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blog:x86_raygun_english [2020/06/23 22:45] – [Text Format] johnblog:x86_raygun_english [2020/06/25 09:15] (current) – [Disk 1 - START.MES] john
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 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//, so the formatting is neither as pretty as it could be, nor as compact (less text per line).+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//, so the formatting is neither as pretty as it could be, nor as compact (less text per line). On the plus side, the font is actually quite nice.
  
 Some other points: Some other points:
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    * 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 (4x 30 = 120 chars) and can be scrolled upwards.    * 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't work correctly.+   * Normal dialogue scenes are limited to 3 lines of text (3x 30 = 90 chars max.) and the scroll function doesn't work correctly (it overwrites the on-screen image, if you try to embed a linebreak+linescroll control code).
 ==== 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/control codes to decipher. 
 +
 +Most of the experimentation was done on the [[x86_raygun_english#disk_1_-_startmes|introductory section of the game]], as it is the easiest to see and includes both auto-playing and interactive dialogue scenes.
  
 ---- ----
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 === Linebreak Character === === Linebreak Character ===
  
-So, using the linebreak character '%' (or, more strictly speaking, the S-JIS '%' character) we can embed a normal return into the printed text. One thing the above examples show is that we seem to be limited to maximum of 3 lines of printed text during a normal interactive text dialogue screenIf you try to embed any more than lines, it will actually start overwriting the first line again.+So, using the linebreak character '%' (or, more strictly speaking, the S-JIS '%' character) we can embed a normal return into the printed text. Alternatively using the '|' character we can inject return and then upward scroll of the immediately printed text. Note that the latter won't work particularly well on the interactive scenes, due to the taller image being shown. 
 + 
 +=== 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 shownDuring 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://github.com/megatron-uk/raygun-x68k/blob/master/csv/disk1/START.MES.csv]] - Japanese to English mapping CSV [[https://github.com/megatron-uk/raygun-x68k/blob/master/csv/disk1/START.MES.csv]] - Japanese to English mapping CSV
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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%
  
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  • Last modified: 2020/06/23 22:45
  • by john