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Author Topic: Translations: Dark Half translation still going.  (Read 15610 times)

RHDNBot

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Translations: Dark Half translation still going.
« on: March 09, 2011, 04:11:01 am »
Update By: KingMike

After years of inactivity, SirYoink releases a new beta patch for Dark Half, an Enix RPG for the Super Famicom.
Eien Ni Hen has been helping with the translation.
He wants some opinions on the dialogue font. Should he go with the 8x8 menu font? He'd like to know your opinion, and to tell him on his message board.

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Arcane Studios Dredge

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Re: Translations: Dark Half translation still going.
« Reply #1 on: March 09, 2011, 09:45:04 am »

They should stick to the the smaller fonts of 16X16.
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Re: Translations: Dark Half translation still going.
« Reply #2 on: March 09, 2011, 03:09:45 pm »
The 16x16 is the big blocky font in the older screenshots.
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reyvgm

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Re: Translations: Dark Half translation still going.
« Reply #3 on: March 09, 2011, 04:13:25 pm »
8x8 looks way better.

But maybe the 16x16 font would look good too if it wasn't bolded and if they used another one. The one on the old screens looks like it was done with mspaint by someone that doesn't know how to use it. No offense.

BRPXQZME

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Re: Translations: Dark Half translation still going.
« Reply #4 on: March 09, 2011, 05:00:25 pm »
The 16x16 is ugly as sin.
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Re: Translations: Dark Half translation still going.
« Reply #5 on: March 09, 2011, 08:53:19 pm »
16x16s are *always* ugly as sin for Roman letters.

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Re: Translations: Dark Half translation still going.
« Reply #6 on: March 09, 2011, 09:23:59 pm »
16x16s are *always* ugly as sin for Roman letters.
This.

Also, for the love of god, the guy needs to implement a lower case. That's an RPG. It -needs- a lower case font.

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Re: Translations: Dark Half translation still going.
« Reply #7 on: March 09, 2011, 09:28:19 pm »
I dunno...the caps-only small font makes me think a bit of Vagrant Story. The caps are also a better excuse for all the characters being the same width.
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Re: Translations: Dark Half translation still going.
« Reply #8 on: March 09, 2011, 09:45:11 pm »
16x16s are *always* ugly as sin for Roman letters.
There is an objective difference between a what a disciplined typographer or calligrapher would produce for 16x16 and this. It is this difference to which I refer, not a subjective absolute.
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Gideon Zhi

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Re: Translations: Dark Half translation still going.
« Reply #9 on: March 09, 2011, 10:38:13 pm »
Alright, point. But I can almost guarantee that you'll never find a good-looking Roman 16x16 in an SNES game. It just doesn't work for narrative. I can see it maybe for heavily-stylized characters, but Roman letters are almost all uniformly taller than they are wide. At a smaller size (8x8) it's not so noticable, and the distance between each letter is a lot smaller, but with the 16x16 you either get something heavily calligraphic, extremely blocky, or spaced badly.

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Re: Translations: Dark Half translation still going.
« Reply #10 on: March 09, 2011, 11:58:19 pm »
Also, for the love of god, the guy needs to implement a lower case. That's an RPG. It -needs- a lower case font.

~DS

The 8x8 is in all caps in the screenshots mainly out of laziness.  Just used the game's existing menu font when trying to figure out of I COULD make it display a smaller font.  More of a technical exercise than trying to make it look pretty.  Any 8x8 font could be put in there now.

And the 16x16 is well hideous, I'm aware.  It could be made better by using a stylized font, I may try that at some point and post shots of the results. 

8x8 looks way better.
But maybe the 16x16 font would look good too if it wasn't bolded and if they used another one. The one on the old screens looks like it was done with mspaint by someone that doesn't know how to use it. No offense.

MSPaint, I wish, that thing was done in tlayer (dos version) ten years ago.

