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Hizashi no naka no riaru Translation: Translators wanted
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Hizashi no naka no riaru Translation: Translators wanted
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Sat
Star Angel
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Nope, so far I can only say its compatible with flash digger.


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Fri Jan 12, 2007 8:53 am Profile PM WWW Skype
kouhei
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Already playing with that Feather Kawaii 2

ja ne
l8r Kay?


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Sat Jan 13, 2007 1:07 am Profile PM
Sat
Star Angel
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Yes, but without a registered version we won't come far...


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Sat Jan 13, 2007 1:28 am Profile PM WWW Skype
yuism
Newborn Angel
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Sat -
Would you be able to upload the Sound files and Text files that Karl had.
It seems that the Rapidshare links are down.

While I'm not great in Japanese, I'm more than interested in helping if I can.

Thu Feb 08, 2007 8:11 pm Profile PM
Sat
Star Angel
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I don't have those. We are doing it a different way than Karl did. I tried contacting him but he's not reachable, too bad.
Please wait until we are done with Robozou.
Neutral


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Fri Feb 09, 2007 8:44 am Profile PM WWW Skype
LioMajor
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Last edited by LioMajor on Sun Mar 31, 2013 7:22 pm; edited 1 time in total
Fri Feb 23, 2007 1:01 pm Profile PM
Sat
Star Angel
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We won't really be using those things, though.


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Fri Feb 23, 2007 1:38 pm Profile PM WWW Skype
Karl Leibeigen
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Sorry for my absence. Got severely distracted. The email in the forum's database is one I do not regularly poll, but I haven't received a PN notice from the forum when I logged in today either.

My 'old project', for those who missed it, was based on
a) A self-written (in VB6) 'browser' for compiled flash. In a way, a replacement app for the well-known 'decompilers', but it only concerned itself with potentially replaceable objects, not with script or timeline stuff. It can extract text and extract bitmap graphics and reinsert them no problem. It's also easier to get a quick overview of the art contained in a swf than using Eltima et al.

b) an interface to Atlas to quickly stuff japanese snippets into it and harvest the results.

c) tying this together into a batch processing engine

Problems:
- Swf normally nowhere contains text in a usual encoding. Either it's done with graphics or in a kind of local encoding. All the needed symbols for a piece of text (sometimes for several, depends on the compiler) are collected into a font object in unspecific order, then the text is encoded using indexes into that. Hizashi does this, most font objects service just one text chunk. The name of the original font is available, although it doesn't help any.

- Once one has a translation for any given text, you need to replace both the text objects and the font objects. I stalled development at the point where I was designing an optimizer enabling the program to request a font once, then pull the glyphs from it as needed even for multiple interactive editings, including a final consolidation into one common font.

- Next problem: There's no line breaks. There's subchunks, each with independent positioning. I've found no clever way to automatically determine when those subchunks can be concatenated and when not. My original idea, a fully automatic batch processor to work a master translation file into the game still stands, but the format of that file was too simple. Because any given translation J->E may take some, lots or even less screen space than its original, a batch working in that translation automatically would have to be quite clever not to mess up the geometry.


So... I'll not be able to put much work into this at least until mid-May, but am open to questions. I'll try to poll the forum at least weekly. I might be tempted to finish that flash tool if it could still be useful in the scheme I forced you into by my absence. I can also advise on any programming, networking or flash internals issues...

Thu Apr 19, 2007 1:19 pm Profile PM
Sat
Star Angel
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Erm, karl... While you were gone, we have already started our own translation on this Razz
It would be great to do it together Feather Kawaii 3


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Thu Apr 19, 2007 3:09 pm Profile PM WWW Skype
kouhei
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Umm... who is Karl in all this again? Feather Kawaii 2 I appologize Karl, I just don't know you and you are coming in here like a huricane Feather Kawaii 2;;; I thought we were going to use direct translations instead of something auto translated by an application like Atlas ...

All that aside, it's nice to meet you Feather Kawaii 2


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Fri Apr 27, 2007 10:51 pm Profile PM
Sat
Star Angel
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Karl is the guy who planned to translate Hizashi waaaay back. Then he was gone for quite a long time, and returned recently, when we already picked it up for us Razz


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Fri Apr 27, 2007 10:58 pm Profile PM WWW Skype
kouhei
LAH Artist
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Gotcha, I was wondering, because he came in like he was in charge, and I was just curious as to his affiliation Feather Kawaii 3


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Last edited by kouhei on Sun May 20, 2007 3:36 pm; edited 1 time in total
Mon May 07, 2007 4:15 am Profile PM
Kristen
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Damn it!!!! i Can't wait for the translated version to come out, i'm so hoping for it, and also, the NDS version, damn you Sat, you are my idol!!!!!

By the way, about the talked dialogues of the girl, will they be subbed, it's not like i don't understand em, i have took 4 courses of japanese and going for my fifth, and i have a pretty average jap, but those who only knows what baka means, think it could be a pretty nice detail for em, xD

Tue May 08, 2007 4:36 am Profile PM
Fragnostic
LAH Artist
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Nah, I was asking Sat about that someday. He said her speak will have subs...
But, actually, even without knowing jap you know what is she talking about. Wink

Tue May 08, 2007 5:52 am Profile PM
kouhei
LAH Artist
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Yes there is after all the universal language of Looooove Feather Kawaii 2


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Sun May 20, 2007 3:37 pm Profile PM
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