OBD:Localization: Difference between revisions

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{|align=right cellpadding=2 cellspacing=0 border=1 style="text-align:right;font-size:75%"
{{Hatnote|For a general overview of Oni's localizations, see [[Localizations]]. For a table of the file sizes for known versions of the game, see [[OBD:Releases]].}}
|+File properties of reference English Oni (Windows)
This page provides a detailed examination of the differences between a reference English version (U.K. release) and other language versions.
|
!Size (Bytes)
!Completion time
|-
|'''level0_Final.dat<br>.raw||2,816,050<br>28,955,552||2000/12/13 15:48:04<br>15:48:02
|-
|'''level1_Final.dat<br>.raw||9,226,726<br>44,344,448||15:52:04<br>15:52:02
|-align=right
|'''level2_Final.dat<br>.raw||7,746,752<br>34,269,952||15:55:38<br>15:55:36
|-align=right
|'''level3_Final.dat<br>.raw||10,057,083<br>29,513,504||15:58:54<br>15:58:52
|-align=right
|'''level4_Final.dat<br>.raw||9,108,703<br>32,708,480||16:01:50<br>16:01:48
|-align=right
|'''level6_Final.dat<br>.raw||10,589,595<br>33,383,232||16:04:44<br>16:04:42
|-align=right
|'''level8_Final.dat<br>.raw||13,130,579<br>39,827,008||16:09:48<br>16:09:44
|-align=right
|'''level9_Final.dat<br>.raw||11,534,977<br>32,213,440||16:13:20<br>16:13:18
|-align=right
|'''level10_Final.dat<br>.raw||12,232,751<br>44,364,320||16:38:34<br>16:38:32
|-align=right
|'''level11_Final.dat<br>.raw||10,077,719<br>29,952,480||16:17:04<br>16:17:02
|-align=right
|'''level12_Final.dat<br>.raw||8,878,315<br>30,003,360||16:20:12<br>16:20:10
|-align=right
|'''level13_Final.dat<br>.raw||5,148,690<br>32,943,872||16:22:28<br>16:22:26
|-align=right
|'''level14_Final.dat<br>.raw||10,038,947<br>38,255,776||16:25:44<br>16:25:42
|-align=right
|'''level18_Final.dat<br>.raw||10,189,815<br>34,006,784||16:29:54<br>16:29:52
|-align=right
|'''level19_Final.dat<br>.raw||11,275,599<br>41,649,856||16:34:14<br>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.


Intuitively, to adapt Oni for a non-English audience, one needs to translate: speech and subtitles; text strings (in-game text consoles, F1-menu pages, Options, Main menu, dialogs); a few textures.
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.


In practice, the amount of translated data can fluctuate significantly depending on the target language and localization team, and the result is not always clean and straightforward.
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.
 
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.".
 
Now, that particular anomaly is relatively minor, but it prompted an investigation that led to other peculiarities of the Japanese version, which seem worth documenting. So, here we are.


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).
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 (sub)pages: [[/Japanese]]
The actual localizations are detailed on separate subpages: [[/Japanese|Japanese]].
 
{{TOClimit|3}}
==User interface==
==User interface==
Here is a list of all the textual resources (stored as text strings), which are all subject to translation a priori. (The text is stored either as ASCII or as two-byte characters in the case of Asian languages.)
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===
===TSFFTahoma===
The font family used by Oni's UI. The actually localized content is in the TSGA (glyph arrays, one per font).
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:
For English, the basic ASCII character set is used:
: !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~☐
!"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~☐
For non-English versions, the ASCII set is extended to accommodate for European diacritics or Cyrillic.
For non-English versions, the ASCII set is extended to accommodate for European diacritics or Cyrillic. These are documented in [[OBD:Text encoding]].


'''TSFFTahoma''' is stored in level0_Final, with no duplicates anywhere.
'''TSFFTahoma''' is stored in level0_Final, with no duplicates anywhere.


===ONLD===
===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".
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 {{SectionLink|Daodan DLL|Locales}} on how you can patch these strings at runtime.)


(The text strings "Syndicate Warehouse" and "Save Point %d" are hardcoded in the engine, so that's where they are translated.)
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 content#Cut levels|pre-beta levels]], are not encountered in Vanilla Oni, and thus were not subjected to localization.
 
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_content#Cut_levels|pre-beta levels]], are not encountered in Vanilla Oni, and thus were not subjected to localization.


===TxtC===
===TxtC===
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*'''WMDDdialog_mainmenu''' (ID 150), has "New Game", "Load Game", "Options" and "Quit" buttons (mid-game, "Options" is replaced with "Resume").
*'''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_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:".
*'''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".
**'''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_QuitYesNo''' (ID 153), says "Are you sure you want to quit?", has "Yes" and "No" buttons.
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*WMM_pm_soundtype
*WMM_pm_soundtype
*WMM_pm_test
*WMM_pm_test
Although there is no need to translate the invisible WMM_s and WMDDs, localization teams typically translate at least some of them (possibly while toying around with the Tool build).
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==
==Rasterized text==
===Splashscreens===
===Splashscreens===
The title "Oɴi" (in the [[:Image:Main_Title_Screen.png|main menu]]) typically stays as-is, unless the target language has a non-Latin alphabet (e.g., Cyrillic). Asian versions of the game typically leave it as "Oɴi".
The title "Oɴi" (in the [[:Image:Main Title Screen.png|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.
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: [[:Image:Chapter 10 .MISSION COMPLETE (HD).jpg|"POLICE LINE - DO NOT CROSS"]], [[:Image:Chapter_11_.MISSION_COMPLETE_(HD).jpg|"MAXIMUM SECURITY"]], [[:Image:Chapter_5_.MISSION_COMPLETE_(HD).jpg|"TRACKING SIGNAL LOST"]], [[:Image:Chapter_8_.MISSION_COMPLETE_(HD).jpg|"WANTED"]], also [[:Image:Chapter_4_.MISSION_COMPLETE_(HD)-alternate.jpg|"REYES 10 mm"]] and of course [[:Image:Chapter 14 .MISSION COMPLETE (HD).jpg|"TCTF"]]. Most if not all of this text typically stays in English.
Some splashscreens have text as part of the art: [[:Image:Chapter 10 .MISSION COMPLETE (HD).jpg|"POLICE LINE - DO NOT CROSS"]], [[:Image:Chapter 11 .MISSION COMPLETE (HD).jpg|"MAXIMUM SECURITY"]], [[:Image:Chapter 05 .MISSION COMPLETE (HD).jpg|"TRACKING SIGNAL LOST"]], [[:Image:Chapter 08 .MISSION COMPLETE (HD).jpg|"WANTED"]], also [[:Image:Chapter 04 .MISSION COMPLETE (HD)-alternate.jpg|"REYES 10 mm"]] and of course [[:Image:Chapter 14 .MISSION COMPLETE (HD).jpg|"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(TM)" (and "BUNGIE(R)").
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_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_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_loadgame_background (TXMPoni_kanji_#, #=0,1,2,3,4,5) - for the Load Game screen
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Bottom line:
Bottom line:
*none of the UI background splashscreens need translation (with the possible exception of the "Oɴi" title).
*None of the UI background splashscreens need translation (with the possible exception of the "Oɴi" title).
*All of the level-resident splascreens ("intro", "win" and "fail") need localization, except the end-of-game one.
*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$_#.
*The only duplicates across levels are for the '''.MISSION FAILED''' splashscreen fragments, TXMPfail0$_#.


