One, write a simple java program that finds column a with what is in column b (I can write this if needed, I'm a java programmer by day). There are plenty of extra characters that I've removed to convert to these spreadsheet formats. A couple have grammar issues but the bigger issue is that a lot of the lines sound unnatural (which is just a consequence of translation). Even someone with just good english would be useful on editing the already translated lines. This would also allow people in the future to pick it back up if I fall off the face of the earth - those comments would be visible and anyone can make a copy of the google doc and reshare it. In theory I can manually add any comments to a cell that includes a suggested translation. I've also put in the 17ish lines I've translated for the str0bin, which I'm now pretty sure is the Omake (Lefia and some student are talking about baths under a temple). It's a little harder to put back in and test, but MUCH easier to translate, which is going to be the harder issue. ![]() bin.txt converted to a more easily read script format - line breaks between each new screen, and two line breaks between each speaker change. So I've set up a google doc to make it easier. ![]() The bottleneck on this is going to be translation. It'd be about 230 days of work for a professional translator, and then another 60ish for revising (high end for translation, low end for revision but these are just rough numbers). It's honestly not that surprising Atlus passed up the translation. About 60k words is already translated (about 40% of the main scenarios, but not necessarily by text - the last half have some very large scenarios). The best guess is that 20-30% of the 1.2 MB of scripts is header, but that's still about 700kb of text - about 350K words. The cons are that it's a very long script. The fact everything is spoken also helps in translation. It's also mostly not terribly difficult japanese. The pros are that the script appears well laid out - each speaker is identified on each line. It also seems to be assuming that it's on github. The files are too large to edit + translate all in the same file. The suggested way of doing the script that's in the google drive is probably gonna be really hard to do. That speed isn't TOO bad, but I'm a very busy person and I could probably only guaranteed to do about 45 minutes a week, and that's assuming I don't get any busier (which is unlikely). It took me about 45 minutes to translate 12 lines dialogue lines, and I'm not 100% on 1-2 of them. I rather liked Stella Glow and with the collapse of the studio it's super unlikely this would ever get translated beside by fans. I can understand most lines but I'd be a pretty slow translator. _.I thought about contributing some but I'm both very busy with a full time job and not quite good enough at Japanese - somewhere in the N3 range. If one of you on the team is extra daring and knows what they're doing you could also write a dialogue editor.but that's not really something to be taken lightly. Some games might have goofy methods of displaying text/pointers, or the way pointers are edited/text is modified may differ from game to game and publisher to publisher. It sounds scary advanced but it's.pretty easy once you get the hang of it.though, it depends from game to game. You could change the speaking characters maybe if the dialogue container file is simplistic enough.but that'd go against what you want.īasically, pointer hacking is good if it's just adding like 5 extra characters in a line.and if you put in too much text, the text box will overflow and it'll look goofy with the text going off to the side. If character A has two "boxes" of dialogue and then character B says something, character A has a box limit of only those two boxes. ![]() The downside is that you'll still have the "text box" limit.think of this as how many times the character says something in field dialogue before another character starts speaking. Worst case scenario you could see if there's extra space at the end of the file, write in any overflowing text and modify the pointers to "point" there.though pointers only point to one place at a time.
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