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Sony PSP
Digimon World Re:Digitize - Translation
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<blockquote data-quote="Romsstar" data-source="post: 4518796" data-attributes="member: 135052"><p>You never went for 100% did you?</p><p> </p><p>only SOME technical aspects we have to deal:</p><p> </p><p>- Naming screen, making the player to be able to name his character more then 6 characters and using the Vfw there</p><p>- Repositioning of the Year/Day to have no overlapping and restoring the old format of Digimon World 1 for that</p><p>- Finding all graphics and inserting translated ones without having a VRAM overflow</p><p>- Resizing some Boxes to fit in longer text.</p><p>- Adjusting Positions</p><p>- Removing Overlaps</p><p>- Applying the Vfw where it is not used yet.</p><p>- Gaining control over the size and width of the font (optional so far)</p><p>- Optimizing Text Routine for English Text (In case the text limit will drive us to a dead end)</p><p> </p><p> </p><p>This is only a very short list of what I can think of out of the top of my head.</p></blockquote><p></p>
[QUOTE="Romsstar, post: 4518796, member: 135052"] You never went for 100% did you? only SOME technical aspects we have to deal: - Naming screen, making the player to be able to name his character more then 6 characters and using the Vfw there - Repositioning of the Year/Day to have no overlapping and restoring the old format of Digimon World 1 for that - Finding all graphics and inserting translated ones without having a VRAM overflow - Resizing some Boxes to fit in longer text. - Adjusting Positions - Removing Overlaps - Applying the Vfw where it is not used yet. - Gaining control over the size and width of the font (optional so far) - Optimizing Text Routine for English Text (In case the text limit will drive us to a dead end) This is only a very short list of what I can think of out of the top of my head. [/QUOTE]
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