===Ingame text===
===Textures===
Ingame there is relatively little rasterized text.
Fortunately there is relatively little rasterized text in in-game textures.
 
====Not actually visible====
====Not actually visible====
A couple of "textual textures" are for developer use only
A couple of "textual textures" are for developer use only:
*TXMPnotfoundtex (never seen ingame if all goes well), in level0_Final
*TXMPnotfoundtex (never seen in-game unless a modder broke the texturing), in level0_Final
*TXMPCOLLISION (used on collision boxes, invisible), in every level.
*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).


TXMPPunch ("P"), TXMPKick ("K"), TXMPJump ("J") and TXMPCrouch ("C") in level0_Final, apparently for instructions on combat move execution (but not actually seen ingame).
====Name-tagged portraits====
====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.
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 the training and first two chapters:
The actually used name-tagged portraits are limited to Training and first two chapters:
*TXMPSHINnametag and TXMPSHINnametagM (mirrored) are used in training and Chapter1, respectively.
*TXMPSHINnametag and TXMPSHINnametagM (mirrored) are used in Training and Chapter 1, respectively.
*TXMPKONnametag/nametagM, TXMPGRIFnametag/nametagM and TXMPKERRnametagM are used in Chapter 1.
*TXMPKONnametag/nametagM, TXMPGRIFnametag/nametagM and TXMPKERRnametagM are used in Chapter 1.
*TXMPBOSS1nametag (Barabas) and TXMPMUROnametag (Muro) are used in Chapter 2.
*TXMPBOSS1nametag (Barabas) and TXMPMUROnametag (Muro) are used in Chapter 2.
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====Recurrent====
====Recurrent====
"TCTF" recurrently appears on vehicles and uniforms. Never affected by localization, so we won't be documenting the duplicates.
"TCTF" recurrently appears on vehicles and uniforms. Never changed in localizations, so we won't be documenting the duplicates.
*Iteration001/KS_chestpack
*Iteration001/KS_chestpack
*Iteration001/Cop2_bicep_L (Blue uniform)
*Iteration001/Cop2_bicep_L (Blue uniform)
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*TXMPPOSTER01 ("HAPéMASK")
*TXMPPOSTER01 ("HAPéMASK")
*TXMPPOSTER02 ("HELLO HEAVEN")
*TXMPPOSTER02 ("HELLO HEAVEN")
*TXMPPOSTER04 ("CLEAN AIR HAPPY")
*TXMPPOSTER04 ("CLEAM [[Easter eggs#Cleam air|[sic]]] AIR HAPPY")


Some decals in the Airport chapters
Some decals in the Airport chapters
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*TXMPCURB01 ("PERMIT PARKING ONLY") in level8_Final and level18_Final
*TXMPCURB01 ("PERMIT PARKING ONLY") in level8_Final and level18_Final
*TXMPCURB02 ("NO STOPPING AT ANY TIME") in level8_Final and level18_Final
*TXMPCURB02 ("NO STOPPING AT ANY TIME") in level8_Final and level18_Final
"mr.b's dance troupe" poster - a duplicate of the one encountered in Rooftops - is present only in {{C|6}} and not in {{C|13}}
*TXMPHQ_BILLBRD1 ("COMING SOON - B - mr.b's dance troupe - FEATURING - grouper dave dunn - mornin'pho steve abeyta - gymresonance chris lee", and some Hangul) in level8_Final.
(exactly the same as TXMPRF_BILLBRD2)


Decals occurring only in {{C|8}} (level10_Final)
Decals occurring only in {{C|8}} (level10_Final)
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Rooftops posters, unique to level12_Final:
Rooftops posters, unique to level12_Final:
*TXMPRF_BILLBRD1 ("COUNTDOWN - 987654321", and some Hangul)
*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", and some Hangul)
*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))
TXMPRF_BILLBRD2 is an exact copy of TXMPHQ_BILLBRD1 occurring in level8_Final


Hasegawa's "polaroids" in {{C|11}}, unique to level13_Final:
Hasegawa's "polaroids" in {{C|11}}, unique to level13_Final:
*[[:Image:Dream_1_murder_or_mercy.jpg|TXMPIMAGE1]] (newspaper article)
*[[:Image:Dream_1_murder_or_mercy.jpg|TXMPIMAGE1]] (newspaper article)
*[[:Image:Dream_3_ecological_activist_Jamie.jpg|TXMPIMAGE3]] and [[:Image:Dream_4_photo_of_Jamie.jpg|TXMPIMAGE4]] (riot slogans)
*[[:Image:Dream_3_ecological_activist_Jamie.jpg|TXMPIMAGE3]] and [[:Image:Dream_4_photo_of_Jamie.jpg|TXMPIMAGE4]] (protesters' signs)
*[[:Image:Dream_5_trip_into_the_wilderness.jpg|TXMPIMAGE5]] ("NO TRESPASSING" sign)
*[[:Image:Dream_5_trip_into_the_wilderness.jpg|TXMPIMAGE5]] ("NO TRESPASSING" sign)


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TXMPMC_CYL is identical to TXMPDCMETTUBE_PANSIGN from level14_Final
TXMPMC_CYL is identical to TXMPDCMETTUBE_PANSIGN from level14_Final


