On translations and technical difficulties … (Issue 5-2)

Greetings in the issue of number 5-2. If you remember the release 5-1, then we already realized that today we will finally finish the conversation about the translation Fire Emblem Echoes: Valetia’s Shadows. I will not torment you and only indicate the questions that we will analyze today, although not the ones that we usually analyze you.
1) What for so long?
2) What a strange desire for feat?
3) 8-4 Ltd. – unrecognized geniuses or complete freaks?

Question 1: So what for so long?

If you look at the date of release of the first, and then at the date of release of the release trailer, then you will be surprised to find that more than a year has passed. Yes, the translation was prepared since September 27, 2017 (well, or on September 1, when I generally began to indulge with fonts from past parts) and straight to December 7, 2018 (and because of some features Feat, which I will talk about a little below; I have to wait for patches). More precisely, 1 year, 2 months and 10 days. In fact, the whole process could take much less time, and I think you can tell what happened.

1-a) Personal problems of the composition of the team.

Nothing addicts the workflow, as a conclusion of the right people. The editor has left – here you have a breakdown of the Beta. The translator dropped out – all other links are idle, this is a long chain. The chief techie on the project is trying to find out the cause of the bug-again the cat is under the tail all the deadlines (at the end of the work, I rush to voice at least some dates). I think so everywhere. It is worth you to take out a gear, how everything flies to Tartar. And this leads us to the next subparagraph.

1-b) Organization.

Honestly, it is sad to realize that some jambs and delays could have been avoided, I show more efforts. Replace some people at once, start checking the elements of the game at once, according to their readiness. Yes, even your faith in the importance of some people can cost you several months of expectations instead of pulling yourself together and replacing the gear at once. Some of these problems took place during the translation Sonic the Hedgehog 2006, But the lack of experience failed me there, and let me down here. So if you want to blame someone from the team, blame me. Most of the problems are the result of my shortsightedness.

1-in) The problem of the game itself.

In the first part of this issue, I mentioned that all files with the text have been informed in Japanese. From here, for example, the following problem follows: when checking the file, you will have to throw it onto the memory card manually, and not through a convenient ftp (my FTP clients refuse to throw files with a hiragan on the console). Also, you do not have any means for checking the text/fixation of the bug, except … to preserve the game with the desired site. But again, again, I will talk about it a little later. Just keep in mind – all this also brings confusion.

We formulate the conclusion: pay attention to the personnel and replacement, organize the process correctly, solve problems with games immediately, and not later, closer to the release.

Sumyenitsa also makes improper distribution of files by folders, steamed with offline storage.

Question 2: https://casinopub.uk/mobile-app/ To hell Feat?

I will start this item with a question about the functions of the program. The first and main – unpacking and pacing text (format files Bin, Compressed by the algorithm LZ11). The second – unpacking of various archives with graphics (containers BCH, ARC). Third – unpacking of format fonts BFNT. I already wrote about all these formats in the first part, and the most perspicacious have already noticed that in the opposite direction the program can only drive the text, but not able to stuff a new texture for font or for various menu. So, she cannot even cope .. With pacing. Text. So. HER. What is the problem? You go through the game, start talking to NPC and … you cannot talk. The game simply makes a sound of confirmation.
Another example. You are going through the most difficult battle, apply the final blow to the boss and … the game stupidly throws the scene with the dialogue. The expression of your face at this moment clearly gives out the thought "WTF?". And after, you also cannot talk to your Sopartians in villages or even on the battlefield. And there were a lot of such jambs. And I’m not just saying a lot. You know how this problem was solved "Blessed file"? You take the original bin.lz, unpack it and … repetitetically start copying the entire text from the already translated file. If you want to realize the scale of the tragedy, I attach a screenshot of one of the files:

Yes. This mountain of the text, you need to copy. No, you cannot take and copy the contents of the file in the whole. No, you can’t just throw a file in Feat again. Everything that you can – copy the lines with the text to the original file and, I am not afraid of this word, pray so that the file "I was repaired". I had a case when the file did not want to work even after the fourth reassurance. I spent an unacceptable amount of time on the repair process.

