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OBD:Localization: Difference between revisions

some factual corrections, some wording tweaks
m (limited TOC to two levels; restored a cut sentence; elaborated on the Comlink pages)
(some factual corrections, some wording tweaks)
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{{TOClimit|3}}
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==User interface==
==User interface==
Here is a list of all the textual resources (stored as text strings), which are all subject to translation a priori. (The text is stored either as ASCII or as two-byte characters in the case of Asian languages.)
After this first subsection about Oni's font, below is a list of all the textual resources subject to translation (stored either as ASCII or as two-byte characters in the case of Asian languages).


===TSFFTahoma===
===TSFFTahoma===
The font family used by Oni's UI. The actually localized content is in the TSGA (glyph arrays, one per font).
The font family used by Oni's UI. The actual characters are in TSGA (glyph arrays, one per font).


For English, the basic ASCII character set is used:
For English, the basic ASCII character set is used:
: !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~☐
!"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~☐
For non-English versions, the ASCII set is extended to accommodate for European diacritics or Cyrillic.
For non-English versions, the ASCII set is extended to accommodate for European diacritics or Cyrillic.


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===ONLD===
===ONLD===
These are "level definitions", i.e., all the locations identifying the chapters/missions in the Load Game dialog, except "Syndicate Warehouse" and "Save Point".
These are "level definitions", i.e., all the locations identifying the chapters/missions in the Load Game dialog, except "Syndicate Warehouse" and "Save Point". (Those two strings are hardcoded into the engine, so that's where they were translated, either by the localizers performing a hex edit or by rebuilding the game after changing them in the source code. See {{SectionLink|Daodan DLL|Locales}} on how you can patch these strings at runtime.)


(The text strings "Syndicate Warehouse" and "Save Point %d" are hardcoded in the engine, so that's where they are translated.)
All the ONLDs are stored in '''level0_Final''', rather than in the respective level files of each chapter. Only 14 ONLDs correspond to actual levels present in the final Oni. 17 others correspond to [[Pre-beta content#Cut levels|pre-beta levels]], are not encountered in Vanilla Oni, and thus were not subjected to localization.
 
All the ONLDs are stored in '''level0_Final''', rather than in the respective level files of each chapter.
 
Only 14 ONLDs correspond to actual levels present in the final Oni. 17 others correspond to [[Pre-beta_content#Cut_levels|pre-beta levels]], are not encountered in Vanilla Oni, and thus were not subjected to localization.


===TxtC===
===TxtC===
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*WMM_pm_soundtype
*WMM_pm_soundtype
*WMM_pm_test
*WMM_pm_test
Although there is no need to translate the invisible WMM_s and WMDDs, localization teams typically translate at least some of them (possibly while toying around with the Tool build).
Although there is no need to translate the invisible WMM_s and WMDDs, localization teams typically translated a random subset of them, possibly due to looking at the game data from the resource side without realizing the text was unused outside of Tool mode.


==Rasterized text==
==Rasterized text==
===Splashscreens===
===Splashscreens===
The title "Oɴi" (in the [[:Image:Main_Title_Screen.png|main menu]]) typically stays as-is, unless the target language has a non-Latin alphabet (e.g., Cyrillic). Asian versions of the game typically leave it as "Oɴi".
The title "Oɴi" (in the [[:Image:Main Title Screen.png|Main Menu]]) typically stayed as-is, except in the Russian version where the title was transliterated to the Cyrillic alphabet as "ОНИ"). Asian versions of the game typically leave it as "Oɴi".


The three instances of '''.MISSION FAILED''' and the thirteen instances of '''.MISSION COMPLETE''', as well as the title and subtitle lines of the fifteen '''intro splashscreens'''. All of these use the [[Xenotron]] typeface in the English Oni, which has (or originally had) no support of diacritics or non-Latin languages, hence localization teams typically picked their own more or less stylized font.
The three instances of '''.MISSION FAILED''' and the thirteen instances of '''.MISSION COMPLETE''', as well as the title and subtitle lines of the fifteen '''intro splashscreens'''. All of these use the [[Xenotron]] typeface in the English Oni, which has (or originally had) no support of diacritics or non-Latin languages, hence localization teams typically picked their own more or less stylized font.


