I am the Milkman
Posted by Gemini on June 2, 2008
…My milk is delicious! Special delivery today, which includes some updates on main script progress. I’m still busy busy busy (exams=spare-time killers), but I was able to dig some hours and continue working on the project. Wednesday 4 is the fated day, so I should have a little more time to dedicate to IS pretty soon, though it will not last too much (about a week, then again study session). Oh, do you remember the last news when I told you the completion percentage should reach 80% by the end of June? It’s already 80%. ;D
NPC? We haz it!
Sevens is 70-80% translated now. This place has so many dialogues… Tom has also translated other maps (which brings the counter to 297/396), but I have absolutely no clue where they belong to. Anyway progress is progress: the more, the better. I’ve also edited some of the old scripts to reformat them according to the new translation style (no dashes, quotes with fixed punctuation), and I’ve also corrected 3-4 typos I found in the way. Nothing major, but this way there will be less work to do later when the script translation is done.
More city maps:
And that makes all city map dialogues 100% translated. I can’t really show anything from the other map, Mt. Katatsumuri (aka Mt. Mifune in US EP), but I will when I get to the point of the story where you have to visit the place. Oh boys, IS’ Katsuya is such a girly man.
Dungeons? All clear!
I really didn’t see that coming. Tom got the last 56 files done this afternoon, so that makes even dungeon dialogues 100% complete. So much progress today I could cry.
And now the part where you get no images about IS, only long blah blah:
- One of the worst things about Persona 2 (both IS and EP) is the huge amount of duplicate dialogues. For some reason R&D1 decided to create several copies of some maps with partially different text, sometimes to optimize loading times, some other times probably because they got bored or something (a couple maps are just identical, except for 2 debug – and yet useless – messages). The game contains exactly 2,900 identical strings, which resulted in over 11,600 duplicates located in maps, dungeons, and demon contact. To give you a practical example, think of the Velvet Room. It always looks like the same room, but it’s actually different depending on some event bits. The first time you get in there you visit a room, but if you get out and enter again the game decides to use a different file, which inherits most dialogues from the previous map. So that make it hard to find, replace, and sync duplicate dialogues, but it’s not like that anymore: we finally have a database system (which I coded myself) to take care of all identical strings so that you change them once and they get synced in all text files where they are supposed to appear. Sooooo much better now.
- There was some progress on the editor (“rhaddy”, or “Rhadamanthys” if you prefer longer mythological names), which can now do interesting stuff like handling and editing duplicate databases (*.ddb, my custom format), memorize some particular settings that sometimes you have to turn off as they can get really annoying, etc… Now Tom can work a lot faster with this, and you can see the effect already from this update.
- Tom started working on demon contact translation. I don’t have all the details, but he told me something about the order they stored text, which is all about demon personalities. It also seems like A LOT of contact dialogues are actually duplicates (they are repeated twice in the same file), so it’s should take a half the time to translate. Hmm, juicy good news.
- I’m trying to locate the debugging features IS has, or that it should have. This means that we will take care of debugging menu translation if I can prove that they are fully working in the retail version of Innocent Sin. Here how some of them look in Eternal Punishment:
That’s all for this week, folks. Shabadoo!