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War Destroyer

An even more English Translation patch! (PS2 Itadaki Street)

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This was announced here, but thanks for making sure we knew!

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I posted in Erdrick's old thread the other day, but I forgot all about this thread. Let's just say I got some great guys from the RHDN Community who's going to help give this game the polish it deserves.

I posted this the other day.

IFbjfVG.png

 

And this awesome fellow has made even more progress since then.

 

hOxL1DW.png

 

So yeah, get excite guys

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How'd you resize the font?

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2 hours ago, Erdrick The Hero said:

How'd you resize the font?

I made the new font (it's Alps, the same font used in Fortune Street Wii). The guy who's helping me used the space taken up by dummied out test map data to write a whole new text writing routine that's variable width.

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Well, I might as well drop my own translation now. It's been sitting in limbo since I got kicked out of my parents' house anyway.

Well, I might as well drop my own translation now. It's been sitting in limbo since I got kicked out of my parents' house anyway.

 

@choppasmith if you want, you can use my logo and any other assets I've got. PM me and I can send it all to you. I only ask for a line in the credits if you do.

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On 6/27/2018 at 11:49 AM, Erdrick The Hero said:

@choppasmith if you want, you can use my logo and any other assets I've got. PM me and I can send it all to you. I only ask for a line in the credits if you do.

I know this is a later reply, I meant to con tact you when I'm further along, but I DO think your logo is AMAZING and would be happy to use it with credit to you.

 

So GOOD NEWS

 

Figured out how those blasted Casino textures worked, so Chocobo Race, Slots, and Treasure Hunt have some nice custom English textures now

 

juwMkJC.png

EevQIvn.png

UQncGl8.png

 

Also, we've got long player names

 

i7RbVwQ.png

 

And when you look at that last image yo can see the bad news coming.

 

The new font looks great in some places, but Gemini's code really borks centering and number displays like this

 

QfzMH20.png

vIre0bJ.png

 

And a lot of centering just looks awful

pIs1GOf.png

 

And Gemini, the guy helping me became fed-up and lost interest. So i'm kind of on my own now. I've been discouraged and just wonder if it's still worth continuing.

 

In fairness I was able to do some "sloppy" fixes that make it not look quite so bad, but with the messed up centering still doesn't look right.

 

1NZgIrz.png 

kl2L3Ch.png

 

-The font still looks GREAT for text windows, and if I can find a translator/s to tackle the character dialog, it should look nice.

-Of course fitting in LONG names are nice. We've now got a 10 letter limit for names and a 15 letter limit for Spheres. Previously it was 5 and 8 respectively.

-Maybe pressing forward might help get the hack attention and maybe some programming help?

 

So I wanted to ask you guys, are the upsides worth the downsides or should I just stick what I have out now?

Edited by Choppasmith

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That's cool! Good work so far. 

I'll send my logo along to you when I get back home. I'm out of state for another week and a half.

Have you considered swapping X and O? I already have a patch for the controller, though I haven't replaced the button icons yet. If you're interested, I can send the controller patch to you as well.

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What are you using for the "selected character" Sprite? (Kanji that says something along the lines of "Taken" inside a circle, that shows up over already-selected characters in multiplayer)

I have a custom token graphic with a star in the center that uses the same palette if you need a replacement. Thought I'd offer since it seems like something easily looked over.

 

Perhaps instead of abbreviating words where they don't fit (like Stk$), you could cram the word (in this example, "Shares") into 2 or 3 Japanese characters on the font texture, and replace the English string in the executable with the matching Japanese characters for the word(s) you want on screen. This wouldn't look very good plopped into a standard text box, but with small strings appearing in specific places/windows on the screen it should look fine.

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On 9/20/2018 at 8:23 PM, Erdrick The Hero said:

What are you using for the "selected character" Sprite? (Kanji that says something along the lines of "Taken" inside a circle, that shows up over already-selected characters in multiplayer)

I have a custom token graphic with a star in the center that uses the same palette if you need a replacement. Thought I'd offer since it seems like something easily looked over.

 

Perhaps instead of abbreviating words where they don't fit (like Stk$), you could cram the word (in this example, "Shares") into 2 or 3 Japanese characters on the font texture, and replace the English string in the executable with the matching Japanese characters for the word(s) you want on screen. This wouldn't look very good plopped into a standard text box, but with small strings appearing in specific places/windows on the screen it should look fine.

I made a my own little TAKEN token. Thanks though. I can be incredibly thorough when need be. ;)

 

VDr9NFj.png

Edited by Choppasmith

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2 hours ago, Choppasmith said:

I made a my own little TAKEN token. Thanks though. I can be incredibly thorough when need be. ;)

 

VDr9NFj.png

The picture isn't loading, dunno if that's on my end or not (poor service here).

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I find clicking on it works. Probably because it's a transparent image.

