OBD:Localization

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File properties of reference English Oni (Windows)
Size (Bytes) Completion time
level0_Final.dat
.raw
2,816,050
28,955,552
2000/12/13 15:48:04
15:48:02
level1_Final.dat
.raw
9,226,726
44,344,448
15:52:04
15:52:02
level2_Final.dat
.raw
7,746,752
34,269,952
15:55:38
15:55:36
level3_Final.dat
.raw
10,057,083
29,513,504
15:58:54
15:58:52
level4_Final.dat
.raw
9,108,703
32,708,480
16:01:50
16:01:48
level6_Final.dat
.raw
10,589,595
33,383,232
16:04:44
16:04:42
level8_Final.dat
.raw
13,130,579
39,827,008
16:09:48
16:09:44
level9_Final.dat
.raw
11,534,977
32,213,440
16:13:20
16:13:18
level10_Final.dat
.raw
12,232,751
44,364,320
16:38:34
16:38:32
level11_Final.dat
.raw
10,077,719
29,952,480
16:17:04
16:17:02
level12_Final.dat
.raw
8,878,315
30,003,360
16:20:12
16:20:10
level13_Final.dat
.raw
5,148,690
32,943,872
16:22:28
16:22:26
level14_Final.dat
.raw
10,038,947
38,255,776
16:25:44
16:25:42
level18_Final.dat
.raw
10,189,815
34,006,784
16:29:54
16:29:52
level19_Final.dat
.raw
11,275,599
41,649,856
16:34:14
16:34:10

This page is meant as an overview of the differences between a reference English version (file properties listed on the right) and other language versions. Likely not exhaustive, hopefully useful.

To adapt Oni for a non-English audience, one needs to translate: speech and subtitles; in-game consoles, the Data Comlink pages (Objectives, Items, Weapons, Diary, Help), the dialogs (Main Menu, Options, Load Game), and a few textures.

However, the amount of translated data in a localization varies significantly depending on the target language and localization team, and the result is not always clean and straightforward. For example, there is the Japanese version where, unlike in the English version, level0_Final and level1_Final use two different takes of "Hi Konoko! It's me, Shinatama." This discovery is what prompted the investigation in the first place.

As a basis for the study, below is an overview of the English-language resources typically subject to localization, along with their "globalization" properties (i.e., the existence of duplicates in different levels).

The actual localizations are detailed on separate subpages: Japanese.

User interface

After this first subsection about Oni's font, below is a list of all the textual resources subject to translation (stored either as ASCII or as two-byte characters in the case of Asian languages).

TSFFTahoma

The font family used by Oni's UI. The actual characters are in TSGA (glyph arrays, one per font).

For English, the basic ASCII character set is used:

!"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~☐

For non-English versions, the ASCII set is extended to accommodate for European diacritics or Cyrillic.

TSFFTahoma is stored in level0_Final, with no duplicates anywhere.

ONLD

These are "level definitions", i.e., all the locations identifying the chapters/missions in the Load Game dialog, except "Syndicate Warehouse" and "Save Point". (Those two strings are hardcoded into the engine, so that's where they were translated, either by the localizers performing a hex edit or by rebuilding the game after changing them in the source code. See Daodan DLL § Locales on how you can patch these strings at runtime.)

All the ONLDs are stored in level0_Final, rather than in the respective level files of each chapter. Only 14 ONLDs correspond to actual levels present in the final Oni. 17 others correspond to pre-beta levels, are not encountered in Vanilla Oni, and thus were not subjected to localization.

TxtC

"Text consoles". Oni uses these for two things:

  • in the training level, for a semi-immersive recap of the controls;
  • in actual missions, for revealing more or less plot-relevant backstory elements.

All the TxtC reside in chapter files and have unique names (no duplicates).

SUBTmessages

These are ingame prompts appearing along the bottom of the screen (for SUBTsubtitles, see HERE).

They reside in level0_Final. Although some of them are never displayed by the game, a localization effort typically covers all of them.

Pause screen elements

The pause menu (a.k.a. "In-game UI", F1 key) is used to navigate and display all of the following:

  • OPge (level-specific objectives and hints to assist the player's progress)
  • IPge (in-universe descriptions of the 2 ammo types, the other 3 items, and LSIs)
  • WPge (descriptions of the 10 weapon types and hints on how to use them)
  • DPge (diary pages and descriptions of newly learned special moves)
  • HPge (an overview of the basic controls and default key bindings - visible under the Help tab of the F1 menu)
  • IGHH (overlay text that identifies all the elements of the ingame HUD - revealed simultaneously with the HPge)

The elements are organized in tabs and pages (tabs stacked on the left, page-switching buttons at the bottom).

Globalization-wise, the specifics are as follows.

  • HPgehelp_pg01 and IGHHhud_help_info are stored in level0_Final.
  • DPgelev_##_pg_## are stored in level0_Final only (similar to ONLDs).
  • OPgelevel#_* are stored per-chapter, with unique, non-conflicting names.
  • WPge (ten files, one per weapon) are stored in level0_Final.
  • IPge for all item types except LSIs are stored in level0_Final: that's IPgeammo_ballistic, IPgeammo_energy, IPgehypo, IPgeinvisibility and IPgeshield.

