Creating translation

Jul 17, 2011 at 4:21 PM
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Is there any guide, how to make translation?
 
Jul 17, 2011 at 4:32 PM
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Are you asking how to translate CS into a different language? That I don't think there is, sorry.
 
Jul 17, 2011 at 4:37 PM
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Yes, that's what I asked.
 
Jul 17, 2011 at 4:41 PM
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Yeah there really aren't any tutorials as far as I know, just because most people haven't really needed to translate theirs. All you would really need is Cave editor, so you could edit what everything said, and some sort of translation program. You might wanna know TSC a little so that you know what you are editing.
 
Jul 17, 2011 at 4:43 PM
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"Myself" said:
Anyway, I think the intended answer would be Basic TSC Skills + CaveEditor needed to translate the game to a different language.

(Insert what bobbyis said before)

In order to translate the game to a different language, you should download CaveEditor.

http://www.cavestory.org/forums/threads/611/

Use one of the older versions (probably not 0.99c) for maximum stability. Use the program to edit the scripts in each map, which are called TSC files.

Most TSC files have dialogue in them, so just replace the English dialogue with the new language's dialogue and you're done.

So anyway, what language do you plan to translate it to?
 
Jul 17, 2011 at 5:13 PM
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Yea, I'd like to. However I don't know what will come out of it. Maybe I won't feel like translating it any more some day, heh :D

EDIT:
Is there possibility to change size of messagebox, or do I have to fit text to it?
 
Jul 17, 2011 at 5:46 PM
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konrad509 said:
EDIT:
Is there possibility to change size of messagebox, or do I have to fit text to it?

It could be done, but it would be kinda hard and quite impractical for this purpose.

You should just fit text into the messagebox and put line breaks every so often - you can make the message as long as you want, just not as wide as you want.
 
Jul 17, 2011 at 6:22 PM
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Ok. And is there possibility to see how dialogs will look like after translation without running a game? Sometimes I would need to play for a while to be able to see some dialogs. It's quite impractical.
 
Jul 17, 2011 at 6:42 PM
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just change the code to go directly to that part, allowing you to read it, and then change it back. I don't think we have any way of seeing it without running it.
 
Jul 17, 2011 at 7:03 PM
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If its on the same map, just use <EVE0000 (the zeros change to whatever number the event is) or if its on a different map, use <TRA0000:0000:0000:0000 (these being the map number, the event to run once loaded, and the x coordinate and y coordinate.) after using that, if its later on in that map, just use the <EVE again.
 
Jul 17, 2011 at 7:42 PM
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I guess, I don't know how to use it, because it doesn't work.
 
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