Some splashscreens have text as part of the art: [[:Image:Chapter 10 .MISSION COMPLETE (HD).jpg|"POLICE LINE - DO NOT CROSS"]], [[:Image:Chapter_11_.MISSION_COMPLETE_(HD).jpg|"MAXIMUM SECURITY"]], [[:Image:Chapter_05_.MISSION_COMPLETE_(HD).jpg|"TRACKING SIGNAL LOST"]], [[:Image:Chapter_08_.MISSION_COMPLETE_(HD).jpg|"WANTED"]], also [[:Image:Chapter_04_.MISSION_COMPLETE_(HD)-alternate.jpg|"REYES 10 mm"]] and of course [[:Image:Chapter 14 .MISSION COMPLETE (HD).jpg|"TCTF"]]. Most if not all of this text typically stays in English.
Some splashscreens have text as part of the art: [[:Image:Chapter 10 .MISSION COMPLETE (HD).jpg|"POLICE LINE - DO NOT CROSS"]], [[:Image:Chapter 11 .MISSION COMPLETE (HD).jpg|"MAXIMUM SECURITY"]], [[:Image:Chapter 05 .MISSION COMPLETE (HD).jpg|"TRACKING SIGNAL LOST"]], [[:Image:Chapter 08 .MISSION COMPLETE (HD).jpg|"WANTED"]], also [[:Image:Chapter 04 .MISSION COMPLETE (HD)-alternate.jpg|"REYES 10 mm"]] and of course [[:Image:Chapter 14 .MISSION COMPLETE (HD).jpg|"TCTF"]]. Most if not all of this text typically stayed in English.


Four splashscreens reside in level0_Final, and they don't include any text besides "Oɴi(TM)" (and "BUNGIE(R)").
Four splashscreens reside in level0_Final, and they don't include any text besides "Oɴi™" and "BUNGIE®".
*TXMBpict_mainmenu (TXMPOni_startup_#, #=0,1,2,3,4,5) - the main menu background
*TXMBpict_mainmenu (TXMPOni_startup_#, #=0,1,2,3,4,5) - the Main Menu background
*TXMBpict_options_background (TXMPoptions_#, #=0,1,2,3,4,5) - for the Options screen
*TXMBpict_options_background (TXMPoptions_#, #=0,1,2,3,4,5) - for the Options screen
*TXMBpict_loadgame_background (TXMPoni_kanji_#, #=0,1,2,3,4,5) - for the Load Game screen
*TXMBpict_loadgame_background (TXMPoni_kanji_#, #=0,1,2,3,4,5) - for the Load Game screen
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Bottom line:
Bottom line:
*none of the UI background splashscreens need translation (with the possible exception of the "Oɴi" title).
*None of the UI background splashscreens need translation (with the possible exception of the "Oɴi" title).
*All of the level-resident splascreens ("intro", "win" and "fail") need localization, except the end-of-game one.
*All of the level-resident splashscreens ("intro", "win" and "fail") need localization except the end-of-game one.
*The only duplicates across levels are for the '''.MISSION FAILED''' splashscreen fragments, TXMPfail0$_#.
*The only duplicates across levels are for the '''.MISSION FAILED''' splashscreen fragments, TXMPfail0$_#.


===Ingame text===
===Textures===
Ingame there is relatively little rasterized text.
Fortunately there is relatively little rasterized text in in-game textures.
 
====Not actually visible====
====Not actually visible====
A couple of "textual textures" are for developer use only
A couple of "textual textures" are for developer use only:
*TXMPnotfoundtex (never seen ingame if all goes well), in level0_Final
*TXMPnotfoundtex (never seen in-game unless a modder broke the texturing), in level0_Final
*TXMPCOLLISION (used on collision boxes, invisible), in every level.
*TXMPCOLLISION (used on collision boxes, invisible unless shown in Dev Mode), in every level.
 
TXMPPunch ("P"), TXMPKick ("K"), TXMPJump ("J") and TXMPCrouch ("C") in level0_Final, apparently for instructions on combat move execution (but not actually used).


TXMPPunch ("P"), TXMPKick ("K"), TXMPJump ("J") and TXMPCrouch ("C") in level0_Final, apparently for instructions on combat move execution (but not actually seen ingame).
====Name-tagged portraits====
====Name-tagged portraits====
Used in cutscenes to signify the current speaker, some of the portraits have the character's name stamped in them, to help with identification when encountering a new character.
Used in cutscenes to signify the current speaker, some of the portraits have the character's name stamped in them, to help with identification when encountering a new character.


