JacenPrime
FESSer
Nergal, the thousand year old mastermind of evil (Sprite by Iggy)
Posts: 237
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Post by JacenPrime on Apr 16, 2004 15:37:18 GMT -5
so how much percent of the game is now translated?
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Starwolf
FESSer
Noooo ... I'm oxidising
Posts: 685
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Post by Starwolf on Apr 16, 2004 17:36:46 GMT -5
Why do people have to have to know an exact percentage. Once its 100% theres still script revisions to be done. I noticed something: Is this, or rather will this be translated? Seems pretty pointless as only the most pendantic person would look for it. Otherwise continue, things are looking really good now.
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JacenPrime
FESSer
Nergal, the thousand year old mastermind of evil (Sprite by Iggy)
Posts: 237
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Post by JacenPrime on Apr 16, 2004 17:44:58 GMT -5
Hey, it's not that, I'm just curious...cause as I once stated, I want to be able to read the boss convos and death talks (all of them) and the main script (which I am able to do with my current 80 patch)
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Post by DarkTwilkitri on Apr 16, 2004 21:59:28 GMT -5
I didn't even know that that screen was there...
Just to clarify something here. Basically all that I'm doing, is getting the inserter and dumper (my dumper, not Jay's) able to insert & dump all the text in the game. If I were to actually translate the dialogue... well, saying that it wouldn't be very accurate would be an understatement. You'll have to wait for one of the people who knows Japanese well to translate the script files when they get dumped, and then they can pass them off to me or Eaichu (or anyone else who has/gets the files) to get them inserted.
My main aim with Reparation is to fix the errors. I'm doing things like the status screen et al because I can do stuff like that, but I can't do dialogue.
A thought struck me yesterday. I was planning on doing the 2A variant by putting the sections which had 2As which couldn't be resolved yet 'on hold', and going back to them after the sections they pointed at had been done... but... there is nothing that says that IPS files can't write to the same place twice. I can just write out a dummy address to the control and keep the address of the control in an array, and when the block it points to is written, I can get the IPS to write the real address over the dummy address.
...I have a feeling that this is what Jay meant all along...
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Post by DarkTwilkitri on Apr 19, 2004 4:19:30 GMT -5
Boo. No new patch today, though. Not much to report, really... I got my dumper dumping 2A scripts properly, then I thought I'd do ^that^ because I assumed it would be quick for a break. It stopped class changing from working. I've spent most of my time since then trying to figure out what was wrong. Hah. It was merging the names of the 'Soldiers' etc (which I got rid of, since they're not in the game, to free up room), with a different thing in a different script file which also had no text. The problem was that the dynamic classes were stored in Constant Bank, whereas the other thing, which despite just being an exit command was somehow integral to class changing, was a standard pointer, so it was putting constant bank pointers where the game expected standard pointers. I've temporarily fixed it by renaming the dynamic class script file so that it gets parsed/inserted last, and I don't let Constant Bank pointers get checked for merging. I need to add in a directive to stop them even being added to the merge arrays, but I haven't done that yet. I dumped out the rest of the dynamic stuff, but I haven't inserted it yet (that's weapons (where exactly in the game does it use dynamic weapon names? I don't know) and character names. The castle names in the boxes during cutscenes are something different, and run on standard pointers, so they can be done whenever). I also found another variant. Bah. ASM2 it is called. It works exactly the same as ASM except the game is storing the address out of the direct page, so the commands are longer, and thus the pointer is more stretched out. All I have to do is copy the old stuff and change some numbers, really. Anyways, this was for the menu at the bottom of the screen in the castle. I think I might be able to knock something together by hand which bypasses having to make new directives, though, because all the options are constant length (it fills the rest of the room up with spaces). I've been thinking about just making some sort of 'ptrform' directive which specifies the shape of a pointer via arguments instead of having a seperate directive for each type? But I don't think I'll go through with that. The data screen has decided to be stupid. This is what I was talking about in my LJ the other day, in case anyone's interested. I'm going to have a look at it, but not at the moment. [edit] Ah, while I'm at it: If anyone thinks that they can squeeze the chapter names down as small as possible, please give it a shot. You have 72 letters in total, and the maximum length for each chapter is 9. Have fun!
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Post by Eaichu on Apr 19, 2004 18:09:55 GMT -5
Nine bloody characters each Chapter name... Sounds like a problem. But I'll offer my assistance, regardless. If this doesn't include spaces, you'll note that some of these names are ten letters long, but take nine spaces.
Prologue - no idea Chapter 1 - SpiritGirl(The Girl in the Forest of Spirits) Chapter 2 - Chapter 3 - Eltoshan(Eltoshan, The Lion King) Chapter 4 - CloudDance(Dancing in the Clouds) Chapter 5 - Destiny(Door of Destiny) Chapter 6 - Light(Light Sparkles Onward) Chapter 7 - YiedDesert(Passing Through The Desert) Chapter 8 - Thracia(Dragon Knights of Thracia) Chapter 9 - Whose Sake Chapter 10 - no idea Chapter 11 - Holy War(The Final Holy Battle)
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Iris
FESSer
President of SueKilling Society
That's PRINCESS Iris to you, bitch. <3
Posts: 1,380
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Post by Iris on Apr 19, 2004 18:55:05 GMT -5
Chapter two is "Disturbance in Agustria." I suppose you could just cut that down to "Agustria."
