Touhou Patch Center:FAQ/zh-hans

如果这里没有我想问的问题我该找谁？
只需要在这里加个新子标题写上你的问题就行了，很快你就能看到答复.

如果你想要更快的答复的话，建议访问我们的IRC聊天频道或者Discord服务器，链接就在左侧边栏.

无需害羞，万一有人和你有相同的提问呢.

为什么这些工作不在东方维基上完成呢？
我们开始这个项目时，将其作为一个单独站点是由于我们的成员和他们的管理人员之间有过一段个人恩怨. 现在伴随着这些问题的基本解决情况已不再如此.

不过，仍有三个原因表明这（基于东方维基完成）不是个好主意.


 * 他们有些不重视功能
 * 管理人员和编辑人员在很大程度上反对或根本不关心易于解析的 wiki 的想法. 编写美观、一致的 MediaWiki 本身就是一项艰巨的任务. 说实在的，试图让一个仅供屏幕阅读的 wiki 可解析感觉有点反直觉.


 * Our site has to be functional, first, and foremost. We need the pages to be in a special format in order to be able to automatically parse them.


 * Doing this on touhouwiki.net would mean that we have to force this format upon the editor base. Not only do we expect to deal with a lot of opposition here, editing these existing pages also takes way longer than just creating them from scratch.


 * The wiki family concept
 * When touhouwiki.net moved from Wikia at the end of 2010, it was decided to include all its existing translations to build a new family of multilingual Touhou wikis hosted on one server. Technically, these wikis are not connected with each other, save for the shared image repository. While giving full autonomy to the individual language communities may be a good thing, it only creates a lot of unnecessary work in our case:


 * For each language we wanted to support, we would have to open an entire new wiki. Besides the preparation work needed on the server backend, this also involves a lot of duplication of content. We would need a new main page, copy-paste the entire template infrastructure used, hardcode the translations of these pages into the wiki code, and synchronize changes or updates of the translatable content across every one of these wikis.


 * At our site, creating a translation into a new language is as simple as selecting the language from a drop-down menu. Creating the remaining portals and integration into the automatic updater is a matter of a few minutes.


 * Endings
 * Seeing themselves as a derivative Touhou work, they feel bound by ZUN's terms of use. Thus, they do not want to post endings, but we would like to. For some, posting them in user space with spoiler toggles may be considered as less of an offense, but there is no reason for us to put up with such childish pretenses.

Even if we did manage to sit down, discuss, and somehow sort out all of these issues, the time spent on achieving this is wasted - there is zero benefit for anyone involved. The fragmentation of content (which, by the way, could be easily mitigated by merely linking here) and need for different user accounts hardly justifies this work.

但是他们不也是有最新更新的英文翻译嘛？
For the older Windows games, this is probably true, since their English translations for these currently receive more attention than ours. As of though, this has largely become a matter of personal taste.

Since their content is licensed under Creative Commons, we can freely use their existing translations for our cause. This means that we'll be gradually copy-pasting these to our page as long as we don't have our own translation for a certain source. Of course, we give full credit to the original authors whenever we are doing this.

你们的编辑格式有什么特别的地方吗？
In plain terms, this means the following:


 * In-game dialog tables require a code parameter containing the entry and time parameters from the  file. Each template call must correspond to one dialog box in-game and contain a maximum of 2 lines of dialog.
 * Spell card templates need to contain the number of the card.

结局文本/插图怎么处理？

 *  我们会公开结局的文本和插图. 
 *  和其它翻译内容无异，完全可见亦可被翻译. 
 *  不管ZUN的规约如何解释这方面的问题. 
 *  如果（或者说，只有）ZUN个人对此持意见的话，我们会想办法解决的. 

这是站点政策之一，而非讨论. 这就是我们需要一个由独立Staff运营的独立站点，来进行这个项目的关键原因之一.

In our opinion, this was the main issue why such a project was never considered. It certainly was a major factor in establishing "the English wiki" and "the English patch group" as separate entities, a distinction we aim to eradicate.

相当多的人误解了这一举动，认为这是有意地引起ZUN的注意. 当然我们也可以现在开始，争论谁更好谁更坏，或者我怎么样你怎么样. 但是，这改变不了事实. 像对待游戏中任何其他可修改的部分一样对待结局文本，对我们来说是最自然的事情. 除非我们收到任何形式的官方的通知，否则我们将继续这样做.

你们真的允许任何人翻译吗？

 * 如果你只是害怕垃圾编辑的话，你可以在安全页面上查找更多信息. 

