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Vahritos

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Everything posted by Vahritos

  1. Sorry for no Updates since my last Update. Had a lot of stuff to do IRL and I'm not at home until Saturday. @Zzoom I could but you would have still to do a lot of work with the dialogs. I'll try to get some free time next week so I can keep going with the Translations. I'll try to get some more Versions then too. To explain for you why it would end up in probably a lot of work for you using my tool: My tool doesn't pick out the specific areas like "dialogs", "attacks" etc by itself. I need to extract them manually first and to set up the Offset so my Tool can finish up the "biggest" job by replacing everything, using the translation-table on it, deleting every unnecessary line etc. Reason why I need to pick out all the areas manually is that every version uses a different offset (within a certain range yeah, but still a complete different offset) for each area because the data is sometimes a bit larger and sometimes a bit smaller like a sentence in different languages. But I'll try to get your request done as soon as possible. ^^ Best regards, Vahritos / Jyntax
  2. Update 7th April 2014 Spanish will be updated in the next few days. Spend the last 4 hours on frensh and need a break for now.
  3. Currently I'm working on the Namecalls. I found 3 Namecalls, so there are just 3 more Namecalls I need to figure out. As soon as I'm done with it I'll release the next Version. Status on the 6 Namecalls: 1. Player = Not working 2. Rival = Not working 3. Pokemonnames = Working 4. Item & TM/VM Names = Working 5. Numbers = Working 6. Not figured out yet. If I atleast figure out the 6th Namecall I'll maybe make a new release. EDIT: K just went to a spot where the 6th Namecall would pop up (1 of 2 spots) and there is nothing because.... You start with the boots so the Assistant of Prof Oak won't give them to you (missing string). The 2nd spot for the namecall to pop up is the Link Station for Trades and Battles between friends. So again nothing to see there. So in short: I'll work on the new release now.
  4. Edited a VERY IMPORTANT NOTE! into the first posting of this thread. A User thought it would be cool to use my work and say HE would have translated Pokemmo for about 98% or something like that without even mention my work on it. Verdep if you read this I don't talk about you. You asked me and you're giving me credits for the strings. So everything is fine. ^^
  5. You can, but you should make a backup first. Best would be to make a folder called "insert your themename here" and just copy paste everything inside there if you want to change everything. If you just want to change a few things you should take a look at this thread: https://forums.pokemmo.eu/index.php?/topic/27073-creating-new-themes/ Just to mention it. Never edit stuff if you don't have a back up of the file yet.
  6. What's on my mind? Ehm don't know. Thinking about changing my profile name, but don't know how xD

  7. Sorry for double post but: Got my programm done now. Can get all the data out of every rom now without bigger problems. Now comes the downside. Somehow the game doesn't recognize other strings beside the dialogs. Even so the development of pokemmo stated the stringfile to be able too. So gonna keep an eye on it and try this and that the next few days. Wish me luck cause if this works we might get close to a 100% multi-language Pokemmo.
  8. Exactly like Greck said. ^^ I don't know how the calls for the Items etc are named. That's why I use a replacement for them at the moment. I already asked the Staff in the language Support Thread about it, but I didn't get an answere yet.
  9. Hello everyone, I'm Vahritos 23 years old and actually I'm not playing pokemmo to much. Every now and then for a while. What keeps me here is that I like it to work and as some of you know I'm working on a multi language translation. Besides that I also want to get more knowledge about creating designes for In-Game UIs. I'm aiming to become an IT specialist for application development and on the way I want also to become a known livestreamer on Twitch.tv. At the moment I'm not streaming because my computer isn't good enough for it but I'm working on it. I hope to help some of you with my translation project and that I get some nice UIs done for you all. Best regards, Vahritos.
  10. Got my Script done so far. Now I'll just need to feed it with some data and tidy up the created string-file afterwards. Gonna aim to finish this update next weekend. Working on some otherstuff this weekend. (like a 100% Achievement Guide for FFVIII).
