I thought of that too: what are the odds?
But no, it is the nickname of a guy who read about this post and contacted me offering to help out (and to let his kids play the game of course).
I thought of that too: what are the odds?
But no, it is the nickname of a guy who read about this post and contacted me offering to help out (and to let his kids play the game of course).
Did you figure out how to do diacritics in classic version?
Yes. At least in Monkey Island, they were already supported.
For Loom, I went in and changed the font bmp by hand and had to replace some characters in my text with an escape sequence to point to the right (modified) position in that font file.
I need to add new ones to all classic versionsâŚwould that be a problem? does it require coding?
classic version = VGA -CD or EGA?
VGA DOS/CD ,files ending with 000,001 or LFL, LEC
mmm⌠that doesnât seem to work
(for now)
What kind of new ones would you need to add?
Ä ĹĄ Ä Ĺ Ĺž Ă˝ ĂĄ Ă ĂŠ Ăł ĹŻ Ăş Ĺ Ä ĹĽ , and capital ones
and all of those upside down as well
I was able to extract the vertical bmp files with the fonts ( thereâs four five of them). But it seems that scummVM isnât using them - or I made an error in my scripting to repack them into the game.
It should be possible though. People have done it before for Russian, Japanese, Greek and Swedish fonts.
I may try again some other time.
Let me know, I will update the images with additional lettersâŚ
@Sushi I got msg from my friend saying:
Youâll need to edit the font graphics, then use the ASCII code in the text, like ^62 or \x62. I donât know the exact steps though.
I think ScummBR have translated some old LucasArts games into Brazillian Portuguese, and wrote tools to edit SCUMM games. They could help.
http://scummeditor.scummbr.com/
Thatâs what I do/did, yes:
Using scummrp and scummfont, I was able to extract the font graphics.
Then I changed them, added something in an unused position and reimported them into the game using the same tools.
Finally, using scummtr - you just use the position in the font graphics, for example \x3A for whatever character you have drawn at position 58. Alternatively you can also replace a character you do not need, like { or so, to keep your code in a more readable form. I prefer using the actual characters with diacritics first and then run a quick script to substitute everything before importing the file back into the game.
Unfortunately, whatever worked nicely for Loom doesnât work for Monkey Island. So far at least- I am sure it is something stupid I am overlooking.
By the way: scummeditor does not display fonts or allows editing them (afaik - will try tonight). But I am using exactly that tool to replace backgrounds with text that needs translating.
Finally some progress has been made.
I just changed the letter a. Look at all those diacritics!
I turned out I assumed scummfont would overwrite an existing file, which it doesnât.
I told you it must be something stupid I was overlooking.
# How to change fonts in MI
#
# Step 1: copy the original game in a folder called ./MI
# Step 2: install scummtr, scummrp and scummfont tools
# unpack the game files
./scummrp.exe -g monkeycd -p ./MI -d dump_MI -o
# extract the font bitmaps
./scummfont.exe o ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0001 char_0001.bmp
./scummfont.exe o ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0002 char_0002.bmp
./scummfont.exe o ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0003 char_0003.bmp
./scummfont.exe o ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0004 char_0004.bmp
./scummfont.exe o ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0006 char_0006.bmp
# edit the bmp files using photoshop (I assume you save using the same filename)
# CHAR_0001 is used for the sentence line and dialog
# CHAR_0002 is used for the on screen text
# CHAR_0003 is for the upside down text
# CHAR_0004 is used for the title screen/credits text
# CHAR_0006 is used for the VERB UI
# reimport the modified bitmaps
./scummfont.exe i ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0001 char_0001.bmp
./scummfont.exe i ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0002 char_0002.bmp
./scummfont.exe i ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0003 char_0003.bmp
./scummfont.exe i ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0004 char_0004.bmp
./scummfont.exe i ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0006 char_0006.bmp
# move the files, as scummfont is conservative and only creates a CHARxxx-new instead of overwriting
mv ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0001-new ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0001
mv ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0002-new ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0002
mv ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0003-new ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0003
mv ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0004-new ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0004
mv ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0006-new ./dump_MI/DISK_0001/LECF/LFLF_0010/CHAR_0006
# repack the game files
./scummrp.exe -g monkeycd -p ./MI -d dump_MI -i
# How to change text in MI
#
# extract the text
./scummtr.exe -g monkeycd -p ./MI -of orig.txt
# use a SIMPLE text editor to create the new.txt based on the orig.txt
# import the new text
./scummtr.exe -g monkeycd -p ./MI -if new.txt
Well, thereâs a bit more to it - but Iâll let you figure that out for yourself.
Cool, my text is already translatedâŚi just want to add diacritics with all fonts.
If you can send me the image that needs to be edited, I will update it and then you can import it back for me?
Did you see those detailed commands I wrote down? Thatâs really all there is to it. If you have an issue with understanding or running one of these steps, I can help you out.
But I canât send you back a modified monkey.001 file - for piracy reasons.
If you want to release it one day: create a patch (Lunar IPS patcher works like a charm) and only distribute that patch.
I guess you also replace the title screen and acts and all the other rooms with background text using scummeditor anyway?
ActuallyâŚ
The Ultimate Translated Talkie Edition will be available in a few weeks!
Porting it over wasnât too difficult. Except that a lot of lines are in different places so I had to reshuffle things a LOT. So then I started playtesting and correcting and improving the first translation (also based on feedback of our son who couldnât beat the swordmaster). We didnât have time to test (a lot) back last year as we were in a rush to get it in time for Christmas. That version is demo at most according to my standards.
Luckily, @tasse-tee started playing MI a few months ago and I could playtest at more or less the same pace and be her hintline (trying all different dialogues and order to the puzzle solving - man, there are a lot more than you might have ever suspected!! - to check every reaction in context).
This is almost completed now, I still need to go back to a few bits but Iâd say it is more than 95% playtested overall.
One of the things I still need to check are the modified images. In the Ultimate Talkie Edition, some of them got distorted because of the colour palette - I know how to fix that but I honestly forgot if I did it in all places and cross-checked them. One last speedrun should be enough to cover all that.
After that I might backport the translation to the original non-talkie version again (not as simple as it sounds). Then again, not sure whoâd be interested in that version.
Plus Zak is waiting to be translated too!
I have a request to the ones out there who played a German, Italian or French version of Zak McKracken.
What are the 3 jokes told by the biplane pilot ?
What does the Caponian sing in the second cutscene?
English:
German:
Italian:
French:
English/German/Italian:
O BABY - I´M A JAILHOUND DOG LOVIN´ MEAT
TENDERIZIN´ ROCKER IN MY BLUE SUEDEâŚ
DON´T BE COOL TO MY HEARTACHE HOVEL JUST
TREAT MY LICE CUZ I´M ALL SHAKEN UPâŚ