Difference between revisions of "Talk:Sa.Na.Ra.Ra Script Scene 1"

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--[[User:Sat|Sat]] 18:18, 10 August 2010 (UTC)
 
--[[User:Sat|Sat]] 18:18, 10 August 2010 (UTC)
  
J-ASCII or Shift JIS thanks, the game was coded on NScripter as such it will not accept one byte characters. One byte characters are reserved for command codes where as two byte characters are treated as displayable text.
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:J-ASCII or Shift JIS thanks, the game was coded on NScripter as such it will not accept one byte characters. One byte characters are reserved for command codes where as two byte characters are treated as displayable text.--[[User:Enigma|Enigma]]
--[[User:Enigma|Enigma]] 20:27, 10 August 2010 (UTC)
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So would this mean the normal text should be J-ASCII as well? I'm trying to get enough info before any unnecessary work is caused.--[[User:Sat|Sat]] 19:29, 10 August 2010 (UTC)
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::So would this mean the normal text should be J-ASCII as well? I'm trying to get enough info before any unnecessary work is caused.--[[User:Sat|Sat]] 19:29, 10 August 2010 (UTC)
  
Can you make it Shift JIS instead for both character names and normal text too please? Having said that, scene one is set in widescreen mode and character names don't appear even if its shown in the script. --[[User:Enigma|Enigma]] 20:44, 10 August 2010 (UTC)
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:::Can you make it Shift JIS instead for both character names and normal text too please? Having said that, scene one is set in widescreen mode and character names don't appear even if its shown in the script. --[[User:Enigma|Enigma]]
  
Misconception: What is the difference between Shift-JIS and J-ASCII for you? I trust there isn't any? --[[User:Sat|Sat]] 19:47, 10 August 2010 (UTC)
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::::Misconception: What is the difference between Shift-JIS and J-ASCII for you? I trust there isn't any? --[[User:Sat|Sat]] 19:47, 10 August 2010 (UTC)
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:::The only difference is some of the characters and symbols are different and its what Japanese companies use by default for their games. Looking at the two tables the english character set is in the same place so I guess it doesn't really matter. Even if something comes up I can always change it and let you know --[[User:Enigma|Enigma]]
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One byte character is now possible, however it also means window menus will disappear. If you want to use 1 byte characters go ahead. --[[User:Enigma|Enigma]]
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:How would formatting the game text have any influence on the menus? Besides, I am just asking what is more convenient to you, it can be formatted either way, but converting is a pain in the ass. (Also, why are you forcibly editing your signatures? :P ) --[[User:Sat|Sat]] 10:08, 11 August 2010 (UTC)
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::I'm going to stick with 2 bit characters. I was going to run the game in onscripter but its not perfect. As well as the window menu's not appearing I have a choice of 2 builds. One takes forever to start up, the second although fast is unable to recognise characters speaking on readback mode as well as their names not appearing. I don't think 2 byte characters look bad the project "Mizuiro" was on the same engine uses 2byte characters and I think it looks alright. I'd rather have no bugs even at the expense of dialogue appearing l i k e  t h i s Now to answer your questions, the dialogue in game has no quotation marks or anything to define it as a piece of text now add the fact that you got command codes made with 1 byte characters literally right next to a piece of dialogue with no space in between and you can see why the game will mess up. As I stated before, the game seems treats all 2 byte characters as displayable text any 1 byte character is treated as a command. As for my signature, I didn't make one. I'm just tacking my name at the end of each statement so you'll know it was me who posted --[[User:Enigma|Enigma]]
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:::Very well, 2-byte then. There is a "signature" button up there, it's the second last, I just saw you remove the auto-inserted dates, so I have been curious. Okay, I'll try to get a shot at it today. --[[User:Sat|Sat]] 11:51, 11 August 2010 (UTC)

Latest revision as of 04:51, 11 August 2010

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