Level-specific items (LSIs) are stored in their respective levels

  • IPgedatapad is stored in level1_Final
  • IPgeharness is stored in level6_Final
  • IPgetorch is stored in level8_Final
  • IPgezip is stored in level12_Final
  • IPgekeys is stored in level19_Final

Bottom line: all of the pause menu elements are subject to localization, and none of them are duplicated across levels.

Menus and dialogs

All the UI interface elements (apart from some pause-screen pages) reside in level0_Final, stored as WMDD, WMM_ and WMMB. Some complementary WMDDs and WMM_s can be found in level0_Tools.

In the shipping version, only the following few menus and dialogs are visible:

  • WMDDdialog_mainmenu (ID 150), has "New Game", "Load Game", "Options" and "Quit" buttons (mid-game, "Options" is replaced with "Resume").
  • WMDDdialog_loadgame (ID 151), has a scrollable list of save points, a "Load" button and a "Cancel" button.
  • WMDDdialog_options (ID 152), says "Options", has "Quality:", "Resolution:" and "Gamma:" (under "Graphics"); "Overall Volume:" (under "Sound"); "Difficulty:", "Subtitles:" and "Invert Mouse:".
    • WMM_pm_difficulty (ID 10000, looked up by name), dropdown list of "Easy", "Normal" and "Hard".
  • WMDDdialog_QuitYesNo (ID 153), says "Are you sure you want to quit?", has "Yes" and "No" buttons.
  • WMDDdialog_NewGame (ID 154), says "Press Start to begin a new game.", has "Start" and "Cancel" buttons.
  • WMDDdialog_ChangeRestart (ID 156), says "You must restart Oni for the change to take affect." [sic!], has an "OK" button.
  • WMDDdialog_Progress (ID 155), says "Loading...", has a progress slider and no buttons.
  • WMDDpause_screen (ID 70), F1 menu. Has "Objective", "Items", "Weapons", "Diary" and "Help" buttons (tabs) as well as "Previous"/"Next" navigation and "Close".
  • WMDDdialog_text_console (ID 71), used for TxtC visualization, has "Next"/"Close" button.

The other entities, visible only from Tool mode (developer-oriented build), are as follows:

  • WMMBmenubar_oniwindow
    • WMM_menu_game
    • WMM_menu_settings
    • WMM_menu_object
    • WMM_menu_ai
    • WMM_menu_particle
    • WMM_menu_sound
    • WMM_menu_misc
  • WMDDdialog_message_box (ID 50)
  • WMDDdialog_gettext (ID 51)
  • WMDDdialog_string_list (ID 102)
  • WMDDdialog_get_mask (ID 103)
  • WMDDdialog_ll_progress (ID 130)
  • WMDDdialog_setup_player (ID 132), a dialog that lets you customize the player name and class. Likely multiplayer.
  • WMDDdialog_new_game (ID 133), a dialog that lets you pick a level for a "new game". Likely multiplayer.
  • WMM_menu_performance
  • WMM_menu_test
  • WMM_pm_components
  • WMM_pm_melee_techniques
  • WMM_pm_mod_types
  • WMM_pm_modifier
  • WMM_pm_neutral_anim
  • WMM_pm_particle_detail
  • WMM_pm_particle_displaytype
  • WMM_pm_particle_sprite_type
  • WMM_pm_priority
  • WMM_pm_soundtype
  • WMM_pm_test

Although there is no need to translate the invisible WMM_s and WMDDs, localization teams typically translated a random subset of them, possibly due to looking at the game data from the resource side without realizing the text was unused outside of Tool mode.

Rasterized text

Splashscreens

The title "Oɴi" (in the Main Menu) typically stayed as-is, except in the Russian version where the title was transliterated to the Cyrillic alphabet as "ОНИ"). Asian versions of the game typically leave it as "Oɴi".

The three instances of .MISSION FAILED and the thirteen instances of .MISSION COMPLETE, as well as the title and subtitle lines of the fifteen intro splashscreens. All of these use the Xenotron typeface in the English Oni, which has (or originally had) no support of diacritics or non-Latin languages, hence localization teams typically picked their own more or less stylized font.

Some splashscreens have text as part of the art: "POLICE LINE - DO NOT CROSS", "MAXIMUM SECURITY", "TRACKING SIGNAL LOST", "WANTED", also "REYES 10 mm" and of course "TCTF". Most if not all of this text typically stayed in English.

Four splashscreens reside in level0_Final, and they don't include any text besides "Oɴi™" and "BUNGIE®".

  • TXMBpict_mainmenu (TXMPOni_startup_#, #=0,1,2,3,4,5) - the Main Menu background
  • TXMBpict_options_background (TXMPoptions_#, #=0,1,2,3,4,5) - for the Options screen
  • TXMBpict_loadgame_background (TXMPoni_kanji_#, #=0,1,2,3,4,5) - for the Load Game screen
  • TXMBpict_splash_screen (TXMPsplashscreen_#, #=0,1,2,3,4,5) - for the main window in Tool mode (not visible in regular Oni)

The fifteen chapter-intro splashscreens (counting the training) and the fourteen end-of-chapter splashscreens (thirteen .MISSION COMPLETE screens and the end-of-game screen) reside in their respective chapters.

