localization: resolve the game's UTF-16 text keys to display strings

Project Sylpheed stores its UI/story text in IXUD entries as UTF-16LE,
interleaved `text, key` (a prose string immediately followed by the
identifier that names it). TextIndex::build(pak) scans a language pak's
IXUD entries and indexes every pair — 8457 English keys from
GP_MAIN_GAME_E: objectives, hints, lose conditions, character names,
and cutscene dialogue.

This makes the whole game read in English: the 16-mission campaign
(Repel the surprise attack → Shoot down Margras → the Prometheus Driver
finale), each mission's briefing, and the named cast (Katana, Raymond,
Ellen, Crichton, …) all resolve. API: get / objectives / lose_conditions
/ hints / character_name. 3 tests.

Examples: campaign / dossier print the readable campaign + cast.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
MechaCat02
2026-07-23 19:49:42 +02:00
parent 99f2ef8871
commit d73601fe45
4 changed files with 220 additions and 0 deletions

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use sylpheed_formats::{game_data, localization::TextIndex, PakArchive};
fn main(){
let disc=std::env::var("SYLPHEED_DISC").unwrap();
let pak=PakArchive::open(format!("{disc}/dat/GP_MAIN_GAME_E.pak")).unwrap();
let text=TextIndex::build(&pak);
let mut stages=game_data::load_stages(&pak);
stages.retain(|s|s.id.starts_with('S') && s.id.len()==3 && s.id[1..].parse::<u32>().map(|n|n<=16).unwrap_or(false));
stages.sort_by(|a,b|a.id.cmp(&b.id));
println!("═══ CAMPAIGN (S01S16) ═══");
for s in &stages{
let obj=text.objectives(&s.id,1);
println!("\n{} · {}", s.id, s.location.as_deref().unwrap_or("?"));
for o in obj.iter().take(2){ println!("{o}"); }
}
// roster with real names
let mut chars=game_data::load_characters(&pak);
chars.retain(|c|c.faction.as_deref()==Some("TCAF") && c.unique==Some(true) && c.faces.len()>=4);
println!("\n═══ PRINCIPAL CAST (TCAF, named) ═══");
for c in &chars{
let id=c.id.as_deref().unwrap_or("");
let name=text.character_name(id.trim_start_matches("Character")).or_else(||c.name_key.as_deref().and_then(|k|text.get(k))).unwrap_or("?");
println!(" {name:12} ({} portraits) [{}]", c.faces.len(), id.trim_start_matches("Character"));
}
}

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use sylpheed_formats::{game_data, localization::TextIndex, PakArchive};
fn main(){
let disc=std::env::var("SYLPHEED_DISC").unwrap();
let pak=PakArchive::open(format!("{disc}/dat/GP_MAIN_GAME_E.pak")).unwrap();
let text=TextIndex::build(&pak);
for n in 1..=16u32{
let sid=format!("S{n:02}");
// primary objective across phases (first that resolves)
let obj:Vec<String>=(1..=3).flat_map(|p|text.objectives(&sid,p)).map(|s|s.to_string()).collect();
let lose:Vec<String>=(1..=3).flat_map(|p|text.lose_conditions(&sid,p)).map(|s|s.to_string()).collect();
let full_obj=obj.join(" ");
let full_lose=lose.into_iter().take(2).collect::<Vec<_>>().join(" ");
println!("{sid}\t{full_obj}\t{full_lose}");
}
}