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Re: Translations: Dark Half translation still going.
« Reply #11 on: March 10, 2011, 12:01:12 am »
Also, they use up too much screen space. You won't be able to fit more than 14 characters per line at normal resolution (assuming you leave some room for overscan), which means you'd have trouble fitting more than 2 or 3 words per line.
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Re: Translations: Dark Half translation still going.
« Reply #12 on: March 10, 2011, 08:13:22 am »
And the 16x16 is well hideous, I'm aware.  It could be made better by using a stylized font, I may try that at some point and post shots of the results. 

Why don't you try your hand at an 8x16 hack. It typically only takes a few lines of modified code in most games. If I recall correctly, Dark Half uses a similar/same engine to Tenshi No Uta (one of my projects). If that's so, hacking in an 8x16 is not too hard.
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Re: Translations: Dark Half translation still going.
« Reply #13 on: March 12, 2011, 11:33:01 pm »
Why don't you try your hand at an 8x16 hack. It typically only takes a few lines of modified code in most games. If I recall correctly, Dark Half uses a similar/same engine to Tenshi No Uta (one of my projects). If that's so, hacking in an 8x16 is not too hard.

Took me a few hours, but consider it done.  By the way, you've helped me with this more than you know, I never would have figured the text routine in this game out if not for the post here:
http://www.romhacking.net/forum/index.php?topic=10764.0   :thumbsup:

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Re: Translations: Dark Half translation still going.
« Reply #14 on: March 13, 2011, 11:19:52 am »
Why don't you try your hand at an 8x16 hack. It typically only takes a few lines of modified code in most games. If I recall correctly, Dark Half uses a similar/same engine to Tenshi No Uta (one of my projects). If that's so, hacking in an 8x16 is not too hard.

Took me a few hours, but consider it done.  By the way, you've helped me with this more than you know, I never would have figured the text routine in this game out if not for the post here:
http://www.romhacking.net/forum/index.php?topic=10764.0   :thumbsup:

  Dude, do the 8x16 and you'll make yourself and everyone around you happy. :)
I looked at the code a while ago after some one posted the update on D-D's forum. The font seems to be
DMA'd directly to Vram/buffer. So that is not a hard task to tackle. Might be a little harder to implement
a VWF routine although I already see how it could be done.
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Re: Translations: Dark Half translation still going.
« Reply #15 on: March 13, 2011, 11:43:49 am »
Uh, he did...
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Re: Translations: Dark Half translation still going.
« Reply #16 on: March 13, 2011, 12:20:50 pm »
Why don't you try your hand at an 8x16 hack. It typically only takes a few lines of modified code in most games. If I recall correctly, Dark Half uses a similar/same engine to Tenshi No Uta (one of my projects). If that's so, hacking in an 8x16 is not too hard.

Took me a few hours, but consider it done.  By the way, you've helped me with this more than you know, I never would have figured the text routine in this game out if not for the post here:
http://www.romhacking.net/forum/index.php?topic=10764.0   :thumbsup:

Great to hear! :) If you run into any other issues, feel free to run them by us. I have always liked Dark Half and would like to see the project done. It also shares technical similarities with Tenshi, so there's a good chance I would have seen the issue already.
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Re: Translations: Dark Half translation still going.
« Reply #17 on: March 13, 2011, 01:21:49 pm »
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Re: Translations: Dark Half translation still going.
« Reply #18 on: March 13, 2011, 04:11:32 pm »
The 16x16 is ugly as sin.

Chiming in a little late on this one, but THANK YOU. Even the original (Japanese) font looks ugly. The giant, blocky letters made me feel like I was reading a children's book rather than playing an RPG.

The 8x8, on the other hand, looks fabulous, and I'd be interested in seeing an 8x16.

Also, it's worth noting that script-wise, this has been my favorite game to work on. The game's script is so damn different (and considerably darker) than any of the other RPGs of its time.
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Re: Translations: Dark Half translation still going.
« Reply #19 on: March 13, 2011, 06:11:07 pm »
Yeah 8x16 is a done deal.  I thought I had it working last night, but discovered it runs the text through the same DMA code as the battle menus, so I had lopped those in half as well.   :banghead:  The results were amusing, but... less than ideal.  I rewrote it this morning.  Finished product below.