  • The .MISSION COMPLETE TXMBs are always named identically (TXMBwin_splash_screen), but with unique names for the referenced TXMP fragments: TXMPlevel$_win_#, #=0,1,2,3,4,5.
  • The chapter-intro TXMBs are typically named TXMBintro_splash_screen, referencing generically named fragments TXMPlevel$_intro_#, the only exception being the first level.
  • For level1_Final, the two TXMBs are named TXMBtraining_splash_screen and TXMBwarehouse_splash_screen; the fragments are named TXMPtraining_intro_# and TXMPwarehouse_intro_#, #=0,1,2,3,4,5.

The three .MISSION FAILED screens are duplicated across levels. The TXMB is always named TXMBfail_splash_screen, and the TXMP fragments are distributed as follows:

Bottom line:

  • None of the UI background splashscreens need translation (with the possible exception of the "Oɴi" title).
  • All of the level-resident splashscreens ("intro", "win" and "fail") need localization except the end-of-game one.
  • The only duplicates across levels are for the .MISSION FAILED splashscreen fragments, TXMPfail0$_#.

Textures

Fortunately there is relatively little rasterized text in in-game textures.

Not actually visible

A couple of "textual textures" are for developer use only:

  • TXMPnotfoundtex (never seen in-game unless a modder broke the texturing), in level0_Final
  • TXMPCOLLISION (used on collision boxes, invisible unless shown in Dev Mode), in every level.

TXMPPunch ("P"), TXMPKick ("K"), TXMPJump ("J") and TXMPCrouch ("C") in level0_Final, apparently for instructions on combat move execution (but not actually used).

Name-tagged portraits

Used in cutscenes to signify the current speaker, some of the portraits have the character's name stamped in them, to help with identification when encountering a new character.

The actually used name-tagged portraits are limited to Training and first two chapters:

  • TXMPSHINnametag and TXMPSHINnametagM (mirrored) are used in Training and Chapter 1, respectively.
  • TXMPKONnametag/nametagM, TXMPGRIFnametag/nametagM and TXMPKERRnametagM are used in Chapter 1.
  • TXMPBOSS1nametag (Barabas) and TXMPMUROnametag (Muro) are used in Chapter 2.

All fly-in portrait TXMPs (whether name-tagged or not) reside in level0_Final and are available through scripts in all of Oni.

Recurrent

"TCTF" recurrently appears on vehicles and uniforms. Never changed in localizations, so we won't be documenting the duplicates.

  • Iteration001/KS_chestpack
  • Iteration001/Cop2_bicep_L (Blue uniform)
  • Iteration001/TCchest (SWAT)
  • Iteration001/TCshoulderL (SWAT)
  • Iteration001/TCshoulderR (SWAT)
  • Iteration001/TCL_bicep_L (TCTF "Lite" uniform)
  • Iteration001/TCL_chest01 (TCTF "Lite" uniform)
  • TCTF_RVBACK (armored van)
  • TCTFARMCAR2 (armored car)
  • TCTFARMCAR5 (armored car)
  • TCTFCAR1 ("cruiser" car)
  • TXMPBENCH01 (briefing room in CHAPTER 07 . A FRIEND IN NEED)

Some straightforward decals and signs:

  • TXMPCAUTION1 ("CAUTION", used on "electrical cabinets" throughout the game)
  • TXMPELECTRICALHAZARD01 ("DANGER - electrical hazard", used along with "CAUTION")
  • TXMPDRUM_YLW_RED_01 ("SALVAGE DRUM", yellow barrel, recurrent)
  • TXMPMOTORCYCLE02 ("BUNGIE", "SURLY PERFORMANCE FORKS", "SD-7000"), in level3_Final, level4_Final and level8_Final.

Level-specific

TXMPCRATE_A3 says "-OMM- TTC 1.1 - THE DAY IS MINE!!" (level1_Final)

TXMPWH_SIGNSTAIR ("STAIRS" in Xenotron font, exclusive to level1_Final)

Warehouse forklift textures (exclusive to level1_Final)

  • TXMPFORK2_2 ("VI-AG", "KEEP IT UP")
  • TXMPFORK2_3 ("VI-AG")
  • TXMPFORKLIFTARMS ("BALOR")
  • TXMPFORKLIFTARMS2 ("BALOR")
  • TXMPFORKLIFTMAIN ("DANGER", "CAUTION", "BALOR")

Armored truck (exclusive to level1_Final and level19_Final)

  • TXMPTRUCK_01 ("HUGH JAS TRUCKIN' LINES")

Training rooms (exclusive to level1_Final)

  • TXMPWH_DCTRCT1 "1 - RUN - COMBAT TRAINING"
  • TXMPWH_DCTRCT2 "2 - JUMP - COMBAT TRAINING"
  • TXMPWH_DCTRCT3 "3 - ESCAPE MOVES - COMBAT TRAINING"
  • TXMPWH_DCTRCT4 "4 - PUNCH KICK - COMBAT TRAINING"
  • TXMPWH_DCTRCT5 "5 - THROWS - COMBAT TRAINING"
  • TXMPWH_DCTRCT5 "6 - BLOCKS - COMBAT TRAINING"
  • TXMPWH_DCTRCT5 "7 - FIRING RANGE - COMBAT TRAINING"

TXMPMPC_DC_CAUTION says "ENTER WITH CAUTION" in Xenotron font (level2_Final, Deadly Brain room)

TXMPMETALDOOR01 says "CAUTION" (somewhere in level3_Final)