Some localization teams translate none of the above, others (e.g. the Russian team) translate some of the more obvious labels ("CAUTION", "DANGER", "STAIRS", etc).
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==
==Spoken lines overview==
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*29-57 and 59-97 in level1_Final (training and "trial run")  
*29-57 and 59-97 in level1_Final (training and "trial run")  
*98-99 in level3_Final
*98-99 in level3_Final
*100-103 in level18_Final (zombie Shinatama's vocalizations.)
*100-103 in level18_Final (Zombie Shinatama's vocalizations)
*104 in level4_Final
*104 in level4_Final
*105 in level8_Final
*105 in level8_Final
*106-108, 113-115 and 117 in level2_Final (Deadly brain fight)
*106-108, 113-115 and 117 in level2_Final (Deadly Brain fight)
;N.B.
;N.B.
:'''c00_01_29shinatama''' occurs both in level0 and level1.
:'''c00_01_29shinatama''' occurs both in level0 and level1.
;N.B.
;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|HERE]].
: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 {{SectionLink||Scripted dialogue}}.
;N.B.
;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.
: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.
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===Vocalizations===
===Vocalizations===
There are seven recurrent types of "vocalization" in Oni:
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)
*'''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)
*'''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)
*'''startle''' a.k.a. c18_70_## (uttered by AI after visual contact with an enemy)
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Boss characters (Barabas, Mukade, Muro) typically do not have vocalizations other than '''taunt''' and "super".
Boss characters (Barabas, Mukade, Muro) typically do not have vocalizations other than '''taunt''' and "super".


Some characters (Griffin, Shinatama, policewomen), have no vocalizations at all (besides the pain sounds).
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.
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_07red ("She's a masochist!", Fury)
*c18_71_24madbomb ("He's a masochist!", Mad bomber)
*c18_71_24madbomb ("He's a masochist!", Mad Bomber)
*c18_72_18madbomb ("Happy to die?", 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.
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.


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!konoko
!konoko
|bgcolor=green|
|bgcolor=green|
|||||||||||||||||||||||||||||bgcolor=lime|&nbsp;6||||||||||||bgcolor=lime|&nbsp;2||Player character, level0 only. Has extra sounds.<ref group="voc">Konoko has unique "yawn" and "sneeze" sounds ('''kon_snz*''' and '''kon_yawn*'''), used to punctuate long idle periods.</ref>
|||||||||||||||||||||||||||||bgcolor=lime|&nbsp;6||||||||||||bgcolor=lime|&nbsp;2||Player character, level0 only. Has extra sounds.<ref group="voc">Konoko has two sneeze sounds ('''kon_snz*''') used to punctuate long idle periods. The kon_yawn* sounds actually belong to Fury.</ref>
|-
|-
|colspan=24 bgcolor=silver|
|colspan=24 bgcolor=silver|
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|bgcolor=green|&nbsp;||||bgcolor=green|&nbsp;
|bgcolor=green|&nbsp;||||bgcolor=green|&nbsp;
|bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;3||bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;1
|bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;3||bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;1
|bgcolor=lime|&nbsp;1||||bgcolor=lime|&nbsp;2||Available in level0. Has unused/extra sounds.<ref group="voc">Besides the main taunt, "You're weak!" (c17_99_18comguy), Comguys use '''doug_blast_comguy''' as an Easter egg (rare variant).</ref><ref group="voc">Comguys have two "super" vocalizations, "Static Fist!" and "Radio Saber!", neither of which are used in the final Oni. (This possibly indicates that Comguys were initially planned as [[Kojiro|more nimble/vicious fighters]], but were toned down to ease the learning curve.)</ref>
|bgcolor=lime|&nbsp;1||||bgcolor=lime|&nbsp;2||Available in level0. Has unused/extra sounds.<ref group="voc">Besides the main taunt, "You're weak!" (c17_99_18comguy), Comguys use '''doug_blast_comguy''' as an Easter egg (rare variant).</ref><ref group="voc">Comguys have two "super" vocalizations, "Static Fist!" and "Radio Saber!", neither of which are used in the final Oni. (This possibly indicates that Comguys were initially planned as [[Kojiro|more nimble/vicious fighters]] but were toned down to ease the learning curve.)</ref>
|-
|-
!madbomb
!madbomb
Line 382: Line 336:
|bgcolor=green|&nbsp;||||
|bgcolor=green|&nbsp;||||
|bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;1
|bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;1||bgcolor=lime|&nbsp;1
|bgcolor=lime|&nbsp;1||||||Has an extra vocalization type (unused)<ref group="voc" name="maso"/> and a mix-up.<ref group="voc">Mad bombers use "Happy to die?" (c18_72_18madbomb) as their "checkbody" vocalization, whereas "Damn, that was quick!" (c18_73_09madbomb) is unused.</ref>
|bgcolor=lime|&nbsp;1||||||Has an extra vocalization type (unused)<ref group="voc" name="maso"/> and a mix-up.<ref group="voc">Mad Bombers use "Happy to die?" (c18_72_18madbomb) as their "checkbody" vocalization, whereas "Damn, that was quick!" (c18_73_09madbomb) is unused.</ref>
|-
|-
!muro
!muro
Line 389: Line 343:
|bgcolor=green|&nbsp;||||||bgcolor=green|&nbsp;
|bgcolor=green|&nbsp;||||||bgcolor=green|&nbsp;
|bgcolor=green|&nbsp;||||bgcolor=green|&nbsp;
|bgcolor=green|&nbsp;||||bgcolor=green|&nbsp;
|bgcolor=lime|&nbsp;1||||||||||||||Has potential extra sounds.<ref group="voc">In Vanilla Oni, Muro is not set up with any vocalizations besides the "Maybe I should start trying." taunt, but has a notable maniacal laughter (muro_laff2) in level9. Muro's "super" moves are punctuated by special whooshing sounds, with no vocalization.</ref>
|bgcolor=lime|&nbsp;1||||||||||||||Has potential extra sounds.<ref group="voc">In Vanilla Oni, Muro is not set up with any vocalizations besides the "Maybe I should start trying." taunt, but has a notable maniacal laugh (muro_laff2) in level9. Muro's "super" moves are punctuated by special whooshing sounds with no vocalization.</ref>
|-
|-
!mutantmuro
!mutantmuro
Line 482: Line 436:
|||||bgcolor=green|&nbsp;
|||||bgcolor=green|&nbsp;
|bgcolor=lime|&nbsp;3||bgcolor=lime|&nbsp;3||bgcolor=lime|&nbsp;3||bgcolor=lime|&nbsp;1
|bgcolor=lime|&nbsp;3||bgcolor=lime|&nbsp;3||bgcolor=lime|&nbsp;3||bgcolor=lime|&nbsp;1
|bgcolor=lime|&nbsp;1||||bgcolor=lime|&nbsp;2||Has extra vocalization type (unused).<ref group="voc" name="maso">Furies and mad bombers each have a deprecated "masochist" sound (not referenced in OSBD): "She's a masochist!" (Fury) and "He's a masochist!" (bomber).</ref>
|bgcolor=lime|&nbsp;1||||bgcolor=lime|&nbsp;2||Has extra vocalization type (unused).<ref group="voc" name="maso">Furies and Mad Bombers each have a deprecated "masochist" sound (not referenced in OSBD): "She's a masochist!" (Fury) and "He's a masochist!" (Bomber). The Fury has two yawn sounds (misleadingly named '''kon_yawn*''') used to punctuate long idle periods.</ref>
|-
|-
!tanker
!tanker
Line 542: Line 496:
<references group="voc"/>
<references group="voc"/>
;General note
;General note
:Griffin, Shinatama and policewomen have no vocalizations at all (other than pain sounds).
:Griffin, Shinatama and female cops have no vocalizations at all (other than pain sounds).
{{divhide|end}}
{{divhide|end}}
|}
|}
Line 549: Line 503:


