Translation workbench
Edit a Legend of Legaia language pack against your own disc, and see how much room every line has while you type. Everything runs in this tab as WebAssembly - the disc never leaves your machine and nothing is uploaded. To patch a disc with the finished pack, use the ROM patcher.
The English beside each line is read from the disc you load here. It is shown to you, saved only in this browser, and written only into the working pack you download.
The shareable pack drops every English line and every context note, so it can be posted. More: working pack and shareable pack.
Start from a published pack, from a .yaml of your own (a working or a shareable pack), or from nothing. Whatever you load is laid onto your disc's own export, so every line shows its English and its room.
Lines whose keys your disc does not carry are counted and dropped.
The USA disc's font draws plain letters only, so every accented letter needs a decision. Report them marks each one until you fix it. Fold to plain letters writes Epee for Épée when the pack is applied. Draw them adds accented letters to the game font when the pack is applied, built from your disc's own letters, so Épée shows as typed.
The choice is saved in the pack (its accents: line), so the ROM patcher and the command-line tool apply it the same way. Letters with no glyph even in the accent font (Polish ł, for one) always fold; Cyrillic, Greek and CJK cannot be drawn at all. Details: accents and special characters.
The buttons and icons the game draws inside text, as your disc draws them. Click one to insert its token where your cursor is; the previews show the icon in place.
A pack writes a symbol as {ce:NN}, the form the export uses. You may also type its name instead, such as {btn:x} or {icon:fire} (hover a symbol to see its name): it imports as the same bytes. Full list: buttons and icons.
Space
?Where the room is, measured on your disc by the same code the patch runs. Click a row to list its lines in the editor.
Names share free bytes per table region; menu labels have fixed slots; each scene's dialog must compress back into the space it had. Reference: space and budgets.
Coverage
Room per category
?How much a longer translation can take beyond each string's own slot, in bytes. "Free" is what the patch frees by packing the English tighter; "spare" is room reserved for translation that no mod ever writes (the menu overlay's spare bytes). With a checked pack, "left" is what your pack leaves.
Hover a row for where the strings live and what else uses the same room. Reference: space and budgets.
Name tables English your pack free
Monster names
Menu and system labels
Scenes, fullest first
?Each scene's dialog is stored compressed, and on the USA disc it has no spare room: the translated scene must compress to no more than the English did. The meter is the compressed size against that space.
A scene that does not fit gets some of its longest lines put back in English ("rolled back"). Shorten lines in that scene, or tick "Give translated dialog more room". The meter updates a moment after you edit one of its lines.
Editor
?Each row shows the English, your translation, its size in bytes against its room, and the line drawn in the game's own font with the width it has on screen. Dialog lines are grouped into the boxes the game shows (up to three rows per box).
Markup such as {c2:79} (an item name) and | (a line break) is explained in the markup reference. Your edits save in this browser as you type.
{c2:79} (an item name) and | (a line break) is explained in the markup reference. Your edits save in this browser as you type.