The actually used name-tagged portraits are limited to the training and first two chapters:
The actually used name-tagged portraits are limited to Training and first two chapters:
*TXMPSHINnametag and TXMPSHINnametagM (mirrored) are used in training and Chapter1, respectively.
*TXMPSHINnametag and TXMPSHINnametagM (mirrored) are used in Training and Chapter 1, respectively.
*TXMPKONnametag/nametagM, TXMPGRIFnametag/nametagM and TXMPKERRnametagM are used in Chapter 1.
*TXMPKONnametag/nametagM, TXMPGRIFnametag/nametagM and TXMPKERRnametagM are used in Chapter 1.
*TXMPBOSS1nametag (Barabas) and TXMPMUROnametag (Muro) are used in Chapter 2.
*TXMPBOSS1nametag (Barabas) and TXMPMUROnametag (Muro) are used in Chapter 2.
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====Recurrent====
====Recurrent====
"TCTF" recurrently appears on vehicles and uniforms. Never affected by localization, so we won't be documenting the duplicates.
"TCTF" recurrently appears on vehicles and uniforms. Never changed in localizations, so we won't be documenting the duplicates.
*Iteration001/KS_chestpack
*Iteration001/KS_chestpack
*Iteration001/Cop2_bicep_L (Blue uniform)
*Iteration001/Cop2_bicep_L (Blue uniform)
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*TXMPPOSTER01 ("HAPéMASK")
*TXMPPOSTER01 ("HAPéMASK")
*TXMPPOSTER02 ("HELLO HEAVEN")
*TXMPPOSTER02 ("HELLO HEAVEN")
*TXMPPOSTER04 ("CLEAN AIR HAPPY")
*TXMPPOSTER04 ("CLEAM [[Easter eggs#Cleam air|[sic]]] AIR HAPPY")


Some decals in the Airport chapters
Some decals in the Airport chapters
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*TXMPCURB01 ("PERMIT PARKING ONLY") in level8_Final and level18_Final
*TXMPCURB01 ("PERMIT PARKING ONLY") in level8_Final and level18_Final
*TXMPCURB02 ("NO STOPPING AT ANY TIME") in level8_Final and level18_Final
*TXMPCURB02 ("NO STOPPING AT ANY TIME") in level8_Final and level18_Final
"mr.b's dance troupe" poster - a duplicate of the one encountered in Rooftops - is present only in {{C|6}} and not in {{C|13}}
*TXMPHQ_BILLBRD1 ("COMING SOON - B - mr.b's dance troupe - FEATURING - grouper dave dunn - mornin'pho steve abeyta - gymresonance chris lee", and some Hangul) in level8_Final.
(exactly the same as TXMPRF_BILLBRD2)


Decals occurring only in {{C|8}} (level10_Final)
Decals occurring only in {{C|8}} (level10_Final)
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Rooftops posters, unique to level12_Final:
Rooftops posters, unique to level12_Final:
*TXMPRF_BILLBRD1 ("COUNTDOWN - 987654321", and some Hangul)
*TXMPRF_BILLBRD1 ("COUNTDOWN - 987654321", and a little Hangul (Korean script)) (this TXMP is duplicated in level8_Final but not used)
*TXMPRF_BILLBRD2 ("COMING SOON - B - mr.b's dance troupe - FEATURING - grouper dave dunn - mornin'pho steve abeyta - gymresonance chris lee", and some Hangul)
*TXMPRF_BILLBRD2 ("COMING SOON - B - mr.b's dance troupe - FEATURING - grouper dave dunn - mornin'pho steve abeyta - gymresonance chris lee" – the rest of the text is in Hangul and generally indecipherable))
TXMPRF_BILLBRD2 is an exact copy of TXMPHQ_BILLBRD1 occurring in level8_Final


Hasegawa's "polaroids" in {{C|11}}, unique to level13_Final:
Hasegawa's "polaroids" in {{C|11}}, unique to level13_Final:
*[[:Image:Dream_1_murder_or_mercy.jpg|TXMPIMAGE1]] (newspaper article)
*[[:Image:Dream_1_murder_or_mercy.jpg|TXMPIMAGE1]] (newspaper article)
*[[:Image:Dream_3_ecological_activist_Jamie.jpg|TXMPIMAGE3]] and [[:Image:Dream_4_photo_of_Jamie.jpg|TXMPIMAGE4]] (riot slogans)
*[[:Image:Dream_3_ecological_activist_Jamie.jpg|TXMPIMAGE3]] and [[:Image:Dream_4_photo_of_Jamie.jpg|TXMPIMAGE4]] (protesters' signs)
*[[:Image:Dream_5_trip_into_the_wilderness.jpg|TXMPIMAGE5]] ("NO TRESPASSING" sign)
*[[:Image:Dream_5_trip_into_the_wilderness.jpg|TXMPIMAGE5]] ("NO TRESPASSING" sign)


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TXMPMC_CYL is identical to TXMPDCMETTUBE_PANSIGN from level14_Final
TXMPMC_CYL is identical to TXMPDCMETTUBE_PANSIGN from level14_Final


Some localization teams translate none of the above, others (e.g. the Russian team) translate some of the more obvious labels ("CAUTION", "DANGER", "STAIRS", etc).
Some localization teams translated none of the above, and others (e.g. the Russian team) translated some of the more prominent labels ("CAUTION", "DANGER", "STAIRS", etc.).


==Spoken lines overview==
==Spoken lines overview==