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Author Topic: Phoenix Wright NDS Script to GBA: Last Updated Sept. 11, 2008  (Read 6 times)
Normmatt
Guest
« Reply #75 on: March 29, 2008, 03:55:22 am »

Just repoint the graphics, then it doesnt matter if they are slightly bigger re-compressed. The pointers for the graphics should be the same as the text, unless the programmers did something really retarded.
andwhyisit
Guest
« Reply #76 on: March 29, 2008, 07:26:01 am »

Quote from: cocomonk22 on March 28, 2008, 12:59:20 am
Actually, according to the DS version, that one doesn't need a question mark. I'll release the next patch when I fix the overflow problem with Atmey.
All the text for the other options are the subject behind their questions, but "What Happened" is an actual question which means it requires the use of a question mark.
SonofMog
Guest
« Reply #77 on: March 29, 2008, 10:03:18 am »

Not really, if you look at it as "Ask them about" <subject>.

With how those topics are listed, there is an invisible qualifier on the front of it.
andwhyisit
Guest
« Reply #78 on: March 29, 2008, 11:02:12 pm »

Quote from: SonofMog on March 29, 2008, 10:03:18 am
Not really, if you look at it as "Ask them about" <subject>.

With how those topics are listed, there is an invisible qualifier on the front of it.
That was what I was saying, but it still leaves "What Happened" as both a question and the subject of the question so it requires a question mark.
akadewboy
Guest
« Reply #79 on: March 30, 2008, 04:03:41 am »

It makes sense to me why there isn't a question mark. Think of it in this way: "This is what happened" but there isn't enough space to type all that so it's shortened a little.

You could also type it with a colon at the end "What Happened:", but then you'd have to have colons at the end of every item for consistency.

It's a topic, not a excerpt from the question.
« Last Edit: March 30, 2008, 04:25:55 am by akadewboy »
cocomonk22
Guest
« Reply #80 on: March 30, 2008, 06:08:49 am »

New patch out including all evidence box translations, locations, some translated backgrounds, and fixed overflow problems and move problems. The problem I had with multiple locations was due to the removal of control codes in Japanese, so I have to set $END_TRANSLATED before they occur and $TRANSLATED after them.
darkruffy
Guest
« Reply #81 on: March 30, 2008, 08:15:32 am »

First, I would like to say that this project is very incredible. This game is really incredible, and I am one that would very much like that the translation American GBA for the game that I can play it in my PSP also XD
I could have noted that some errors where mia speech, and in the dialog which is the name of the character is written the name of another character
(As often occurs for example, the mia be talking and appear as the phoenix)
Another thing is that I do not run the script reader of the phoenix wright, when errors occur. I do not have basically almost no concept of rom hacking, much less than Japanese, but if I could try to help. Hugs!

And sorry for the bad english! -- (Google translater) Smiley
« Last Edit: March 30, 2008, 08:26:11 am by darkruffy »
andwhyisit
Guest
« Reply #82 on: March 31, 2008, 01:39:31 am »

Quote from: akadewboy on March 30, 2008, 04:03:41 am
It makes sense to me why there isn't a question mark. Think of it in this way: "This is what happened" but there isn't enough space to type all that so it's shortened a little.

You could also type it with a colon at the end "What Happened:", but then you'd have to have colons at the end of every item for consistency.

It's a topic, not a excerpt from the question.
Yes but the name of the topic is a questi.. woah, cool! New patch up. I'll try it out tomorrow.
« Last Edit: March 31, 2008, 01:46:53 am by andwhyisit »
Vague Rant
Guest
« Reply #83 on: March 31, 2008, 07:53:00 pm »

I haven't posted here in ages, but my interest in the patch and knowledge of basic English compelled me to.

"Tell me about what happened" is not a question, it's a request. Since in English we like to use sentence fragments for brevity, a valid answer to the question "What would you like me to tell you about?" is "What happened." Remember in school (or perhaps you're still there), when your teachers would ask you to answer in full sentences? If you asked Phoenix to answer the question as a full sentence, he'd say "I would like you to tell me about what happened." This is not a question. There is no question mark missing from this sentence. If "What happened?" was supposed to be a question, every other option would be invalidated by it. "Damon Gant" by itself doesn't make any sense. It's not a question, it's not a request, it's just a non-sequitur. Thus, you need to assume that the idea is supposed to be that the option is the subject on which Phoenix would like to converse, as well as the literal subject of the unwritten sentence, "I would like you to tell me about [subject]." I know people like to write "I would like you to tell me about what happened?" and even "I would like you to tell me about Damon Gant?", but they're flat out wrong, those aren't questions, and question marks don't belong on them. They just make the speaker sound like they're unsure of themselves, which is completely the wrong impression.

