Touhou Patch Center:Tutorial/zh-hant: Difference between revisions
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**試圖顯示第六行文字的時候,{{GameLabel|th10}} 及以後的正作會自動清空所有行,在第一行的位置顯示新行。此時不會插入等待指令,所以任何在這新的一行之前的翻譯部分實際上是沒法看到的。 | **試圖顯示第六行文字的時候,{{GameLabel|th10}} 及以後的正作會自動清空所有行,在第一行的位置顯示新行。此時不會插入等待指令,所以任何在這新的一行之前的翻譯部分實際上是沒法看到的。 | ||
角色的名字翻譯是自動從[{{fullurl:Special:Translate|group=chars}} 對應的翻譯集合]裡面獲取的。 | |||
==Editing graphics== | ==Editing graphics== |
Revision as of 08:11, 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。
如果你要翻譯的語言不在選擇列表裡面,只要在主討論區留言就行,新語言沒多久就會設定好。
編輯文本的翻譯
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) |
- 任何時候點擊頁面上網站的標誌就可以回到主頁。
(當然, 你還是可以直接點一下前面的超連結) - 選擇你想翻譯的遊戲。
右邊有可進行翻譯的遊戲列表以及這些遊戲的各自語言的翻譯進度、完成情況。 - 選擇一個你想翻譯的部分。
點擊頁面上方的小Translate this page標籤 (Translate this page in your language)。
如果你所在的頁面已經有了翻譯,它會顯示為
This page is a translated version of the page X and the translation is X% complete.
這種情況下,第一個連接會把你帶往翻譯介面。
- 確保你要翻譯為的語言已經在 Language下拉菜單裡面選定了。
這會自動被設定為站點的語言。如果你必須要修改的話,別忘了在選擇完以後點擊Fetch。 - 雙擊訊息框,開始鍵入你的編輯吧。
- 點擊“儲存”。
- 然後重複步驟六和七直至翻譯完畢。
注意事項
- 如果你在從其他語言轉譯(例如英語),那麼請一定要點下上方搜索框旁邊的星星,把原翻譯的維基頁面加入到你的監視列表中。只要頁面有了影響到你的轉譯的變動,你就會收到通知。
- 如果有任何不會在你的翻譯中改變的現存的文本(大多數時候是英語),請把對應的翻譯框留空,而不是複製粘貼。這樣每個人都會完全體會到補丁疊加機制的好處。
- 參照你的語言專題頁面來獲取風格指引。
對話
- 斷行不會是自動的,文本是否能夠不超出對話框,取決於你的調整。
- 你總能在每個信息框使用至少兩行的空間,即使原文只有一行。反之亦可。我們是花了很大力氣才做到這些的,所以一定要好好使用這個功能。☺
結局
由於不會出現在錄像當中,補丁器可以在這裡放下無限行的文本。
- 任何時候,屏幕上最多只能有五行文字。
- 對於 Embodiment of Scarlet Devil, Perfect Cherry Blossom, Imperishable Night, Phantasmagoria of Flower View,在一行沒法裝下的情況下,會有自動斷行。
- 試圖顯示第六行文字的時候,還會加入一個等待指令和分頁符號。
- 試圖顯示第六行文字的時候, Mountain of Faith 及以後的正作會自動清空所有行,在第一行的位置顯示新行。此時不會插入等待指令,所以任何在這新的一行之前的翻譯部分實際上是沒法看到的。
角色的名字翻譯是自動從對應的翻譯集合裡面獲取的。
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.