当然——如果你还没意识到，这就像其它的东方维基一样，因为这就是维基的机制. 唯一不同的是，我们的贡献者对成千上万的粉丝看到的游戏数据有直接的影响，而这就是每个独立的编辑者所想要的.

因此，如果你想要保证对你的翻译的控制的话，这里可能不适合你. 你可能需要创建自己的补丁服务器.

如何处理翻译纠纷？
本站管理侧只提供引擎和数据存储，并不偏爱翻译某些东西的某种方式. 我们可能也会对这些有意见，但这不会比每一位译者的意见更有价值.

请使用 语言分支主页 来讨论讨论可能出现的任何问题并达成一致. 如果一个友好的解决方案真的不可能或适得其反，我们总是可以为不同的翻译可能性创建单独的语言代码（例如，“Literal字面的”和“idiomatic地道的”翻译），然后它们就可以共存了.

日译英再译德（或其他语言）可以吗？
同样的答案，'''翻译完全由翻译者自己控制. '''

语言种类浩如烟海，因此显而易见的，管理员不可能去做任何的质量控制. 因此，大多数时候，我们甚至没法到你的翻译是基于哪个版本的.

如果你确实在通过译本来做翻译，请务必通过单击顶部搜索栏旁边的星号，将此翻译的Wiki页面添加到您的监视列表中. 这将会在内容发生更改时向您发送电子邮件通知，以反映在您的语言中.

我是不是必须每条都翻？符卡名/音乐名/人物称号在我所用的语言里听起来好怪
Generally, you should translate everything that can be translated and that would appear clearly visible in the game itself. After all, someone else who speaks the same language, is not connected to you or your translation group, or does not share your views on stupid sounding translations may come in at any time and translate these elements you left out. Of course, if everyone thinks a translation would sound stupid, no translation will ever be entered in the first place. As with this whole project, nobody forces you to do things you don't like to do.

If you prefer certain elements to stay in a different language, you can always use patch stacking and blacklist the respective files using the ignore parameter in your run configuration. This will be made user-friendlier once we have a graphical configuration tool.

In case you do decide to leave out certain things though, please really leave the boxes blank and don't copy-paste the English text in there.

The language I want to translate in doesn't have a code yet.
Simply leave a message on the main talk page, and translation will be set up shortly.

一些符卡和曲目标题的日文里已经有英文出现，这部分还需要翻译吗？
Every single row in the translation table is one self-contained translation unit. These are already split into the smallest sensible parts. Using even smaller parts (like a "Japanese" and "English" part) would significantly increase the complexity of the patcher - it would then have to somehow piece these smaller parts back together to form one complete translation unit.

Thus, it is up to every language to decide between either keeping (and copying) these English parts or translating them too.

Can I use MediaWiki markup in the translation boxes?
Some of it:


 * Any wiki links are filtered out and rendered as expected.
 * Bold and italic text (as well as both at the same time) is displayed as such inside the games themselves.
 * Custom works for in-game dialog in every game starting from . Previously, we even "supported" games prior to that, but deprecated this support as the results weren't really legible in the lower resolution of the older games (see bug #47). That said, Ruby annotations are not really meant for Latin scripts anyway, and should thus be used sparingly with those. Rewriting the translation to somehow reflect the annotated information would be preferable in any case.
 * If the original Japanese text uses Ruby to  for emphasis, italics (written using  this syntax ) would be a better-looking alternative for languages using Latin script.
 * If you absolutely have to pad a text with spaces at the beginning or the end, you can use &amp;nbsp;. This is necessary for certain hardcoded ASCII strings.
 * HTML tags are generally not supported.

我需要一直联网来使用补丁吗？
当然不用. 游戏启动时需要的补丁文件其实都已经下载并保存到本地了.

如果没有网络连接，thcrap会直接启用本地最新的补丁文件.

一些非拉丁文本（例如西里尔文、朝鲜文、阿拉伯文、印度文）会出问题吗？
自从我们完全支持UTF-8编码后并不会了. 我们非常感谢翻译为这些语言的人，它们展示了这些语言的翻译是可行的.

然而像从右到左阅读顺序等特殊显示方式是还未实现的，我们会在需求提出后着手解决.

我知道的一个ZUN制游戏的补丁还没安排到这里，你们会引入吗？
当然可以！我们非常乐于引入已有的补丁. 将链接发送至  ，我们会看看的.

我们也会感谢为翻译做出贡献的人们. 如果这些人员名单没有包含在文件里，或者难以寻找，请在邮件中一并附上.

