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04-24-22 09:19:36 AM
Jul - Posts by GlitterBerri
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GlitterBerri

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Posted on 03-01-12 02:59:42 AM, in Any Japanese text need translating? Link
Originally posted by Celice
Probably just syllable representations for 'Climb' and 'Bar' tiles? By Bar I mean those horizontal pipes/bars/beams in the games that you could hang onto and stuff.


But climb is クライム and bar is バー, not カ or ボ.

Originally posted by divingkataetheweirdo
A wild guess: I think カ (ka) would be short for "kabe" (wall), but I'm not so sure about ボ (bo).


Mm, I dunno. Wouldn't just writing 壁 be easier?
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Posted on 03-01-12 03:12:19 AM, in Got a Request? Link
How about Felix the Cat for Game Boy? I used to play and it was pretty fun.
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Posted on 03-02-12 07:53:56 AM, in Twilight Princess (last edited by GlitterBerri at 03-09-12 04:01 PM) Link
Official TP thread. To start things off, the game's map select.

-Menu1.dat, found in E3 2006 Demo, courtesy of Dark Linkaël
-Translation (in progress)

Since these are Pastebin files, everyone can edit them. Yay! If you spot mistakes in the formatting, please fix 'em, and if you want to help translate, that would be nice too. Find and replace searches are very useful for this, but if you're replacing something, put a space before and after it. For example, replace "テスト" with " Test ", so we don't end up having the English translation looking like "VolcanoTest".
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Posted on 03-02-12 08:32:52 AM, in Twilight Princess (last edited by GlitterBerri at 03-02-12 05:34 AM) Link
Thanks, I'll keep updating it as I finish more. I'd be curious to hear some of the things you see that aren't included in the final game, aside from the obvious test maps and stuff.

All these test maps would have taken up a huge amount of space, Cuber, no? I reckon that's the reason they removed them, since there were so many. But I don't know too much about the subject.
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Posted on 03-03-12 04:32:46 AM, in Twilight Princess Link
What's that?
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Posted on 03-04-12 09:27:38 AM, in Any Japanese text need translating? (last edited by GlitterBerri at 03-04-12 06:27 AM) Link
Does this Majora's Mask debug text need a translation, by the way? It seems there's some confusion on the functions, but due to the font colour it's hard to make out. If someone can get a better screenshot, I could translate and clear up the mystery.
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Posted on 03-04-12 06:15:29 PM, in Any Japanese text need translating? (last edited by GlitterBerri at 03-04-12 03:21 PM) Link
Originally posted by xdaniel
Transcribed from the existing screenshots but should be (mostly?) correct. I'll see about getting some better screenshots... if I can figure out how to make plugins not filter this stupid text. Maybe not, can't seem to find a plugin that 1) renders the text correctly, 2) allows you to set the resolution to 320x240 and 3) allows you to turn off the filtering! <.<

First screenshot:
* ENVIRONMENT TOOL *
かんきょうしょく せってい
じかん ひょうじ&そくど せってい
かざむき ふうりょく せってい

* DEMODATA TOOL *
デモデータ つうじょう
デモサイセイ しない

Second screenshot:
ぜるだたいむ 6 42
ひる
ようび げつようび
けいかにっすう 〈 1 〉
けいかそくど 〈 0 〉
おかりなけいかそくど 〈 0 〉



Thanks, xdaniel!



* ENVIRONMENT TOOL *
Environment Light Settings
Time Display & Speed Settings
Wind Direction & Wind Power Settings
* DEMO DATA TOOL *
Demo Data (Regular)
Demo Playback (Don't)



Zelda Time (6:42)
Afternoon
Day (Monday)
Passage of Days (1)
Speed of Passage (0)
Ocarina Passage Speed (0)

Keep in mind that "demos" are how the Japanese refer to cutscenes. Interesting to note that Majora's Mask considers the opening scene in Hyrule to be Sunday, Day 1 to be Monday, Day 2 to be Tuesday, Day 3 to be Wednesday, and Day 4 to be Thursday. I think there are options for Friday and Saturday, but I'm not sure if they do anything different. It shows that they may have had a full week of events planned before the moon fell during development.
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Posted on 03-04-12 06:18:30 PM, in Any Japanese text need translating? Link
Originally posted by ICEknight
Originally posted by GlitterBerri


This game contains violent scenes and depictions of gore.

