Touhou Patch Center:Tutorial/zh-hant: Difference between revisions
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(Created page with "==開始翻譯一個這裡還沒有的語言== 通常這不是問題,只要像平常一樣選擇語言就好,管理員會很快地把需要的連接和用於整合到東...") |
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== | ==開始翻譯一個這裡還沒有的語言== | ||
通常這不是問題,只要像平常一樣選擇語言就好,管理員會很快地把需要的連接和用於整合到[[東方社群驅動補丁器]]的專題頁面建立好。 | |||
In case your desired language is not present in the list, simply leave a message on the [[Talk:{{ns:4}}#Language requests|main talk page]]. Setting up a new language is a very quick process. | In case your desired language is not present in the list, simply leave a message on the [[Talk:{{ns:4}}#Language requests|main talk page]]. Setting up a new language is a very quick process. |
Revision as of 07:22, 21 December 2019
{{Project overview/Template:Pagelang}}
顯然,譯者是粉絲群體中最為重要的群體,因此我們有必要儘可能簡化翻譯這一過程。
註冊及登入
變更站點語言
站點的默認界面語言會自動隨着你的瀏覽器的偏好語言變動。這也會用於設定翻譯菜單的初始翻譯語言。所以,我們建議你把它調整到你想要翻譯的語言,以免你意外間覆蓋了其他語言的已有翻譯。
你也可以點擊頁面上方的 ⧼kieli-load⧽按鈕並鍵入對你的語言的本土化稱呼,或對應之ISO 639-1代碼。
此設定存儲於瀏覽器的Cookie當中,如果登入了帳號,也會儲存在你的帳號當中。
開始翻譯一個這裡還沒有的語言
通常這不是問題,只要像平常一樣選擇語言就好,管理員會很快地把需要的連接和用於整合到東方社群驅動補丁器的專題頁面建立好。
In case your desired language is not present in the list, simply leave a message on the main talk page. Setting up a new language is a very quick process.
Editing text translations
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) |
- Go to the main page which can accessed at anytime by clicking the logo.
(Or again, click the hyperlink) - Choose a game you wish to translate.
On the right, you can see the list of translatable games, their progress in the respective languages, and whether they are finished. - Choose a piece of translatable content you want to work on.
Click on the small Translate this page label at the top of that page (Translate this page in your language).
If the page you are on already has a translation, it will instead say
This page is a translated version of the page X and the translation is X% complete.
In that case, the first link will bring you to the translation interface.
- Verify that the correct language you want to translate into is selected in the Language drop-down menu.
This will automatically be set to the language of the site interface. If you had to change it, don't forget clicking Fetch afterwards. - Double-click the message boxes and begin typing your translation in.
- Hit Save.
- Then, just follow steps 6 + 7 for the remainder of the boxes.
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 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.
Editing Music
In-game TL notes
In Team Shanghai Alice games, these can be inserted basically anywhere text is rendered, using the {{Tlnote}}
template; check that page for details. Currently not supported for Tasofro games, so don't use the template on their pages!
Italics and bold formatting is not supported, but you could try a Unicode boldness generator for A-Z.
Advanced configuration either in global.js (for all games), <game ID> (for a specific game), or in your runconfig:
{ "tlnotes": { "reference_resolution": [1280, 960], // Valid for all games, even the 640×480 ones. Font and region size are relative to this one. You typically don't need to change this. "region_topleft": [x, y], "region_size": [width, height], "read_speed": 35, // In UTF-8 bytes per second; determines the scrolling speed of longer TL notes that exceed the size of the region. Higher is faster. "fade_ms": 500, // Fade-in speed. "valign": "top" | "center" | "bottom", // Vertical alignment for notes that are shorter than the height of the TL note region. Default is "bottom". "font": "'MS Gothic' 32 0 400 DEFAULT_QUALITY", // Using the same font syntax used for fontrules, explained in https://github.com/thpatch/thcrap/blob/23fd91a/thcrap/src/textdisp.h. Also subject to those same replacement rules. "outline_radius": 2, // Capped at 15, because it's drawn on the CPU and actually not that fast, and everything larger just *really* looks bad. } }
To disable TL notes completely, simply add , "tlnotes": ""
before the last } of your configuration file, created by thcrap_configure.