Only way to work around that is to say hardcode the maximum displayable sprites (those that makeup the box) then draw a vwf directly to oam. I can probably help with the vwf stuff but I really dislike working how where to modify the oam entries (atleast in the gba/nds games i've worked on they tend to be annoying to rework).
Is this limit for the 16x16 font?
Yeah, it's the 16x16 font. What you are talking about sounds like a lot of work. I had an idea of something similar but in the font files instead. I could probably quickly generate up some dual tile glyphs for the novel mode font. It might not give as much space as doing it directly on the OAM but it'd be a lot less work. I looked at one screen's text that had some length problems and most blocks can only hold 2 characters, maybe 1-2 can do 3, and most can do 2 and maybe 1-2 pixels from the next character. My biggest concern with that method was the amount of space the table specifying the widths would be but I did the math and I think I should be able to find enough space for everything.
Well if your clever you dont need to have an array at all just use the first pixel or two of each character to set the width then when drawing you simply replace that with the normal background color.
Yeah, that's what I was thinking but I ran into some difficulties so I don't think I will be able to implement it with my current skill level.
I learned a bit more about the internals of the DS though so it was worth the try.
I encountered another problem with the text, this time on the left screen. The left (top) screen uses 3D instead of the OAM stuff to do the text. There's also a buffer overflow that occurs if there's 260 or more characters on the screen. At that point it starts overwriting the stack and you get some random offset which is then used to overwrite some system code. The offset used for the list is hardcoded in only a few places (search for 0x027E1AD0) and is placed directly after the arm9.bin in memory. Would be a pretty easy problem if this were Win32 but I don't know much about memory management for DS stuff yet.
I don't think the left screen stuff will be too big of a problem since from what I can remember, I think only the prologue used the left screen for text more than a few lines and the prologue is pretty short.
I implemented the easy method in the meantime though. It's not perfect but it gives a lot more room now. It's pretty workable at the very least.
Could fit in maybe 2-3 more lines here.
Normmatt, if you'd like to do something proper I'll add it into the patch.
Translated some portions of the RPG (map_1 and map_2). The second one (map_2_a) is incredibly context dependent, so it needs extra attention when the translation is being checked.
Maybe a stupid question, but i don't know if anyone would want Chinese version of Nanashi no Game and Sigma...
And seems like most people here don't know how different Chinese and Japanese are.. So I'm gonna tell you they are two totally different languages with no similarity at all at pronounciation and spelling and phonetic symbols. Of course you can point out there're same words in both languages, but they have totally different meanings that I can't understand just by its look. The only thing alike is grammar.
P.S.: Am i the first Chinese tourist in this forum?
Edit: I have taken part in a English to Chinese translation project in China, the community we built have more than 30 members, but we still remain unseen because there are too many translation teams in China. Now I find it awkward to see though we can translate English into Chinese, we can't do it reversely. Otherwise things may could go easier...
You should do translations that you feel like doing. You shouldn't do them at the behest of others... imo. It is your time, spend it how you want. If you want to make a Chinese translation of X, then do it.
With Chinese being even more compact than Japanese, and English generally having to lose information when translating Japanese within the same space, it would be a real shame for you to end up with a Japanese -> English -> Chinese translation missing out on details that you could otherwise fit in.
With Chinese being even more compact than Japanese, and English generally having to lose information when translating Japanese within the same space, it would be a real shame for you to end up with a Japanese -> English -> Chinese translation missing out on details that you could otherwise fit in.
Those of you waiting for this game will be pleased to hear that 80% of the files are now translated. This is not an indication that 80% of the text is translated, as the file sizes vary wildly from one line of text to multiple pages, but it’s great progress nonetheless.
The entire in-game game is translated. The 18-character limit on each line was tough, but I think the text is in good shape. It’s definitely much more than a quick and dirty job. I hope players can enjoy it and forget that it’s a fan translation, not a professional product.
And for the few parts where the text has been written in a way that sounds awkward in order to fit… Well, let’s call it retro authenticity!
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