18,970
edits
m (→level0_Tools: updating which versions have level0_Tools) |
m (link fix) |
||
(4 intermediate revisions by the same user not shown) | |||
Line 44: | Line 44: | ||
==level0_Tools== | ==level0_Tools== | ||
A notable feature of the Japanese localization for Windows and Mac is that it comes with level0_Tools.dat/.raw, a component that is inaccessible from the shipping version of Oni and can only be used by a copy of the game application built in "Tool Mode". The other known instances of level0_Tools are found in the French, German, Italian and Spanish releases for the Mac and in Final Candidate 7 for Windows. Not counting the leaked FC7, Japanese Oni is the only publicly available instance of level0_Tools that was built for Windows. | |||
The European Mac localizations | The level0_Tools in the European Mac localizations has had some of its labels and buttons translated to the target language in 23 of the 70 tool dialogs, apparently an accident on the part of the localizers since since "Shipping Mode" Oni cannot display them. By contrast, the Japanese level0_Tools is less localized; out of the 70 tool dialogs, only 18 are modified by the Japanese localizer, and 8 of those merely have had their "OK"/"Cancel" buttons replaced with "OK" (in romaji) and "キャンセル" ("cancel" in katakana). The copy of level0_Tools found in Final Candidate 7 is completely in English since it came directly from Bungie. | ||
The | |||
Apart from the localization, the Japanese level0_Tools offers better quality TXMPs than the German release in 91 textures out of 373: DOORLOCK, DOORLOCK2, and all those with prefixes DOOR_AIR, DOOR_MP, DOOR_SB, _DOOR_AIR_, _DOOR_DR_, _DOOR_HA_, _DOOR_MP_, _DOOR_PW_, _DOOR_PW2_, _DOOR_RL_, _DOOR_SB_, _DOOR_TC_, _DOOR_TC2_, _DOOR_Z_, A_GARAGE_, AIR_DK_, CON_SB_ (uncompressed storage rather than DXT1). | Apart from the localization, the Japanese level0_Tools offers better quality TXMPs than the German release in 91 textures out of 373: DOORLOCK, DOORLOCK2, and all those with prefixes DOOR_AIR, DOOR_MP, DOOR_SB, _DOOR_AIR_, _DOOR_DR_, _DOOR_HA_, _DOOR_MP_, _DOOR_PW_, _DOOR_PW2_, _DOOR_RL_, _DOOR_SB_, _DOOR_TC_, _DOOR_TC2_, _DOOR_Z_, A_GARAGE_, AIR_DK_, CON_SB_ (uncompressed storage rather than DXT1). | ||
Line 88: | Line 69: | ||
Typically a level will have a larger .dat file in the Japanese version because it contains more instances of some type or other. If the case of Japanese Oni, there are extra sounds (alternative takes and copies from other Oni versions, see [[#Alternative takes|BELOW]]) in level1_Final, level10_Final, and any level that features Ninjas or "ninjabots". There are also variations in the sharing of ONCP files (unnamed) between ONCCs (named). After removing the superfluous SNDDs and repacking with optimized ONCP sharing, the level .dat files have the same size as for English Oni (repacked as well). | Typically a level will have a larger .dat file in the Japanese version because it contains more instances of some type or other. If the case of Japanese Oni, there are extra sounds (alternative takes and copies from other Oni versions, see [[#Alternative takes|BELOW]]) in level1_Final, level10_Final, and any level that features Ninjas or "ninjabots". There are also variations in the sharing of ONCP files (unnamed) between ONCCs (named). After removing the superfluous SNDDs and repacking with optimized ONCP sharing, the level .dat files have the same size as for English Oni (repacked as well). | ||
A detailed analysis of the level#_Final files of the Japanese version, covering [[OBD: | A detailed analysis of the level#_Final files of the Japanese version, covering [[OBD:Raw and separate file formats#Gaps|gaps in .raw files]] or [[OBD:File types/Naming#TRCM|unnamed orphans]] has not been performed at this point. It is a somewhat tedious process involving OniBrowser, hex viewing, and lots of <strike>masochism</strike>patience. | ||
