Welcome to New Pork City
Been a busy week this week, but today I managed to get a lot of stuff done on this project, so a lot of stuff’s been crossed off the to-do list.
First, I made some suggested font changes and created this, which I hope will be the final font now:
If you think any of the international characters still need tweaking, let me know soon!
I’m not sure, but I think I might’ve fixed the text-input/table-related problem that would’ve made translations into other languages slightly annoying. So there’s a chance now that you’ll be able to enter things like ñ into the text files just fine, rather than something like , but I don’t make any 100% guarantees.
Anyway, next, I fixed an issue that happened when you would do something to heal a character or cause a character’s stats to change while the main dialog box is open. The game would reprint the character names in the bottom left area, overwriting the main dialog box. I expected it to be kind of tough to figure out how to do this while not breaking other windows in the game, but I got lucky, so that bug is out of the way now 😀 Here’s a before and after:
Expanding the main dialog box causes one other major issue in the game though, and that’s when you need to select a person from that bottom-left list when the main dialog box is up. This mainly happens in places like hospitals and healers and such. This is probably the ugliest thing to try to fix, so what I wound up doing was having the game use the expanded dialog box most of the time, but use the original size box for specific lines, mostly hospital lines. It’s not my ideal choice, but probably the easiest one to do without having to spend a buttload of time on it.
Now I just need to go into the script and manually identify all the lines that need the original size box and then reformat that text to fit in the original window size. Anyway, here’s a before and after:
Figuring out those two things was tough, I had even almost decided to give up and go with the original size boxes for all lines in the game.
Next, was just a little quirk I always thought was weird – in EarthBound, if you use a capsule item, it says you drink it. I always thought that was strange, though I figured maybe Ness opened the capsule up and drank what was inside it, or maybe he liquified it and drank it. The actual deal is that in Japanese, the word for “drink” is the same as the word for “swallow”. Since I’m mucking around with this game’s text engine already, I went and made it so that the capsule items in this translation will say “swallow”:
Next, I decided to tackle another thing that’s bugged me that other people have pointed out – the text in the battle window has a bunch of blank space that could be used. It took me forever, but I eventually found out this was caused by the auto-indenting that the main dialog uses. I undid that and voila, more text can fit in the battle windows now! I still need to format the battle text to use the new space, I’m even considering doing auto-formatting like I did with Mother 3, but I dunno yet.
Of course, undoing the auto-indent means the main dialog text needs manual formatting now too. But since I have to go through the text again at some point anyway, that’s okay.
Basically, the programming side of things is finally starting to wrap up. The issue is mostly just finding time, but the light is there at the end of the tunnel finally 😀
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38 Comments to M1+2 Translation Update (Mar. 4)
- KingOfSwords: The Memories civer looks beautiful ;.;
- BoaTransistor: I got the Memories cover this year. In my factual opinion, it is the best-looking EarthBound cover they’ve released yet.
- Globulous: I picked up the Memories cover and planner while I was in Japan, it should be interesting to note that the pocket on the back of the...
- RalahTama: This thread is bad, I’m making it about Talah Rama now. My favorite thing about Talah Rama is his wise, knowing eyes. What’s...
- Anonymous: @adex SJW much?