SuperMario64 Asset Localization
Worksheet (汉化制作表)
Message Text Translation (please refer
to iQue game translation guideline in general)
1. Message Board Text
- input: message.txt (170 messages)
- output: zh/message_zh.txt
- notes:
- use zh/sm_msg.txt as an example for the
output format
- preserve lines start with $<number> in
message.txt, change "$" to "m"
- each message ends in "*"
- use 7 characters per line (including
punctuation)
- preserve letters A, B, C, Z, L, R
- remove blank lines
2. Course Name Text
- input: coursename_ENG.txt (27 course names)
- output: zh/coursename_zh.txt
- notes:
- use zh/sm_msg.txt as an example for the
output format
- each course name starts with "c<number>:"
- each course name ends in "*"
- preserve numbers
3. Star Name Text
- input: star_name_ENG.txt (90 star names)
- output: zh/star_name_zh.txt
- notes:
- use zh/sm_msg.txt as an example for the
output format
- each star name starts with "s<number>:"
- each star name ends in "*"
- preserve numbers
4. Misc. Words
- input: misc_words_ENG.txt
- output: zh/misc_words_zh.txt
- notes:
- use zh/sm_msg.txt as an example for the
output format
- each phrase starts with "w_<English
phrase>:"
- each phrase ends in "*"
Color Character Font Glyph
- input:
- color_font_ENG.txt
- alphabet16b_ENG.raw (16x592x4 RGBA)
- output:
- zh/alphabet16b_zh.raw (16xhx3 RGB, where
h=16*4*<the number of Chinese characters>)
- tools: Photoshop, 简体艺术字体
- notes:
- translate the text in "color_font_ENG.txt"
to Chinese
- for each unique Chinese character,
generate a font glyph at size 20x20, try using a font with similar style as
the one in "alphabet16b_ENG.raw"
- put each font glyph on a 32x32 black
square, line up at the top left corner (0, 0)
- split each of the 32x32 squares into 4
equal sized sub squares, each is 16x16. By now, you should have 4 16x16 font
glyphs for each Chinese character
- on a black background (w=16, h=16*4*n
where n is the number of Chinese characters), concatenate the 16x16 font
glyphs vertically, the order of the 4 glyphs for each character should be
(from top to down): top left, top right, bottom left, bottom right
- use zh/choose_file.raw (16x320x3 RGB) as
an example, it's the translation of "SELECT FILE"
Title Background Texture
- input:
- titlebg.raw (80x80x3 RGB)
- titlebg1.txt.raw (80x20x3 RGB)
- titlebg2.txt.raw (80x20x3 RGB)
- titlebg3.txt.raw (80x20x3 RGB)
- titlebg4.txt.raw (80x20x3 RGB)
- output:
- zh/titlebg1_zh.raw (80x20x3 RGB)
- zh/titlebg2_zh.raw (80x20x3 RGB)
- zh/titlebg3_zh.raw (80x20x3 RGB)
- zh/titlebg4_zh.raw (80x20x3 RGB)
- tools: Photoshop, 简体艺术字体
- notes:
- split the 80x80x3 texture map into four
80x20x3 sub textures.
- keep color schemes consistent
- keep the font consistent with the 3D title
font
Title Splash Screen (creative)
- output: SuperMario title screen (2D or 3D)
- tools: Photoshop, any 3D authoring tools
- notes:
- can be in a similar style as the original
sequence or at least
- does not clash if being put on the same
screen as the original sequence
iQue Logo (creative)
- output:
- iQue Studio logo in 2D and/or 3D
- iQue player logo in 2D and/or 3D
- tools: Photoshop, any 3D authoring tools
- notes:
- logos need to be in English
Voice