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blog:x86_raygun_english [2020/06/23 20:23] – [Disk 1 - START.MES] john | blog:x86_raygun_english [2020/06/25 09:15] (current) – [Disk 1 - START.MES] john | ||
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* Some text dialogue autoplays; you don't need to do anything to progress | * Some text dialogue autoplays; you don't need to do anything to progress | ||
* A mouse click will progress from one message to the next where input is expected | * A mouse click will progress from one message to the next where input is expected | ||
- | ==== Text Format ==== | + | ==== Text Format |
Unless otherwise noted, all text is in Shift-JIS format and represented by two bytes within the game files. | Unless otherwise noted, all text is in Shift-JIS format and represented by two bytes within the game files. | ||
- | The text output routine includes a complete upper and lower-case western alphabet and a mostly complete set of punctuation characters, however, all of the fonts are double-width, | + | The text output routine includes a complete upper and lower-case western alphabet and a mostly complete set of punctuation characters, however, |
+ | |||
+ | Some other points: | ||
+ | |||
+ | * Most screens restrict you to a maximum of 30 characters in width. | ||
+ | * Auto-playing screens during the introduction can show 4 lines of text (4x 30 = 120 chars) and can be scrolled upwards. | ||
+ | * Normal dialogue scenes are limited to 3 lines of text (3x 30 = 90 chars max.) and the scroll function doesn' | ||
==== Translation Caveats ==== | ==== Translation Caveats ==== | ||
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At present, we are working on (1) and (2), though where it is obvious, I am making small edits to (3) as I go (fixing glaring translation typos, for example). | At present, we are working on (1) and (2), though where it is obvious, I am making small edits to (3) as I go (fixing glaring translation typos, for example). | ||
+ | |||
+ | Of course, amongst all that there are decisions to be made about typos in the script, layout considerations (English is not as compact a language as the various Japanese characters) and formatting/ | ||
+ | |||
+ | Most of the experimentation was done on the [[x86_raygun_english# | ||
---- | ---- | ||
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All the text in this file relates to that animated intro. | All the text in this file relates to that animated intro. | ||
+ | |||
+ | === Hacking!!! === | ||
+ | |||
+ | Quite sensibly, being pretty much the first source of text you encounter in the game, most of the hacking and experimentation was done on the `START.MES` file. So there' | ||
The maximum text display width during the opening sequence is 30 characters. If you attempt to display a string longer than that length you end up with text cut off from the line it should be displayed on, and instead left *floating* at the bottom edge of the screen (see below for example). | The maximum text display width during the opening sequence is 30 characters. If you attempt to display a string longer than that length you end up with text cut off from the line it should be displayed on, and instead left *floating* at the bottom edge of the screen (see below for example). | ||
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{{: | {{: | ||
+ | |||
+ | === Overwriting Images === | ||
But, for some reason whilst displaying, they scroll upwards and overwrite the contents of the current image (see below), this continues until the screen changes. This needs some investigation... | But, for some reason whilst displaying, they scroll upwards and overwrite the contents of the current image (see below), this continues until the screen changes. This needs some investigation... | ||
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| 0xC1 | //We substitute **|** for 0xC1 in the script// | < | | 0xC1 | //We substitute **|** for 0xC1 in the script// | < | ||
| 0x81 0x93 | < | | 0x81 0x93 | < | ||
+ | |||
+ | === Linebreak Character === | ||
+ | |||
+ | So, using the linebreak character ' | ||
+ | |||
+ | === Available Line Width === | ||
+ | |||
+ | The width of all text during the introduction sequence (auto-playing and interactive scenes) is **30** characters. Anything over that length will cause: | ||
+ | |||
+ | * Truncation and graphical errors (auto-playing segments) | ||
+ | * Auto-wrapping of the text to the next line (interactive scenes) | ||
+ | |||
+ | === Available Row Size === | ||
+ | |||
+ | During the auto-playing introductory sequence up to **4** rows of text can be shown. During interactive sequences the number is reduced to **3** rows maximum. The on-screen image shown during the latter sections is larger, hence there is less available room for text - even so, it does appear that there is room for more, but attempting to do so will cause: | ||
+ | |||
+ | * The 4th and greater lines of text to wrap back to the 1st line, overwriting it | ||
[[https:// | [[https:// | ||
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* Japanese text extraction: 100% | * Japanese text extraction: 100% | ||
* Literal English text: 100% | * Literal English text: 100% | ||
- | * Rewritten English text: 5% | + | * Rewritten English text: 100% |
* Reinsertion progress: 75% | * Reinsertion progress: 75% | ||