Hoping to make your life's design a bit more dynamic!

It is currently Mon Jul 04, 2022 4:20 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2, 3
Author Message
Post subject: Re: Spot Translation Requests for Burning Heroes
PostPosted: Wed Nov 02, 2011 3:09 pm 
Offline
Site Admin
User avatar

Joined: Fri Oct 09, 2009 4:53 pm
Posts: 875
Location: South Florida
About those credits, WB. What should we do? We can do a fixed width 8x16 tilemap hack, try a 16x16 variable width tilemap hack and a 8x16 version of the latter. Both VWF hacks being the hardest of the three but the prettiest. :)

Taskforce?


Top
 Profile  
Reply with quote  
Post subject: Re: Spot Translation Requests for Burning Heroes
PostPosted: Wed Nov 02, 2011 6:22 pm 
Offline
Site Admin
User avatar

Joined: Fri Oct 09, 2009 11:54 pm
Posts: 2340
Location: Virginia
Bongo` wrote:
About those credits, WB. What should we do? We can do a fixed width 8x16 tilemap hack, try a 16x16 variable width tilemap hack and a 8x16 version of the latter. Both VWF hacks being the hardest of the three but the prettiest. :)

Taskforce?
I'm not particular about the font, but the one we have in the dialogue is nice. I've gotten used to not worrying about that half-character bleed-over situation at the end of each line. When you say tilemap, are you saying we can write the English in a text file, change characters with the keyboard, and insert it like everything else? If so, will be have line limitations per page and a hard byte limit overall? I ran into that situation in Silva Saga-II's intro, and had to cut down in places. Was this done the same way as you're planning on doing the BH credits?


Image


Top
 Profile  
Reply with quote  
Post subject: Re: Spot Translation Requests for Burning Heroes
PostPosted: Wed Nov 02, 2011 11:56 pm 
Offline
Site Admin
User avatar

Joined: Fri Oct 09, 2009 4:53 pm
Posts: 875
Location: South Florida
Wildbill wrote:
Bongo` wrote:
About those credits, WB. What should we do? We can do a fixed width 8x16 tilemap hack, try a 16x16 variable width tilemap hack and a 8x16 version of the latter. Both VWF hacks being the hardest of the three but the prettiest. :)

Taskforce?
I'm not particular about the font, but the one we have in the dialogue is nice. I've gotten used to not worrying about that half-character bleed-over situation at the end of each line. When you say tilemap, are you saying we can write the English in a text file, change characters with the keyboard, and insert it like everything else? If so, will be have line limitations per page and a hard byte limit overall? I ran into that situation in Silva Saga-II's intro, and had to cut down in places. Was this done the same way as you're planning on doing the BH credits?


It can be done with text files. But the tilemap data is best edited by a map editor.
I have the editor made already so that makes it easier. I just want a decent looking 8x16 fixed width font. The reason the VWF routine is harder is because the text has to font within
the font table space given to use by the game.


Top
 Profile  
Reply with quote  
Post subject: Re: Spot Translation Requests for Burning Heroes
PostPosted: Thu Nov 03, 2011 1:59 am 
Offline
Site Admin
User avatar

Joined: Fri Oct 09, 2009 11:54 pm
Posts: 2340
Location: Virginia
Bongo` wrote:
Wildbill wrote:
Bongo` wrote:
About those credits, WB. What should we do? We can do a fixed width 8x16 tilemap hack, try a 16x16 variable width tilemap hack and a 8x16 version of the latter. Both VWF hacks being the hardest of the three but the prettiest. :)

Taskforce?
I'm not particular about the font, but the one we have in the dialogue is nice. I've gotten used to not worrying about that half-character bleed-over situation at the end of each line. When you say tilemap, are you saying we can write the English in a text file, change characters with the keyboard, and insert it like everything else? If so, will be have line limitations per page and a hard byte limit overall? I ran into that situation in Silva Saga-II's intro, and had to cut down in places. Was this done the same way as you're planning on doing the BH credits?


It can be done with text files. But the tilemap data is best edited by a map editor.
I have the editor made already so that makes it easier. I just want a decent looking 8x16 fixed width font. The reason the VWF routine is harder is because the text has to font within
the font table space given to use by the game.
Well, I vote for space. Without leaving out any of the Japanese crew, I want to put the English crew at the very end before "The End".

English Version:

Job: name
Job: name
Job: name
Job: name
Job: name
Job: name


Image


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2, 3

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group