  11. Sure go ahead. ^^ Thanks for the bugreport. I got freetime this friday and gonna work on an update then. ^^
  12. Ah I see. Sure. I'll add the english file as soon as I update the current files with attacknames etc because I gonna expand this thread into a generell multi-language translation thread.
  13. My question would be what for? I mean the game is already in english.
  14. Didn't find an italian rom yet and if I'm not wrong it would be against the forum rules to post a link to a rom on the forum. So this will take a bit longer.
  15. I guess you don't get what did here. They just add more stuff you can edit with the string file. They don't need to add those strings anymore, because they are there already. They (the english translation strings) are just not inside of the string file because the script of pokemmo got them already inside. Why feeding a script with the same data twice? So I just used those already existing string codes and got the translation out of the roms. The team of pokemmo will probably NOT get all strings out of every pokemon fire red version for us because it's a lot of work. P.s. Sorry that I didn't check the spanish and frence version yet. RL kept me busy a lot in the last few days. I guess I gonna check them this weekend.
  16. Really? Ok, gimme a minute. Gonna check and fix it. EDIT: Just tried it on my game and it works like a charm. Seems like I uploaded the wrong file. New File is uploaded. Please try the new uploaded file.
  17. Patchnotes 3rd Dec 2013 German Strings: The problem RightKill mentioned should be fixed now. __________________________________________________________ Tomorrow I gonna check the spanish and the french version too. It's 10.18 pm in germany and I'm a bit tired. ^^
  18. Thx for that information. Gonna check it in the next few days. But gonna edit the first post with a new note for problems like that. EDIT: Found the problem. The german rom got 4 string-finished bytes more between the dialogs then the english rom. That swaps 1/4 of the dialogs. Not that much of a big deal but can be annoying. I gonna try to make a work around for this to get everything to work.
  19. The Dialogs are translated but in another Thread of mine. You can find it in this Thread. P.S. It isn't a 100% translation because of some reasons. 1. Some Dialogs got scriptcodes inside which can't be translated well. 2. Namecalls aren't working atm so there are either "Rival", "Player" or "Namecall" written.
  20. Patchnotes 21th Nov 2013 Dialogs: Updated from ~3100 to ~4200 Screenshots: I added a spoiler for Screenshots. Follow the Link to one of my Yandex.Disk Folders. There are Screens inside. Other Notes: Fixed the translation table. The character ö was changed to ü after other characters were changed into ö's. So the translation wasn't 100% right. Now everything should be fine. Spanish, German & French are working again!
  21. Dialog-Translation Multilanguage (Not fully done yet) __________________________________________________________ Patchnotes 7th April 2014 German Strings: Works now with 3 of 5 used Namecalls. Frensh Strings: Got reworked with the new Translation Table (Bug fix) and works now with 3 of 5 used Namecalls. English Strings: New language Support! Works with 3 of 5 used Namecalls. __________________________________________________________ What's going on here? O.o [spoiler]I'm working on an dialog extractor tool and it's at 99% done.[/spoiler] So what do you want to do with that dialog extractor tool? [spoiler]As the name already tells you... I gonne extract the dialogs of Pokemon Firered.[/spoiler] Well that's nice. But what are you doing here right now? I mean... just talking about it? [spoiler]No, I'm not just talking. I'll post here every bit of dialog I extracted.[/spoiler] And how do I use those dialogs? [spoiler]It's pretty easy. You just need to copy/paste it into the string-file you use. Located at ...\pokemmo\data\strings\... Just paste it to the second last line. So a line before the script-closing </strings>[/spoiler] Wow. It's that easy? So where are these dialogs now? Gimme gimme, I want them! [spoiler]Scroll down a bit and look for your language.[/spoiler] Can I see a screenshot to see if it's really true? [spoiler]Yes you can. Click this LINK and htere are screenshots for every language.