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#689 KYRA: Eye of the Beholder Italian Fan Translation Support

*None
closed-accepted
nobody
None
5
2014-10-21
2014-06-24
Theruler76
No

I'd like to submit the italian translation by OldGamesItalia.

Attached you can find the italian DOS exe and for convenience also the eob1_dos_italian.h translated from eob1_dos_english.h
It could be necessary a little tune due to word positioning and accented letters.

Do EoB share the same character table of Kyrandia games? We've already had to cope with it during scummvm support of the italian translation, so, I replaced accented letters with special characters following this table:

ù - ""\x97""
è - ""\x8A""
é - ""\x82""
ò - ""\x95""
à - ""\x85""
ì - ""\x8D""

eob1_dos_italian.h.bak is also provided with original accented letters, just in case.

Here are the Md5 of the modified files:

FONT8.FNT 1f5b71c39368d929b1697ddd90389e82
EOBDATA1.PAK b4977798e840e1adb9f41e08bb5c7bb5
EOBDATA3.PAK 3ed915ab5b94d60dbfe1b55379889c51
EOBDATA4.PAK bb41a36a75bca6ec30aef742ef8cf39b
EOBDATA5.PAK db9e7ad804978eae5e5573b65508d95f
EOBDATA6.PAK 0398bebe986821cb0a01fcf7b3a46064
FONT6.FNT 0f0c5611d98718844e344cba98646b7f

Discussion

  • Johannes Schickel

    • summary: KYRA engine - Eye of the beholder Italian fan translation support --> KYRA: Eye of the Beholder Italian Fan Translation Support
     
  • Johannes Schickel

    Please do not attach any executables. I removed the archive you added now. Instead, please add back the .h files and give us a link to the patch file against a (preferably) English floppy release of EoB I.

    EoB uses a different font format than the later games. So you'll need to make sure you take that into account. There is some minor remapping going on when drawing the glyphs depending on the font, see screen_eob.cpp lines 1507 to 1549.

    Are these full md5s of the files or just of the first 1024kB? If you want to provide detection entires, it's easier/better to simply paste ScummVM's output here.

     
  • Theruler76

    Theruler76 - 2014-06-25

    Here the link: http://www.oldgamesitalia.net/traduzioni/eye-beholder
    unfortunately it is based on CD version 1.7 (Trilogy).

    Scummvm output:
    {"EOBDATA3.PAK", 0, "3ed915ab5b94d60dbfe1b55379889c51", 349646},

    The translation team found the fonts for the dos version. I have to check the file you mentioned for correct mapping. Thanks.

     
  • Theruler76

    Theruler76 - 2014-10-01

    Any news?

     
  • athrxx

    athrxx - 2014-10-05

    I've now made the necessary changes locally.

    Unfortunately many of the strings contained in your eob1_dos_italian.h file are too long for proper display. E. g. the translators used abbreviations like "GUERR./CHIER./MAGO" in the executable. Your entry for that is "GUERRIERO/CHIERICO/MAGO". Why didn't you just use the same strings?

     
  • Theruler76

    Theruler76 - 2014-10-06

    My bad. I was sure some strings would fit.
    Can I attach corrected file here? I will correct it as soon as possible.
    When you believe code will be merged with the trunk?

    Thanks.

     
  • athrxx

    athrxx - 2014-10-06

    If you do provide an updated eob1_dos_italian.h file this request can be addressed shortly.

     
  • Theruler76

    Theruler76 - 2014-10-06

    Ok, file is in proofreader's hands.

    Are accented letters displayed correctly?

     
  • athrxx

    athrxx - 2014-10-07

    No, the accented letters do not show up correctly.

    The game seems to expect a mapping like this:

    ù - ""\x12""
    è - ""\x0E""
    é - not used ?
    ò - ""\x11""
    à - ""\x0C""
    ì - ""\x10""

    Please make the necessary changes to your eob1_dos_italian.h file.

    I'd also need translations for some extra strings contained in staticres_eob.cpp:

    "Cancel", "Empty Slot", "Save Game", "Load Game"
    "There is no game\rsaved in that slot!"

    You could simply post the translations here and I will add them to the code.
    Please keep in mind that the translations for "Cancel", "Save Game" and "Load Game" have
    to fit the dialogue buttons, so you might have to use abbreviations again.

     
  • Theruler76

    Theruler76 - 2014-10-09

    Modified file attached.

    "Cancel", "Empty Slot", "Save Game", "Load Game"
    "There is no game\rsaved in that slot!"

    Italian:
    " < < ", "Posizione Vuota", "Salva", "Carica"
    "Non c'""\x0E"" alcun gioco\rsalvato in quella posizione!"

    Could you please provide the mapping for "é" character also?
    Do you know if accented mapping affect the exe only or the text in the whole game?
    In Case we have to mass replace all characters within the pak files.

    Thanks.

     
  • athrxx

    athrxx - 2014-10-09

    Okay thanks, the strings now seem to be fine with the character creator. The special characters seem to work fine.

    The code for é is \x0F.

    Some spell names are still too long for the memorize/pray dialogue, e. g. "Frecchia Acida di M." The executable uses "Freccia Acida M." here. The longest strings seem to be
    strings like "Nube Maleodorante" and "Freccia Infuocata" which would be 17 characters max.

    Strings contained in the INF files and in TEXT.DAT would usually have the same format as the hard coded strings unless the translators made some more modifications to the executable. If these strings work fine with the translated executable they should also work with ScummVM. In my quick tests I didn't see any accented letters, but I don't know whether there should have been any (I can't read Italian).

     
  • Theruler76

    Theruler76 - 2014-10-10

    Thanks again for the prompt response athrxx.
    Here is the corrected file.

     

    Last edit: Theruler76 2014-10-10
  • athrxx

    athrxx - 2014-10-12
    • status: open --> closed-accepted
     
  • athrxx

    athrxx - 2014-10-12

    I've committed the code for the Italian translation.

    Please test, if you find the time.

     
  • athrxx

    athrxx - 2014-10-12

    I've committed the code for the Italian translation.

    Please test, if you find the time.

     
  • Theruler76

    Theruler76 - 2014-10-20

    Tested. We have to adjust length of some string, would you tell me if I have to create a new ticket or simply attach the new source here?

    We tested also the accented letters ingame stored in pak files (text.dat, items and infs).
    We added them into font6 and font8 files as not used characters.
    Here is the hex reference for those letters:

    à > 12 | 0x0C
    è > 14 | 0x0E
    é > 15 | 0x0F
    ì > 16 | 0x10
    ò > 17 | 0x11
    ù > 18 | 0x12

    they all works in dosbox or native DOS. In scummvm also BUT "à" (> 12 | 0x0C).

    font files are provided with the patch, could you please take a look?
    regards

     
  • athrxx

    athrxx - 2014-10-21

    You can just attach your new file here in this thread.

    I'll fix the the output for "à" in the text displayer code when I update this.