That's not a complete translation... I'm reading the word "grotesque" in there.


You're right, a better one would be "This game contains violent and grotesque depictions". Better?
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Posted on 03-05-12 12:42:06 AM, in Any Japanese text need translating? Link
Liliana was kind enough to provide me with more screenshots. Hope someone finds a translation useful!



* CAMERA TOOL *
Tool (Cut Editor)
Cut (Empty)
Playback Mode (Camera-Only)



* ENVIRONMENT TOOL *
Environment Light Settings
Time Display & Speed Settings
Wind Direction & Wind Power Settings

* DEMODATA TOOL *
Demo Data (Regular)
Demo Playback (Demo 00 - Start With PAD-L on Controller 1)



[ Environment Light Settings ]
All Light Settings
VRBOX Colour Settings



< Setting Colours (Change With L) >

- Ambient -
R
G
B
- Diffuse 1 -
R X (Rotation)
G Y Vertical
B Z Horizontal
- Diffuse 2 -
R X (Rotation)
G Y Vertical
B Z Horizontal
- Fog -
R
G
B
Far
Near



< Setting VR Colours >

- PRIM -
R
G
B
- ENV -
R
G
B

Weather Settings (cloud)



Zelda Time (6:18)
Afternoon
Day (Friday)
Passage of Days (5)
Speed of Passage (0)
Ocarina Passage Speed (0)



< Wind Settings >
Wind Power
Vertical Rotation
Horizontal Rotation



* CAMERA TOOL * C Viewing Position E Camera Location
Tool (Viewer) X
Z-Targeting (None) Y
Z



* CAMERA TOOL * C Viewing Position E Camera Location
Tool (Point Editor) X
Action C (Spline 2) Y
Action E (Spline 2) Z
Time
Angle
Bank Draw
Coefficient C
Coefficient E
Axis C (Origin)
Axis E (Origin)

Demo Time

C
E
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Posted on 03-05-12 06:30:22 AM, in Any Japanese text need translating? (last edited by GlitterBerri at 03-05-12 03:32 AM) Link
Originally posted by Celice
Is wind actually important in Majora's Mask? I don't remember it ever having an impact on gameplay, that wasn't already a permanent fixture in a level (meaning that changing the direction was not something I remember!)


Ocarina of Time has wind controls as well, but I don't think they're ever used in that game, either. I can't think of any instance in either game when wind comes into effect, unless it has to do with Cucco gliding or something like that. The Wind Waker had the Deku Leaf, but Majora's Mask and Ocarina of Time have nothing...

Oh, I suppose there's also Deku Link's ability to glide... but wind doesn't affect him, and I don't think it ever affects Cuccos' trajectories either. They just drift at a set rate to the ground, they don't ride the currents or anything.
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Posted on 03-05-12 06:42:34 AM, in Any Japanese text need translating? Link
Oh, that seems about right! Good thinking, Peardian.
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Posted on 03-05-12 11:15:33 PM, in Twilight Princess (last edited by GlitterBerri at 03-06-12 05:12 AM) Link
I found those developer notes for you, DarkLinkael. I'm not sure this is all of them, so you could look around for others if you're interested.

Filepath:
TP DISK \ Partition #1(the game itself) \ res \ Object \ Sample.arc \ archive \ dir \ file2.txt

It's developed/expanded by Sample.arc

---

●地形ユニットMOVEBGにスイッチ1の情報は渡されてないらしい。酒井さん談。
たしかに、マップデータ変換時に使い捨ててだいたいOKな情報だからそうなってる気がしてきたけど、
やっぱりそうなの?

●レイヤーについて整理。昼夜と表裏をなんとか。
・昼夜については、切り替えをどうする?ゆっくり(「タクト」かばっさり(「ムジュラ」か?
・表裏については、もう1つ2つ追加があるかもとか。

About the layer adjustments... should we have two sides for day and night, or what?
-How should we transition between day and night? Slow, like TWW, or fast, like Majora?
-For the two sides, we might have one or two additions.

