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Post subject: Re: Spot Translation Requests for Burning Heroes
PostPosted: Wed Nov 02, 2011 3:09 pm 
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About those credits, WB. What should we do? We can do a fixed width 8x16 tilemap hack, try a 16x16 variable width tilemap hack and a 8x16 version of the latter. Both VWF hacks being the hardest of the three but the prettiest. :)

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Post subject: Re: Spot Translation Requests for Burning Heroes
PostPosted: Wed Nov 02, 2011 6:22 pm 
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Bongo` wrote:
About those credits, WB. What should we do? We can do a fixed width 8x16 tilemap hack, try a 16x16 variable width tilemap hack and a 8x16 version of the latter. Both VWF hacks being the hardest of the three but the prettiest. :)

Taskforce?
I'm not particular about the font, but the one we have in the dialogue is nice. I've gotten used to not worrying about that half-character bleed-over situation at the end of each line. When you say tilemap, are you saying we can write the English in a text file, change characters with the keyboard, and insert it like everything else? If so, will be have line limitations per page and a hard byte limit overall? I ran into that situation in Silva Saga-II's intro, and had to cut down in places. Was this done the same way as you're planning on doing the BH credits?


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Post subject: Re: Spot Translation Requests for Burning Heroes
PostPosted: Wed Nov 02, 2011 11:56 pm 
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Wildbill wrote:
Bongo` wrote:
About those credits, WB. What should we do? We can do a fixed width 8x16 tilemap hack, try a 16x16 variable width tilemap hack and a 8x16 version of the latter. Both VWF hacks being the hardest of the three but the prettiest. :)

Taskforce?
I'm not particular about the font, but the one we have in the dialogue is nice. I've gotten used to not worrying about that half-character bleed-over situation at the end of each line. When you say tilemap, are you saying we can write the English in a text file, change characters with the keyboard, and insert it like everything else? If so, will be have line limitations per page and a hard byte limit overall? I ran into that situation in Silva Saga-II's intro, and had to cut down in places. Was this done the same way as you're planning on doing the BH credits?


It can be done with text files. But the tilemap data is best edited by a map editor.
I have the editor made already so that makes it easier. I just want a decent looking 8x16 fixed width font. The reason the VWF routine is harder is because the text has to font within
the font table space given to use by the game.


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Post subject: Re: Spot Translation Requests for Burning Heroes
PostPosted: Thu Nov 03, 2011 1:59 am 
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Bongo` wrote:
Wildbill wrote:
Bongo` wrote:
About those credits, WB. What should we do? We can do a fixed width 8x16 tilemap hack, try a 16x16 variable width tilemap hack and a 8x16 version of the latter. Both VWF hacks being the hardest of the three but the prettiest. :)

Taskforce?
I'm not particular about the font, but the one we have in the dialogue is nice. I've gotten used to not worrying about that half-character bleed-over situation at the end of each line. When you say tilemap, are you saying we can write the English in a text file, change characters with the keyboard, and insert it like everything else? If so, will be have line limitations per page and a hard byte limit overall? I ran into that situation in Silva Saga-II's intro, and had to cut down in places. Was this done the same way as you're planning on doing the BH credits?


It can be done with text files. But the tilemap data is best edited by a map editor.
I have the editor made already so that makes it easier. I just want a decent looking 8x16 fixed width font. The reason the VWF routine is harder is because the text has to font within
the font table space given to use by the game.
Well, I vote for space. Without leaving out any of the Japanese crew, I want to put the English crew at the very end before "The End".

English Version:

Job: name
Job: name
Job: name
Job: name
Job: name
Job: name


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