Touhou Patch Center:Tutorial/zh-hans: Difference between revisions
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这个设置将以Cookie的方式存储于浏览器中。如果你登录了帐号的话也会同步到你的帐号设置中。 | 这个设置将以Cookie的方式存储于浏览器中。如果你登录了帐号的话也会同步到你的帐号设置中。 | ||
== | ==要翻译的语言还没开工?== | ||
通常来说没什么问题。 只要像通常一样选择目标语言,管理员会马上将必要的链接和分支页面集成到[[Touhou Community Reliant Automatic Patcher|东方社区自动补丁机]]中。 | |||
如果要翻译的语言并不在列表里(例如,现在已经建立好的儿童英语和Troll英语),到[[Talk:{{ns:4}}#Language requests|主讨论串的“语言请求”部分]]留言就行了。配置一个新语言并不是什么麻烦事的。 | |||
==编辑翻译内容== | ==编辑翻译内容== |
Revision as of 10:18, 28 October 2018
{{Project overview/Template:Pagelang}}
由于翻译者们是这些翻译的最重要贡献者,我们就尽可能长话短说吧。
注册或登录
变更站点的语言
网站页面所 显示 的语言一开始会根据你的浏览器设置自动适配。这个语言设置也会用于翻译页面默认目标语言的选择。
因此,我们推荐你将这个语言设置切换成你目标翻译的语言——这样,你就不会错误的将已有的其它语言的翻译给覆盖掉。
要更改语言设置,点击页面右上角的 ⧼kieli-load⧽ 按钮,然后选择要修改的语言;或输入目标语言的ISO 639-1 代码以精准选择。
鉴于主页面“中文(简体)”分支的存在,你可以设置语言为 中文(简体) (zh-hans)。
这个设置将以Cookie的方式存储于浏览器中。如果你登录了帐号的话也会同步到你的帐号设置中。
要翻译的语言还没开工?
通常来说没什么问题。 只要像通常一样选择目标语言,管理员会马上将必要的链接和分支页面集成到东方社区自动补丁机中。
如果要翻译的语言并不在列表里(例如,现在已经建立好的儿童英语和Troll英语),到主讨论串的“语言请求”部分留言就行了。配置一个新语言并不是什么麻烦事的。
编辑翻译内容
Other translatable content | Languages with >95% coverage | Languages started & in progress |
• Hardcoded strings | ||
• Hardcoded ASCII strings | ||
• Game titles | ||
Music titles (overview) • (translation) | ||
Page interface | ||
Character names (transliterations) |
- 通过左上角的Logo前往站点的主页(或者通过这里的超链接过去)
- 选择你想翻译的游戏。
在右侧你可以看到可供翻译的游戏,以及各自语言的进度,是否翻译完毕等。 - 选择你想翻译的内容区域(贴图、对话等等)。
点击顶部栏小小的Translate this page标签(中文是Translate this page).
如果这个页面已经有了一部分翻译,那么它看起来就是:
This page is a translated version of the page X and the translation is X% complete.
这时,点击第一个链接会带你进入源语言版本,那里你就可以找到翻译链接。
- 确认顶部的Language 下拉框里显示的语言是否是你要翻译成的语言。
This will automatically be set to the language of the site interface. If you had to change it, don't forget clicking Fetch afterwards. - 双击右半侧的框并输入翻译词句。
- 点击保存按钮。
- 重复步骤6和7,直到翻译完毕。
Things to know
- If you're translating from another translation (most likely English), be sure to add the wiki page of this translation to your watchlist by clicking the star next to the search bar on the top. This will send you a notification whenever something has been changed and needs to be reflected in your language.
- If any text of an existing translation (again, most likely English) would not change in your translation, leave the respective box empty and don't copy-paste the text. This way, everyone can take full advantage of patch stacking.
- Refer to your language's portal page for stylistic guidelines.
Dialog
- Line breaks are never done automatically. It's up to you to make sure that the text fits into the dialog box.
- You can always use a maximum of two lines for every message box, even if there is only one line in the original. The opposite is also true. We went to great lengths to make this possible, so please do make use of this. ☺
Endings
Since these do not show up in replays, the patcher can provide an unlimited amount of text lines here.
- There can always be a maximum of 5 lines at the screen at any time.
- For Embodiment of Scarlet Devil, Perfect Cherry Blossom, Imperishable Night, and Phantasmagoria of Flower View, automatic line breaks are inserted in case the line doesn't fit.
- Trying to print a 6th line these games will also insert a wait instruction and page break.
- Trying to print a 6th line Mountain of Faith and later automatically clears all lines and displays the new one in the first line. No wait instruction is inserted when this happens - anything in that translation segment before this new first line will effectively not be visible.
Character name translations are automatically taken from the respective translation group.
Editing graphics
Compared to the simple translation of plain text, multilingual image translation requires a rather involved workflow:
- (Optimally, the original text should be transcribed first.)
- A basic image editing project needs to be created, erasing the original text, recreating possible backgrounds and selecting appropriate fonts.
- The required fonts should be noted down so that the editors for other languages can obtain them.
- The original text needs to be translated.
- Finally, the translated text needs to be edited into the base image, taking possible sprite boundary limits imposed by the game into account. (As of now, we couldn't change those limits without including the whole ANM file with all its original uncompressed image data, which would unnecessarily bloat the size of the patches.)
Fonts
Fonts should ideally have a sufficiently large Unicode coverage so that the same template can be used across multiple languages.
Unfortunately, the most appropriate fonts often happen to have a rather limited coverage - and finding one that looks similar and has a wider coverage can be an arduous, if not impossible task.
- Hence, you don't need to care about this for any other language than your own (but other translators would certainly appreciate it if you did).
A consistent appearance across the languages would surely be nice thing to have, but this is not a requirement or official policy - each language is still free to choose whatever fonts the editors prefer.
If you do care, here's a test string with characters from some of our active languages which might be problematic, for your convenience:
áéíóúàèìòùâêäëïöüãñõőűąęłż ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩ αβγδεζηθικλμνξοπρστυφχψω АБВГДЕЖЗИЙКЛМНОӨПРСТУҮФХЦЧШЩЪЫЬЭЮЯ абвгдежзийклмноөпрстуүфхцчшщъыьэюя
Efficiently testing translations in-game
Select the skipgame patch in addition to your translation to remove all gameplay sections and reduce spell cards to a few seconds. This leaves only the dialogue and spell card names and allows you to quickly proofread everything without spending time on dodging bullets.
The separate instant_ending allows you to access all endings by making one single gameplay choice in one stage.