COMMENTS from 07/17/03 Wolff Dobson Text translation: ----------------- Although the strings appear to be translated into Chinese, we do not have any alphabet glyphs. These need to be treated like the Mario Kart glyphs; that is, we need to have strings of numerals that correspond to a lookup table of glyphs. The glyphs should be the same size as the glyphs in the "alpha" directory. Character names: ---------------- Many of these are very difficult to read, both in-game and even when looking at them in GIMP. I'd say they should be redone using more of the available area so that the glyphs come out bigger, but I'm not any expert on this sort of thing. Someone who speaks Chinese should take a look at them. On-course textures: ------------------- As noted in the new check-in, the "rival.rgb" has become "rival.rgba" to reflect the need for an alpha channel. I've provided one that looks fine. The check.rgb texture should be check.rgba and should actually be in Chinese. As noted in the text translations, there is no glyph table or related set of strings (like we want in Mario Kart) for the course names and comments. Machine textures: ----------------- These relate to the machine-choosing screens. I've renamed and renumbered the files to reflect their actual in-code names. The "OK" texture (and other OK textures in other directories) are basically unreadable. They need to have only white and black areas as they are color-pulsed and quickly become illegible. Wei mentioned he hated the translations of the boost/body/grip chart (and it's a spare, bland texture) (meter4p2 and meter2). According to Xiaoyuan, the translation of "boost" is sort of "add power", which isn't accurate; it's "add speed". And "grip" became "grab the earth" which, given that the races take place in space on gravity-optional environments, this is pretty nutty. Menus: ------ The following textures need to be left-aligned (or all centered, but the original design was left-aligned): dai_me_color dai_me_setting dai_me_yameru dai_me_tudukeru dai_me_machinechange dai_me_coursechange dai_me_retry And this group: dai_me_soundmode dai_me_VScpu dai_me_VShandicap dai_me_VSslot dai_me_recordclear It would be instructive for them to see the game in its current state so they could verify that the textures that they are left-aligning are the right ones to left-align. Modes: ------ Seemed OK to me, but I don't read Chinese. The improbably-chested woman who holds up the signs has a sweatshirt on that says "F-Zero" which would have to change based on the title (see below). Title: ------ These were not translated. They should be, and the copyright texture needs to be updated to reflect iQue. We're missing a sample of the big N64 texture at the beginning, but I suspect we can steal it from another project. Anyway, there doesn't seem to be an obvious file that contains it---this will require some more exploration (if it's actually part of the game and not part of the hardware). VS: ---- About half these textures aren't in the game, but, hey, who cares. Win: ---- Although I can see where these are in the code, the heck if I can find them while playing. If anyone knows how to show those in-game, it'd solve an outstanding mystery. Audio: ------ Xiaoyuan can't make any sense out of the aiff files---she accused me of playing a screwed-up English version. They seem to be very garbled and have too much echo effect on them. No, really, check them out for yourself.