{{divhide|Pain sound groups and their respective voice actors}}
{{divhide|Pain sound groups and their respective voice actors}}
;bar_hrt_lt# (#=3-5,7)
;bar2_hrt_lt2
;bar_hrt_md# (#=3,6,11)
;bar2_hrt_md# (#=1,4,6)
;bar_hrt_hvy# (#=1,4,6,8)
;bar_hrt_dth6
;bar2_dth# (#=3,4)
:voiced by George Adams (Barabas)
;blkopslt_hrt_lt# (#=1,2,4)
;blkopslt_hrt_md# (#=2-6)
;blkopslt_atk_md# (#=1,5)
;blkopslt_hrt_dth# (#=1,3)
:voiced by unidentified man
;blkopswat_hrt_lt# (#=1,2,4,5)
;blkopswat_hrt_md# (#=1-3,5,6)
;blkopswat_atk_md# (#=1,5)
;blkopswat_hrt_dth# (#=2,3)
:same sounds as blkopslt* (except there are a few uniques in each list), but these versions are filtered to sound like the character is wearing a mask
;comguy_hrt_lt# (#=1-4)
;comguy_hrt_lt# (#=1-4)
;comguy_hrt_md# (#=1-4)
;comguy_hrt_md# (#=1-4)
;comguy_hrt_hvy# (#=1-2)
;comguy_hrt_hvy# (#=1,2)
;comguy_dth# (#=2,4-5)
;comguy_dth# (#=2,4,5)
:voiced by Doug Zartman, used exclusively by Comguy ONCCs
:voiced by Doug Zartman, used exclusively by Comguys
;griffin_hrt_lt# (#=1-5,7-12,14-15,18-19)
;copfem_# (#=1,2,6)
;pete_hrt_hvy4
;copfem_hrt# (#=1,4,6,7,9-13)
;pete_dth# (#=2,3,4)
;copfem1_hrt# (#=1-2,4,6,7)
:voiced by Pete Stacker, used mainly by Griffin.
;copfem_dth2
;copfem2_dth# (#=1,2)
:voiced by unidentified woman, used by female cops
;elite_hrt_lt# (#=1,2)
;elite_hrt_md# (#=1-10)
;elite_hrt_dth# (#=1,2)
:muffled grunts for the masked Elite Striker, apparently by George Adams because many of these sounds are filtered versions of the bar* sounds
;kerr_dth1
:Not used; intended at one time for Kerr's death cutscene
;kev_hrtlt# (#=1-3,5)
;kev_hrtlt# (#=1-3,5)
;kev_hrt# (#=1,3-6,10)
;kev_hrt# (#=1,3-6,10)
;kev_dth# (#=1-6)
;kev_dth# (#=1-6)
:voiced either by Kevin Armstrong or by Kevin Gudahl, used by Black Ops Lite.
:voiced by Kevin Gudahl, used for male civilians and scientists
;konoko_hrt_lt# (#=1-3)
;konoko_hrt_lt# (#=1-3)
;konoko_hrt_md# (#=2-3,5-6,9)
;konoko_hrt_md# (#=2,3,5,6,9)
;kon2_hrt## (##=03-07,09-15)
;kon2_hrt## (##=03-07,09-15)
;konoko_hrt_dth# (#=3-4)
;konoko_hrt_dth# (#=3,4)
;kon2_dth## (##=02,04-08)
;kon2_dth## (##=02,04-08)
;kon_snz# (#=1,2)
;konoko_hrt_dthvy1
;konoko_hrt_dthvy1
;konoko_hrt_dthhvy3
;konoko_hrt_dthhvy3
:voiced by Amanda Winn Lee, used exclusively by Konoko.
:voiced by Amanda Winn Lee, used exclusively by Konoko
;kurtlt_hrt_lt2
;kurtlt_hrt_md# (#=1-4,6)
;kurtlt_hrt_dth# (#=1,4)
:BlackOps Lite grunts by Kurt Naebig (Muro)
;kurtswat_hrt_lt# (#=3,5)
;kurtswat_hrt_md# (#=1,2,6)
;kurtswat_hrt_dth# (#=1,2)
:same as kurtlt* (except there are a few uniques in each list) but with a filter to indicate character is wearing a mask
;mick_hrt_md# (#=1-5)
;mick_hrt_md# (#=1-5)
;mick_hrt_dth3
;mick_hrt_dth3
:voiced by Mickey O'Donnell (generic woman voices)
:voiced by Mickey O'Donnell (Fury voice actor), used for female civilians
;woman_hrt# (#=1-8)
;muro_hrt_md# (#=1,2,4,5,7-10)
;woman_dth# (#=2-4)
:voiced by unidentified woman (generic woman voices)
;sg_hrt_lt# (#=1-4)
;sg_hrt_md# (#=1-4,9,12-13,15)
;sg_hrt_dth1
:voiced by unidentified man ("sg" probably stands for "security guard")
;tim_hrt_lt# (#=1-7)
;tim_hrt_md# (#=1-8,10)
;tim_atk_md# (#=2,9)
;tim_atk_hvy3
;tim_dth# (#=1-6)
:voiced by "tim", whoever that is; used mostly by Strikers
;copfem_# (#=1-2,6)
;copfem_hrt# (#=1,4,6-7,9-13)
;copfem1_hrt# (#=1-2,4,6-7)
;copfem_dth2
;copfem2_dth# (#=1-2)
:voiced by unidentified woman (used by policewomen)
;sninja_# (#=6-7,9,13-15,21-22,25)
;snin_ hrt_md# (#=1-5) ''N.B. Yes, that's a space.''
;snin_atk_md# (#=1-2,6)
;snin_hrt_dth# (#=1,3)
:muffled/vocoded grunts, voiced by Kevin Gudahl (Mukade)
;ninja_# (#=3-7,9,13-15,22-23,25)
;nin_ hrt_md# (#=1-5) ''N.B. Yes, that's a space.''
;nin_atk_md# (#=1-2,6)
;nin_hrt_dth# (#=2-5)
:more muffled/vocoded grunts by Gudahl, used by Ninja and "ninjabots".
:(ninjabots actually use only a small selection of grunts)
;bar_hrt_lt# (#=3-5,7)
;bar2_hrt_lt2
;bar_hrt_md# (#=3,6,11)
;bar2_hrt_md# (#=1,4,6)
;bar_hrt_hvy# (#=1,4,6,8)
;bar_hrt_dth6
;bar2_dth# (#=3-4)
:voiced by George Adams (Barabas)
;muro_hrt_md# (#=1-2,4-5,7-10)
;muro_atk_md1
;muro_atk_md1
;kurtmuro_hrt_md3
;kurtmuro_hrt_md3
;muro_hrt_dth# (#=1,3-4)
;muro_hrt_dth# (#=1,3,4)
:voiced by Kurt Naebig (Muro)
:voiced by Kurt Naebig (Muro)
:muro_hrt_md10 in level19_Final is unique, different from the main muro_hrt_md10 occurring in the other levels  
:muro_hrt_md10 in level19_Final is unique, different from the main muro_hrt_md10 occurring in the other levels
