OBD:Localization
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.
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.
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.
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).
The actual localizations are detailed on separate (sub)pages: /Japanese
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.)
TSFFTahoma
The font family used by Oni's UI. The actually localized content is in the 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".
(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.
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 (tew 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 translate at least some of them (possibly while toying around with the Tool build).
Rasterized text
Splashscreens
The title "Oɴi" (in the 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 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 stays in English.
Four splashscreens reside in level0_Final, and they don't include any text besides "Oɴi(TM)" (and "BUNGIE(R)").
- 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 name 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:
- TXMPfail01_#, #=0,1,2,3,4,5 (Image:Act_1_.MISSION_FAILED.png) for the first 6 chapters;
- TXMPfail02_#, #=0,1,2,3,4,5 (Image:Act_2_.MISSION_FAILED.png) for the next 5 chapters;
- TXMPfail03_#, #=0,1,2,3,4,5 (Image:Act_3_.MISSION_FAILED.png) for the last 3 chapters.
Bottom line:
- 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.
- The only duplicates across levels are for the .MISSION FAILED splashscreen fragments, TXMPfail0$_#.
Ingame text
Ingame there is relatively little rasterized text.
Not actually visible
A couple of "textual textures" are for developer use only
- TXMPnotfoundtex (never seen ingame if all goes well), in level0_Final
- TXMPCOLLISION (used on collision boxes, invisible), 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 seen ingame).
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 the training and first two chapters:
- TXMPSHINnametag and TXMPSHINnametagM (mirrored) are used in training and Chapter1, 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 affected by localization, 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 ("CLEAN 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
"mr.b's dance troupe" poster - a duplicate of the one encountered in Rooftops - is present only in CHAPTER 06 . COUNTERATTACK and not in CHAPTER 13 . PHOENIX RISING
- 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 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 some Hangul)
- 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 is an exact copy of TXMPHQ_BILLBRD1 occurring in level8_Final
Hasegawa's "polaroids" in CHAPTER 11 . DREAM DIVER, unique to level13_Final:
- TXMPIMAGE1 (newspaper article)
- TXMPIMAGE3 and TXMPIMAGE4 (riot slogans)
- TXMPIMAGE5 ("NO TRESPASSING" sign)
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 translate none of the above, others (e.g. the Russian team) translate some of the more obvious 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 HERE.
- 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, policewomen), 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).
- comguy_hrt_lt# (#=1-4)
- comguy_hrt_md# (#=1-4)
- comguy_hrt_hvy# (#=1-2)
- comguy_dth# (#=2,4-5)
- voiced by Doug Zartman, used exclusively by Comguy ONCCs
- griffin_hrt_lt# (#=1-5,7-12,14-15,18-19)
- pete_hrt_hvy4
- pete_dth# (#=2,3,4)
- voiced by Pete Stacker, used mainly by Griffin.
- kev_hrtlt# (#=1-3,5)
- kev_hrt# (#=1,3-6,10)
- kev_dth# (#=1-6)
- voiced either by Kevin Armstrong or by Kevin Gudahl, used by Black Ops Lite.
- konoko_hrt_lt# (#=1-3)
- konoko_hrt_md# (#=2-3,5-6,9)
- kon2_hrt## (##=03-07,09-15)
- konoko_hrt_dth# (#=3-4)
- kon2_dth## (##=02,04-08)
- konoko_hrt_dthvy1
- konoko_hrt_dthhvy3
- voiced by Amanda Winn Lee, used exclusively by Konoko.
