On Sun, 07 Jul 2002 18:16:03 +0200, Ivan Latorre wrote:

>The hardest work has been the translation of the messages. 

  I know. I'm translating them from english to portuguese and
sometimes I have to ask some friend to verify the translation.
Since I'm translating and adding the texts to the game, I can also
verify if the translations seems to be correct. Anyway, there
are many problems that need to be corrected after the normal
text translation. They are:

  - Correct the position of the texts, adding break line commands
when needed (lots of places).
  - Reducing as much as possible the sentences, without modifying
its meaning. If your sentences are bigger than the original ones
(in bytes), you'll spend memory mapper pages to store the extra
bytes needed. This way, each about 12Kb of extra texts will need a new
mapper page, increasing the memory need (the other 4kb is used for
message addressing purposes... this is not fixed, thought).

  My target is use only ONE extra memory mapper page. And it looks
I'll be able to do it... fortunatelly, most translated texts fits
on the place of the original message... thank God the game was made
originaly with double byte characters. ((((^=

>I don't think that I'll spend a lot of time translating the commands. 

  Oh, you will. (^= At first place, they are not "in one place only".
You'll have to repeat them several hundreds of times... And worst...
In some menus you may translate them in the full meaning, because you
can move some bytes from one command to another. But on some menus
you can't, because there are no extra bytes to move. This way,
to keep the game coherent , you'll have to translate the words always
in a way they fit on the space and to be always the same on every
place on the game.
  Also, some menus are not that flexible. I can talk about GAUDI
menus. There is no space to allow full names as in the original version.
I raised the maximum number of characters entered, but it was not possible
to reise then as much as I needed. This is way the data is entered in double 
byte. There is no way to change this without breaking a lot of pieces in 
the game... (I had tried). So, the names entered on Gaudi had to be 
simplified. I choose to use only the name most used to the character (as 
"isabella" or "gibson", instead of "Jean Jacques Gibson" and "Isabella 
Velvet".)

  Some translations cannot have their size exceeded. This is valid
for ALL texts that appear on GAUDI screen and VideoPhone, and also
texts that are shown on MetalGear screen. This is a limit I could not
break. The command I added to call texts on extra memory forces the
text be placed on normal text place (bottom of screen) instead of
the telephone/gaudi/metalgear screen.

  There are lots of other issues. Your translation will be of great
help. I have no doubt of it. Anyway, several things will need to change
on the texts so they can work with actual limitations.
  I had not made these limitations public simply because I really don't
know all of them. Also, I expect to get rid of many of them.

>And yes, I agree with you that translating the commands is quite boring... 
>specially when you cannot play the game and see the exact meaning of 
>every word (that's why I've bombarded Takamichi with lots of questions).

  When you have to make them fit on an space you do not even know, it's
even worse. (^=

>In my opinion, after have translated almost the entire game, Snatcher is the best
>conversational game ever made for the MSX and one of best games of Konami
>for MSX (I think that it only could be surpassed by Metal Gear 2 and SD Snatcher).

  I agree. But I can also (sadly) say it's the worst programming I had ever seen
on a comercial game for MSX. Argh. This makes the translation programming a nightmare.

  []'s

  Daniel Caetano
  [EMAIL PROTECTED]

..."A necessidade de criatividade e' o que contribui para a 
mudanca. A criatividade mantem o criador vivo." (Frank Herbert)
http://www.caetano.eng.br/ - This OS/2 system uptime is 1 days 01:50 hours.


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