gerb wrote:
Wildbill wrote:
This is not the usual type of request in this category. I won't be posting a series of strings in a long scene that
It's something along the order of: "Go-ho-tsu, Go-ho-tsu, Go-ho-go-ho-tsu" In this first string we have the generic RPG village greeter who says, "This is Mukabi Village. We have a situation for the time being!" But it's interspersed with all of this other gobbledegook! It's Katakana, but as I said I can't make heads or tails of what the author "borrowed".
It's coughing.
Wildbill wrote:
Next, I see the possible word "nikki" in this game frequently. The meaning of everything else in the numerous strings containing "nikki" are usually crystal clear. But I would like to know if I'm missing something that pertains to a unique characterization in this game.
.POINTER = $215E59
; Start = $216653
; 「最近 カビ病という病気が
; はやっておる かかったものは
; まず助からん恐ろしい病気じゃ
Do you mean "byouki" or illness?
Paraphrasing and taking a bit of liberty with the sentence. I don't have the voice correct. Is it an older man speaking?
> Recently we've been stricken by a so-called mold disease. It's a terrifying illness with no cure (for the infected).
Wildbill wrote:
Finally, I see the word "eagle" frequently, but we have no "bird eagle" in the game. As best I can tell, it relates to surveillance or detection of information through various means including a device or vantage or maybe even a huge crystal ball-type contraption the villain possesses. Or, in some cases, as the one below, it seems to pertain to a specific person the speaker is referencing or addressing.
.POINTER = $22013F
; Start = $220C58
; ポット「Rumiella, そんなに わしに会いたかったのか
No. The is is Pot making a joke I think. (Urnie is brilliant btw
Again, not in any sort of voice for him.
> Urnie: Did you really want to meet me so much, Rumiella?
Maybe in November I can take a look at the script. Do you have a VCS or something to manage it?
Edit:
Oh, I "cheat" when I translate. I'm always in the actual game at my insertion point, so I pull out the "meat and potatoes" and whatever else I can glean directly from the raw string. Then, if the speaker is a monster, villain, old man, king, princess, child, girl, mayor, barkeep, doctor, shopkeeper, whatever - not to mention specific characters that I "know" very well, I can add the "young fellahs", "whippersnappers", "hail fellow - well mets", soldier-talk, drunken gibberish, central metaphors, and anything else indicated in the Katakana, spiced with my own flavor (style) of "storytelling".
As for Urnie, all of the pots, urns, and jars in the games are now just straight urns. Urnie get VERY excited over urns. Some contain trapped summon-monsters, and Urnie always builds the suspense whenever a hapless game player clicks on a potentially "hot" urn! And... your humble story writer has been known to build the excitement level ever higher...! (Just short of setting off a nuclear explosion if we click on it again!) I guess we could say... For Urnie, these two games are "urn-based" RPGs, hee-hee..., in two different ways!!*
*
-end edit
Gerb, hello again, and thanks! Hey, that would be fantastic! Should I keep muddling along to shorten your workload should you decide to take it on?
The way I'm managing the script is through block files that I open in EditPadPro with settings for Japanese support. That way I can see both the Japanese (above) and the English (below) for side-by-side comparisons.
You probably already know this. The pointer information at the top zings the English into the working ROM at the correct location. Control codes and other symbols direct what inserts and what doesn't in a given string. I can take a finished block from a translator, zipped and attached to an e-mail, unzip it, insert all of the new English directly in, and refine it from there. So, all I really need is two things: the English typed directly below the Japanese in each text file with no semicolons (;) in front of each English line and second: the control code [end] at the very end of the last English line in each string. Any line in the text block file with a semicolon as the lead character will NOT insert, so that is a good way to write notes with amplifying information.
BTW, SSMS-I is completely finished. I just need to make final beta refinements. I'm in no hurry to release it, though. I would rather work on this one than spend a week writing a readme and dealing with player reports for a month after that! Plus, gamers still have the old English version out there to play.
Characters back from #1 include Poyon, Babu, Kupi, Elder Hermit Crab, Great Gnome, and Urnie. Finding Urnie in Grangram Castle was a real hoot, hee-hee...! I won't spoil it. I was hoping more old fighters would return, but I am loving the new characters just as much.
The real magic in this project is that Bongo` cracked and expanded this HUGE ROM! The whole structure of data storage, etc., is different than the prequel. Some items in the original that were file-loaded are graphic-loaded in this one. I also lost the clear-screen code [clrs] in this one, so the story will scroll with a keypunch following string, regardless of how many lines it contains (up to three), based on the [end] codes. We do have the [newl] code, but it places a blank line between two text lines, so it's used very sparingly.
Nice to hear from you again, Gerb! Take care.