- mick_hrt_md# (#=1-5)
- mick_hrt_dth3
- voiced by Mickey O'Donnell (generic woman voices)
- woman_hrt# (#=1-8)
- 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
- kurtmuro_hrt_md3
- muro_hrt_dth# (#=1,3-4)
- voiced by Kurt Naebig (Muro)
- red_hrt_md# (#=1-7)
- red_atk_md# (#=1-2,6)
- red_hrt_dth# (#=1-3)
- voiced by unidentified woman ("red" designates Furies)
- tank_hrt_lt# (#=1-3)
- red_hrt_md# (#=1-3,5-10)
- red_hrt_dth# (#=2-4)
- voiced by unidentified man (voice actor for Tankers)
- elite_hrt_lt# (#=1-2)
- elite_hrt_md# (#=1-10)
- elite_hrt_dth# (#=1-2)
- muffled grunts by the Elite Striker voice actor
- swatgriffin_hrt_lt# (#=1,3-5,7,11,15-16,18)
- swatpete_hrt_lt4
- swatpete_hrt_md# (#=2-3,7,9)
- swatpete_hrt_hvy# (#=2-5)
- swatpete_dth# (#=2-4)
- muffled grunts, voiced by Pete Stacker (Griffin), used by TCTF SWAT
- blkopswat_hrt_lt# (#=1-2,4-5)
- blkopswat_hrt_md# (#=1-3,5-6)
- blkopswat_atk_md# (#=1,5)
- blkopswat_hrt_dth# (#=2-3)
- even more muffled grunts, unidentified man (Kurt Naebig?), used by Black Ops SWAT
- kurtswat_hrt_lt# (#=3,5)
- kurtswat_hrt_md# (#=1-2,6)
- kurtswat_hrt_dth# (#=1-2)
- Black Ops SWAT grunts by Kurt Naebig (Muro), very similar to the above
- kurtlt_hrt_lt2
- kurtlt_hrt_md# (#=1-4,6)
- kurtlt_hrt_dth# (#=1,4)
- BlackOps Lite grunts by Kurt Naebig (Muro); some are duplicated in muffled form for BlackOps SWAT
- 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 CHAPTER 12 . SINS OF THE FATHER 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)
- 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".
- Fun fact too
- "Ninjabots" are bundled with the full set of Ninja pain sounds, but use only a few of them (the ones that sounds 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".
- 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.
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 BELOW.
Generic interaction (gifts excepted) 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 lady voice. Although not clearly attributable to a human voice actor, 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 the training and trial run.
- (Training per se, but also health, compass, hypos, alarm, civilians, and truck objective)
- c01_01_##* (##=01-11)
- Warehouse intro.
- c01_02_##* (##=01-05)
- Discovery of Chung's body.
- c01_03_##* (##=01-08)
- Warehouse outro.
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
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 (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.
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)
- 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 CD.
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 CD.
- 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 hi-jacking an armored truck to ram some blast doors.
- c14_57_##* (##=01-04)
- Konoko commenting 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 lasertorch 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 policewoman.
- c07_26_06scigoon2
- An unused 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 helps her get across a power line.
- c08_29_##* (##=13-18)
- Konoko chats with a scientist about the ACCs being "repurposed".
- 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 policewoman 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
- Whitecoat 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).
- It participates (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 policewoman 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, or Griffin saying "I knew it was only a matter of time. It's over.", also in CHAPTER 08 . AN INNOCENT LIFE.
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 grouped in SUBTsubtitles, located in level0_Final. There are
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.
- 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.
- c00_01_35shinatama ("First, let's begin with a few basic exercises.")
- c00_01_36shinatama ("We'll use the track for the dash training sequence.")
- c00_01_37shinatama ("That's it! You're dashing perfectly.")
- c00_01_38shinatama ("Dashing is the fastest way to run, but also the loudest.")
- c00_01_39shinatama ("That's not quite it. Watch your training displays.")
- c00_01_40shinatama ("When you're ready, go to the beginning of the perimeter track.")
- c00_01_41shinatama ("Now dash along the wall of the room until you reach the end of the track.")
- c00_01_42shinatama ("Great!")
- c00_01_43shinatama ("Good try, but you strayed from the track a little. The flashing lights will show you the parts you missed.")
- c00_01_44shinatama ("That completes our basic movement exercises.")
- c00_01_45shinatama ("If you want to review your movement techniques, go to the data console you passed during your track run.")
- c00_01_46shinatama ("Nice jumping!")
- c00_01_47shinatama ("In the field, you can often find useful hidden items like this ammunition clip.")
- c00_01_48shinatama ("When you're ready, we can move to the next room.")
- c00_01_49shinatama ("Now we can practice some basic jumping techniques.")
- c00_01_50shinatama ("When you're done practicing, jump up to the next room.")
- c00_01_51shinatama ("Sorry to interrupt you Konoko, but I thought you might like to watch this. Another trainee is accessing one of the combat practice programs in the room below. Jump up on the platform near the window to watch.")
- c00_01_52shinatama ("Oh no! That wasn't supposed to happen! Oh, how horrible! Poor Karen... Uhm... M-maybe we should just move on.")
- c00_01_53shinatama ("Now we can practice some of those moves too! Let's start with sneaking.")
- c00_01_54shinatama ("That was perfect! Now let's try some acrobatics.")
