Tuesday, March 12, 2019

The current plan

I managed to extract all of the script of the tutorial mission, edit lots and lots of it and re-inserted it into the game without breaking anything.
Now that the proof of concept sort of works, here are some to-do's that are still unfinished:

1. I created a bitbucket repository!

https://bitbucket.org/Risae/growlanser-6-translation/src/master/

A different translation team was using bitbucket to translate a japanese rpg from japanese to english, and i saw that it sort of works like a github project where everybody on the internet can edit the code and contribute to it.
I already have one additional person who might help me with the translation of the game, so i was looking for a good solution to create a place where multiple people can work on the script and see the changes each other made.
So, i will probably just upload all of the script on the repository and edit everything on there.

2. Figuring out every single control code
I already figured out the control codes for "Linebreak", "New window" and all the color ones.
But looking through my tutorial script, there are even more which i didn't account for.
I might have to do some heavy testing to figure out the rest of them so i can create a script file that is easy on the eyes and editable.

3. figuring out how to increase the total size of the text file without breaking the whole game
The moment i try to increase the file size, quickBMS will overwrite the bytes of the next file and completely destroys the game (at least thats what happend the last time)
Will think about that later at some point.

4. Figuring out how to change the menu picture
Since Growlanser 6 is (so far) identical to Growlanser 5, i might be able to just copy and paste the menu from 5.
Might be an easy solution to get the menu translated.

5. Figuring out how to display that the text is over the total length of the line
Growlanser 6 has a lot of different text boxes, and i am not sure that every single one has the same length limitation. Might have to do some testing on every single one.

I might be able to do this in a running game through a RAM editor, or something similar to that. PCSX2 should have a feature like that.

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