The relatively abundant signs and posters at the Airport (exclusive to level4_Final):

  • TXMPAIR_SIGN_BIG ("REGIONAL AIRPORT - P - LEFT *DEPARTURE - RIGHT* ARRIVAL")
  • TXMPAIR_AIRPORTSIGN1 ("WELCOME - VANSAM REGIONAL AIRPORT - MAYOR LEE")
  • TXMPAIR_AIRPORTSIGN1 ("GOODBYE - VANSAM REGIONAL AIRPORT - MAYOR LEE")
  • TXMPPOSTER01 ("HAPéMASK")
  • TXMPPOSTER02 ("HELLO HEAVEN")
  • TXMPPOSTER04 ("CLEAM [sic] AIR HAPPY")

Some decals in the Airport chapters

  • TXMPRW_SPRK ("CP", Xenotron font) in level4_Final and level6_Final
  • TXMPRRW_DCLABCYL ("CYL HG-A", Xenotron font) in level6_Final
  • TXMPRRW_DCLABHC ("HC HG-C", Xenotron font) in level6_Final
  • TXMPRRW_DCLABPRE ("PREDA HG-B", Xenotron font) in level6_Final
  • TXMPRRW_DCLABRK ("RK HG-D", Xenotron font) in level6_Final
  • TXMPRRW_DCN52 ("N52", regular font) in level6_Final

Labels in the TCTF HQ's parking lot (Chapters 6 and 13)

  • TXMPCURB01 ("PERMIT PARKING ONLY") in level8_Final and level18_Final
  • TXMPCURB02 ("NO STOPPING AT ANY TIME") in level8_Final and level18_Final

Decals occurring only in CHAPTER 08 . AN INNOCENT LIFE (level10_Final)

  • TXMPPPII_DCMACHFACADE ("SECTOR A5", Xenotron)
  • TXMPPPII_DCMECHBOX ("HIGH VOLTAGE")
  • TXMPPPII_DCSEALED ("sealed")

Rooftops posters, unique to level12_Final:

  • TXMPRF_BILLBRD1 ("COUNTDOWN - 987654321", and a little Hangul (Korean script)) (this TXMP is duplicated in level8_Final but not used)
  • TXMPRF_BILLBRD2 ("COMING SOON - B - mr.b's dance troupe - FEATURING - grouper dave dunn - mornin'pho steve abeyta - gymresonance chris lee" – the rest of the text is in Hangul and generally indecipherable))

Hasegawa's "polaroids" in CHAPTER 11 . DREAM DIVER, unique to level13_Final:

Textual decals in CHAPTER 12 . SINS OF THE FATHER (level14_Final)

  • TXMPDCALUMFACE_LARGE ("sealed")
  • TXMPDCGREENWALL_SIGN ("TYPE B COATS REQUIRED", Xenotron)
  • TXMPDCGREYPAN_BUMPS_SIGN ("CAUTION A R D", Xenotron)
  • TXMPDCHOR_GREENPAN_EM ("EM", Xenotron)
  • TXMPDCLIGHTSWITCH ("LIGHT", Xenotron)
  • TXMPDCMETTUBE_PANSIGN ("CYL 10.06", Xenotron)
  • TXMPDCSHINY ("CYL", Xenotron)
  • TXMPDCSHINY2 ("S.O.Y STAT 2", Xenotron)
  • TXMPDCSKYBLUE_HULL ("S A MODEL 2-C", Xenotron)
  • TXMPNLC_DCEISC_RK ("EISC-RK 72", Xenotron)

TXMPDCMETTUBE_PANSIGN is identical to TXMPMC_CYL from level19_Final

Textual decals in CHAPTER 14 . DAWN OF THE CHRYSALIS (level19_Final)

  • TXMPMC_DCBLUJIG ("UNSEAL ONLY AT 250H", Xenotron)
  • TXMPMC_CYL ("CYL 10.06", Xenotron)
  • TXMPMC_DCFIBGLAS ("6 GRADE", Xenotron)

TXMPMC_CYL is identical to TXMPDCMETTUBE_PANSIGN from level14_Final

Some localization teams translated none of the above, and others (e.g. the Russian team) translated some of the more prominent labels ("CAUTION", "DANGER", "STAIRS", etc.).

Spoken lines overview

c00_01_##shinatama

The distribution of ## between levels is as follows:

  • 01-16 in level1_Final (training: praise and encouragement)
  • 17-29 in level0_Final (generic objective prompts)
  • 29-57 and 59-97 in level1_Final (training and "trial run")
  • 98-99 in level3_Final
  • 100-103 in level18_Final (Zombie Shinatama's vocalizations)
  • 104 in level4_Final
  • 105 in level8_Final
  • 106-108, 113-115 and 117 in level2_Final (Deadly Brain fight)
N.B.
c00_01_29shinatama occurs both in level0 and level1.
N.B.
The "c00_01_##"s are Shinatama's "solo" lines that do not fit into a dialogue sequence and are more like unilateral prompts that Konoko receives via her comlink. For everything else, including most of zombie Shinatama's monologue, see § Scripted dialogue.
N.B.
All of the c00_01_##shinatama SNDDs are referenced from a dedicated OSBD (i.e., with only one SNDD in the OSGr): although it would have made sense to group some of the generic objective prompts (e.g., "New compass data.", "New compass target.", "Incoming compass data." and "New compass data for you Konoko."), the dedicated OSBDs means that every SNDD is invoked explicitly (from scripts), with no random variations.
N.B.
All of the c00_01_##shinatama SNDDs/OSBDs have corresponding subtitles, except the core of the training sequence: 35-57 and 59-90.

