I wouldn't mind editing all the necessary background images (I actually enjoy doing it), but the Czech tools don't properly extract all of the BGs. I assume this is because the messed-up BGs do not include all of the tiles, so once reinserted, it tends to produce errors. the sewers below the theatre, of all places. Inserting the jigsaw back will then mess up. So the ambulance outside Carnegie Hall and the room just before the theatre's dressing rooms (where Maya is seen for the first time) can be edited and reinserted on the other hand, the Central Park Zoo entrance (right before the first time fighting crows) will be extracted like a jigsaw. Depending on what listing is fed to the Czech tools' extractor, it'll come up with every single BG in the game, but it tends to handle some of them better than others. ![]() The only exception to this is the NYPD car in the first movie, which remains unedited because I couldn't get proper colors working for it.īackgrounds, on the other hand. Fun stuff but also incredibly tedious at times, especially when you have to edit around 88 frames to create a seamless transition, or as seamless as possible, for all elements that require a translation but are also moving each frame. Further, because of how some videos fade into several scenes, it was necessary to smooth out the fading elements in order to place the new ones. The editing isn't perfect, unfortunately without whatever project files Square had, and even knowing perspective drawing without clear cut vanishing points, it's sometimes hard to gauge relative distance for some things. Several mkpsxiso tests proved fruitful, especially since I've kept editions to a minimum so file size isn't significantly changed. STR movies from the game, then extracted all of their frames, then edited the frames individually, then rebuilt the movies, then converted them back to. So I did the only sane thing I could think of: I extracted the. Whereas PE's videos are 320x240 at 15 frames per second. Since I work with video and image editing this shouldn't be a problem, but modern tools don't particularly care for older formats most video editing tools nowadays only consider 640x480 and 25 FPS as the bare minimum. The videos have proven to be the longest part of the project. I was also pretty adamant about cohesion so the interface fonts retain the same style, including the Game Over and map screens. Additionally, I took the time to have all screenshots reflect the translation, so there won't be a mismatch between the pictures and the help text itself.Īlso, here are just a couple of screenshots of standard play: That's fixed for all places where it occurred. The original PE release actually had a small issue: some picture frames were shaded but the tutorial descriptions were drawn in a way that actually cut off that shading. ![]() I wanted to be as thorough as possible with the project, and this began right with the tutorial. The textual component is pretty much done but is now pending a final revision while I address other aspects - namely, backgrounds, videos, and end credits (which has its own code but so far it's running great). So for the past months, life, work, and other projects permitting, I've read up on Green Goblin's tutorials (from the Spanish translation team), used the PE Translation Tools (by the Czech team), and _OmbraRD_ from the SadNES cITy Italian team volunteered to translate the intro for me. ![]() I actually translated the entire Parasite Eve script to (European) Portuguese some 7 years ago but never got around to committing it to a proper project. This turned out to be an international effort of sorts.
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