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Vivi
FESSer
I love Celice
Posts: 31
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Post by Vivi on Apr 19, 2004 19:04:49 GMT -5
Prologue: HolyBirth or Awaken (Birth of the Holy Knight or Awakening of the Holy) Chpt 1: Like Eichu's or SpiritWood Chpt 10: LghtNDark (Light and Dark)
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Post by DarkTwilkitri on Apr 19, 2004 23:49:08 GMT -5
Good news - Not only did I forget that the English font isn't fixed-width like the Japanese one (and can thus fit more letters on a line), I forgot to count the font-changing controls which aren't needed in English, so there's actually 90+ letters able to be used in total, not 72. I've put what I believe are fair names down - people will be able to critique them later.
...regarding the font controls, though... I have a suspicious feeling that I'm going to need to add the original 09 in... since the data screen is even wierder than before and I think that might be causing it... but the font controls inside the text won't need to be altered.
Done a fair amount of stuff, but I'm not on my computer at the moment so I have no pictures on me. If I put the latest version of everything up tonight I'll put some up then.
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Post by DarkTwilkitri on Apr 20, 2004 6:00:50 GMT -5
[edit]Yeah, I was just thinking - might help if I link the file. darktwilkitri.thegreatbeyond.net/fehack/j2e/fe4.ips[/edit] First, the current 'new' errors... Save has decided to disappear from the menu. If I change its name (I tried 'Savee' and 'Saveee'...) it reappears, but that's not likely to happen. So, you'll have to stick with savestates. Like you weren't anyway The terrain script decided that it didn't have enough room despite having had enough room for along time and nothing impinging on it. I renamed it and it started working. No idea what happened there. In any case, it's working so I guess it's not really an error (I'd put it down to a merging error like what had happened before, but as far as I can tell nothing happened which would have caused that). Now, the new stuff. *gasp* Dynamic names are working! ...provided you don't mind weird spacing. That has to be corrected in the script files. I could turn the after-spaces back on, but then you'd move all the punctuation away. You can actually sort-of use the fortune teller now. More English and clean-ness for the data screen. I disabled the objective script for the moment because it was causing problems. No, I don't know why Charisma is there either. It's a real game of us versus them, now. (Technically, 'Enemy' would fit. But I couldn't think of anything better than 'Us' ('Good' just sounds stupid, really), and 'Them' matches up with that nicely, in my opinion ). There are some other fairly noticable and fairly unnoticable things, but you'll have to look for them yourselves. I did fix the worst bug in the game - Kult's portrait being overlayed over Azmur's in the opening. Unfortunately I put the cut-off for Azmur's portrait on the wrong side of the [k], so now it's barely up for any time before it disappears. Have to do something about that. I discovered why the status effects start from 04 in the weapon/etc data - there are three unused effects. hiragana ChiRiXyoU which means, as far as JQT can tell, 'recieving medical attention'. ? katakana ARuBaITo. No idea what that could mean. hiragana HoRiXyo which means 'prisoner of war'. ...the first and third could be for Cuan/Ethrin/Fin and Diadora/Julia - but since you can't see their stats while they're in those conditions, I don't see why they'd be there... and I have no idea as to the second one (as I already said). I haven't put the updated scripts et al up yet. I'm going to wait until I refind Ext2FS (or whatever it was called) so that I can grab them all in one go.
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Iris
FESSer
President of SueKilling Society
That's PRINCESS Iris to you, bitch. <3
Posts: 1,380
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Post by Iris on Apr 20, 2004 10:26:17 GMT -5
You, sir, rock. *salutes*
As for that last bit...
In modern usage, arubaito (in katakana) is a part-time job. Damned if I know what it's doing there, though.
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TheEnd
FESSer
Seisen no Keifu all the way~
Posts: 1,587
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Post by TheEnd on Apr 20, 2004 10:32:10 GMT -5
First, the current 'new' errors... Save has decided to disappear from the menu. If I change its name (I tried 'Savee' and 'Saveee'...) it reappears, but that's not likely to happen. So, you'll have to stick with savestates. Like you weren't anyway We don't care, as long as we can get the Defenser Sword. You know, the default strategy to overcome that glitch is saving/loading ingame. Maybe you could rename it to "Record", then.
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leaf
FESSer
Posts: 8
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Post by leaf on Apr 20, 2004 22:36:22 GMT -5
Keep up the good work. This is awesome. Now I think I'll play theough the game again.
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Post by DarkTwilkitri on Apr 21, 2004 2:53:14 GMT -5
Good point, TE... I completely forgot about that. I think I've figured out how it's occuring, in any case (but not why...). For some reason, if the address of the text of the option is less than Ah80Al, it doesn't want to work. I'm not entirely sure how I'm going to get them to stay above Am=80... I think I'll probably just allocate them a private section of the RAT which is above that and force them to use that. I think I figured out why the objectives muck the data screen up, too... So it seems I've got a fair bit to fix. [edit] Got the objectives working, and did a bit more on the data screen (only the leader window to go, now). Got the entire menu working, but whether it's just a fluke or whether it's going to keep working is the question... Fixed, at least as far as I know, all of the opening narrations (added in the missing text, etc). I haven't checked them all yet, though. I slowed them down to 2 lines of text before a pause, too, instead of three, so text shouldn't run off before anyone's had a chance to read it yet (Not even sure if it's possible for anyone to read that slowly, anyway, unless they weren't english speakers...). May still be some incidences of that around places where one script ends and another begins, though. Ah, and I fixed the stupid thing I had where it began the chapter numbers from 0. I didn't even notice until I started looking at the opening narrations. Haven't looked at the problem with Claude at the start of Chapter 4. Must do that sometime. Mayhaps it's even fixed itself in the meantime... I doubt it, though. Same link as always, but here it is again. darktwilkitri.thegreatbeyond.net/fehack/j2e/fe4.ips
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Post by ReaperRaptos on Apr 21, 2004 17:51:44 GMT -5
Eh, for some reason, there's no save function availible at the start of each turn.
Granted, the auto-save takes care of this, but...
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