Nice translation.
andwhyisit
Guest
« Reply #84 on: March 31, 2008, 09:22:13 pm »

Quote from: Vague Rant on March 31, 2008, 07:53:00 pm
I haven't posted here in ages, but my interest in the patch and knowledge of basic English compelled me to.

"Tell me about what happened" is not a question, it's a request. Since in English we like to use sentence fragments for brevity, a valid answer to the question "What would you like me to tell you about?" is "What happened." Remember in school (or perhaps you're still there), when your teachers would ask you to answer in full sentences? If you asked Phoenix to answer the question as a full sentence, he'd say "I would like you to tell me about what happened." This is not a question. There is no question mark missing from this sentence. If "What happened?" was supposed to be a question, every other option would be invalidated by it. "Damon Gant" by itself doesn't make any sense. It's not a question, it's not a request, it's just a non-sequitur. Thus, you need to assume that the idea is supposed to be that the option is the subject on which Phoenix would like to converse, as well as the literal subject of the unwritten sentence, "I would like you to tell me about [subject]." I know people like to write "I would like you to tell me about what happened?" and even "I would like you to tell me about Damon Gant?", but they're flat out wrong, those aren't questions, and question marks don't belong on them. They just make the speaker sound like they're unsure of themselves, which is completely the wrong impression.

Nice translation.
I was thinking more along the lines of "Can you tell me what happened?" or "Can you tell me anything about Mask DeMasque?". As such "Mask DeMasque" is the topic of the question and does not need a question mark. But "What happened" could be the question in itself so that instead of asking "Can you tell me about what happened?" you could be asking "What happened?", as such it is a question and not just a topic. It doesn't matter either way really but it just feels out of place.
akadewboy
Guest
« Reply #85 on: April 01, 2008, 06:50:40 pm »

Yeah I thought the same way at first until I thought about it. I was just trying to help explain why the game developers chose to word it this way.
ZereoX
Guest
« Reply #86 on: April 08, 2008, 03:27:32 pm »

Any new update about the project?
cocomonk22
Guest
« Reply #87 on: April 08, 2008, 09:59:26 pm »

Nope, and I probably won't be able to work on it at all this month Sad

Well, actually I did do a little test work after someone PM'd me about using ccextract and then ccscript to read the DS script. This process is more efficient than the program I wrote, but keeps the script text as Shift-JIS format western characters rather than standard western characters. This might be more useful since it allows more symbols to be used such as 'star', *, /, and others, but I'm not sure if the font will still be the right size.

This process would also keep the correct line divisions so that character dialogue such as AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHGGGGGGGGGHHHHHHHHH
Would look like the above rather than like
AAAAAA AAAAAAAA AAAAAA AHHHHHHHH HHHHHHH GGGGGG GGHHHHH HHHH
However, the Script Reader program I made would still need to be used to correct text speed times, next-page button dialogue divisions, and <b> line break amounts per text box, unless we choose to use three-line textboxes (RadioShadow).

So, if anyone wants to volunteer to work on something that still needs to be done, just send a PM and I'll give you the files needed (scripts,images,batch files,etc) plus any assistance or other info you may need. Since most of the tools are already made, it's not difficult work, it's just time consuming.

I should be able to resume regular work as before during early-mid May.
RadioShadow
Guest
« Reply #88 on: April 10, 2008, 02:12:31 pm »

Are you planning on attempting to put the English voice clips in?  I've seen tools about that can make this possible. 

If you want to go with the three lines way, I'll try and work on that next week.  Just got to figure out how to move the font letters about. 
cocomonk22
Guest
« Reply #89 on: April 10, 2008, 08:52:40 pm »

Hopefully we will be able to put the English voices in, if you've seen tools to do it, hopefully it shouldn't be too difficult.

For the three lines thing, the problem with that is that the DS screen has more vertical space, but it would make the actual scripting job much easier if there are no problems with the game handling 3 lines instead of two.
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