Differences
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Both sides previous revision Previous revision Next revision | Previous revision | ||
blog:x86_raygun_english [2020/06/23 22:44] – [Text Format] 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: | Some other points: | ||
* Most screens restrict you to a maximum of 30 characters in width. | * Most screens restrict you to a maximum of 30 characters in width. | ||
- | * Auto-playing screens during the introduction can show 4 lines of text and can be scrolled upwards. | + | * Auto-playing screens during the introduction can show 4 lines of text (4x 30 = 120 chars) |
- | * Normal dialogue scenes are limited to 3 lines of text and the scroll function doesn' | + | * 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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=== Linebreak Character === | === Linebreak Character === | ||
- | So, using the linebreak character ' | + | So, using the linebreak character ' |
+ | |||
+ | === Available Line Width === | ||
+ | |||
+ | The width of all text during | ||
+ | |||
+ | * 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 | ||
+ | * 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% | ||