On 9/20/2018 at 8:23 PM, Erdrick The Hero said:

Perhaps instead of abbreviating words where they don't fit (like Stk$), you could cram the word (in this example, "Shares") into 2 or 3 Japanese characters on the font texture, and replace the English string in the executable with the matching Japanese characters for the word(s) you want on screen. This wouldn't look very good plopped into a standard text box, but with small strings appearing in specific places/windows on the screen it should look fine.

Well I'd say that would've been an option before when I was stuck with the old font, but I should be able to do it now with the new font. I just figured with the new font:

 

+More room for everything including names and character dialog

-At the expense of borked centering and number displays

 

might still be worth pursuing. Plus if I release it, there's a better chance someone who might know HOW to fix could come along.

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Dunno if you're interested, but I just happened across the font use in Dragon Quest XI, and I think Dragon Quest VIII as well: Garrick (Bold) https://fontzone.net/download/garrick-bold

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1 hour ago, Erdrick The Hero said:

Dunno if you're interested, but I just happened across the font use in Dragon Quest XI, and I think Dragon Quest VIII as well: Garrick (Bold) https://fontzone.net/download/garrick-bold

Oooh that's neat! I was going with Alps, the Fortune Street Wii font, but I might give this a try.

 

Speaking of fonts though. I think I'm going to give up on Gemini's font code. I discovered yet another nasty glitch in that all the dialog face animations are broken now (all dialog features characters using their default talking animation and it no longer hides the face codes as the game sees it as text now)

 

I think I'm going to go with the "fake VWF" approach like Morto did with his PSP translation (overwriting the Japanese font with every combination of two letters from Aa to zz. I'm petty meticulous with detail, so I'm hoping I can make it look less messy than his.

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I already have a font layout for Fortune Street Special that doubles English letters up on katakana and hiragana. It's not every single possible combination, but I thought long and carefully over what to include and I think I have all the necessary double-letters. I'd want to replace the font with Garrick at this point, but the layout itself should work great.

Edited by Erdrick The Hero

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Ooh, I just thought of something:

In DQ8 3DS, only capital letters appear bold in menus, and lowercase uses a pixel font. You might get away with using full-size capitals and cramming only the lowercase letters into doubles, it would produce a similar effect.

(Of course DQ8 uses the full size font for dialogue but we probably won't have room for that.)

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3 minutes ago, Erdrick The Hero said:

Ooh, I just thought of something:

In DQ8 3DS, only capital letters appear bold in menus, and lowercase uses a pixel font. You might get away with using full-size capitals and cramming only the lowercase letters into doubles, it would produce a similar effect.

(Of course DQ8 uses the full size font for dialogue but we probably won't have room for that.)

The nice thing about using double letters including mixed cases is that long character names like Dragonlord would be a cinch.

 

Dr ag on lo rd (fits the 5 character limit)

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You've already got extended names, right? Would it be possible to keep the input screen for that, but automatically convert 2 letter inputs to a single japanese character (that displays the 2 letters chosen)?

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Okay so, apparently there was a misunderstanding between me and Gemini. He had reprogrammed the way “face codes” worked which is why they aren’t working. Our exchange went like this

 

”Why do you want to remove the VWF?”

”Face codes are broken, there should be a line between a few negligible flaws and serious noticeable drawbacks.”

”I reprogrammed the way face codes work because the formatting would be messed up with the new font. The inserter converts it automatically.”

”In my defense you never told me how to use the inserter, and when I asked you said you forgot.”

 

Womp whomp.

 

So yeah, don;t have to scrap it and start anew after all. Now if I could just find some interested translators.

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I'm no translator but I can run Google translate and write a new script from there. That's what I was doing with my version of the patch, and that's what we did for DQX (we did have a couple people on board for DQX who were fluent, but the bulk of the work was done between Tim and myself, neither of whom are fluent in Japanese). I'd be willing to dedicate a little time to this, at least in the short term. I already have a partial script, but I have yet to touch any actual dialogue. Just menus/gameplay messages. There's still about 20x what I've done left to do though (my job got in the way for a while, but at least for now I have some time).

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5 hours ago, Erdrick The Hero said:

I'm no translator but I can run Google translate and write a new script from there. That's what I was doing with my version of the patch, and that's what we did for DQX (we did have a couple people on board for DQX who were fluent, but the bulk of the work was done between Tim and myself, neither of whom are fluent in Japanese). I'd be willing to dedicate a little time to this, at least in the short term. I already have a partial script, but I have yet to touch any actual dialogue. Just menus/gameplay messages. There's still about 20x what I've done left to do though (my job got in the way for a while, but at least for now I have some time).

Do you have any stage descriptions/profiles done? Because I could really use those.

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7 hours ago, Choppasmith said:

Do you have any stage descriptions/profiles done? Because I could really use those.

No, but I think I've found the Japanese script for these, I could localize them for you.

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