I was taking a brief look at a few games over the weekend, in order to do a quick 'reconnaissance' pass for translation viability.
It struck me that there is some interesting information which can be collected in only about 10 minutes, which could be shared in case other people would like to look into translations or other hacks.
I could create a thread and keep updating the head entry, but with the number of games for this system, it would become untenable pretty quickly; is there a wiki which could be setup for this ? (I don't think it quite matches the spirit of the Cutting Room Floor's intent: https://tcrf.net/Category:TurboGrafx-CD_games ).
For example, off the top of my head, I took another look at Snatcher.
- This would be a tough game, requiring not just a programmer, translator, and likely sound mixer, but also a pixel artist due to the text which is encoded as graphics.
- Entire opening cinema is graphics, although a fair bit of text (cast/developers' names) is printed in a PC Engine Kanji-rendered font.
- Text is stored compressed and decompressed into a buffer
- game text calls the system font to generate 12x12 kanji.
(I would find a better way to organize this raw data however)
Dave
It struck me that there is some interesting information which can be collected in only about 10 minutes, which could be shared in case other people would like to look into translations or other hacks.
I could create a thread and keep updating the head entry, but with the number of games for this system, it would become untenable pretty quickly; is there a wiki which could be setup for this ? (I don't think it quite matches the spirit of the Cutting Room Floor's intent: https://tcrf.net/Category:TurboGrafx-CD_games ).
For example, off the top of my head, I took another look at Snatcher.
- This would be a tough game, requiring not just a programmer, translator, and likely sound mixer, but also a pixel artist due to the text which is encoded as graphics.
- Entire opening cinema is graphics, although a fair bit of text (cast/developers' names) is printed in a PC Engine Kanji-rendered font.
- Text is stored compressed and decompressed into a buffer
- game text calls the system font to generate 12x12 kanji.
(I would find a better way to organize this raw data however)
Dave