The funny thing is that the torment does not end there. If you think that it is worth fixing the file and everything with a bunch, do what you want, how it turns out that this file has broken again, only due to the correction One letter or transfer of one tag. Therefore, one more rule has appeared: if you want to fix something, it is better to immediately transfer everything to the original file (in fact, all this is strictly individual, but not about that now-. editors). This problem does not apply to some plot files, files with a description of objects on locations and files with a menu. Everything else has the habit of breaking with enviable regularity. It turns out such a sad picture: if I have to make a patch, then the mandatory rule of the bug-report will be a seve before the error/bug. After all, not the opportunity "Teleport»To the desired file in the game, nor at least some semblance of the Debug manager in the game stupid. And, honestly, I’m afraid to imagine what will happen when we reach Fe: Awakening, where there are 3.5 more files more (in Valendy 299, if anyone does not know), and even more confusing (only now you need to count the number of lines, and to be more precise, the amount of memory occupied, since we are talking about the text -. editors).

I corrected the prism at number 001 about 6 times for the entire transfer time.

3) "We always take into account cultural and language differences".

Somewhere in August, on Stopgame an interview with the chapter appeared 8-4 Ltd (gentlemen localizers). The main quote that instantly infuriated me, I made in the subtitles of this part of the article. In the first issue, several examples of “Localizer’s arbitrariness” were already given, but during the editing of files with comments on the heroes on locations, I will add two more theses.

3-a) "And let’s make Alma Petrosyan?"

This thesis is clearly visible in files, you just have to look at the original and localization. Here are a few examples:

YAP: There is nothing useful here.
English: God, well, the pigsty ..

YAP: This is a magnificent marble staircase.
English: Ready to argue that the construction of this candy took a lot of time.

YAP: Extremely bright sunset.
English: Today is very light … ah! God, I looked right in the sun!

YAP: An impressive vase.
English: We argue, it costs ocular money … I understand? Oh-ruin.

In one of the files there was even "I wonder if there are comics?". Yes, comics. In the fantasy world. With dragons, magic and all other. Comics, yes. If this is the same accounting "cultural and linguistic traditions", Then please make yourself sppucu.

On the example of a file with a description of objects in the lock of dese.

3-b) "We have so much free space under bad jokes!"

I will explain. In files with comments on the Japanese version, you can notice that one text is set for some items. T.e., If there are three points of interaction with the fence on locations, then in all three lines there will be the same text. But … this is what the opportunity to cram a bunch of stupid jokes! What are you! As many as three lines for your attempts. Moreover, often the scheme is this:

– Lastly a literal translation, often seasoned with Petrosyanshchina. -What a crap. -What a crap.

And so everywhere and always.
But, nevertheless, I will note one thing "But". Despite all these jambs, Petrosyanshchina and the dead characters of some characters, some names, translation is quite literal. With some extensions of phrases, with some replacements, but literal. And if not for everything that I already talked about, then it would be a good translation. So dear ones 8-4 Ltd. Drive your "Accounting of differences»In the ass and JUST. Transfer. Game.

Just for an example.

"Shadows of Valentia", According to my sensations, the most difficult and long -term project in my portfolio. All problems with the game from the first part and the problem that I described in this will not be compared to the degree of the trash with Sonic the Hedgehog 2006. Everything is so bad that I have a nervous tick. And this, I must say, unexpectedly, for I have seen a lot of things. But I believe that all this was worth it, since now there is experience of work with large projects, the processes of translation as such for future projects were brought to mind, and most importantly, fans who can pass in Russian one of the best games of the series and one of the best for 3DS. On this, I have everything. I was with you Damin72 (and the smallest unnamed editor, who inserted Damine over this year, more than a dozen bottles in the whole place) from the whole place) Failing Forward. See you in the following issues!

P.S. The next issue is already written. Thanks to Vasily Galperov with his marathon Resident Evil For the idea.

P.P.S. If anyone will be interested, various options for a release trailer. From the first test option, to the final.

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