OBD:Localization

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

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

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:

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:

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).

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_###shinatama (###=104)
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_###shinatama (###=105)
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.

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

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).
SNDDc08_29_20konoko.aif
(Konoko saying "Are you all right?")
Originally from a conversation with an engineer in CHAPTER 07 . A FRIEND IN NEED, is is also used for a policewoman in CHAPTER 06 . COUNTERATTACK.


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.

Orphan subtitles

Some subtitles appear to be left over from early development and do not correspond to any known voice lines. Here are two 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.)
  • "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 a 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, fit into the conversation with Kerr in the scanner room, but has been removed as unnecessary.)