2/24/2023 0 Comments Shining blade characters![]() ![]() Please understand.Īmil is the official name. I cannot have a situation where you decide to use my translation, but completely rewrite the names. I am very particular about names, so I will have to request for consistency in my chosen names if you decide to use my translations. So the most accurate would be to make Touka, Kanon, Ein and Kaito call him Reiji and to other one calling him Rage In the same interview, he call Shildia Shieldia (once again, he said it's a reference to Shining Force where the main Town is Guardania), and once the writer didn't remebered that and change it to Shildiaįor Rage, as you said, both are accurate, his real name is Reiji (as he came from our World) but people from Endias call him Rage. There is Also some innacurate translation dues to low level in english of the creator of the previous games.Īccording to Tsuyoshi sawada (the producer of the game) during the prod of Shining tears, the complete name of Aira is Aira Blanc neige Guardania (it's a reference of the original Shining force, Aira is a descendant of Anri)īut the writer of the story made an error by spelling her name and she was named Aira Blanc neige Gardenias in the final game. In the official translation of Blade arcus and the Artbook, he is named Dylan. Dyran was an innacurate translation of the loading screen. Her name is Mistral, but the character call her by her Nickname (Misty)įor Dylan/Dyran. xlsx file if you want by clicking on "File" in the top bar.īTW, if somebody is interested into making an English patch for Shining Resonance (PS3), a similar translated database has been done by a guy called Master LL :Ĭlick to expand.Actually Mistral is her official name, but Misty is correct too. I beat this game recently on PPSSPP (all Heroine Endings ^^) thank to the translation of cyberakuma/mechgouki, but I would be glad to see the entire game translated !Īlso, I would like to inform you that a guy called chebuoi has translated a big part of the database of the game, as you can see here (warning there are many sheets to read : do not forget to use the arrows below to read every sheets) : ![]() I post here to show my support towards this project ! And I have to change those values to account for the new positioning and size of the textures. And when I do that, I have to find the values for each texture in that image that has moved. Which means that I have to rearrange these textures and sometimes increase the size of the entire image. These generally require more work, because English text usually takes up more space. The category tabs for the Items menu, that I posted my work on awhile ago, is an example of this. There are set values for the vertices of each texture in the image. The MLX textures consist mostly of menu related stuff and they differ by having multiple images crammed together into one image. The traditional textures, that can be edited and converted back to their original format, finally to be inserted into the game.Īnd the MLX textures. These will need to be edited in a program such as Photoshop, to remove the Japanese text and replace with English text. The third part is the textures, which are quite numerous. The majority of this is in-game messages that either ask the player a question or notifies the player of something. The second part is menu text that is formatted the same as the script. Please realize that when I say first part of the menu text, while that entails a large chunk of menu related text, there are two other parts to this. As well as fixing text-related bugs and ensuring that nothing has broken from the text insertion and my increasingly numerous assembly modifications. effects are accurate to their descriptions. We are now checking in-game to verify item, Force skill, Force song, etc. ![]() I've added two new job openings to the first post.Īs for an update on the project, the majority of initial translation for the first part of the menu text is near complete. ![]()
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