你们的补丁在Linux或MacOS X上用Wine能用吗？
总的来说是没问题的.

你们需要特定的字体来美化显示文字么？你们能修改默认字体么？
Nmlgc的script_latin 补丁包包含了对拉丁和西里尔文字足够Unicode覆盖的字体，也封入了必要的字体文件. 我们为使用了这些文字的语言提供的所有翻译补丁包均包含了script_latin依赖.

其它未使用这些文字的语言（例如中文）不会包含script_latin，代之以指定一个适合显示该语言的Windows自带的字体（例如繁体中文使用“MingLiU”細明體，简体中文使用“SimHei”黑体）. "译者注：针对简体中文补丁已有tpZHCNex可用，其效果与script_latin类似. "

Lastly, users can always override any default font setting by specifying a font parameter in the run configuration file created by thcrap_configure.

In case a game uses two or more separate fonts, every replacement font from the second one on is set via hardcoded string translation. Currently, it is not possible to override these.

Is your patch compatible with the demo/trial versions of the Touhou games?
thcrap fully supports all trial versions that were released during the time where it was in active development - that is, all Team Shanghai Alice games released since. Support for the trial versions of older games is still missing, though, as it just hasn't been a priority yet. While the configuration tool detects them, the basic technical support is still missing.

Manual（说明书）和omake（设定文档）吗？
从2016-12-22版本开始的话，是的. 未来GUI将能够显示补丁包自己的附加资料，所以包括原版HTML网页版说明书和纯文本文档也将是可能的. 通过GUI甚至能够对它们应用补丁组，就像其它游戏数据一样.

custom.exe?
Yes. Since we patch the resolution dialogs that recent games show on startup, there really is no reason to leave out custom.exe, as it is technically a Windows dialog as well.

黄昏酒场吗？
当然. 鉴于它实际上基于风神录引擎，我们依旧把它算作东方系列之一，自然也就支持.

格斗作吗？
深秘录已完全支持. 对绯想天、非想天则、 心绮楼和凭依华的适配依旧进行中.

而最后一个没有被适配的格斗作是萃梦想，我们将最终完成对它的支持.

''译者注：截至现在简中仅适配凭依华. ''

西方吗?
We'd love to tackle ' and ', even more so than the fighting games. Popular opinion, however, will probably think the other way round.

, on the other hand, is such a trainwreck that we rank it on the same level as a generic and unimportant fan game.

旧作吗？
我们十分支持xJeePx在旧五作英文化的努力.

然而，对旧作的多语言翻译是困难的. 而终极的ReC98 项目计划计划把旧作迁移至现代系统平台， 在完成对游戏源代码的重建工作后，将进行对多语言翻译的支持.

同人游戏吗?
Generally, we don't want to deal with any hacking work on those on our own. However, we would definitely be open to provide hosting for any patch that wants to use either
 * this website for storing and serving translations (it will be treated like any other game already translatable on this site)
 * our engine for data injection into the game (in this case, we merely host the patch archive or installer)
 * or both.

The translation group for the respective game still remains responsible to supply the necessary code injection points, assembly hacks, and data conversion scripts.

My own fan game?
No problem. This wiki provides text translations in both the JSON format used in our existing patches (example), or in gettext .po format (example, right-click to save with the correct file name). You can then use this data in any way you wish, either as a part of your asset pipeline, or by automatically downloading these client-side, as in thcrap.

Please contact us on https://thpatch.net/w/logos/discord.png Discord or https://thpatch.net/w/logos/facebook.png Facebook to organize the process.

However, please keep the following in mind:
 * Both your original text and the translations will have to be licensed under, and will be freely readable on this webpage.
 * While our site can provide translations for images, please try to keep the amount of those at a minimum, as image translation is typically rather time-consuming.

Fan games with ZUN's involvement? E.g. Torte le Magic, Magus in Mystic Geometries? Or are they treated the same as 'fan games' above?
The deciding factor is the engine used by the game, not which people were involved in its creation. We are very reluctant to develop automatic patching for an engine that will probably never be used for a different game ever again.

That said, ...

其它同人游戏吗？特别是视觉小说？
是，基本的引擎是通用的，可以少费功夫支持更多的游戏，尤其是像视觉小说这样的包含大量文本的游戏，将从即时、持续的更新中受益颇多.

谁知道呢，或许这个翻译计划某天甚至可能变成“通用日语游戏补丁中心”. 但是让我们先把重心放到东方上，好吗？