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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Sat Jan 07, 2012 3:29 pm 
Knight
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thanks :)

I finally find a trad, which seem to be corrrect
@Salv-E I join the trad if you want test :)


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trad.txt [3.47 KiB]
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Sorry for my bad english I'm french ^^

PS3 6O Go + 3.55 kneaw + multiman 2.09.00
PS2 SCPH-39004 + FMCB 1.8b + OPL rev 590 + Ulaunchelf 4.42a + PS2ESDL v0.821
PSP 1004 +6.20 proB9 + daedalus 747 + IR shell 5.2
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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Sat Jan 07, 2012 8:33 pm 
Mime
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Location: Brasil
Hope this helps. :)
Brazillian Portuguese, by me.


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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Sat Jan 07, 2012 10:30 pm 
Mime
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You did a great job Nico ;)

Some more correction and translation, still ~20 lines left.

J'ai remplacé quelques termes, Dynamic recompilation, c'est juste de la Recompilation dynamique, et HLE c'est l'émulation haut niveau (en opposition à l'émulation bas niveau). Comme quoi des fois la traduction est plus simple que prévue ;D J'ai corrigé 2~3 petites fautes, rien de bien grave. Il reste les 20 derniéres lignes à traduire, les plus chiantes ;D


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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Sun Jan 08, 2012 7:32 am 
Knight
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If i get time, i try german translation


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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Sun Jan 08, 2012 10:12 am 
Slayer
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ill be able to translate it to arabic language if needed?



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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Mon Jan 09, 2012 6:19 pm 
Warrior
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Joined: Sat Mar 05, 2011 11:13 am
Posts: 85
ok, i'll try to translate it to italian


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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Tue Jan 10, 2012 7:31 pm 
Slayer
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Joined: Sun Mar 06, 2011 10:38 am
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i help spanish ..yes or not ?


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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Tue Jan 10, 2012 9:17 pm 
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@@Scarecrow, niccoooodu61, Ricot, Crab : Thanks for the help guys, translations are looking good ;)
@@kakarotto, pika9323 : More translations are greatly welcomed!
@@loveyy: Sure, but not yet as I would need to load a different font to handle Arabic. ATM only latin based languages will be supported.

Sorry for the lack of updates, work got really busy, but no fears, I'll have time to code in the following days.

Updates, what I've completed since my last update:
*Menu is done and working perfectly (code is messy, I'll clean it up soonish)

*Detect wherever language a user has set his/her PSP (Thanks to Arnold for pointing me out to sysparam) This will allow me to do some neat decisions based on the users language( ex switch Daedalus automatically to the user's language, disable multi language support for English users and thus saving a little bit of memory) (Need to think this one thoroughly to avoid causing frustration to ppl that have their language set to other, but they prefer English and vice-verse. Any suggestions for this are welcomed)

* Use a hash instead of IDs (This is alot more robust and allows me to remove all the redundant code from my previous implementation)
New format will be:
HASH, TRANSLATED_STRING


*Support for unicode strings (accents, ñ, etc) This was the hardest part to figure out and used most of my time, is now working perfectly. (Good thing I found out intrafont had support for it, otherwise this would've been a dead end as wstring doesn't work on the PSP)

Note : (I'll add this to the OP).
You need to convert your translations files to UTF8, to do it is really easy. In Notepad++ open your file and go to encoding and choose "Convert to UTF-8" and then save.

Just need to wrap a few things here and there (Mostly regarding replacing my previous implementation with the hash based impl and hashing all our strings, I'll write dump function to the job for me).

PS: I'll be sending test builds hopefully tomorrow to get some testing and to allow you guys to polish your translations.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: [Update 1/10/12] Multi language. Help needed from commun
PostPosted: Wed Jan 11, 2012 1:26 am 
Warrior
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Here is the file @Salv-E converted to UTF-8
And you're welcome I am glad to help with translation ;D


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Traduction to Spanish DX64.txt [6.18 KiB]
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 Post subject: Re: [Update 1/6/12] Multi language. Help needed from communi
PostPosted: Wed Jan 11, 2012 2:58 am 
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Salv-E wrote:
...disable multi language support for English users and thus saving a little bit of memory) (Need to think this one thoroughly to avoid causing frustration to ppl that have their language set to other, but they prefer English and vice-verse. Any suggestions for this are welcomed)
We ought to talk in the Dev part of the forum or in PMs about how we could release future versions of DaedalusX64 or if I'm in complete control of that. Either way what I'm thinking is maybe keeping Daedalus down to two different versions (not counting signed), offering an English only release and a multi-lingual release.

Salv-E wrote:
Note : (I'll add this to the OP).
You need to convert your translations files to UTF8, to do it is really easy. In Notepad++ open your file and go to encoding and choose "Convert to UTF-8" and then save.

Just need to wrap a few things here and there (Mostly regarding replacing my previous implementation with the hash based impl and hashing all our strings, I'll write dump function to the job for me).

PS: I'll be sending test builds hopefully tomorrow to get some testing and to allow you guys to polish your translations.
Is this version going to allow for an external txt files to be read? If not coded already I think that something similar to the controller config select would be ideal. Just hoping that you don't have to compile for each test for polishing.


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 Post subject: Re: [Update 1/10/12] Multi language. Help needed from commun
PostPosted: Thu Jan 12, 2012 12:55 pm 
Mime
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Joined: Thu Jul 09, 2009 5:43 am
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Russian translation by Lev Tolstoi. Dont thank me.


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 Post subject: Re: [Update 1/10/12] Multi language. Help needed from commun
PostPosted: Thu Jan 12, 2012 8:52 pm 
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@@Reamer87 : Yes all translations will go be in a text form. That was my motivations since the beginning (teh Salvy hates anything that is hardcoded..)

And different versions of Daedalus won't be needed, since nothing is hardcoded, and I made sure that the codebase for translations is as small as possible, it'll only adds 1kb or so to the binary.
And for terms of performance it won't be affected, since as soon as the emulation starts all the memory used for translations (if using a translation) is released , and the rest just gets released from the stack as soon as it gets out of scoop.

pzu wrote:
Russian translation by Lev Tolstoi. Dont thank me.


Nice! I encoded in UTF-8 and hashed your file, I'll do the same to the other translations posted so far.
http://codepad.org/rIsfXeSw
PS : The correct charset for Russian is Cyrillic KOI8-R if I'm not wrong?

NOTE: I'll be adding the new base file with all the strings hashed and encoded to UTF-8. (Anybody that has started any translation using the old base file, please PM me or post it here, I'll convert it to the new base file).

EDIT:
@@Scarecrow : If I'm not wrong Brazilian Portuguese is abit different than normal Portuguese, I named your translations as Brazilian.lng, is that correct to you?
Also do you know the charset for your language? It looks fine with the default, but if is different, let me know.



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Image

<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: [Update 1/10/12] Multi language. Help needed from commun
PostPosted: Thu Jan 12, 2012 9:58 pm 
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All the translations posted here so far are hashed and formatted correctly. I'll start sending test builds right now.
Let me know if anybody spots any texts that needs to be translated, also for any bugs.

*There's a known bug that I need to fix, happens if language selection is saved and then you remove any language .file, and your selection is greater than previous number of languages files, Daedalus will crash, I'll fix it soonish).
* Since many translations contain far more chars than the original text, there's some text overlapping, make sure to modify your translations to fit the spaces even if it affects the accuracy of the translation.

@@Crab: I had issues parsing your file (got terminator errors, make sure to use notepad++, I used the latest file that niccoooodu61 posted). You can use add your changes to French.lng found in Languages, just make sure to use Notepad++)

PS:I'll start sending test builds now.



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Image

<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: [Update 1/10/12] Multi language. Help needed from commun
PostPosted: Thu Jan 12, 2012 11:52 pm 
Mime
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Posts: 7
Location: Brasil
Salv-E wrote:
EDIT:
@@Scarecrow : If I'm not wrong Brazilian Portuguese is abit different than normal Portuguese, I named your translations as Brazilian.lng, is that correct to you?
Also do you know the charset for your language? It looks fine with the default, but if is different, let me know.

Both are very similar and people from Portugal should understand pretty well.
I believe "Brazilian" makes the point, but "BrazilianPortuguese.lng" looks better.

And the current charset seems perfect for me.

P.S: I found some errors in the test build.
Using the default "Brazilian.lng" without changes.


MAGIC NUMBER not supposed to appear there:
Spoiler: show
Image
and
Image


Some lines don't show the translation:
Spoiler: show
Image


There is easy way to change the line (can't explain in english xD) ?
I mean, to avoid this:
Spoiler: show
Image


Note the "S" being repeated before the "Start". This happens in several places, including with the Spanish translation (here Russian and French translations didn't work properly).


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 Post subject: Re: [Update 1/10/12] Multi language. Help needed from commun
PostPosted: Fri Jan 13, 2012 12:58 am 
Warrior
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Well just try the emulator and it works well, but with bugs in translation (Spanish):
1.Some text will be displayed in English (not main, secondary, or rather that explain the function)
Spoiler: show
Image
--------------------
Image

2.By putting pause the game switched to the English translation
3.When looking to put the translation in Global Settings there are many more of which should see and one extra that is the English or Spanish? or other traduction? but called Magic Number
Spoiler: show
Image
This time is Spanish

4.There is a bug in wanting to selecting the game, I mean, where it says compatibility (Spanish) appears above a text which is: MAGIC NUMBER
Spoiler: show
Image

5.In the explanation (or secondary text) to change lines Lestras is repeated
Spoiler: show
Image
--------------------
Image

Well I think that's all in the translation in Spanish.

There is also a major bug in Russian translation:
Spoiler: show
Image
--------------------
Image
--------------------
Image
--------------------
Image
--------------------
Image
--------------------
Image


There is also a major bug in French translation but just in Global settings and appears ramdonly:
Spoiler: show
Image


I saw the translation(Spanish) and I fix the errors and made it more understandable and text more shorts, here the file already converted to UTF-8:


Attachments:
Traduction to Spanish DX64.txt [5.93 KiB]
Downloaded 63 times

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