●自動化したい。odemrun引数とかObjectSenderとか使えばできるような気が。
・メモリマップの出力。
・メモリバンクの配置設定。
●コリジョンポリゴンを全表示したい。確認のために。
ObjectReflector[/Node/zelda地形チェック内部|デバッグポリゴン描画]で表示されるけど、
その場合はリンクのそばのポリゴンだけなのでわりと残念。
# そういえば、吉田さんのポリゴン統合とかの動作確認はどうやってるのかな。

●2Dマップレール
○十字キー上で表示されるマップの実装はどうなってますか?とりあえず確認だけ。
→とりあえず先にやっとく。岩脇さん談。
→進行中。吉田さんが。

2D Map Rail
How is implementing the maps displayed using Up on the D pad going? Just checking.
-It's going. Talk to Iwawaki.
-It's coming along. Yoshida's working on it.

■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■ 対処済み
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
●地形ユニットについて確認。半透明ポリゴンはどうなりますか?
半透明地形ユニット同士の重なりは問題になるけど、そうでなければいいの?
たとえば、シャドウ用の半透明ポリゴンとか。エフェクトなどで使用する半透明ポリゴンとの重なりは大丈夫?
→禁止。うまく描画されるときもあるけど、それは偶然。
実際にはマテリアルソートとの関係で出たり出なかったりするはず。
→マテリアル名で描画順序を指定できるようにしてもらった。これによって、ディティール表現の
ための重ね合わせる半透明は使用可能に。
しかし、水面のような真の意味での半透明はやはり不可。ポリゴンソートとかしないから。
真の半透明はMOVEBGでやる方向で。
→地形ユニットMOVEBGとしてモデル描画オブジェクトを追加。
●jccが大量のメモリを使用してる。800MB近く。減りませんか。
→岩脇さん、松谷さんに連絡済み。
→半分くらいに減らしてもらった。もうちょっと減らしてほしいので、いずれさらに調べてもらう。
→激減。別物なくらい高速化。

●デモアーカイブについて。
○リソース登録所でつくることができるか?見た感じ、アクターとかと同じみたいだけど。
→できる。まったく同じ。

About the Demo Archive
Can we make them in the resource entry? As you saw, it's the same as with the actors and such.
-We can. They're totally the same.

○xnim_id_conv.plって何?arcファイルのリソースIDに0x10000をたしてるけど、どうして?
→オブジェクト用リソースかデモ用リソースかの区別。
汎用アクターでは、デモデータによるアニメーションモード指定を解釈するかどうかも

What's xnim_id_conv.pl? 0x10000 is added to the arc file's resource ID, but why?
-It differentiates between whether it's an object resource or a demo resource.
It might also explain the animation mode specification according to the demo data in the generic actors.

→指定を一度に行えるようにIDをビット分割する方向で。
●シーン指定モーニング起動について、レイヤーもオプションで指定したい。
→対応済み。佐々木さんが。

●シーン指定モーニング起動について、--menu=LEVEL2とすると、ステージが選択されない。
部屋番号を指定しないと無効っぽい。
→対処済み。岩脇さんが。

For the scene specification morning launch, if you do --menu=LEVEL2, the stage isn't selected.
Looks like it's invalid unless the room number is specified.
--Iwawaki dealt with it.

●particle.xnimの登録はどうしようか?
d_particle_name.*同様に、particle.xnimもParticle/mk_arc.batでcvs updateしちゃうか。
→対処済み。

What should we do about the particle.xnim entry?
Shall we do a cvs update of particle.xnim in Particle/mk_arc.bat, same as d_particle_name.*?
--It's been dealt with.

