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Messages - DarkSoul

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SCI Development Tools / Re: Experiment translating SQ3 to Japanese
« on: June 05, 2019, 11:19:08 AM »
Sorry for not reacting, I wasn't sure if it was appropriate to post this file given ScummVM only provides generic instructions instead of bundling the file outright.

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SCI Development Tools / Re: Experiment translating SQ3 to Japanese
« on: June 05, 2019, 08:18:17 AM »
Ah, yes, I thought they had branched off hankaku katakana (since THESE show just fine), because the bits that are wrong are rendered as hiragana. They must have cooked their own font and character table just for these. A conversion tool should be trivial enough.

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SCI Development Tools / Re: Experiment translating SQ3 to Japanese
« on: June 05, 2019, 07:02:14 AM »
I did get surprised hearing Vohaul's voice on the PocketPal when playing SQ4 for PC98 :D
(Basically, any voice effect that was in the floppy EGA versions should be in the PC98 versions)

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SCI Development Tools / Re: Experiment translating SQ3 to Japanese
« on: June 04, 2019, 08:41:15 PM »
Indeed, I'm aware of the specifics of the PC98, namely the VROM for blitting kanji on an upscaled game (normally on an uniform background, which is why SQ4 needed a specific hiragana/katakana font for unboxed text).
My endgame here is to run the patch on ScummVM, which has routines to handle this. (JP language + font 900 will make ScummVM use sjis.fnt, that you have to build and provide)

Though I suppose DOSBox-X or other PC98 emulators could be doable too, but with more effort and more constraints.

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SCI Development Tools / Re: Experiment translating SQ3 to Japanese
« on: June 03, 2019, 08:03:59 PM »
Thanks for the welcome, and for the advice.
I was nominally aware of it, having looked into ScummVM's detection tables, but I did not know it was more advanced.
I'll give that a try!

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SCI Development Tools / Experiment translating SQ3 to Japanese
« on: June 03, 2019, 12:30:35 PM »
Upon recommendation from someone over at the Sierra Help Pages, I decided to post about my little project here.

http://www.sierrahelp.com/forums/viewtopic.php?f=2&t=4886

Long story short, I'm a Sierra die-hard fan living in Japan, and I thought I'd try my hand at translating a few games to let my wife and Japanese family understand what this is all about (especially the QFG series).
I first stumbled upon the multi-language features of SCI when I found out about the Japanese versions of QFG1, PQ2, KQ5, SQ4 and such, and then I realized ScummVM can actually play these.

Afterwards, I found out about the SCI Companion, and attempted decompiling them to see how they ticked, realizing the syntax is "{English}%J{Japanese}" (or #J), and that ScummVM has an override for font 900 in the case of Japanese language.

I wanted to translate QFG2, but first I thought to try my hand with a smaller title such as Space Quest III.
(By the way, many thanks to the person who decompiled QFG2 here, I will probably be working off that, if that's all right)

The English to Japanese translation part won't be the problem, barring the time it requires, of course. The problems I have right now are essentially technical, so I thought I'd post about my progress here.

A bit of code grepping and poking around the code made me stumble upon the function used for most boxed dialog display, proc255_0 from Class_255_0, and I noticed they were similar enough that stealing logic from QFG1JP should work. This was when I realized the Game class also would require extra global variables.

I hit a few annoyances :
- I run on Linux, so I have to use WINE to run SCI Companion, and it seems to be buggy under that configuration. On the plus side, it's extremely easy to run under a SJIS locale, even easier than on Windows itself.
- Game text in Japanese is in SJIS is a pain to edit under the SCI Companion. I plan on making my own tool for decompiling text resources based on text patches, and another for recompiling them based on a "English|Japanese" Excel file.
- Running the compiler tends to crash SCI Companion under WINE, so I have to compile, leave, restart, compile the next file. (A CLI compiler that works under UNIX would be a real boon ; thankfully I won't need to recompile THAT many files, hopefully)
- Recompiling resources under SCICompanion causes ScummVM to break, so I have to compile every script I need from the start, export them as script.XXX patches; and then restore my original RESOURCE.xxx files.
- I had to hack ScummVM to recognize my patched game as Japanese, so I added an entry in the detection table based on my patched script.255.
- Space Quest III is too old to have all the SCI features required for multi-language (namely, the parserLang or subtitleLang global variable hooks, and the StrSplit kernel function 0x78; aka kernel_120), so I had to hack the language processing functions to force displaying Japanese when a) the game is SQ3, b) a Japanese string has been found; I managed to translate a few things, and to get results, which I displayed here : https://twitter.com/DarkSoul4242/status/1135097021302358016
- The problem now is that the patching of text resources corrupts the game when changing rooms (Crashes when getting to the robot head room, or when riding a trash basket); so I'm guessing there is a limit on how long a text resource can be, and that I'm causing memory corruption by having English and Japanese. I'll likely have to nix the English.

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