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Add translation for doorway signs #5

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eadmaster opened this issue Oct 26, 2024 · 9 comments
Open

Add translation for doorway signs #5

eadmaster opened this issue Oct 26, 2024 · 9 comments
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help wanted Extra attention is needed testing

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@eadmaster
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eadmaster commented Oct 26, 2024

example:
inn

EDIT: These are stored as GFX objects composed of multiple elements.

WANTED: memory dump of each individual sign part found in the game.

@eadmaster eadmaster added the help wanted Extra attention is needed label Oct 27, 2024
@MiYakuGaming
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MiYakuGaming commented Oct 27, 2024

The Text says "Medicine Shop" or "Pharmacy", not sure about "Pharmacy" since this is more Medieval.

@eadmaster eadmaster changed the title Add translation for location signs Add translation for doorway signs Oct 30, 2024
@eadmaster
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eadmaster commented Nov 9, 2024

Reportedly these are stored as GFX objects composed of multiple elements.

@eadmaster
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eadmaster commented Nov 16, 2024

update: found and replaced a sign stored in KD2T.CHR:

home

As explained in the guide, the kanjis can be edited directly with crystaltile after setting the correct params (N64/MD 4bpp format, height = 11, width = 16 or 24 ). No need to export the palette.

The tricky part is finding a good translation that fits in the space and can be reused in multiple signs.

EDIT: I think i'll try to use a combination of icons and short text to fit the limited available space. Eg.

  • "薬屋" = "Medicine Shop" = Pharmacy = "💊 🛒" / "Potions shop" “🍶 🛒” | "Med $"
  • "パン屋" = Bakery = "🥖 🛒"
  • "道具屋 " = "Item 🛒"
  • "" = Gradriel's room = "Gradriel 🛏”
  • "酒場" = Bar or Pub
  • "宿屋" = Inn (Literally Staying Room)
  • "民家" = "Residence" -> NPC? (can be empty)
  • "旅の魔法陣" = Traveling Summoning Circle / Traveling Magic Square

@eadmaster
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eadmaster commented Nov 17, 2024

UPDATE: decided to use text instead of icons for v0.6 even if it looks a bit narrow:
meds_dollar_sign

As explained in the guide, the kanjis can be edited directly with crystaltile after setting the correct params (N64/MD 4bpp format, height = 11, width = 16 or 24 ). No need to export the palette.

To avoid alignment problems, i've ended up working with the exact texture memory dumps , instead of editing the .chr files directly.
This is also needed because most signs are duplicated in multiple .chr files, i guess to speedup loading times.
So in the end i've made a little script to search and replace those binary patterns in multiple files.

@eadmaster
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eadmaster commented Dec 18, 2024

i've simplified the process of converting and translating the signs via these 2 bash scripts:

I may still need some help finding and ripping all the remaining signs.
Contact me if you can help.
(just need to follow the initial steps of this guide and save the texture bmp)

@eadmaster
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TODO: change texture props for these signs in the castle for better text alignment:
jestonais_room

@eadmaster eadmaster self-assigned this Jan 5, 2025
eadmaster added a commit that referenced this issue Jan 9, 2025
eadmaster added a commit that referenced this issue Jan 16, 2025
@eadmaster
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TODO: redo this combined sign as 'Top Room', by hiding the "'s" and "F" parts:

Image

@eadmaster
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eadmaster commented Feb 3, 2025

Logged all the signs location via the patching script: _patch_signs.log

The castle door signs are located in VD14.CHR, their props in VD14.PAK (see the wiki).

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eadmaster commented Feb 15, 2025

cleaned up some signs with the help of Mentill, still needs frame resizing:

Image
Image
Image

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