probably made a mistake on saving, the encoding is broken or something else. Get a clean file from the game and re-do your translation.
- Same steps as the
TXTexport, but selectBMP - Delete any text file that you do not need to translate or edit
- Copy and paste the
delete_all_csv.batand run it from theExportsfolder - Copy the contents of the
Exportsfolder to thedir_data/patch/folder
You can edit images with any editor. If the game fails to recognize your BMP files or crashes, try one of these solutions:
- Run the
fix_bmps.batscript: copy it into the folder containing your edited images and execute it. - Open your BMP files in Paint.NET and resave them with these settings:
- 16-bit color depth
- Median Cut palette
- Convert to sRGB color profile
If the white background does not appear correctly in-game, reopen the image, manually erase the background, fill it with white, and save it again.
If you encounter issues or the file does not exist, create an empty dir_data\patch\log.txt.
Crashes may be caused by too many failed image replacements filling the log. Use the BAT file to fix them if needed (requires ffmpeg).
Here you can find some info about how to build all this stuff yourself.
This logic work fine with any other Director game, but this was coded for 『ガラージュ』 Garage: Bad Dream Adventure which was made using Macromedia Director 6.