Vocalizations

There are seven recurrent types of "vocalization" in Oni:

  • taunt a.k.a. c17_99_## ("Now I strike!", "You're going down!", "Show me what you got!", etc.)
  • alert a.k.a. c18_69_## (uttered by AI after hearing a suspicious sound)
  • startle a.k.a. c18_70_## (uttered by AI after visual contact with an enemy)
  • checkbody a.k.a. c18_73_## (uttered by AI after defeating an enemy)
  • pursue a.k.a. c18_74_## (uttered by AI while in search for an invisible enemy)
  • cower a.k.a. c18_75_## (uttered by "non-combatant" AI: more or less articulate whimpering)
  • "super" a.k.a. c18_79_## (special melee types: super_kick, super_punch, super3 and super4)

Of these only taunt and the "super" types are available to the player; the others are used by AI only.

Boss characters (Barabas, Mukade, Muro) typically do not have vocalizations other than taunt and "super".

Some characters (Griffin, Shinatama, female cops), have no vocalizations at all (besides the pain sounds).

Two more vocalization types seem to have existed at some point, but are deprecated now.

  • c18_71_07red ("She's a masochist!", Fury)
  • c18_71_24madbomb ("He's a masochist!", Mad Bomber)
  • c18_72_18madbomb ("Happy to die?", Mad Bomber)

The two "masochist" SNDDs are not referenced by OSBD at all, whereas "Happy to die?" is referenced by OSBDc18_72_18madbomb, which in turn is referenced by the "checkbody" slot of ONCCmad_bomber. This is at the expense of SNDDc18_73_09madbomb ("Damn, that was quick!"), referenced by OSBDc18_73_09madbomb but with no link from the ONCC.


Pain sounds

There are four degrees of pain in Oni: "light", "medium", "heavy", and "death". All four are voice-acted in the original Oni, and are typically localized in other language versions (though not always thoroughly).

Fun fact
When Konoko wakes up after a vivid nightmare in Chapter 11, her startled gasp (set up through OSBDkonoko_wakeup) is in fact an appropriately picked pain sound (konoko_hrt_md2), rather than a custom voice line recorded for the scene. This was easily overlooked by localization teams who recorded Konoko's pain vocalizations in a somewhat generic way, possibly ending up with a not-too-fitting "wakeup grunt".
Fun fact too
Training bots are bundled with the full set of Ninja pain sounds, but use only a few of them (the ones that sound least human). This was easily overlooked by localization teams who recorded Ninja pain vocalizations in a somewhat generic way, possibly ending up with training bots that sound too human.
Discrepancies across levels
In general the pain sound duplicates are consistent across levels, just as for other sounds in English Oni. However, one of Muro's hurt sounds, namely SNDDmuro_hrt_md10.aif has a unique version in level19_Final (final fight), different from the main version occurring in level#_Final (#=2-4,6,9-10,13-14).
General note
Some character classes have no pain sounds of their own and use those of other characters (e.g. Thugs using Striker pain sounds). This sounds more or less OK in Oni, where care was taken to have the two characters voiced by the same or a similar voice actor, but localization teams overlooked this, ending up with characters whose pain sounds are vastly different from their spoken vocalizations. Additionally, many localization teams didn't bother with pain sounds at all and only translated dialogue, so the same problem can occur for any character when you hear their localized dialogue and un-replaced pain sounds in close succession.

NPC interaction

There is a pool of generic NPC vocalizations used for conversation start as well as for interruptions (due to enemy attack or the player moving away) and to announce various gifts in short and non-story-specific ways ("Here, have a hypo!"). Those generic lines can be used not just by ordinary civilians but by scientists and Thugs (serving as warehouse workers or engineers). More elaborate NPC interactions (with or without gifts) containing level-specific dialogue are detailed under § Secondary scenes.

Generic interaction (with no gifts) come in 3 groups:

c16_89_04civmale1, c16_89_05civmale2, c16_89_06civmale3
c16_89_16civmale1, c16_89_17civfem2, c16_89_18civfem3
greeting
c16_89_01civmale1, c16_89_02civmale2, c16_89_03civmale3
c16_89_12civmale1, c16_89_13civfem2, c16_89_14civfem3
interruption; reaction to approaching enemy
c16_89_08civmale1, c16_89_09civmale2, c16_89_10civmale3
c16_89_20civmale1, c16_89_21civfem2, c16_89_22civfem3
interruption; reaction to player moving away

Gift vocalizations are as follows:

c16_91_01civfem
c16_91_02civfem
c16_91_09civ1
c16_91_14civ2
c16_91_33civ2 (actually "civ1" voice actor)
c16_91_25civ3
c16_91_29civ3
giving a hypo (or, in the case of c16_91_09civ1, several hypos)
c16_91_03civfem
c16_91_04civfem
c16_91_10civ1
c16_91_15civ2
c16_91_26civ3
c16_91_30civ3
giving an ammo clip (or, in the case of c16_91_10civ1, several clips)
(non-specific, used interchangeably for ballistic ammo and energy cells)
c16_91_05civfem
c16_91_06civfem
c16_91_12civ1
c16_91_20civ2
c16_91_21civ2
c16_91_22civ2
c16_91_27civ3
c16_91_31civ3
giving a weapon (or, in the case of c16_91_12civ1, several weapons)
c16_91_08civfem
c16_91_11civ1
c16_91_17civ2
c16_91_18civ2
c16_91_19civ2
c16_91_28civ3
c16_91_32civ3
giving a force field

All these vocalizations are duplicated across all the levels where civilians are present or available.

