Wikifang:Telefang 1 Translation Patch/Tasks: Difference between revisions
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# Implement proper text centering so that VWF text is properly centered | # Implement proper text centering so that VWF text is properly centered | ||
# Make it possible to nickname Denjuu with their full names, and have it appear properly on all screens. | # Make it possible to nickname Denjuu with their full names, and have it appear properly on all screens. | ||
# | #* Currently, we have 16 character Denjuu default names, but we have not increased the nickname limit and have no plans to. | ||
# Translate the rest of the game | # Translate the rest of the game | ||
# Fix the SMS (text message) screen. | # Fix the SMS (text message) screen. | ||
# | #* The text screen uses main script, and in the original game, manually formatted all of it's text. Sanky's inserter assumes all text is main script and formats it with newlines, since trying to do preformatting with spaces on a VWF is insanely stupid. This breaks the text as the SMS window is 6 tiles wide, not 16, and has 6 lines of text rather than 2. | ||
# | #* The correct fix is to hack the main script routine to be aware of arbitrary text window sizes (the only other RPG I know of that does this is Earthbound). This will also tie into previously-promised work on word wrap and auto-centering. It will also require more analysis of the main script routine. | ||
# | #* Adding more than two newlines to a main script being rendered outside of the normal text box is a BAD IDEA in general, because it will cause the main script to go into a different state and then return, under the assumption that it's being called per-frame. In reality, things that use main script to just draw lines of text set the text speed to instantaneous and call it once to accomplish a draw. Technically, the original programmers should not have used the main script in this fashion without making it aware of the size of the window it's drawing to - I assume the programmers were on a tight schedule at this point in development. | ||
# Reimplement the patch as asm sources that can be built with rgbds/codemodule. This will also make it easy to port work to Speed Version, since the two are | # Reimplement the patch as asm sources that can be built with rgbds/codemodule. This will also make it easy to port work to Speed Version, since the two are extremely similar, including the locations of critical pointcuts and free space in banks. | ||
==Low Priority Tasks== | ==Low Priority Tasks== |
Revision as of 01:29, 28 January 2012
Completed Tasks
- Enable VWF on all other text
- Edit the tile mappings so that the "G" in Telefang can hang with the rest of the family.
- Accepted as patch v58 and then new graphics inserted in patch v59.
- Remove kana selection from the naming screens, so that you can't use the weird precomposed glyphs.
- Fixed in patch v59. Now the glyphs after letters in the naming screens are punctuation, which is expected.
- Fix the naming screen so that the input field is either drawn without VWF, or that the naming cursor is properly positioned to the current letter offset.
- New script control codes EA and EB were inserted to disable and enable the VWF, respectively.
- Attempts at the first (disable VWF on the name input screen) failed because the particular script that prints nicknames is common across everything that prints nicknames, which is 99% things we want to keep VWF'd.
- Andwhyisit inserted a new text string to print the nickname without VWF in patch v86
- Created a better way to build patches which involves using a modified rgbds-linux to assemble them and codemodule to link them and overlay them over a base ROM.
High Priority Tasks
- Implement proper text centering so that VWF text is properly centered
- Make it possible to nickname Denjuu with their full names, and have it appear properly on all screens.
- Currently, we have 16 character Denjuu default names, but we have not increased the nickname limit and have no plans to.
- Translate the rest of the game
- Fix the SMS (text message) screen.
- The text screen uses main script, and in the original game, manually formatted all of it's text. Sanky's inserter assumes all text is main script and formats it with newlines, since trying to do preformatting with spaces on a VWF is insanely stupid. This breaks the text as the SMS window is 6 tiles wide, not 16, and has 6 lines of text rather than 2.
- The correct fix is to hack the main script routine to be aware of arbitrary text window sizes (the only other RPG I know of that does this is Earthbound). This will also tie into previously-promised work on word wrap and auto-centering. It will also require more analysis of the main script routine.
- Adding more than two newlines to a main script being rendered outside of the normal text box is a BAD IDEA in general, because it will cause the main script to go into a different state and then return, under the assumption that it's being called per-frame. In reality, things that use main script to just draw lines of text set the text speed to instantaneous and call it once to accomplish a draw. Technically, the original programmers should not have used the main script in this fashion without making it aware of the size of the window it's drawing to - I assume the programmers were on a tight schedule at this point in development.
- Reimplement the patch as asm sources that can be built with rgbds/codemodule. This will also make it easy to port work to Speed Version, since the two are extremely similar, including the locations of critical pointcuts and free space in banks.
Low Priority Tasks
The following "polish tasks" are low priority, should be done before the translation hits release-v1.0, and are part of producing a well-polished translation. Also, they should be relatively easy to do.
- Alter the titlescreen bottom copyright string, so that Kodansha can be written out in English.
- Translate the "opening credits" and figure out what to do with Comic Bombom's logo.
- BomBom can be left alone, the credits say "Concept: Kino Kozue, Denjuu Design: Takaki Saiko" ~ Kimbles
- Fix the DMG/SGB Game Boy version of the menus, which use different compressed graphics.
- The DMG/SGB Game Boy titlescreen has different sprite layouts from the CGB version.
- Alter the encounter screen so that denjuu encounters have 9 tiles of text space, and t-fanger encounters have 11.
- Currently both are set to 8 so that they can be centered by the text centering routine. But this results in the text being off center slightly, which means that to properly center we need to have the whole window space.
- Certain other screens only have 8 tiles of room for the name, so we'll also have to avoid breaking those.
- Automatic word-wrap, so that lines don't have to be formatted by the text injection tools, and that player and denjuu names don't have to be formatted as if they were "WWWWWWWW".
- Change the icon for Chiru on the overworld to something that says Chiru.
- Make the text input screen cycle from uppercase-lowercase-numbers, instead of uppercase-numbers-lowercase.