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Are there any Wii games left to translate? What would you like to see!
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<blockquote data-quote="Gamemaster1379" data-source="post: 10253928" data-attributes="member: 124381"><p>> Some combination of all of those, I expect. But probably not creating a font. There is an ample selection of fonts nowadays.</p><p>For newer games that makes sense, but my understanding for older, especially Nintendo games, it was rather common for them to kind of build their own font system and it would take some hacking to get an English font in there and reference it, basically. </p><p></p><p>> Retroarch already includes an auto-translate feature.</p><p>Neat. I'm sure that works well for older games by doing it at runtime, which is smart.</p><p>[automerge]1695578533[/automerge]</p><p></p><p>This is sort of what I expected to be the case. Sounds to me that text extraction -> translation probably isn't even the difficult part. The most difficult part would be swapping the fonts and then re-injection following the font swapping (given mapping probably won't be easy). </p><p></p><p>With the statement around the "ll", that also suggests to me there's not a lot of opportunity for expansion of the ROM, and you're probably fighting space constraints of the original ROM file. So I imagine there's difficulty in having to be creative in how you translate in a way that doesn't consume more data than the original string (or shuffle ideas across multiple text boxes in dialogue to compensate).</p></blockquote><p></p>
[QUOTE="Gamemaster1379, post: 10253928, member: 124381"] > Some combination of all of those, I expect. But probably not creating a font. There is an ample selection of fonts nowadays. For newer games that makes sense, but my understanding for older, especially Nintendo games, it was rather common for them to kind of build their own font system and it would take some hacking to get an English font in there and reference it, basically. > Retroarch already includes an auto-translate feature. Neat. I'm sure that works well for older games by doing it at runtime, which is smart. [automerge]1695578533[/automerge] This is sort of what I expected to be the case. Sounds to me that text extraction -> translation probably isn't even the difficult part. The most difficult part would be swapping the fonts and then re-injection following the font swapping (given mapping probably won't be easy). With the statement around the "ll", that also suggests to me there's not a lot of opportunity for expansion of the ROM, and you're probably fighting space constraints of the original ROM file. So I imagine there's difficulty in having to be creative in how you translate in a way that doesn't consume more data than the original string (or shuffle ideas across multiple text boxes in dialogue to compensate). [/QUOTE]
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