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Post subject: Odysselya 2: Grid text
PostPosted: Mon Jul 02, 2018 11:07 pm 
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Hello, folks. I am working on this menu pictured in this post. I think I have it translated, but I am not sure.
Any help is appreciated, thanks. :)

// Top
All Out (Attack??)

// Left
Agility

// Right
Recover(y) Spells

// Bottom
Attack Spells


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Post subject: Re: Odysselya 2: Grid text
PostPosted: Mon Jul 02, 2018 11:47 pm 
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// Top
Hand-to-Hand (a.k.a. hand-to-hand combat. Melee, or close combat are probably good too)

// Left
Agility (or Speed)

// Right
Recover(y) Spells (Correct)

// Bottom
Attack Spells (Correct)


The Devil takes notes from Lina Inverse? That sounds about right.

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Post subject: Re: Odysselya 2: Grid text
PostPosted: Tue Jul 03, 2018 2:35 am 
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filler wrote:
// Top
Hand-to-Hand (a.k.a. hand-to-hand combat. Melee, or close combat are probably good too)

// Left
Agility (or Speed)

// Right
Recover(y) Spells (Correct)

// Bottom
Attack Spells (Correct)

Ahhh, I'm ready ti translate full scripts. Lol. But seriously, thanks for the help, filler.


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Post subject: Re: Odysselya 2: Grid text (and Progress Update)
PostPosted: Tue Jul 03, 2018 4:07 am 
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Bongo` wrote:
filler wrote:
// Top
Hand-to-Hand (a.k.a. hand-to-hand combat. Melee, or close combat are probably good too)

// Left
Agility (or Speed)

// Right
Recover(y) Spells (Correct)

// Bottom
Attack Spells (Correct)

Ahhh, I'm ready to translate full scripts. Lol. But seriously, thanks for the help, filler.
Yep, Bongo`, you're a man of many talents! Thanks Filler!

Speaking of scripts, I'm grinding through Story VI of IX with O-II. Being all fantasy-related with no accurate historical connections, even with copious Kanji, I'm struggling a bit, but it's slowing piecing together. When finished with Story VI, we'll have a V0.59 English beta - fully playable unless you try to rent a horse in pre-Columbian Meso-American Toltec culture.

Story VII lands me in medieval Europe during the time of the Crusades - another period I studied in undergraduate college. It should breeze because I've already done the scripts for Rome and Zion in 500 B. C. and 64 A. D. If I need backstopping on any of O-II, it'll be when the scenarios dip into the netherworld and fictitious continent scenes, but I've already unraveled some of those cultures in places where their characters are "victims" of a cataclysm-triggered diaspora.

Bottom line: O-II is a unique game with a fascinating story that jumps through time and space, and everything is going much better than I expected.

Hats off to Taskforce who designed the fonts!

Now, if someone can tell me why these screenies captured by the same emulator (SNES9xV1.56) display in different sizes, I'll sleep better at night!

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Post subject: Re: Odysselya 2: Grid text (and Progress Update)
PostPosted: Tue Jul 03, 2018 11:25 am 
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Wildbill wrote:
Now, if someone can tell me why these screenies captured by the same emulator (SNES9xV1.56) display in different sizes, I'll sleep better at night!

The screens are different sizes because the game switches to Hi-Resolution mode when displaying text to the
player, and uses standard mode for every thing else. Hi-Res is twice the size. It is also the reason TF had to draw the multiple
fonts used for this game (and G.O.D.)


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