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Guys I wonder if you've seen this part of Biohazard 4 Secret DVD. as you can see it's Leon's old model from Fog version in Maya. Leon's style in fog version was very cool; he was using a Desert Eagle with one hand!
But Leon's style in Hookman version was totally different!
The US and EU versions also contain Japanese text they didn't bother to take it out you can also activate the Biohazard Ashley camera in the castle by swapping which language it runs at by letting the game go in-game then change the language to Japanese you have to change it back to English or American English before entering the inventory though but once the inventory has loaded you can swap the language again you just have to remember to change it back to English or American English before exiting the Inventory.
It's also possible to censor / uncensor biohazard and resident evil 4.
Censorship Level / Language
yyxx
xx
00 <-- Japenese
01 <-- American English - No Easy mode & removed multi-5 language selection.
02 <-- English
03 <-- German
04 <-- French
05 <-- Spanish
06 <-- Italian
yy
0 = JP
1 = US
2 = EU
Should make translating some the text slightly quicker as you'll be able see the already used characters.
I would almost say that is the least of the problems. As far as I remember, the character table in RE4 was pretty big, so most should be readable from the get-go.
Unless the game stores the text in a standard encoding format, like S-JIS or something, building the table for the kanji is always the most painful and time consuming part. Kana can usually be done automatically, as you'll really only need to identify a few of them and the rest goes automatically by increasing/decreasing values (assuming they use a standard alphabetical order for things).
The kanji one would require you to identify every single individual kanji letter used in the game's internal font and their relevant values/order of appearance (and in some cases, games keep their own kanji tables based on levels, events, etc., this to save a couple of cheap bytes of memory space here and there by not having to load the game's full table at all times and at the same time save a fracture of a second on the load time by not having to fetch the table from somewhere else... of course, that's not necessarily the case with RE4, but it'll surely use only a handful of kanji, based entirely on what's needed in the game. So to "quickly" output anything readable, you'd either have to build a full text based table and do an extract that way, or make an app that'll load the game's font, along with a table, more or less replicating the game's own routine on a simple, stand-alone scale.)
Only bitch will be building the kanji table (that always sucks).
I would almost say that is the least of the problems. As far as I remember, the character table in RE4 was pretty big, so most should be readable from the get-go.
"This is an in-development screen." It is the Japanese version of the notice you will often get in game demos or early previews in magazines ("This demo is from an in-production build and does not reflect the quality of the final product", blah, blah, blah).
Figured it'd be something like that. It was probably meant to be displayed (permanently) on the screen during the demo.
What I was talking about was not "hard-encoded text" in images, though, but an actual text dump. I mean this here. Actual in-game text and subtitles. However, these should use some custom encoding format where there is a big image with all the characters of the font in it (kanji, kana, roman letters, numerals, special characters...) – each portion of the image with a character in it receives a code which is then used in-game to "call" the character and to display it on the screen. As far as I know, there already is a text editor/dumper for the PC version of RE4, but no one so far looked into the GameCube version, let alone the Japanese version.
Know what you want, I haven't done a script dump for RE (never bothered to look for the text in RE, if it's already mapped out for the PC and the source/procedure is readily available, saving people a few minutes, bringing it over to the GC/Wii/PS2 version shouldn't be too hard. Only bitch will be building the kanji table (that always sucks).
There's plenty of Japanese gibberish to go around, which reminds me, I don't think anyone ever bothered to translate this one piece of garbage which I seem to recall was found cuddled up with the "Thank you for playing" and "Map" screens, but since I don't have any translators handy (now that I got reminded of it), anyone wanna have a crack at it?
(Don't get upset if this was also residing somewhere else in the final version. I haven't bothered looking. Also, random off topic, my screen is all fuzzy.)
"This is an in-development screen." It is the Japanese version of the notice you will often get in game demos or early previews in magazines ("This demo is from an in-production build and does not reflect the quality of the final product", blah, blah, blah).