Access Denied

SNDDconsole_locked.aif is played whenever you try to access a locked console: "Access Denied" said in a robotic female voice. This line is typically translated by localization teams.

Scripted dialogue

This is dialogue that supposedly happens only once in Oni's story. Thus the below blocks typically occur in only one level, although a few exceptions exist for "secondary scenes" (NPCs).

Main story nodes

For more info on Shinatama's monologue prompts (occurring in the first 4 chapters and then CHAPTER 06 . COUNTERATTACK see ABOVE.

level1_Final
c00_01_##shinatama (##=01-16,29-57,59-97)
Shinatama's prompts throughout Training and Trial Run (training course prompts, but also health, compass, hypos, alarm, civilians, and the stop-the-truck objective).
c01_01_##* (##=01-11)
Warehouse intro conversation.
c01_02_##* (##=01-05)
Discovery of Chung's body.
c01_03_##* (##=01-08)
Warehouse outro conversation.

level2_Final
c00_01_###shinatama (###=106-108,113-115,117)
Shinatama's prompts for the Deadly Brain fight.
c01_04_##* (##=01-04)
Musashi Manufacturing intro (1st lobby cut).
c02_05_##* (##=01-14)
Musashi Manufacturing intro (bad guys and 2nd lobby cut).
c02_06_##* (##=01-07)
Konoko's suspicions, part 1.
c02_07_##* (##=01-02)
Konoko's suspicions, part 2.
c02_08_##* (##=01-06)
Discovery of the Deadly Brain.
c02_09_##* (##=01-07)
Musashi Manufacturing outro conversation.

level3_Final
c00_01_###shinatama (###=98-99)
Shinatama's prompts about Barabas and about Strikers attacking the lab.
c03_10_##* (##=01-02)
Barabas's one-liners before and after the boss fight.
c03_11_##* (##=01-05)
Barabas notifying Muro about Konoko's arrival.
c03_12_##* (##=01-05,12)
The surveillance tower scene (the Mad Bomber's finest hour).
(Includes unused line "All clear. Come on in.")

level4_Final
c00_01_104shinatama
Shinatama's prompt about Strikers attacking the airport.
c04_14_##* (##=01-02)
First confrontation with Muro outside the airport.
c04_17_##* (##=01-03)
Muro's monologue during the second confrontation.

level6_Final
c06_20_##* (##=01-07)
Konoko looking for a tracking device.
c06_21_##* (##=01-02)
Airplane scene (Muro is told about Shinatama).

level8_Final
c00_01_105shinatama
Shinatama's prompt about Strikers attacking the TCTF HQ.
c07_22_01konoko
Konoko saying "Showtime".
c07_23_01synhench1
Comguy saying "All units converge".
c07_24_##* (##=01-02)
Barabas grabbing Shinatama.
c07_25_##* (##=01-04)
Conversation before the boss fight with Barabas.
c07_26a_01konokofx & c07_26_01konoko
Konoko's Daodan ecstasy and outro line.

level9_Final
c08_27_##* (##=01-07)
Intro scene (Konoko's insubordination).
c08_28_##* (##=01-06)
Torture scene.
c08_29_##* (##=01-02)
Outro scene (Griffin reacts to Konoko's ecstasy).

level10_Final
c09_31_##* (##=01-19,21-29)
Shinatama farewell scene. #20 is missing, #21 and #25 are unused.
c09_32_03tctf
The genius who turns on the fan. #01 and #02 are missing.
c09_33_##* (##=01-07,09), c09_33_09agriffin
Outro sequence (Konoko declared rogue). #08 is missing.

level11_Final
c10_34_##* (##=01-03)
Off-screen exposition from Griffin & Kerr.
c10_34_##* (##=04-08)
Showdown with security.
c10_34_01#konoko (#=a,b,c)
Konoko at the data terminal.
c10_37_01superninja
Mukade saying he has the disc.

level12_Final
c11_39_##* (##=01-09)
Konoko commenting the chase. #1, #3, #6 and #8 are broken (looked up from scripts, but the OSBDs are missing).
c11_40_##* (##=01-07)
Konoko talking to Mukade.
c11_41_##konoko (##=01-02); c11_41_01bkonoko
Konoko monologuing after defeating Mukade.

level13_Final
c12_42_01konoko
Konoko monologuing as she inserts the disc.
c12_43_##* (##=01-11)
Hasegawa's story.
c12_44_##* (##=01-04)
Preamble to the fight with Muro.
c12_45_##* (##=01-05)
Preamble to the fight with Griffin & co.
c12_46_##* (##=01-07)
Preamble to the fight with evil Konoko.
c12_63_##shinatama (##=01-05)
Shinatama's dream lines. #02 is unused.

