東方補丁中心:關於

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歡迎來到東方遊戲補丁的未來。

這是我們尋求一個新的建立遊戲補丁方式的嘗試,它將會是……

Gtk-ok.svg 多語言的– 支持想要的任何語言的遊戲翻譯
Gtk-ok.svg 自我更新的– 能夠反映當下翻譯共識的即時發佈的補丁
Gtk-ok.svg 開放的任何人都會被吸納到翻譯和程式破解進程中
Gtk-ok.svg 長期的– 爲了支援往後的遊戲而進行的現在的準備

為了實現以上目的,我們摒棄了經典的“程序破解”傳統和有計畫的“漢化組”的迷信,直接向粉絲提供遊戲補丁

你想過嗎?大多數日本以外的東方Project粉絲們完全只能高度依賴少數翻譯者的貢獻。這個項目讓粉絲們尊重他們的貢獻,同時也是以前所未有之方式支持他們。

緣起

有很多發起此專案的原因,以下是這些原因依照提出順序給出的列表:

準確性

整個想法是在注意到另外一個在touhouwiki.net上的翻譯辯論之後產生的。其後,你會意識到東方的翻譯永無止境。

無論某個方面的翻譯存在了多久,幾年後,某個可能更瞭解日本文化的人會加入進來爭論,最終改變這個翻譯。在這些辯論中,人們有的時候會驚訝於原本的翻譯是如此隨意就定下來了,或者曲解了原意乃至於使內容的大意受到影響。這也是爲何東方維基之政策會開放地鼓勵這一過程。

結果,每個瀏覽過的維基頁面都會被編輯,錯誤也會被改正。當我們僅僅是在翻譯文學的時候,這一切都很順利。

但是我們在這裡是在討論遊戲的翻譯。英語本地化的補丁停留在特定的狀態,並且不會再更新了,因爲它們原來的製作者會一直相信自己的翻譯,一旦補丁發佈,他們就會認爲自己的工作完成了,甚而他們會在遊戲老舊的情況下拋棄粉絲們。

我們的想法是:讓我們從頭開始建立一個新的補丁系統,這將會讓翻譯和補丁走得更近。然後我們看看這樣作的結果:

首先,我們表面上來看不會有很多差別。我們也是在使用一個人人皆可參與翻譯的維基系統。但是我們不只提供一個讓這個過程儘可能簡單的便利的翻譯界面,我們的頁面也是以一種在一些初始化設定以後,能夠自動解構並轉化爲原有遊戲格式的方式進行撰寫的。

在每個Touhou Patch Center上的編輯之後,補丁自身都會自動更新到最新的翻譯狀態。

這樣子,我們就可以完全避免舊補丁與維基中的文本衝突的情況。然後,即使一般粉絲不會關心打補丁的過程,他們也會理解到東方的翻譯會在之後的時間裡成爲爭論焦點的現實。不過現在,他們會馬上收到這些更改。

速度

以前用英文遊玩東方的特權,如今已經成爲一個理所當然的事情。補丁現在是粉絲的急需之物,而且他們希望補丁能儘快製作完成

我們將會通過完全把技術與破解細節和翻譯過程分離的方式滿足這樣的需求。這個過程所需要的時間由遊戲的複雜性、我們對於遊戲的數據結構的知識和經驗決定,而且無用的加密也會增加阻礙。

這個問題會在ZUN發佈新作的時候變得愈發突出。

說起新作,我們會在儘快在基礎的破解工作結束以及內容被公佈以備翻譯以後發佈一個可用的、自我更新的補丁。對於典型的ZUN的遊戲來說,這在我們拿到可執行文件之後不到幾個小時就能做到。

這是唯一有意義的發佈時間。粉絲其後會體會到如何在他們玩遊戲的時候逐步翻譯。某個翻譯補丁僅僅會在翻譯者不受管轄獨立工作的情況下翻譯完全部內容後馬上完成。是,這也就是說我們的補丁將會是半成品,稍微出錯,而且一段時間內會有點醜。不過對於大多數不懂日語的粉絲來說,這總比沒有強。

多語言

現在我們有一個自動給遊戲快速打補丁的引擎——不過,爲什麼我們僅僅侷限於翻譯成英文呢?