What I was talking about was not "hard-encoded text" in images, though, but an actual text dump. I mean this here. Actual in-game text and subtitles. However, these should use some custom encoding format where there is a big image with all the characters of the font in it (kanji, kana, roman letters, numerals, special characters...) – each portion of the image with a character in it receives a code which is then used in-game to "call" the character and to display it on the screen. As far as I know, there already is a text editor/dumper for the PC version of RE4, but no one so far looked into the GameCube version, let alone the Japanese version.
There's plenty of Japanese gibberish to go around, which reminds me, I don't think anyone ever bothered to translate this one piece of garbage which I seem to recall was found cuddled up with the "Thank you for playing" and "Map" screens, but since I don't have any translators handy (now that I got reminded of it), anyone wanna have a crack at it?
(Don't get upset if this was also residing somewhere else in the final version. I haven't bothered looking. Also, random off topic, my screen is all fuzzy.)
Looks to me like it says "* Images are under development" and/or "Images are amidst development currently."
Of course, I am probably incorrect on that considering I'm not very good with kanji but that's what I translated it as... ;
As I said before, there may be remnants of Japanese text from the scrapped GameCube versions in earlier trials, but unless a text dump is made, we'll never know.
There's plenty of Japanese gibberish to go around, which reminds me, I don't think anyone ever bothered to translate this one piece of garbage which I seem to recall was found cuddled up with the "Thank you for playing" and "Map" screens, but since I don't have any translators handy (now that I got reminded of it), anyone wanna have a crack at it?
(Don't get upset if this was also residing somewhere else in the final version. I haven't bothered looking. Also, random off topic, my screen is all fuzzy.)
Guys, we didn't discuss about dialog choices in RE4. I wonder what were they look alike in cut-scenes. Is there any part of dialog choices still exist in debug menu of trial versions? did you check them?
As I said before, there may be remnants of Japanese text from the scrapped GameCube versions in earlier trials, but unless a text dump is made, we'll never know.
No, Kobayashi flat-out stated in Nintendo Power that they were different.
I've kinda always been under the impression that up until the radical change in direction for the final version, the GC era RE4 prototypes were all "mostly the same" (same basic concept/story, but with some elements being taken back to the drawing board over and over again, as the formula just didn't "click" or something - while the tech itself got to nurture itself and mature into what made the final version possible, leaving only minimal amounts of traces of its past within its public preview builds and retail version.)
Guys, we didn't discuss about dialog choices in RE4. I wonder what were they look alike in cut-scenes. Is there any part of dialog choices still exist in debug menu of trial versions? did you check them?
As for the "Airship Flashback II", even though my Japanese is rusty... how the bloody hell did they translate it from that? I mean sure, if someone reads it oddly it could translate to summer path after the general translation of it being large/big path/passage/corridor, if it were to be more artsy and fitting then if an event were to happen then going by that Leon was hallucinating (just as in my view - commonly another general view of summer or hot weather is often linked to heat-induced hallucinates and/or mirages - which is something I'd take as artsy) would make much more sense than saying "Flashback"...
He had it translated by "helpful bilingual friends", maybe he even told them "Hey, could that mean flashback? I think it's flashback." and they just said "Yeah, could be." It's just unfortunate that he posted his "analysis" on dozens of message boards, and people take it for granted now.
I have to agree with Alexia's post you quoted Det. Beauregard. I played RE4 and then RE5 the other day and the controls in 5 feel clunkier than 4 oddly enough.
As for the "Airship Flashback II", even though my Japanese is rusty... how the bloody hell did they translate it from that? I mean sure, if someone reads it oddly it could translate to summer path after the general translation of it being large/big path/passage/corridor, if it were to be more artsy and fitting then if an event were to happen then going by that Leon was hallucinating (just as in my view - commonly another general view of summer or hot weather is often linked to heat-induced hallucinates and/or mirages - which is something I'd take as artsy) would make much more sense than saying "Flashback"...
At the time, RE4 was an innovative game that revamped the series and whether we like the gameplay or not, it was very successful, popular and a very good game. RE5 comes out years later, and very little has changed with the gameplay except quick selection of items and forced co-op. At this point, to me, it just feels clunky and dated. I preferred the weapon/item selection method in RE4 as well.
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