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Translation problems

 
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quaternio
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 PostPosted: Mon Feb 07, 2011 10:46 am    Post subject: Translation problems Reply with quote Back to top

I want to translate Goldeneye again, but there are some problems I have:

    I have inserted the text file in the ROM in the level "Archives", but in the first dialogue the game crashes. I followed the steps of the text tutorial in GoldenEye Vault.

    And the second problem: How can I insert language-specific characters in the game? But that isn't a big problem, because in German all special characters can be replaced by usual characters.


Maybe there's somewhere a tutorial to translate the whole game.

Thank you for helping; I'm really new here and I don't know many things.

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HackBond
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 PostPosted: Mon Feb 07, 2011 3:15 pm    Post subject: Reply with quote Back to top

Hmm, Im sure there is already a German translation of Goldeneye by Ank.

Also, I'm sure there was a topic somewhere that tells you.
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quaternio
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 PostPosted: Tue Feb 08, 2011 6:27 am    Post subject: Reply with quote Back to top

OK, but in http://www.goldeneyevault.com/files.php?mode=9 there's no German translation. But if a German translation already exists, I'll do a Latin one. Very Happy

I didn't find a topic that tells me how to do a translation, but perhaps I hadn't looked after it carefully enough.
 
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TH126
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 PostPosted: Tue Feb 08, 2011 1:56 pm    Post subject: Reply with quote Back to top

haha latin. I would actually play that, I take latin in school so I will probably have some lawl moments.
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acceptable67
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 PostPosted: Tue Feb 08, 2011 2:00 pm    Post subject: Reply with quote Back to top

I studied some German online.. The Special Characters.. if done on an American Keyboard can be achieved through the number pads.
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quaternio
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 PostPosted: Wed Feb 09, 2011 5:39 am    Post subject: Reply with quote Back to top

Quote:
I studied some German online.. The Special Characters.. if done on an American Keyboard can be achieved through the number pads.


But I can't insert them in GoldenEye Setup Text Editor. I think there have graphics to be changed...

Quote:
haha latin. I would actually play that, I take latin in school so I will probably have some lawl moments.


OK, then I'll start a Latin translation soon Wink



But why does my translated Archives level crash? Am I using a bad ROM or have I done mistakes?
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 PostPosted: Wed Feb 09, 2011 10:50 am    Post subject: Reply with quote Back to top

Without a sample file I'd be guessing, but there are a few things that will cause crashes.
1) Filesize. There's allocation sizes for text files assigned to stage IDs. If your file is too large, I think the default behaviour is to simply not load the file (or crash, can't remember which). So, in that case, the stage will run fine until you use a stage text ID.
2) Bad formatting. That's not likely if you're using the editor, but you can freak the editor out sometimes and confuse it into thinking you wrote fewer lines than you did. In that case, all the text IDs up to a point will work.
3) String length. For instance, writing a briefing that can't fit on the page. Not sure on the default behaviour for that, since I hacked it a long time ago.
4) Bad ID reference in stage setups, but since you aren't tinkering with those, you're okay.

For the most part, translation is just changing the text files the editor manages. Everything else, such as word order for pickups, is ASM and the editor can't manage it. That said, it's documented pretty well.
For latin you may want to force the game into japanese mode, since they also put their verbs at the end of sentences. I'd help, but I'm only familiar with the vulgate ;*)
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quaternio
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 PostPosted: Thu Feb 10, 2011 7:41 am    Post subject: Reply with quote Back to top

Quote:
1) Filesize. There's allocation sizes for text files assigned to stage IDs. If your file is too large, I think the default behaviour is to simply not load the file (or crash, can't remember which). So, in that case, the stage will run fine until you use a stage text ID.


If my text file LarchE was too big, I couldn't convert it into the ROM, I think.

Quote:
2) Bad formatting. That's not likely if you're using the editor, but you can freak the editor out sometimes and confuse it into thinking you wrote fewer lines than you did. In that case, all the text IDs up to a point will work.


Yes, it works until the guard says something. The first 4 lines are working perfectly, but then it crashes.

Quote:
3) String length. For instance, writing a briefing that can't fit on the page. Not sure on the default behaviour for that, since I hacked it a long time ago.


My briefing and the other things before starting are working fine. Could it be that I've put too much text in the text line?

Quote:

For latin you may want to force the game into japanese mode, since they also put their verbs at the end of sentences. I'd help, but I'm only familiar with the vulgate ;*)


Hmmm... I think I'll take the English version. English uses the Latin characters, so there will be no problem. Smile
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Pictures: http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=47776#47776

Own translation: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5227
 
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zoinkity
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 PostPosted: Thu Feb 10, 2011 9:29 am    Post subject: Reply with quote Back to top

Quote:
If my text file LarchE was too big, I couldn't convert it into the ROM, I think.

Actually it can and likely would convert fine. The issue is with runtime decompression and allocation. If you're getting some text then that likely isn't an issue, unless of course the lines you're missing are the numerically later values. You can always view the loaded text in-game to confirm via ram editor.

To determine if it is a matter of the line or the file, change that one line giving you issues to be blank or a simple "Blah". If it appears you simply wrote too much. If it doesn't, then the filesize is evil.

One option is to use the text economizer on the binary file and import it directly into the ROM. It reduces total filesize by removing trailing NULLs and merging redundancy.

Quote:
Hmmm... I think I'll take the English version. English uses the Latin characters, so there will be no problem. Smile

English can be written within the japanese scope. The only actual differences are with certain phrase generation routines.
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quaternio
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 PostPosted: Fri Feb 11, 2011 10:42 am    Post subject: Reply with quote Back to top

Quote:

To determine if it is a matter of the line or the file, change that one line giving you issues to be blank or a simple "Blah". If it appears you simply wrote too much. If it doesn't, then the filesize is evil.


Yes, I can play the level. Now it works; the text was simply too long. Smile

Quote:
English can be written within the japanese scope. The only actual differences are with certain phrase generation routines.


OK, maybe that's a good idea. I'll test it soon.

But now I have another problem: When I got the safe key from Mishkin and want to open the save the game crashes. But if I had killed Mishkin before it doesn't crash Shocked. What could be the problem?

And thank you all, you've helped me a lot Smile
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Pictures: http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=47776#47776

Own translation: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5227
 
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