●アーカイブファイル名の制限は?
7文字以下って聞いたような気もするけど、それはオブジェクト登録名だっけ?
じゃあ何文字以下?DOS8.3形式?ロングファイルネーム?
# 「W_motion」というのがあるということはDOS8.3形式なのか。
→アーカイブ名は9文字以下。森田さんから。

What's the limit on archive file names?
I feel like I heard someone say it was 7 characters, or was that for object entry names?
What's the limit? DOS8.3 method? Long file names?
Is the DOS8.3 method the reason behind # W_motion?
--Archive names have to be under 9 characters, says Morita.

(Cont...)
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Posted on 03-06-12 04:12:10 AM, in How to Search for Beta/Debug/Unused/Prerelease/Hacking/Etc. Content in Japanese (last edited by GlitterBerri at 03-06-12 03:54 AM) Link
Here's a list of search terms I've had luck with. Let me know if there are any other terms you've found useful, anything you'd like to see added, or anything you'd like to know the translation for and I'll add them to the list.

Searching for any of these with spaces separating them and the name of the game you're looking up should hopefully net you some results. For example, if I were searching for "Ocarina of Time codes" in Japanese, I'd write "時のオカリナ コード".

ダウンロード = download
トレント = torrent

ソフト = software
ハード = hardware

ロム = ROM
エミュレーター = emulator

ゲーム = game
カセット = cartridge
ディスク = disk

未使用 = unused
没 or ボツ = cut
β or ベータ = beta
バグ = glitch

デバッグ = debug
改造 = hacking/modding
コード = code

デモ = demo *
サンプル = sample **
体験版 = trial version
おためしバージョン = test version

攻略書 = guidebook
説明書 or マニュアル = manual

動画 or ビデオ = video
トレーラー = trailer
CM = commercial
宣伝 = ad
PV = preview

発売前 = before release
開発中 = in development
開発初期 = early development

*Demos can refer to both game demos and "demo scenes", the Japanese word for cutscenes.
**According to KiddoCabbusses, many prototype and kiosk demo carts are labeled "sample" in Japan.
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Posted on 03-06-12 08:14:53 AM, in Twilight Princess Link
●シーン指定モーニング起動について、たとえば、
% OdemRun ... -a --noopening --menu=LEVEL3,0
のように実行すると、「LEVEL3」部屋0ではなく「Fire_Dungeon(Room7)」が選択されてる。
ちなみに、このメニュー項目は
--------ここから--------
(前略
LEVEL3,(0),LEVEL3,0,0,-1,
LEVEL3,(1),LEVEL3,1,0,-1,
LEVEL3,(2),LEVEL3,2,0,-1,
(中略
Fire_Dungeon(Room3),,LEVEL3,3,0,-1,
Fire_Dungeon(Room4),,LEVEL3,4,0,-1,
Fire_Dungeon(Room7),,LEVEL3,7,0,-1,
(後略
--------ここまで--------
となっていて、メニューテキストmenu.datの中でもっとも後にある「LEVEL3」ディレクトリ。
同じディレクトリに属する部屋が異なる表示タイトルのステージに含まれていた場合、もっとも後の
ステージになってしまうのか?ちなみに、メニューの「LEVEL3」はちゃんと<(3)>になってる。
→対処済み。岩脇さんが。もっとも前のステージになるように。

About the scene specification morning launch.. when I execute it like with % OdemRun ... -a --noopening --menu=LEVEL3,0, for example, Fire_Dungeon(Room7) is selected, not LEVEL3.
By the way, the menu entries are...
--------From Here--------
(Omitted)
LEVEL3,(0),LEVEL3,0,0,-1,
LEVEL3,(1),LEVEL3,1,0,-1,
LEVEL3,(2),LEVEL3,2,0,-1,
(Omitted)
Fire_Dungeon(Room3),,LEVEL3,3,0,-1,
Fire_Dungeon(Room4),,LEVEL3,4,0,-1,
Fire_Dungeon(Room7),,LEVEL3,7,0,-1,
(Omitted)
--------To Here--------
...the LEVEL3 directory being the very last one in the menu text of menu.dat.
In the event that rooms from the same directory are included in stages with a different display title, will they be the very last stage?
By the way, LEVEL3 in the menu is (3).
--It's been dealt with by Iwawaki so they become the first stage.

