+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  DQ5 update
Pages: [1] 2 3 4
Author Topic: DQ5 update  (Read 3244 times)
DaMarsMan
Guest
« on: February 11, 2007, 02:01:10 am »

Still copying dejaps script in. This PS2 script is EVIL!!!!!!

It only has 16573 strings of text. This may take a while. Not too mention it's 2MB in shift jis format.
Neil
Guest
« Reply #1 on: February 11, 2007, 08:55:26 am »

i wish you wouldn't do that. either do a translation or just call it a text hack. All the remixes featured rewritten scripts. the piecemeal copying and pasting your doing is going to leave you with a bunch of stray untranslated strings that you'll need to get translated. and then when you do, you're going to have translations that feel different than the rest of the script. it's a cheap way out man.

j2e tried the same thing with the dq12r using the nes scripts... it didn't turn out too well...
DaMarsMan
Guest
« Reply #2 on: February 11, 2007, 11:49:56 am »

I took four years of Japanese myself. I'm only copying the strings that are identical.  Evenso, unless I find someone who wants to do the whole thing. I don't have any other choice. Translators are scare and none have proved themself to me yet. This project started off with three and they are nowhere to be found. After translating one or two small files they dissappeared. I can't wait for anyone.
tz
Guest
« Reply #3 on: February 11, 2007, 07:10:31 pm »

A lot of the lines in DQ5r aren't even the same as in the SFC game...
DaMarsMan
Guest
« Reply #4 on: February 11, 2007, 09:31:15 pm »

The PS2 version seems to be about twice the size of script. Like I said I'm only copying the identical ones. Don't criticize the methods unless you are either going to find someone to translate the whole script or do it yourself.
Kojiro
Guest
« Reply #5 on: February 11, 2007, 11:11:00 pm »

word.
Kitsune Sniper
Guest
« Reply #6 on: February 12, 2007, 02:45:46 am »

... why the hell is this in the script help board?

*kicks the thread around*
tz
Guest
« Reply #7 on: February 12, 2007, 06:38:40 am »

Quote from: DaMarsMan on February 11, 2007, 09:31:15 pm
The PS2 version seems to be about twice the size of script. Like I said I'm only copying the identical ones. Don't criticize the methods unless you are either going to find someone to translate the whole script or do it yourself.

Do you at least have permission to use their script?  If I did the SFC translation and someone used my work without my consent, I'd be pretty upset...
DaMarsMan
Guest
« Reply #8 on: February 12, 2007, 11:23:59 am »

Yeah Dark Force is helping me out. I don't know about the translators though.
byuu
Guest
« Reply #9 on: February 14, 2007, 02:12:54 am »

Quote
i wish you wouldn't do that. either do a translation or just call it a text hack. All the remixes featured rewritten scripts. the piecemeal copying and pasting your doing is going to leave you with a bunch of stray untranslated strings that you'll need to get translated. and then when you do, you're going to have translations that feel different than the rest of the script. it's a cheap way out man.

I second Neil's opinion. Even taking only identical lines, you still have the problem that multiple translators on one script results in a really rough script. Seriously. We had probably 5-10 people help translate Der Langrisser, and even after years of editing, the script is still not entirely fluent yet. It creates more trouble than it's worth to mix translators.

If you have four years' extensive experience (unlike my six of off and on study), I'd recommend doing it yourself entirely, if you are capable.

But at any rate, I look forward to the finished product. Though I personally despise 3D ports of 2D games, this being one of my alltime favorites, I'll definitely be checking it out. Best of luck with whatever you decide to go with, and sorry again that I wasn't able to help you with this game at all.
Kojiro
Guest
« Reply #10 on: February 14, 2007, 04:59:48 am »

better than nothing, we can always go back and re-translate what we placed in as identical with one of our staff at some point. We're using this method as a fill-in to just get through the whole project as a whole first, and maybe even make the game understandable to an english speaking person. I wouldn't consider this tactic our final destination Wink
creaothceann
Guest
« Reply #11 on: February 14, 2007, 06:43:53 am »

Quote from: byuu on February 14, 2007, 02:12:54 am
We had probably 5-10 people help translate Der Langrisser, and even after years of editing, the script is still not entirely fluent yet. It creates more trouble than it's worth to mix translators.

Maybe that could be minimized by using one translator per speaker (narrator + characters).
Neil
Guest
« Reply #12 on: February 14, 2007, 07:43:52 am »

it's not only a matter of voice, it's a matter of style. video games aren't quite literature, but in some ways they're damn close.
DaMarsMan
Guest
« Reply #13 on: February 14, 2007, 08:34:12 am »

Yeah, I understand how this could be a problem. I'm going to require the person who translates the remaining material to read though the script and play through the game. Didn't Dejap have like 9 translators work on this thing anyways?

By the way, I got 2000 of the 16000 textbox messages translated. Looks like I'm about halfway through Dejap's script. That means there will still be about 12000 left when I'm done for someone to translate. Whoopee.
Neil
Guest
« Reply #14 on: February 14, 2007, 11:57:18 am »

one translator did the entire script.

then we did some hunting for a script editor and four or five people did work on it. however, none of them worked off the others work. every time one gave up we started over from scratch. geechyguy did the entire editing of the final script by himself.

so in effect, one translator, one editor.
Pages: [1] 2 3 4  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC