Touhou Patch Center:FAQ/zh-hans
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- 1 如果这里没有我想问的问题我该找谁？
- 2 站点政策
- 3 Translation practices
- 3.1 How are translation disputes handled?
- 3.2 Is it acceptable to translate from Japanese to English and then finally to German (or any other language)?
- 3.3 Do I need to translate everything? Spell card names / music titles / character titles would sound stupid in my language.
- 3.4 The language I want to translate in doesn't have a code yet.
- 3.5 Some spell cards and music titles are already partly in English in the Japanese version. Do I translate these parts too?
- 4 补丁引擎
- 4.1 Can I use MediaWiki markup in the translation boxes?
- 4.2 我需要一直联网来使用补丁吗？
- 4.3 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？
- 4.4 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？
- 4.5 你们的补丁在Linux或MacOS X上用Wine能用吗？
- 4.6 Do you need any particular fonts for the text to look right? Can you change the default font?
- 4.7 Is your patch compatible with the demo/trial versions of the Touhou games?
- 5 你们会翻译……
Why couldn't this project just be done on touhouwiki.net?
When we started out this project, the main reason for having a separate page was a personal history of drama between members of our and their administrations. This is now no longer true as these tensions have largely been resolved.
However, there are still three main reasons why this would have been a bad idea from the start.
- They emphasize form over function
- Both the administrators and the editor base have largely been opposed of or simply don't care about the idea of an easily parseable wiki. Writing a good-looking, consistent MediaWiki is quite a laborious task on its own. And to be honest, trying to make a wiki that was only ever intended for on-screen reading parseable feels quite a bit counter-intuitive.
- 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.
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.
But they still have the most up-to-date English translations, haven't they?
For the older Windows games, this is probably true, since their English translations for these currently receive more attention than ours. As of Double Dealing Character 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.
In plain terms, this means the following:
- In-game dialog tables require a
|code=parameter containing the entry and time parameters from the
.msgfile. 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.
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.
How are translation disputes handled?
The site administration only provides the engine and the hosting, and has no preference for certain ways of translating certain things. We may have an opinion on these too, though, but this will not be worth more than the opinion of every single translator.
Please use the portal pages to discuss whatever problems may arise and to reach compromises. In case an amicable solution really is impossible or counter-productive, we can always create separate language codes for different translation possibilities (e.g. "literal" and "idiomatic" translations), which can then coexist.
Is it acceptable to translate from Japanese to English and then finally to German (or any other language)?
The same answer also applies to this question. The translations are fully controlled by the translators themselves.
With the large number of languages we have, it is simply impossible for the site administration to do any kind of quality control. Thus, we wouldn't even notice which version your translation is based on, most of the time.
If you do translate from another translation (most likely English), be sure to add the wiki pages of this translation to your watchlist by clicking the star next to the search bar on the top. This will send you a e-mail notification whenever something has been changed and needs to be reflected in your language.
Do I need to translate everything? Spell card names / music titles / character titles would sound stupid in my language.
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.
Some spell cards and music titles are already partly in English in the Japanese version. Do I translate these parts too?
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.
ruby markupworks for in-game dialog in every game starting from Subterranean Animism. 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
put dots over wordsfor emphasis, italics (written using ''this syntax'') would be a better-looking alternative for languages using Latin script.
- If the original Japanese text uses Ruby to
- If you absolutely have to pad a text with spaces at the beginning or the end, you can use . This is necessary for certain hardcoded ASCII strings.
- HTML tags are generally not supported.
Do you need any particular fonts for the text to look right? Can you change the default font?
Nmlgc's script_latin patch includes fonts with sufficient Unicode coverage of both Latin and Cyrillic scripts, and also bundles the necessary font files. All of our translation patches for languages in these scripts include script_latin among their dependencies.
Patches for other languages written with scripts not covered by these fonts (e.g. Chinese) don't include script_latin, and instead specify a font bundled with Windows suited for displaying that language (MingLiU for Traditional, SimHei for Simplified Chinese) instead.
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 Double Dealing Character. 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.
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.
深秘录( Urban Legend in Limbo)已完全支持。
对绯想天( Scarlet Weather Rhapsody)、非想天则( Touhou Hisoutensoku)、 心绮楼( Hopeless Masquerade)和凭依华( Antinomy of Common Flowers)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( Immaterial and Missing Power)，我们将最终完成对它的支持。
We'd love to tackle Shuusou Gyoku and Kioh Gyoku, even more so than the fighting games. Popular opinion, however, will probably think the other way round.
Banshiryuu, on the other hand, is such a trainwreck that we rank it on the same level as a generic and unimportant fan game.
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.
However, please keep the following in mind:
- Both your original text and the translations will have to be licensed under Creative Commons Attribution-ShareAlike 4.0 International, 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, ...