[/spoiler] __________________________________________________________ VERY IMPORTAN NOTE! If you wanna use the Data I worked on (like dialog's etc) on your own Patch - you are welcome to do so as long as you give me credits for my work! I don't have a problem if you use my work but at least don't act like you did the work! I spent more then a whole day (I talk about more then 24 hours of work) on this. Show some respect! Date: 28.03.2014 7.38 pm CET __________________________________________________________ IMPORTANT NOTES!!! [spoiler] 1. The dialogs aren't translated to 100% right now. There are some dialogs I needed to delete because they got some script inside them. So that Pokemmo couldn't load the string-file. There are also some other dialogs not translated yet but will be very soon. 2. There are still 2 sorts of Namecalls left in the scripts. Rival and Player! As 3 of 5 Namecalls are working now! 3. The user RightKill tested the german translation and mentioned that there is a wrong dialog. So it might be that there are more wrong dialogs. The dialog he found was while he wanted to cut a tree. If you run into dialogs without any sense for your current situation, just swap back to the normal string-file.xml. So if you use the normal english string-file.xml just copy it and edit the "en" in the first lines to "en+dialogs" or something and paste the translated strings into it. That way you can always swap between english strings and the translated strings. [/spoiler] __________________________________________________________ Translations [spoiler] All Translations! Yandex Disk Folder __________________________________________________________ English (Updated 7th April 2014) Downloadlink __________________________________________________________ German (Updated 7th April 2014) Downloadlink __________________________________________________________ Spanish Downloadlink __________________________________________________________ French (Updated 7th April 2014) Downloadlink [/spoiler] More coming soon! It would be nice if you could tell me which languages are not listed yet. I don't even know how many versions of Pokemon Firered are out there and I'd be happy if you just tell me the different languages. Thanks. P.S. At the moment I can't extract the BR Dialogs because the script of the game was changed in a way that made my tool not working on it. But I'll try to get it working.
  22. Don't know. But might be possible. As Exteriorito mentioned before there is the "coding" of the string file. If you change it to USC-2 Little Endian it might work. Don't know for 100% if this was the coding for asia characters. About my script. I don't know if it'll work with asian languages too but it might be possible. Btw it's at 99% now. As soons as I figure out how the calls of the dialogs work it's done. Seems like it isn't {0} etc. Tried it but it turned out as written directly into the chatbox. Only problem besides the calls are 2 or 3 dialogs including scripts inside of the dialog. Might get it solved but if not it wouldn't be that much of a problem I guess. EDIT: Ok I just figured out that those strings "{STRING_0}" work in dialogs. But I don't think that I'm patient enough to make a dialog with like 200k Strings just to see that 80% of them are empty or something... I would be very happy if the staff could tell me if the needed Strings (Rivalname, Playername etc.) are in those strings and if it's true which strings they are. Or maybe if they could give me a full list of all strings. I would try to get the dialogs of every language translated then and release them in this forum to save the staff and the player a lot of time to translate or anything.
  23. Working on a script right now to extract the offsets of ALL dialogs and to extract all the text of the dialogs. Working on EVERY language version. It's at around 90% done. Might be done tomorrow. If some people don't trust me right away I'm ok with just running the script for them. Would just post the completed strings for the language-string files. Gonna tell you more about it tomorrow. EDIT: Ok my script is at around 98%. I just need to know how the calls for names work and then I could add this to my script. At this moment it just can't create the following characters: [spoiler] î ï ò ó ô œ ù ú û ñ º ª & + [/spoiler] Reason for that is that I use a loop that replaces all the characters used on the firered table. Problem... It does it one by one. So if it finds a character that was already replaced but matches with another replacement that would be done later in the script, that character will be replaced again. So I had to delete those characters from my script for the moment. I hope I'll get this done anytime soon. So that everyone can play Pokemmo with his or her own language in the dialogs.
  24. Just had a question. I know that you can change the In-Game Dialogs by addings strings using the dez-offset of the Dialogs. But now I have a question about dialogs like the rival dialogs. They don't just use words, they got calls in them to get the Rivalname or the Playername etc. How to write thoses "calls" in the strings? Do we just need to use {0} {1} {2} {3} depending on the amount of different calls? Like 0 for rival 1 for player if it's the order the calls are popping in the dialog or how do we get the calls done?
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