●「リソース登録所」について。
○SRDさんのPCの環境は?Admin権限は使えるか?ActiveXのインストールは可能か?
→可能。

What about SRD's PC environment? Can you use Admin powers? Is an ActiveX install possible?
--It's possible.

○リソースファイルをローカルPCにコピーするとき、そのコピー先パスは?%ZELDA_JMAP_DIR%\rom\DVDRoot?
→%GCZELDA1_ROOT%/GDEVImage/DVDRootで。%GCZELDA1_ROOT%が未定義ならダメ。

When copying the resource files to a local PC, what path should I copy to? %ZELDA_JMAP_DIR%\rom\DVDRoot?
--%GCZELDA1_ROOT%/GDEVImage/DVDRoot. If %GCZELDA1_ROOT% is unspecified, it's a no-go.
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Posted on 03-06-12 08:15:16 AM, in Twilight Princess Link
●bdlデータをbmdcuttex3.exeで処理していいのか?非トゥーン指向という話だけど。滝沢さんは問題なさそうと言った。
→よい。やっとくこと。メモリ削減とかで効果があるかもしれないし。
→対処済み。csvファイルは空で。

●パーティクル。
○古いデータがdolzelに残ってるくさい。処分する?
→処分するならすれば。dolzel/res/Particleディレクトリを空にしてからmk_arc.bat。岩脇さん談。
→近日中に伊藤が実行する予定。

Particles
It sucks that the old data is left in dolzel. Should I get rid of it?
-If you like. After you empty the dolzel/res/Particle directory, go for mk_arc.bat. Talk to Iwawaki.
-Ito plans to do it one of these days.

○PSceneのグループを整理したい。254を残してばっさりと。伊藤談。
→jmpデータで使用されてなければやってよし。岩脇さん談。
→伊藤が実行済み。

I want to organize the PScene group. I'll leave 254 completely. Talk to Ito.
-That's fine if they're not used in the jmp data. Talk to Iwawaki.
-Ito dealt with it.

○mk_arc.bat で //d/zelda/dolzel/ にリソースをコピーしてるけど、これはひどく環境依存。ちょっと心配。
→伊藤に通達済み。

I'm copying the resources in mk_arc.bat to //d/zelda/dolzel, but it's really dependent on the environment. I'm a little worried.
-I've let Ito know.

●jccでunionみたいなデータは生成できるか?
できるんだったら、イベントデータについて、zevとstbのときに必要だけど、カメライベントには必要のない
ファイル名の情報があるので、それをunionの一方にする。
→生成可。じゃあそれ。
→仕様を提出済み。小川さんに。
●2Dマップレール
○ポリゴンにまったく属さない頂点があった場合、その頂点はたぶん誤り。エラーに。
→対処済み。岩脇さんが。
○ラインにも色指定を。
→jccの対応がまだだけど、それはデータ仕様がまだだから。あわせて、2Dマップレール警告をエラーに。
→対処済み。岩脇さんが。

Boring technobabble is boring. Sorry, I suck at this sort of thing. Here's hoping it helps someone, somewhere.
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Posted on 03-07-12 07:27:44 PM, in About Talk Pages Link
I agree that a lot of the discoveries on the Wiki need more information, and I often find myself wondering about them when not enough detail is provided. That being said, I also commonly see the speculation you say ought to be relegated to the forums or the Talk Pages on the actual Wiki pages themselves. (In my case, I especially come across a lot of speculation related to Japanese translations that strikes me as unlikely.) Not that I blame the people who wrote it, however, I'm sure it seemed like a likely theory to them, and goodness knows I come up with plenty of my own theories when I have zero knowledge of hacking and how games actually work.

I also agree with SamuelEarl666 that Talk Pages and the forums are good for discussing discoveries and asking questions. I often read the Talk Pages for games I'm interested in, because sometimes I find things that haven't been added to the Wiki already, or are simply interesting to read the stories behind. If his goal is to encourage the use of discussion pages and increase the amount of detail provided on what a discovery means or the context surrounding it, I'm all for that.
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Posted on 03-08-12 04:03:53 AM, in Any Japanese text need translating? (last edited by GlitterBerri at 03-08-12 01:04 AM) Link
// WW Text Viewer - script dump of zel_01.bmg

// Message ID 0x0D49, DAT1 offset 0x00000009
ヒサシブリダナ ハイラルオウヨ

Well met, Hyrule King!

