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Messages - slowbeef

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I always used PSX truthfully.

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I can give it a shot, but one trick is if you set a breakpoint at the code getting executed, r31 should hold onto the the last function it was called from - if you go back to that and set another breakpoint there, you should be able to trace it back to what called the function you're looking at.

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News Submissions / Re: Translations: Policenauts for PSX released
« on: September 01, 2009, 03:08:48 pm »
If you're serious about this, I don't mind taking look at the script and making corrections. Just PM me a copy of it and I'll go over it in my spare time.

I've been trying to figure out how to reply to this without further derailing the thread.

No offense, but I don't know who you are, and I'm not comfortable telling the translator that I found some guy on the Internet and he wants to proofread and change the script.  It's also an incredibly long script, so I think would take a few weeks to proofread - and either way - I'm still not comfortable with it.

Thank you for the offer, but if you do find anything you'd like to see changed, I'd encourage you to go to policenauts.net and suggest it there like everyone else.

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News Submissions / Re: Translations: Policenauts for PSX released
« on: September 01, 2009, 12:40:31 am »
Um...

You do realize the PSP emulates the PS1, right?

Yeah, I mispoke there.  I meant better than PC emulation (i.e. pSX or ePSXe.)

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News Submissions / Re: Translations: Policenauts for PSX released
« on: August 31, 2009, 10:50:46 pm »
How well does this run on PSP? Before I go messing around with that, I'd like to be sure. :beer:

Very well, better than emulation.  It was my hardware testing platform of choice.

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News Submissions / Re: Translations: Policenauts for PSX released
« on: August 31, 2009, 01:55:08 pm »
I wrote up a huge reply, because I got back this weekend and saw the thread exploded but screw it.  I'll say this part:


2. "grammar / spelling. That's my main concern. That's what I mean by "unprofessional." It needs more editing."

The script went through revision upon revision upon revision.  Testers found typos, suggested fixes, over and over and over.  This was proofread by a few people and redone to hell and back.

If you found "a lot", that's fine - please let us know because we can fix in v1.1, but you are the only person I have heard in the course of this thing voice a complaint in that regard.  So far, I personally know of one typo, although someone else claimed they found a few (three, to be specific), but hasn't listed them yet.

I can promise you though, that the script was really edited a lot, to the point where I told Marc he had to stop if we were ever going to release this thing - and I had to tell him a couple of times over the course of a few months.



Also, is this an appropriate place to talk about ROM hacking Snatcher?  I had kind of an interest in the PSX/Saturn versions, but Marc suggested the PC-Engine version, which sounds interesting.  I know MSX was already done, but I dunno.

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News Submissions / Re: Translations: Policenauts for PSX released
« on: August 27, 2009, 10:06:41 pm »
Some things feel just too exaggerated and not very professional in my opinion.

To be honest, I'm not fluent enough in Japanese to speak very intelligently on this.  Again, all I can say for sure is that the script is not the way it is because of any technical limitations.  I passed along the thread to the translator, so you're all being heard on this.

What can you do?  My point was just if you say "I saw an excerpt or two, and it looked rather unprofessional," my response is "Well, try it out to see the whole thing in context, because maybe an excerpt doesn't come across correctly by itself."

If you play it and you still feel that way, well, thanks for at least giving it a shot before passing judgment.

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News Submissions / Re: Translations: Policenauts for PSX released
« on: August 27, 2009, 09:19:51 pm »
I'm not sure I understand. Were you aiming for a nostalgic tone with the translation?

This is just constructive criticism, but judging from what sniplets of the script I've seen, it looks really unprofessional. Are you saying this is done on purpose? I guess I could understand that kind of approach with a really retro game -- such as with an NES translation -- but PSX?

No, and I don't know what you mean by "nostalgic" tone.

Maybe you should give it a whirl yourself?  Seriously, though, "unprofessional" is definitely the last thing I'd call it - I don't know what snippets you saw or what context they were in.  Maybe you'll still feel the same way afterwards, who knows.

If you didn't enjoy the game, I'm sorry about that.  Again, there were no functional causes for any discrepancies you might find.

Quote from: Carnivol
1. Subtitle timing for NIS/FMVs. I dunno if you guys have had much control of the timing (or if you're limited to the original timing of the Japanese subtitles), but I guess some re-timing of a good few of them could be needed (if possible). Was able to read everything as it went by, but there were times when it was more of a subconscious absorbation going on than me actually reading the entire text.

2. System text could possibly need some touches (you know, boring saving/loading stuff, button references, error messages, etc...). However, this might just be me... I just tend to find myself slightly bothered by stuff that doesn't somehow comply (or stay consistent) with some sort of guideline document and/or other titles by the same company. I don't have any PS1 games fresh in mind, but the PS2's glossaries are still fresh in mind (and mostly applicable to PS1 games, I suppose)

3. Menu options. I dunno if it'd be an easy hack or not, but wouldn't it be a good idea to just remove the options for enabling/disabling subtitles? (And evt. force them to constantly stay on, in case someone loads an old save where these options are saved... assuming they are.) Keeping the options might have been good for testing (incase there are corrupted subtitle strings or something), but I guess it's kinda pointless to keep it in final.

These are all pretty good points.  We actually did remove some menu options (like "Ruby - On/Off" since that makes no sense without Japanese"), but yeah, it may have been wise to remove Subtitles as well.

The timing was under our control to some extent, depending on the scenes.  Fun aside: I had to lengthen the timing in the Motorcycle scene in Act 2 because they are really illegibly fast in the original.

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News Submissions / Re: Translations: Policenauts for PSX released
« on: August 27, 2009, 08:42:03 pm »
I don't really take offense to it.  (The translation wasn't my deal anyway!)

I hope this doesn't come off defensive, but I think the hack reads more like a localization of a released game than a literal translation and I think that's what we were going for.  Again, our translator does this for a living and has actually worked with/is friendly with Jeremy Blaustein - the guy who localized Snatcher and Metal Gear Solid.  (Actually, Blaustein was going to be one of our beta testers, but it fell through at the last minute.)

I guess where I'm coming from is when you say "lines are missing", I want to make it clear that we didn't gloss over things because we couldn't translate them, or that we purposefully shortened them due to technical limitations - it's not the case either way.

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News Submissions / Re: Translations: Policenauts for PSX released
« on: August 27, 2009, 01:18:18 pm »
I'm not really qualified to answer because my Japanese doesn't go beyond very light conversational.

For the record, though, Marc is - in fact - a professional game translator, so it wasn't just someone who is fluent imposing their vision onto the game (if they misunderstood parts or something), it was localized.

As far as I'm aware, the script is indeed accurate and more of a localized translation than a literal one.

Again though, I can't really speak very intelligently to this.

Are there any specific parts you are referring to?


edit:

One thing I might be able to touch upon is the original intro tries to emulate Snatcher in that it starts:  "2010, Beyond Coast is completed, etc.  2013, police officers..."

It's a little ambiguous though, because the story itself is actually being told from the perspective of 2013 - meaning that Beyond Coast was built and the Policenauts were chosen and trained "three years ago".  To that end, I know that's why Marc moved 2013 into the next sentence as opposed to keeping it as a... paragraph header?

This is going off of memory from awhile back in the patch.

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