;mutantmuro_hrt_md# (#=1,2,4,5,7-10)
;kurtmutant_hrt_md3
;mutantmuro_atk_md1
;mutantmuro_hrt_dth# (#=2,4)
:same as muro* and kurtmuro_hrt_md3, but pitched lower
;ninja_# (#=3-7,9,13-15,22,23,25)
;nin_ hrt_md# (#=1-5) ''(N.B. Yes, that's a space)''
;nin_atk_md# (#=1,2,6)
;nin_hrt_dth# (#=2-5)
:more muffled/vocoded grunts by Gudahl, used by Ninja and training bots (training bots actually use only a subset though)
;pete_hrt_lt# (#=2,4,5) - Mad Bomber
;griffin_hrt_lt# (#=1-5,7-12,14,15,18,19) - male cop, TCTF Lite, Griffin, security guard
;pete_hrt_md# (#=1-7,9) - Mad Bomber
;pete_hrt_hvy# (#=1-3) - Mad Bomber
;pete_hrt_hvy4 - male cop, TCTF Lite, Griffin, security guard
;pete_hrt_hvy5 - Mad Bomber
;pete_dth1 - Mad Bomber
;pete_dth# (#=2,3) - Mad Bomber, male cop, TCTF Lite, Griffin, security guard
;pete_dth4 - male cop, TCTF Lite, Griffin, security guard
:voiced by Pete Stacker (Griffin), but used for the above-noted smattering of characters
;red_hrt_md# (#=1-7)
;red_hrt_md# (#=1-7)
;red_atk_md# (#=1-2,6)
;red_atk_md# (#=1,2,6)
;red_hrt_dth# (#=1-3)
;red_hrt_dth# (#=1-3)
:voiced by unidentified woman ("red" designates Furies)
;kon_yawn# (#=1,2)
;tank_hrt_lt# (#=1-3)
:same as mick*, but pitched down and used for Furies, aka "reds" (yes, the kon_yawns are mislabeled)
;red_hrt_md# (#=1-3,5-10)
;sg_hrt_lt# (#=1-4)
;red_hrt_dth# (#=2-4)
;sg_hrt_md# (#=1-4,9,12,13,15)
:voiced by unidentified man (voice actor for Tankers)
;sg_hrt_dth1
;elite_hrt_lt# (#=1-2)
:voiced by unidentified man, used for male civilians and scientists ("sg" might stand for "scigoon" as seen in some dialogue SNDD names)
;elite_hrt_md# (#=1-10)
;sninja_# (#=6,7,9,13-15,21-22,25)
;elite_hrt_dth# (#=1-2)
;snin_ hrt_md# (#=1-5) ''(N.B. Yes, that's a space)''
:muffled grunts by the Elite Striker voice actor
;snin_atk_md# (#=1,2,6)
;swatgriffin_hrt_lt# (#=1,3-5,7,11,15-16,18)
;snin_hrt_dth# (#=1,3)
:muffled/vocoded grunts, voiced by Kevin Gudahl for Mukade
;swatpete_hrt_lt4
;swatpete_hrt_lt4
;swatpete_hrt_md# (#=2-3,7,9)
;swatgriffin_hrt_lt# (#=1,3-5,7,11,15,16,18)
;swatpete_hrt_md# (#=2,3,7,9)
;swatpete_hrt_hvy# (#=2-5)
;swatpete_hrt_hvy# (#=2-5)
;swatpete_dth# (#=2-4)
;swatpete_dth# (#=2-4)
:muffled grunts, voiced by Pete Stacker (Griffin), used by TCTF SWAT
:muffled versions of the pete_hrt* and griffin_hrt_lt* sounds (except there are a few uniques in each list), used by TCTF SWAT
;blkopswat_hrt_lt# (#=1-2,4-5)
;tank_hrt_lt# (#=1-3)
;blkopswat_hrt_md# (#=1-3,5-6)
;tank_hrt_md# (#=1-3,5-10)
;blkopswat_atk_md# (#=1,5)
;tank_hrt_dth# (#=2-4)
;blkopswat_hrt_dth# (#=2-3)
:voiced by Tim Dadabo, used for Tankers
:even more muffled grunts, unidentified man (Kurt Naebig?), used by Black Ops SWAT
;tim_hrt_lt# (#=1-7)
;kurtswat_hrt_lt# (#=3,5)
;tim_hrt_md# (#=1-8,10)
;kurtswat_hrt_md# (#=1-2,6)
;tim_atk_md# (#=2,9)
;kurtswat_hrt_dth# (#=1-2)
;tim_atk_hvy3
:Black Ops SWAT grunts by Kurt Naebig (Muro), very similar to the above
;tim_dth# (#=1-6)
;kurtlt_hrt_lt2
:voiced by Tim Dadabo for the Strikers and Thugs; some of these sounds are also used by Mercenary Snipers
;kurtlt_hrt_md# (#=1-4,6)
;woman_hrt# (#=1-8)
;kurtlt_hrt_dth# (#=1,4)
;woman_dth# (#=2-4)
:BlackOps Lite grunts by Kurt Naebig (Muro); some are duplicated in muffled form for BlackOps SWAT
:voiced by unidentified woman, probably Mickey O'Donnell, used for female civilians
;blkopslt_hrt_lt# (#=1-2,4)
;blkopslt_hrt_md# (#=2-6)
;blkopslt_atk_md# (#=1,5)
;blkopslt_hrt_dth# (#=1,3)
:voiced by unidentified man (doesn't sound like Kurt Naebig at all), also used by BlackOps Lite.
;kerr_dth1
:Not used generically, intended for the {{C|12}} cutscene.
;mutantmuro_hrt_md# (#=1-2,4-5,7-10)
;mutantmuro_atk_md1
;mutantmuro_hrt_dth# (#=2,4)
:pitch-lowered grunts, apparently by Kurt Naebig (Muro)
{{divhide|end}}
{{divhide|end}}
;Fun fact
;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 is easily overlooked by localization teams, who record Konoko's pain vocalizations in a somewhat generic way, possibly ending up with a not-too-fitting "wakeup grunt".
: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
;Fun fact too
:"Ninjabots" are bundled with the full set of Ninja pain sounds, but use only a few of them (the ones that sound least human). This is easily overlooked by localization teams, who can overdub Ninja pain vocalizations in a somewhat generic way, possibly ending up with ninjabots that sound "too human".
: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
;Discrepancies across levels
Line 670: Line 632:


;General note
;General note
:Some categories have no pain sounds of their own (e.g. "thugs") and use those or other characters (e.g. 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 otherwise similar voice actor, but localization teams can overlook this, ending up with characters' pain sounds that are vastly different from their spoken vocalizations. Then again, many localization teams don't bother with pain sounds at all, and only translate actual speech, so the same problem can occur for any character, not just those that don't have their own pain sounds.
: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===
===NPC interaction===
There is a pool of generic NPC vocalizations used for conversation start or interruption (either because of an enemy or if the player moves away) and to punctuate various gifts in short and non-level-specific ways ("Here, have a hypo!"). Those generic lines can be used not just by ordinary civilians but by scientists and "thugs"/engineers. More elaborated NPC interaction (with or without gifts), containing level-specific dialogue, is detailed [[#Secondary scenes|BELOW]].
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 {{SectionLink||Secondary scenes}}.


Generic interaction (gifts excepted) come in 3 groups:
Generic interaction (with no gifts) come in 3 groups:
;c16_89_04civmale1, c16_89_05civmale2, c16_89_06civmale3
;c16_89_04civmale1, c16_89_05civmale2, c16_89_06civmale3
;c16_89_16civmale1, c16_89_17civfem2, c16_89_18civfem3
;c16_89_16civmale1, c16_89_17civfem2, c16_89_18civfem3
Line 722: Line 684:


All these vocalizations are duplicated across all the levels where civilians are present or available.  
All these vocalizations are duplicated across all the levels where civilians are present or available.  
===Access Denied===
===Access Denied===
'''SNDDconsole_locked.aif''' is played whenever you try to access a locked console: "Access Denied" said in a robotic lady voice. Although not clearly attributable to a human voice actor, this line is typically translated by localization teams.
'''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===
===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).
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====
====Main story nodes====
For more info on Shinatama's monologue prompts (occurring in the first 4 chapters and then {{C|6}} see [[#c00_01_.23.23shinatama|ABOVE]].
For more info on Shinatama's monologue prompts (occurring in the first 4 chapters and then {{C|6}} see [[#c00_01_.23.23shinatama|ABOVE]].
=====level1_Final=====
=====level1_Final=====
;''c00_01_##shinatama (##=01-16,29-57,59-97)
;''c00_01_##shinatama (##=01-16,29-57,59-97)
:Shinatama's prompts throughout the training and trial run.
:Shinatama's prompts throughout Training and Trial Run (training course prompts, but also health, compass, hypos, alarm, civilians, and the stop-the-truck objective).
:(Training per se, but also health, compass, hypos, alarm, civilians, and truck objective)
;''c01_01_##* (##=01-11)
;''c01_01_##* (##=01-11)
:Warehouse intro.
:Warehouse intro conversation.
;''c01_02_##* (##=01-05)
;''c01_02_##* (##=01-05)
:Discovery of Chung's body.
:Discovery of Chung's body.
;''c01_03_##* (##=01-08)
;''c01_03_##* (##=01-08)
:Warehouse outro.
:Warehouse outro conversation.
----
----
=====level2_Final=====
=====level2_Final=====
Line 743: Line 708:
:Shinatama's prompts for the Deadly Brain fight.
:Shinatama's prompts for the Deadly Brain fight.
;''c01_04_##* (##=01-04)
;''c01_04_##* (##=01-04)
:Musashi Manufacturing intro (1st lobby cut)
:Musashi Manufacturing intro (1st lobby cut).
;''c02_05_##* (##=01-14)
;''c02_05_##* (##=01-14)
:Musashi Manufacturing intro (bad guys and 2nd lobby cut)
:Musashi Manufacturing intro (bad guys and 2nd lobby cut).
;''c02_06_##* (##=01-07)
;''c02_06_##* (##=01-07)
:Konoko's suspicions, part 1.
:Konoko's suspicions, part 1.
Line 753: Line 718:
:Discovery of the Deadly Brain.
:Discovery of the Deadly Brain.
;''c02_09_##* (##=01-07)
;''c02_09_##* (##=01-07)
:Musashi Manufacturing outro
:Musashi Manufacturing outro conversation.
----
----
=====level3_Final=====
=====level3_Final=====
Line 763: Line 728:
:Barabas notifying Muro about Konoko's arrival.
:Barabas notifying Muro about Konoko's arrival.
;''c03_12_##* (##=01-05,12)
;''c03_12_##* (##=01-05,12)
:The surveillance tower scene (mad bomber's finest hour).
:The surveillance tower scene (the Mad Bomber's finest hour).
:(Includes unused line "All clear. Come on in.")
:(Includes unused line "All clear. Come on in.")
----
----
Line 773: Line 738:
;''c04_17_##* (##=01-03)
;''c04_17_##* (##=01-03)
:Muro's monologue during the second confrontation.
:Muro's monologue during the second confrontation.
----
----
=====level6_Final=====
=====level6_Final=====
;''c06_20_##* (##=01-07)
;''c06_20_##* (##=01-07)
Line 812: Line 775:
:Outro sequence (Konoko declared rogue). #08 is missing.
:Outro sequence (Konoko declared rogue). #08 is missing.
----
----
=====level11_Final=====
=====level11_Final=====
;''c10_34_##* (##=01-03)
;''c10_34_##* (##=01-03)
Line 821: Line 783:
:Konoko at the data terminal.
:Konoko at the data terminal.
;''c10_37_01superninja
;''c10_37_01superninja
:Mukade saying he has the CD.
:Mukade saying he has the disc.
----
----
=====level12_Final=====
=====level12_Final=====
Line 833: Line 795:
=====level13_Final=====
=====level13_Final=====
;''c12_42_01konoko
;''c12_42_01konoko
:Konoko monologuing as she inserts the CD.
:Konoko monologuing as she inserts the disc.
;''c12_43_##* (##=01-11)
;''c12_43_##* (##=01-11)
:Hasegawa's story.
:Hasegawa's story.
Line 839: Line 801:
:Preamble to the fight with Muro.
:Preamble to the fight with Muro.
;''c12_45_##* (##=01-05)
;''c12_45_##* (##=01-05)
:Preamble to the fight with Griffin&Co.
:Preamble to the fight with Griffin & co.
;''c12_46_##* (##=01-07)
;''c12_46_##* (##=01-07)
:Preamble to the fight with evil Konoko.
:Preamble to the fight with evil Konoko.
Line 865: Line 827:
:Konoko disabling the power substations.
:Konoko disabling the power substations.
;''c14_51_##* (##=01-09)
;''c14_51_##* (##=01-09)
:Boss fight (confrontation with Griffin, Zombie Shinatama's status updates).
:Boss fight (confrontation with Griffin, Zombie Shinatama's status updates).
;''c14_52_##* (##=01-07), c14_53_01konoko, c14_54_01konoko
;''c14_52_##* (##=01-07), c14_53_01konoko, c14_54_01konoko
:Outro (confrontation with Griffin, murder or mercy outcome).
:Outro (confrontation with Griffin, murder or mercy outcome).
Line 871: Line 833:
=====level19_Final=====
=====level19_Final=====
;''c14_57_##* (##=05-06)
;''c14_57_##* (##=05-06)
:Konoko hi-jacking an armored truck to ram some blast doors.
:Konoko hijacking an armored truck to ram some blast doors.
;''c14_57_##* (##=01-04)
;''c14_57_##* (##=01-04)
:Konoko commenting her findings about Sturmanderung.
:Konoko commenting on her findings about Sturmanderung.
;''c14_59_##* (##=01-03)
;''c14_59_##* (##=01-03)
:Boss fight (Mutant Muro version).
:Boss fight (Mutant Muro version).
Line 891: Line 853:
=====level3_Final=====
=====level3_Final=====
;''c03_12_##* (##=06-07)
;''c03_12_##* (##=06-07)
:Chat with victim scientists. (broken/unused)
:Chat with victim scientists (broken/unused).
;''c03_12_##* (##=08-09)
;''c03_12_##* (##=08-09)
:Chat with TCTF agents.
:Chat with TCTF agents.
Line 907: Line 869:
=====level8_Final=====
=====level8_Final=====
;''c07_26_##* (##=19-22,02-04,25)
;''c07_26_##* (##=19-22,02-04,25)
:Konoko getting a lasertorch from an engineer.
:Konoko getting a laser torch from an engineer.
;''c07_26_##* (##=16-17)
;''c07_26_##* (##=16-17)
:Mini-chat about the TCTF failing to secure the armory.
:Mini-chat about the TCTF failing to secure the armory.
Line 915: Line 877:
:Basic "good to see you" lines from assisted teammates.
:Basic "good to see you" lines from assisted teammates.
;''c07_26_##* (##=12-15)
;''c07_26_##* (##=12-15)
:Slightly longer conversation with a policewoman.
:Slightly longer conversation with a female cop.
;''c07_26_06scigoon2
;''c07_26_06scigoon2
:An unused line about Barabas grabbing Shinatama.
:A line about Barabas grabbing Shinatama.
;''c07_26_05scigoon1
;''c07_26_05scigoon1
:A "good to see you" line from a scientist.
:A "good to see you" line from a scientist.
Line 925: Line 887:
:A rescued female scientist.
:A rescued female scientist.
;''c07_26_11civ3
;''c07_26_11civ3
:A broken gift line ("You may need this"), without a matching OSBD.
:A broken gift line ("You may need this") without a matching OSBD.
;''c08_29_20konoko
;''c08_29_20konoko
:A line borrowed from level9_Final, used in combination with c07_26_14.
:A line borrowed from level9_Final, used in combination with c07_26_14.
----
----
=====level9_Final=====
=====level9_Final=====
;''c08_29_03sciwom
;''c08_29_03sciwom
:An unused line ("Oh, thank god you're here.")
:An unused line ("Oh, thank god you're here.").
;''c08_29_##* (##=05-12)
;''c08_29_##* (##=05-12)
:Konoko saves a security guard who helps her get across a power line.
:Konoko saves a security guard who then helps her get across a power line.
;''c08_29_##* (##=13-18)
;''c08_29_##* (##=13-18)
:Konoko chats with a scientist about the ACCs being "repurposed".
:Konoko chats with a scientist about the ACCs being modified.
;''c08_29_19civ1
;''c08_29_19civ1
:A broken gift line ("You may need this"), without a matching OSBD.
:A broken gift line ("You may need this"), without a matching OSBD.
Line 941: Line 904:
:A foreman who lost his crew.
:A foreman who lost his crew.
;''c08_29_##* (##=22-24)
;''c08_29_##* (##=22-24)
:A policewoman at the first elevator.
:A female cop at the first elevator.
;''c08_29_##* (##=25-27)
;''c08_29_##* (##=25-27)
:An engineer who's staying safe. Used in combination with c08_29_20 ("Are you alright?").  
:An engineer who's staying safe. Used in combination with c08_29_20 ("Are you alright?").  
Line 979: Line 942:
:Nice guy who has no need for violence, and gives you a hypo.
:Nice guy who has no need for violence, and gives you a hypo.
;''c14_54_30femsci
;''c14_54_30femsci
:Whitecoat lady who apologizes for luring Konoko into a trap.
:White-coated lady who apologizes for luring Konoko into a trap.
;''c14_54_##* (##=31-32)
;''c14_54_##* (##=31-32)
:Old scientist who tries to hide from Konoko, and fails.
:Old scientist who tries to hide from Konoko, and fails.
Line 999: Line 962:
;''SNDDc00_26_18civfem1.aif''
;''SNDDc00_26_18civfem1.aif''
:("Hi Konoko! It's me, Shinatama")
:("Hi Konoko! It's me, Shinatama")
:Duplicated in level0_Final and level1_Final
:Duplicated in level0_Final and level1_Final.