- c00_01_55shinatama ("It's also important to learn how to slide.")
- c00_01_56shinatama ("Some enemies can be knocked down by sliding into their legs.")
- c00_01_57shinatama ("Let's practice by sliding under these moving laser sensors.")
- c00_01_59shinatama ("Escape moves are a good way to avoid attacks when you're fighting. Don't forget to dodge when you're in trouble.")
- c00_01_60shinatama ("You know, the jump-flip is also a great way to hit an opponent on the ground. Jump-flip and land on them if you can.")
- c00_01_61shinatama ("Try to jump-flip over the wall to the next training area.")
- c00_01_62shinatama ("Keep trying. Make sure you're moving toward the wall when you start your jump.")
- c00_01_63shinatama ("Don't worry. There will be plenty of time to practice your jump-flip later on. For now, just jump on the crate, and then jump to the next room.")
- c00_01_64shinatama ("Let's learn the basics of hand-to-hand combat.")
- c00_01_65shinatama ("Try throwing two punches quickly. Start the second punch just before the first finishes.")
- c00_01_66shinatama ("The second punch was different from the first, wasn't it? This is the beginning of a combo attack.")
- c00_01_67shinatama ("Combos link attacks together in a sequence. Some attack moves can only be done at the end of a combo.")
- c00_01_68shinatama ("This combo is tricky. You have to start your next move just before the previous one ends.")
- c00_01_69shinatama ("Try linking other attacks to discover different combo sequences.")
- c00_01_70shinatama ("Now you're ready to train with a sparring partner.")
- c00_01_71shinatama ("Let's proceed to the first combat training room.")
- c00_01_72shinatama ("This training drone will help you learn about blocking attacks.")
- c00_01_73shinatama ("See the border on the floor around the drone? When you step over the line, the drone will activate and start to attack you.")
- c00_01_74shinatama ("Face the drone directly and don't attack it, and you can block its blows.")
- c00_01_75shinatama ("You'll know that you've blocked an attack if a blue flash appears.")
- c00_01_76shinatama ("Be careful Konoko, some attacks are so powerful that theny can stagger you even if you block them. Some super moves are so strong they can't be blocked at all!")
- c00_01_77shinatama ("Approach the training drone and practice your attacks. Don't worry, he won't fight back.")
- c00_01_78shinatama ("Now you're ready to learn about the most dangerous kind of attacks: throws. When you're ready, proceed to the next combat training room.")
- c00_01_79shinatama ("Throws are really easy to do. If you're close enough to an enemy when you attack, you can throw them.")
- c00_01_80shinatama ("Experiment to see how many throws you can do.")
- c00_01_81shinatama ("Don't worry Konoko. There's a lot to remember, but you'll always have your data comlink to help you if you need it.")
- c00_01_82shinatama ("Your comlink stores lots of information about weapons, items and mission objectives. It also has a help feature, and even a diary build right in!")
- c00_01_83shinatama ("When you're ready, proceed to the final combat training room and we'll learn how to fire and reload weapons.")
- c00_01_84shinatama ("See the weapon on the table? It's the standard-issue TCTF autopistol. Pick it up, and let's do some target practice!")
- c00_01_85shinatama ("There are targets on the stands at the far side of the room. Try to shoot them all out.")
- c00_01_86shinatama ("Perfect!")
- c00_01_87shinatama ("Now that you've fired all your ammunition, let's practice reloading the autopistol. Pick up the ammo clips on the table.")
- c00_01_88shinatama ("Let's try firing at some moving targets. Walk over to the table on the right. See the weapon lying there? That's a plasma rifle. Pick it up.")
- c00_01_89shinatama ("I'll activate a training drone to walk up and down the firing range. Fire at it to disable it.")
- c00_01_90shinatama ("Good shooting! Now I'll activate one moving side to side.")
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, fits into the Shinatama farewell scene in CHAPTER 08 . AN INNOCENT LIFE, but with no clear meaning. And yes, those are exclamative "Why!"s.)
- "Striker: Huh?" (08_29_31, fits into the numbering of minor NPC encounters of CHAPTER 08 . AN INNOCENT LIFE, but is too generic for an informed guess; 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 wasn't stated at all 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.)
- "Kerr: (while jumping in front of Konoko to take bullet) Wait! Noooo......" (13_65_40, from the end of the scanner room conversation.)
- Konoko's outro speech (removed from game data, can only be heard in the anime sequence - yet the subtitles are still there).