==level#_Final textures== | ==level#_Final textures== | ||
Line 97: | Line 78: | ||
Two of the ".MISSION COMPLETE" backgrounds had their English text replaced – although, somewhat surprisingly, not with Japanese: | Two of the ".MISSION COMPLETE" backgrounds had their English text replaced – although, somewhat surprisingly, not with Japanese: | ||
*[[:Image: | *[[:Image:Chapter_05_.MISSION_COMPLETE.png|TRACKING SIGNAL LOST]], in {{C|5}}, was painted over with black (!) | ||
*[[:Image:Chapter_11_.MISSION_COMPLETE.png|MAXIMUM SECURITY]], in {{C|11}}, was replaced with "MÁXIMA SEGURIDAD" (!!!) | *[[:Image:Chapter_11_.MISSION_COMPLETE.png|MAXIMUM SECURITY]], in {{C|11}}, was replaced with "MÁXIMA SEGURIDAD" (!!!) | ||
Line 106: | Line 87: | ||
SUBTmessages was fully translated, with no changes in the lookup labels or in their order. | SUBTmessages was fully translated, with no changes in the lookup labels or in their order. | ||
All the | All the Data Comlink screens were fully translated, namely: OPge, IPge, WPge, DPge, HPge and IGHH. | ||
The ONLDs for the 14 playable levels were translated (along with the strings "Syndicate Warehouse" and "Save Point %d" in the engine). The 14 [[Pre-beta_content#Names_of_these_levels|pre-beta ONLDs]] were not translated. | The ONLDs for the 14 playable levels were translated (along with the strings "Syndicate Warehouse" and "Save Point %d" in the engine). The 14 [[Pre-beta_content#Names_of_these_levels|pre-beta ONLDs]] were not translated. | ||
Line 175: | Line 156: | ||
==Other sounds== | ==Other sounds== | ||
===Longer city ambients=== | ===Longer city ambients=== | ||
The ambient loops named '''city_amb*''' are cut at a different length than in the English version, sometimes significantly longer. Bungie West may have originally been using full-length samples from a sound library and later decided to cut them back after the localizer had received a copy of the game assets. The shorter sounds in the English version still loop perfectly and save on memory; some of them also cut out undesirable sounds such as individual cars and emergency vehicles passing by the listener, which would be disconcerting in a game world with no traffic on the road. | |||
*'''city_amb_t05a''' lasts ~3 seconds (182 ticks) in English Oni and ~6 seconds (348 ticks) in Japanese Oni | *'''city_amb_t05a''' lasts ~3 seconds (182 ticks) in English Oni and ~6 seconds (348 ticks) in Japanese Oni | ||
*'''city_amb_t05b''' lasts ~2 seconds (123 ticks) in English Oni and ~4 seconds (262 ticks) in Japanese Oni | *'''city_amb_t05b''' lasts ~2 seconds (123 ticks) in English Oni and ~4 seconds (262 ticks) in Japanese Oni | ||
Line 187: | Line 169: | ||
*'''city_amb2_t07b''' lasts ~5 seconds (319 ticks) in English Oni and ~9 seconds (536 ticks) in Japanese Oni | *'''city_amb2_t07b''' lasts ~5 seconds (319 ticks) in English Oni and ~9 seconds (536 ticks) in Japanese Oni | ||
*'''city_amb2_t07c''' lasts ~4 seconds (215 ticks) in English Oni and ~14 seconds (853 ticks) in Japanese Oni | *'''city_amb2_t07c''' lasts ~4 seconds (215 ticks) in English Oni and ~14 seconds (853 ticks) in Japanese Oni | ||
Thus, of all the "city ambient" loops, only '''city_amb_t06a''' uses the same sound data as in English Oni. | Thus, of all the "city ambient" loops, only the 5-second '''city_amb_t06a''' uses the same sound data as in English Oni. | ||
These longer durations are consistent across levels, the occurrence being as follows: | These longer durations are consistent across levels, the occurrence being as follows: |