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Different identifiers in different languages
Please note that in some places the text in the different language files are under different id. Now the game splits text by the tag [STRT], also known as {W???H???}.
- "{W64H1}NOOOOOO!!!{Time 60}"[ENDN];
- "{W192H3}{Steiner} {White}(Once we cross this gate, we are in Alexandrian territory!)"[ENDN];
- "**{W71H1}**M-Ma che è?{Time 60}";
- "{W129H1}{Pink}SE: una folata di vento{Time -1}"[ENDN];
- "{W157H3}{Steiner} {White}(Passata la dogana saremo nuovamente ad {Alexandria}!)"[ENDN];
As you can see, in the Italian version is one additional paragraph. But if we try to split the text by the end of the dialogue tag [ENDN] (which you do not see usually in the output files):
- [STRT=25,1]Test[ENDN]
- [STRT=19,1]Null[ENDN]
- [STRT=167,5][TAIL=DEFT][WDTH=0,61,64,0,64,1,-1][IMME][D06050][HSHD]Error [C8B040][HSHD]Set Scenario Counter() [68C0D8][HSHD]Old=[NUMB=0], New=[NUMB=1] Choose Seq=[NUMB=2][C8C8C8][HSHD] [DBTN=START]: Overwrite [DBTN=SELECT]: Skip[TIME=-1] [STRT=94,2][TAIL=DEFT][IMME][D06050][HSHD]Error [C8B040][HSHD]Env Play() [68C0D8][HSHD]Slot=[NUMB=2][ENDN]
- [STRT=69,3][TAIL=DEFT][WDTH=0,69,14,0,-1][IMME] Received [ITEM=0]!
- [STRT=34,1]debug[ENDN]
- [STRT=34,1]debug[ENDN]
- [STRT=34,1]debug[ENDN]
- [STRT=34,1]debug[ENDN]
- [STRT=69,3][TAIL=DEFT][WDTH=0,69,14,0,-1][IMME] Ottenuto: [ITEM=0]!
As you can see in the Italian version number of [ENDN] tags more than in US. (But same count of [STRT]).
This inconsistency comes from the way the game was ported to Unity: parts of the game's datas are carbon copies of the datas as they were in the PSX version... but there are several PSX versions (each official translation used slightly different datas). In particular, the event engine scripts are language-dependant (a side-effect is that the gil reward for the Blank sword mini-game is not the same depending on whether you play in japanese or in any other language). Each language uses its own text database and also its own event scripts. When a cutscene in US english would use Steiner's internal monologue which has ID 310, the italian version would execute the corresponding cutscene using its own script, in which that corresponding monologue's ID is 311.