;''SNDDc04_17_08thug.aif''
;''SNDDc04_17_08thug.aif''
Line 1,008: Line 971:
:("I told them we'd just make things worse if we tried to use these guns. You should be the one using this!")
:("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).
:Apart from level8_Final where it belongs, it is available in every level except Rooftops (level12_Final).
:It participates (through OSBDcivfem_gift_weapon) in some generic NEUTs that are available in all levels.
:Found (through OSBDcivfem_gift_weapon) in some generic NEUTs that are available in all levels.


;''SNDDc08_29_20konoko.aif''
;''SNDDc08_29_20konoko.aif''
:(Konoko saying "Are you all right?")
:(Konoko saying "Are you all right?")
:Originally from a conversation with an engineer in {{C|7}} (two conversations, actually), it is also used for a policewoman in {{C|6}}.
:Originally from a conversation with an engineer in {{C|7}} (two conversations, actually), it is also used for a female cop in {{C|6}}.


Special mention for two whole conversations that ended up in the wrong level.
Special mention for two whole conversations that ended up in the wrong level.
Line 1,034: Line 997:


===Missing sounds===
===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 {{C|8}}, or Griffin saying "I knew it was only a matter of time. It's over.", also in {{C|8}}.
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 {{C|8}}, and in the same chapter Griffin said "I knew it was only a matter of time. It's over.".
 
===Orphan sounds===
===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:
Sounds that exist but either are not referenced (via OSBD) from scripts or other resources, or do not have an OSBD at all. Examples:
Line 1,040: Line 1,004:
:The seven Iron Demon sounds (id_leg_# and id_r_hit_#) are not referenced from OSBD. Not really relevant to localization, though ^_^
: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!"
;"(S)he's a masochist!"
:c18_71_07red ("She's a masochist!", Fury) and c18_71_24madbomb ("He's a masochist!", Mad bomber)
:c18_71_07red ("She's a masochist!", Fury) and c18_71_24madbomb ("He's a masochist!", Mad Bomber)
;"All clear. Come on in."
;"All clear. Come on in."
:c03_12_01konoko - something Konoko was supposed to say after "securing the foyer" in {{C|3}}.
:c03_12_01konoko something Konoko was supposed to say after "securing the foyer" in {{C|3}}.
 
==Subtitles==
==Subtitles==
All of Oni's subtitles (transcriptions of spoken lines) are grouped in SUBTsubtitles, located in level0_Final. There are  
All of Oni's [[Quotes/Speech|subtitles]] (transcriptions of spoken lines) are found in [[SUBT]]subtitles, located in level0_Final. The vast majority of speech lines have corresponding subtitles and vice versa. Exceptions are detailed below.


The vast majority of speech lines have corresponding subtitles and vice versa. Exceptions are detailed below.
===Missing subtitles===
===Missing subtitles===
Here are a few examples of speech lines that do ''not'' have subtitles.
Here are a few examples of speech lines that do ''not'' have subtitles (those exceptions have exceptions of their own in the [[PS2 Oni|PlayStation 2]] version, which adds in some of the missing subtitles).
;The training sequence
;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.
: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.
Line 1,111: Line 1,075:
===Orphan subtitles===
===Orphan subtitles===
Some subtitles appear to be left over from early development, as the OSBDs and SNDDs are missing now. Here are some examples:
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, fits into the Shinatama farewell scene in {{C|8}}, but with no clear meaning. And yes, those are exclamative "Why!"s.)
*"Konoko: Why! Why are you doing this! Stop it! Stop!" (09_31_20, probably meant for the Shinatama farewell scene in {{C|8}})
*"Striker:  Huh?" (08_29_31, fits into the numbering of minor NPC encounters of {{C|8}}, but is too generic for an informed guess; perhaps just a misplaced vocalization.)
*"Striker:  Huh?" (08_29_31, fits into the numbering of minor NPC encounters of {{C|8}}, 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 {{C|8}} outro)
*"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 {{C|8}} outro)
*"Security Guard: No you fool! We're not secured for atmosphere..." (09_32_02, apparently from an early version of the {{C|8}} outro; intriguing...)
*"Security Guard: No you fool! We're not secured for atmosphere..." (09_32_02, apparently from an early version of the {{C|8}} outro; [[Atmospheric Conversion Center#Location in relation to cities|intriguing...]])
*"Griffin:  I knew it was only a matter of time. It's over." (09_33_08, apparently an early variant for the {{C|8}} outro, in which Konoko's rogue status wasn't stated at all until the next chapter.)
*"Griffin:  I knew it was only a matter of time. It's over." (09_33_08, apparently an early variant for the {{C|8}} 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 has been removed as unnecessary.)
*"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.)
*"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 game data, can only be heard in the anime sequence - yet the subtitles are still there).
*Konoko's [[Outro|outro speech]] (removed from the game data, so it can only be heard in the anime sequence)


{{OBD}}
{{OBD}}