level14_Final
c13_47_##* (##=01-04)
Intro stealth sequence (guards talking).
c13_64_##* (##=01-06)
Meeting with Kerr.
c13_65_##* (##=01-05,07-39)
Scanner room. #06 and #40 are missing.
c13_66_##* (##=01-05)
Konoko making her way to the acid pool.
c13_67_##* (##=01-05)
Outro (guards talking about Konoko's acid dive).

level18_Final
c00_01_###shinatama (###=100-103)
Zombie Shinatama saying she's sorry and such, during the boss fight.
c14_50_##* (##=01-05)
Intro (Griffin talks to officer, then is confronted by Konoko).
c14_54_##* (##=24-27)
Konoko disabling the power substations.
c14_51_##* (##=01-09)
Boss fight (confrontation with Griffin, Zombie Shinatama's status updates).
c14_52_##* (##=01-07), c14_53_01konoko, c14_54_01konoko
Outro (confrontation with Griffin, murder or mercy outcome).

level19_Final
c14_57_##* (##=05-06)
Konoko hijacking an armored truck to ram some blast doors.
c14_57_##* (##=01-04)
Konoko commenting on her findings about Sturmanderung.
c14_59_##* (##=01-03)
Boss fight (Mutant Muro version).
c14_60_##* (##=01-06)
Boss fight ("not alone" version).


Secondary scenes

level1_Final
c07_02_06civ1, c07_02_06civmale
Warehouse employee and manager.

level2_Final
c02_62_##* (##=06-12)
Chat with Dr. Kafelnikov.

level3_Final
c03_12_##* (##=06-07)
Chat with victim scientists (broken/unused).
c03_12_##* (##=08-09)
Chat with TCTF agents.

level4_Final
c04_17_##* (##=04-05)
Two unused conversations.
c04_17_08thug
A conversation that actually happens in level6_Final.

level6_Final
c04_17_08thug
A thug hiding in an alley between hangars.

level8_Final
c07_26_##* (##=19-22,02-04,25)
Konoko getting a laser torch from an engineer.
c07_26_##* (##=16-17)
Mini-chat about the TCTF failing to secure the armory.
c07_26_18civfem1
A woman who's reluctant to use a weapon and gives it to Konoko.
c07_26_##* (##=23-24)
Basic "good to see you" lines from assisted teammates.
c07_26_##* (##=12-15)
Slightly longer conversation with a female cop.
c07_26_06scigoon2
A line about Barabas grabbing Shinatama.
c07_26_05scigoon1
A "good to see you" line from a scientist.
c07_26_07scigoon3
A "particularly suave scientist" directing Konoko to the roof.
c07_26_10sciwom
A rescued female scientist.
c07_26_11civ3
A broken gift line ("You may need this") without a matching OSBD.
c08_29_20konoko
A line borrowed from level9_Final, used in combination with c07_26_14.

level9_Final
c08_29_03sciwom
An unused line ("Oh, thank god you're here.").
c08_29_##* (##=05-12)
Konoko saves a security guard who then helps her get across a power line.
c08_29_##* (##=13-18)
Konoko chats with a scientist about the ACCs being modified.
c08_29_19civ1
A broken gift line ("You may need this"), without a matching OSBD.
c08_29_##* (##=20-21)
A foreman who lost his crew.
c08_29_##* (##=22-24)
A female cop at the first elevator.
c08_29_##* (##=25-27)
An engineer who's staying safe. Used in combination with c08_29_20 ("Are you alright?").
c08_29_##* (##=28-30)
A security guard who has seen the captive Shinatama.

level10_Final
c09_34_##* (##=01-05)
A scientist who helps Konoko cross a power line. #06 is missing/unused (it is available in the level11_Final though).
c09_34_##* (##=07-09)
A scientist who helps Konoko find an escape route.

level11_Final
c09_34_##* (##=01-06)
A duplicate of the level10_Final conversation, with the #06 line included (but unreferenced).
c09_34_##* (##=07-09)
A duplicate of the level10_Final conversation, unreferenced.
c10_38_##* (##=01-03)
Whiny clerk telling Konoko about the basement.
c10_38_##* (##=04-08)
Clerk directing Konoko to the command center.
c10_38_##* (##=09-11)
Clerk helping Konoko to find a way out.

level18_Final
c14_54_##* (##=02-07)
A scientist who helped with Shinatama's retrofitting.
c14_54_##* (##=08-11)
A scientist who surrenders his weapon (!) to Konoko.
c14_54_##* (##=12-14)
A woman who stands up to Konoko, then changes her mind.
c14_54_##* (##=15-17)
A scientist who reluctantly provides Konoko with hypo sprays.
c14_54_##* (##=18-22)
Another reluctant friend with foreknowledge of Konoko's raid.
c14_54_##* (##=28-29)
Nice guy who has no need for violence, and gives you a hypo.
c14_54_30femsci
White-coated lady who apologizes for luring Konoko into a trap.
c14_54_##* (##=31-32)
Old scientist who tries to hide from Konoko, and fails.
c14_54_33konoko
Konoko saying "Sorry about the mess." to an engineer. He responds with the generic "cower" line "Don't shoot!".
c14_54_34thug2
An engineer who's lying under oath. You must beat him up to find out, though.

level19_Final
c15_57_##* (##=07-11)
A scientist who tells Konoko she's trespassing.
c15_57_##* (##=02-16)
A scientist who mistakes Konoko for Muro.
c15_57_##* (##=17-21)
A scientist who identifies Konoko as "the other prime symbiote".