// Message ID 0x0D4B, DAT1 offset 0x00000028
ツイニ オソレテイタコトガ
ウゴキハジメタ ヨウダナ

The events which we have long feared seem
to have been set into motion.

// Message ID 0x0D4D, DAT1 offset 0x0000005C
オマエガ ワタシニアイニキタトイウコトハ
トキノユウシャヲ ミツケルコトガ
デキタトイウコトダナ

If you have sought me out...it must mean
you have found the Hero of Time,
does it not?

// Message ID 0x0D4F, DAT1 offset 0x000000BB
デハ オマエハ ナニヲシニ
ワタシニ アイニキタノダ

Then for what purpose have you come to
see me?

// Message ID 0x0D51, DAT1 offset 0x000000EF
カノウセイ?



ソノカノウセイトヤラニ ハイラルノ
ウンメイヲ マカセヨウト イウノダナ

Promise?



You suggest that I leave the fate of Hyrule
up to mere chance?

// Message ID 0x0D53, DAT1 offset 0x00000147
ワカッタ
ソノモノノ ユウキガ シンノモノカ
ドウカハ カミガ ハンダンスルデアロウ

I see. Then I suppose it is up to the gods
to deem whether his courage is true.

// Message ID 0x0D54, DAT1 offset 0x0000019A
カミヘノミチシルベヲ ウケトルガヨイ

I give to you the guidepost to the gods.

// Message ID 0x0D55, DAT1 offset 0x000001BF
コノチニ カケラレタ ガノンノ
ノロイハ ソノ ホウギョクガ
トイテクレルダロウ

This jewel should dispel the curse that
Ganon has cast upon this land.

// Message ID 0x0D57, DAT1 offset 0x0000020E
トキニ ハイラルオウ
オマエハ ゼルダノ チヲヒク モノノ
ショザイヲ ツカンデイルノカ?

Tell me, Hyrule King...
Have you learned the whereabouts of the
one who carries on the bloodline of the
princess, Zelda?


// Message ID 0x0D59, DAT1 offset 0x00000267
ゼルダガ ガノンノテニオチルコトハ
ダンジテ フセガネバナラナイ

タノンダゾ!

That is well. You must protect Zelda.
She cannot be permitted to fall into the
hands of Ganon.

I am counting on you!

// Message ID 0x1178, DAT1 offset 0x000002B5
アンシンスルノハ マダハヤイ
ガノンハ アレシキノコトデ
タオセルモノデハナイゾ

Still...it is too soon for us to relax.
Ganon cannot be destroyed by such simple
means as wrath and fire.

// Message ID 0x117A, DAT1 offset 0x00000304
ソウカ・・・
デハ、タノンダゾ!

I see...and I agree.
Very well, then! We are counting on you!

// Message ID 0x1389, DAT1 offset 0x00000324
オマエノ ソノカッコウ
モシヤ デンセツノ トキノユウシャカ?


コクオウハ ツイニ トキノユウシャヲ
ミツケタノカ?

That garb you wear...
Could you be the legendary hero?


Has the king at long last found the
Hero of Time?

// Message ID 0x138A, DAT1 offset 0x00000398
ナンダ ハイリアゴガ 
ワカラナイヨウダナ?


デハ、トキノユウシャデハ ナイヨウジャナ

What is the matter? Do you not understand
the ancient Hylian tongue?


So...you are not the Hero of Time.

// Message ID 0x196E, DAT1 offset 0x000003EF
ユウシャヨ カンシャスル
ユウシャヨ カゼノカミノ
カゼヲ アヤツレ

O Hero! Thank you!
O Hero! Use the wind god's wind!

