4426
Traducciones y Proyectos / Re:Tony Tough and the Night of Roasted Moths - Traducción
« en: Marzo 15, 2015, 19:13:52 pm »
Me han dado las pautas a seguir para sacar y modificar las fuentes.
HELP!!!! Llevo horas y horas sin ningún resultado. Soy un negado para programar.
First of all, you'll need to handle decoding and re-encoding resources in the resources container files in the roasted folder. You'll need to examine the code of the RMRes class. The font data is contained in resource 10702 (referred to by the RES_F_OBJ constant in the code).
Also, the data for the font is loaded in RMFontObj::init and into RMFont::load. You could put some temporary code in RMFont::load and use a Common::DumpFile class to dump the contents of the font to a file That would save you having to worry about decoding the font yourself. You could also put a hack in place to load the font data from a file rather than the resource as you're designing your new font file with the extra characters you need.. without even translating the text, you could temporarily replace standard alphabetic characters with your new versions so you can verify they look okay in the in-game text without even having to translate anything. Then, when you're happy with them, move them to the end of the font file as new entries.
Of course, at the end, you'd still need to handle re-encoding the finished resource to the roasted archive. And then create some kind of patch file to convert the English roasted archive files to your new modified version.
Once you've got that, you'll need to change RMFontObj::init to add an extra line for the number of new characters you're adding to the font. You'll likely end up having to have an if to check if the detected language is your modified Spanish version, then add extra values to nchars.
Finally, of course, there's the actual work of translating the text, but I imagine improving the font is enough for you to worry about right now.
HELP!!!! Llevo horas y horas sin ningún resultado. Soy un negado para programar.
First of all, you'll need to handle decoding and re-encoding resources in the resources container files in the roasted folder. You'll need to examine the code of the RMRes class. The font data is contained in resource 10702 (referred to by the RES_F_OBJ constant in the code).
Also, the data for the font is loaded in RMFontObj::init and into RMFont::load. You could put some temporary code in RMFont::load and use a Common::DumpFile class to dump the contents of the font to a file That would save you having to worry about decoding the font yourself. You could also put a hack in place to load the font data from a file rather than the resource as you're designing your new font file with the extra characters you need.. without even translating the text, you could temporarily replace standard alphabetic characters with your new versions so you can verify they look okay in the in-game text without even having to translate anything. Then, when you're happy with them, move them to the end of the font file as new entries.
Of course, at the end, you'd still need to handle re-encoding the finished resource to the roasted archive. And then create some kind of patch file to convert the English roasted archive files to your new modified version.
Once you've got that, you'll need to change RMFontObj::init to add an extra line for the number of new characters you're adding to the font. You'll likely end up having to have an if to check if the detected language is your modified Spanish version, then add extra values to nchars.
Finally, of course, there's the actual work of translating the text, but I imagine improving the font is enough for you to worry about right now.