Duplicated conversation sounds

SNDDc00_26_18civfem1.aif
("Hi Konoko! It's me, Shinatama")
Duplicated in level0_Final and level1_Final.
SNDDc04_17_08thug.aif
("I'm glad to see you. I hid back here as soon as the shooting started. Maybe these will help you.")
Duplicated in level4_Final and level6_Final, actually set up (in NEUT) and used in level6_Final.
SNDDc07_26_18civfem1.aif
("I told them we'd just make things worse if we tried to use these guns. You should be the one using this!")
Apart from level8_Final where it belongs, it is available in every level except Rooftops (level12_Final).
Found (through OSBDcivfem_gift_weapon) in some generic NEUTs that are available in all levels.
SNDDc08_29_20konoko.aif
(Konoko saying "Are you all right?")
Originally from a conversation with an engineer in CHAPTER 07 . A FRIEND IN NEED (two conversations, actually), it is also used for a female cop in CHAPTER 06 . COUNTERATTACK.

Special mention for two whole conversations that ended up in the wrong level.

All of the below are found both in level10_Final (where they belong) and level11_Final. Additionally, c09_34_06sci1 is found only in level11_Final, although it would belong in level10_Final.
SNDDc09_34_01sci1.aif
("He was going to kill me!")
SNDDc09_34_02konoko.aif
("Not any more... Now listen: I've got to get across; shut down the power.")
SNDDc09_34_03sci1.aif
("The best I can do is recalibrate.")
SNDDc09_34_04konoko.aif
("I know. Just do it!")
SNDDc09_34_05sci1.aif
("All right.") c09_34_06sci1 would go here
SNDDc09_34_07scientist.aif
("Is it safe now?")
SNDDc09_34_08konoko.aif
("Not yet. What's the quickest way out of here?")
SNDDc09_34_09scientist.aif
("Probably the maintenance route for the main line above, but it isn't easy.")

Missing sounds

Sounds that are referenced either in OSBD or hinted at through subtitles, but cannot be found in Vanilla Oni. For example, there once was a Striker saying "Huh?" somewhere in CHAPTER 08 . AN INNOCENT LIFE, and in the same chapter Griffin said "I knew it was only a matter of time. It's over.".

Orphan sounds

Sounds that exist but either are not referenced (via OSBD) from scripts or other resources, or do not have an OSBD at all. Examples:

Iron demon
The seven Iron Demon sounds (id_leg_# and id_r_hit_#) are not referenced from OSBD. Not really relevant to localization, though ^_^
"(S)he's a masochist!"
c18_71_07red ("She's a masochist!", Fury) and c18_71_24madbomb ("He's a masochist!", Mad Bomber)
"All clear. Come on in."
c03_12_01konoko – something Konoko was supposed to say after "securing the foyer" in CHAPTER 03 . PUZZLE PIECES.

Subtitles

All of Oni's subtitles (transcriptions of spoken lines) are found in SUBTsubtitles, located in level0_Final. The vast majority of speech lines have corresponding subtitles and vice versa. Exceptions are detailed below.

Missing subtitles

Here are a few examples of speech lines that do not have subtitles (those these exceptions have exceptions of their own in the PlayStation 2 version, which adds in some of the missing subtitles).

The training sequence
There are no subtitles for c00_01_##shinatama with ## ranging from 35 through 57 and from 59 through 90 (the 58 sound no longer exists anywhere in Oni's data). The missing subtitles (55 in total) cover the whole training sequence, including Karen's training and Shinatama's elaboration on Konoko's "data comlink". Only Shinatama's greeting and final praise have subtitles, as well as "But before we begin, you'd better warm-up." and some generic short praises from the 00_01_1# range.

Orphan subtitles

Some subtitles appear to be left over from early development, as the OSBDs and SNDDs are missing now. Here are some examples:

  • "Konoko: Why! Why are you doing this! Stop it! Stop!" (09_31_20, probably meant for the Shinatama farewell scene in CHAPTER 08 . AN INNOCENT LIFE)
  • "Striker: Huh?" (08_29_31, fits into the numbering of minor NPC encounters of CHAPTER 08 . AN INNOCENT LIFE, but was perhaps just a misplaced vocalization)
  • "Konoko: That was close but I'm clear. That access hatch leads to the surface." (09_32_01, apparently from an early version of the CHAPTER 08 . AN INNOCENT LIFE outro)
  • "Security Guard: No you fool! We're not secured for atmosphere..." (09_32_02, apparently from an early version of the CHAPTER 08 . AN INNOCENT LIFE outro; intriguing...)
  • "Griffin: I knew it was only a matter of time. It's over." (09_33_08, apparently an early variant for the CHAPTER 08 . AN INNOCENT LIFE outro, in which Konoko's rogue status wouldn't have been stated until the next chapter)
  • "Konoko: What are you doing?" (13_65_06, fits into the conversation with Kerr in the scanner room, but probably deemed unnecessary)
  • "Kerr: (while jumping in front of Konoko to take bullet) Wait! Noooo......" (13_65_40, from the end of the scanner room conversation, probably removed for being cliché)
  • Konoko's outro speech (removed from the game data, so it can only be heard in the anime sequence)