---

It's already got an official English translation, I took the above text from the script dump. I assume it's used. It's usually in Hylian, though, until you get New Game +, I think.
GlitterBerri

Translator
Level: 39


Posts: 266/339
EXP: 403702
For next: 1069

Since: 11-10-10


Since last post: 6.6 years
Last activity: 1.2 years

Posted on 03-08-12 05:16:42 AM, in The Legend of Zelda: Skyward Sword (last edited by GlitterBerri at 03-08-12 02:38 AM) Link
Yay, official Skyward Sword thread. I haven't yet finished this game, so warning me before you spoil something would be appreciated. Or I can just avoid checking this post...

There are remains of a map select in the demo version of Skyward Sword. Pretty much all of the unused maps appear to be deleted, but at least we have evidence that they once existed.

Menu.dat (courtesy of Kargaroc): http://dl.dropbox.com/u/16672629/menu.7z
Attempt at formatting menu.dat: http://pastebin.ca/2126062
Translation (in progress): http://pastebin.ca/2126064

Since these are Pastebin files, everyone can edit them. Yay! If you spot mistakes in the formatting, please fix 'em, and if you want to help translate, that would be nice too. Find and replace searches are very useful for this, but if you're replacing something, put a space before and after it. For example, replace "テスト" with " Test ", so we don't end up having the English translation looking like "VolcanoTest".
GlitterBerri

Translator
Level: 39


Posts: 267/339
EXP: 403702
For next: 1069

Since: 11-10-10


Since last post: 6.6 years
Last activity: 1.2 years

Posted on 03-08-12 08:49:53 AM, in Any Japanese text need translating? (last edited by GlitterBerri at 03-08-12 05:50 AM) Link


At last, the Super Aleste had destroyed
the center of the giant Sphere.



At last, the Super Aleste had destroyed
the center of the giant Sphere.
But suddenly, from the back of the cockpit...



Thi took off towards the sky!



Thi took off towards the sky!
She danced through the heavens!



Thi continued towards the Sphere.
What was her intention...?



Entering the Sphere, Thi
was encased within, and
released her ???.



"Now, everything is finished,"
she said.



Enveloped in the light emitted by
the ???, the Sphere flew off
towards the far reaches of space.


Thus, the peace of the planet
was protected by Raz and Thi.

??? = "ishitai". I'm not sure what that is in the context of this game. It could translate to "stone body". Any ideas?
GlitterBerri

Translator
Level: 39


Posts: 268/339
EXP: 403702
For next: 1069

Since: 11-10-10


Since last post: 6.6 years
Last activity: 1.2 years

Posted on 03-08-12 06:01:09 PM, in The Legend of Zelda: Wind Waker Findings Link
Originally posted by Dark Linkaël


You know the text here: "3コン(A):デモ23 OFF", well you can put the "OFF" to "ON" by pressing button "A". However, I still do not know what this option, but I intend to try to learn more. All that was needed to activate the Debug Console to turn on this option.


3rd controller (A): Demo 23 OFF
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Jul - Posts by GlitterBerri


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

26 database queries, 51 query cache hits.
Query execution time:  0.077563 seconds
Script execution time:  0.031187 seconds
Total render time:  0.108749 seconds


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line 294 column 27 - Warning: <nobr> is not approved by W3C
line 320 column 27 - Warning: <nobr> is not approved by W3C
line 346 column 27 - Warning: <nobr> is not approved by W3C
line 414 column 27 - Warning: <nobr> is not approved by W3C
line 445 column 27 - Warning: <nobr> is not approved by W3C
line 575 column 27 - Warning: <nobr> is not approved by W3C
line 605 column 27 - Warning: <nobr> is not approved by W3C
line 631 column 27 - Warning: <nobr> is not approved by W3C
line 762 column 27 - Warning: <nobr> is not approved by W3C
line 833 column 27 - Warning: <nobr> is not approved by W3C
line 908 column 27 - Warning: <nobr> is not approved by W3C
line 974 column 27 - Warning: <nobr> is not approved by W3C
line 1002 column 27 - Warning: <nobr> is not approved by W3C
line 1171 column 27 - Warning: <nobr> is not approved by W3C
line 1205 column 27 - Warning: <nobr> is not approved by W3C
line 1277 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 330 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md