無論怎樣,我們都提供了用來給遊戲打補丁的整個自動化原型,我們把到任何其他語言的適配都減少到了不過只是輸入翻譯後的文本和編輯一些圖像的地步。因而,我們可以向沒有或者被認爲不必有傳統翻譯組的語言高效地推送翻譯

現存的破解組織也可以從這個系統中獲益。通過和我們合作,他們可以:

  • 省去破解工作以及浪費的精力
  • 在我們的伺服器上永久代管
  • 讓他們的翻譯更爲人所知
  • 同時完全保留他們對於自己工作的署名
遵循真正的“越多越好”的東方精神,我們很樂意代管任何人們希望我們代管的語言的翻譯,無論這語言是世界上通用的語言,還是方言,抑或是人造語言。

只要你開始翻譯爲你的語言,那麼馬上你就會有一個可用的補丁。

只不過……爲什麼……爲什麼要這麼癡狂?

你記得東方成爲你一直以來最爲珍重的東西的時候嗎?

在它看起來是一個多樣的、高質量的無窮無盡的內容源頭,而且這些是由像你我這樣的人付出極大努力才成爲現實的時候嗎?

No? But we sure do. And we want to savor this feeling.

You have certainly heard the legends that there is fanart of new characters 20-30 minutes after a new game's release on the respective doujin convention. So why should you wait up to 2 months for an English patch, and that was it? With our system, the fans themselves can instead openly display the same amount of dedication to patches that we have seen in fanart for a long time.

This project is supposed to be a benchmark of what can be possible - when everyone can work and immediately contribute under optimal circumstances, without the need of unnecessary middlemen. All this would clearly be overkill for any other franchise. But in view of the Touhou fanbase and its own pride, it will certainly be significant, and worth the time of everyone involved.
This will be the Touhou main game translation project to end all Touhou main game translation projects.

Other advantages

Patch stacking

Our engine allows to use an unlimited amount of patches at the same time, sorted through a priority list.

Let's imagine you have a thorough understanding of English, but would rather want to play a certain game in Spanish. Unfortunately, the Spanish translation of that game hasn't been finished, but the English one has. In this case, you would download and activate both the English and the Spanish patch and put the Spanish patch on top of the English one. Now, all text that has been translated to Spanish appears in Spanish, and the rest appears in English - all while running on top of the same, unmodified game executable.

In addition, you are also able to select the types of data each patch is allowed to modify. To use the above-mentioned example again, you can, for example, keep spell cards or music titles in English to keep a common ground for forum discussions.

As with the whole engine, this is not limited to languages only. Every single patch that uses this engine can be re-used and combined with other patches. Thus, our engine could also be used to implement things like hitbox display removal, Vsync patches, replay desynchronization bugfixes... the possibilities are endless.

This turns our engine into a full-fledged Touhou modkit, allowing you to fully customize your Touhou experience.

No duplication of game data, no installation

In our case, this is more of a necessity resulting from all the other features than a clear feature or design goal on its own. This also comes with the nice additional benefit that the game directory stays clean and unmodified - instead of being crammed with lots of modified data files and patch loaders.

About this site

Oh no, not another Touhou Wiki.

Except that this is not "another Touhou Wiki." We don't have articles on characters, locations, or the 9001st Embodiment of Scarlet Devil arrangement album, and don't aim to compete with any websites claiming to be Touhou encyclopedias, no matter the language.

Our focus lies strictly in providing multilingual translations of original Touhou game data. We are a data repository first and a wiki second.

Terminology

Touhou Patch Center (abbr. thpatch)
Name of this website and the server-side data conversion modules.
Touhou Community Reliant Automatic Patcher (abbr. thcrap)
Name of the patch engine - i.e. all code written for this project.
Yes, the abbreviation is deliberate. We thought it would be a funny contrast to have a well-made piece of software with a name showing the developer's actual distaste for the subject matter.
If you find that too offensive, just think of it as an anagram of patchr.
Touhou Patch Wiki
Initial name of this website - quickly made up on the spot when this project split off from the German Touhou Wiki. In view of all the other Touhou wikis in existence, this one only increases the general confusion. Don't use it.