japaneses text

Say listen I was having some problems with the hud trying to make some Japanese text for famicom games and I was wondering if there was anyone who could help me or other people with that sort of thing. And thank you.
 

dale_coop

Moderator
Staff member
The NES letters displayed on screen are just tiles, I means a graphic tile. In NESmaker, in the "HUD & boxes > Tiles" those different graphic tiles (from your tiles) are assigned to keyboard letters:

2021-08-03-10-06-02-NES-MAKER-4-5-9-Version-0x176-Adventure-Tutorial-MST.png

Doing that, each time you will your the "A" keyboard letter in one of your texts, it will draw that particular tile on the screen.


For example, if I use a text with my ABC keyboards letters:

2021-08-03-10-08-19-NES-MAKER-4-5-9-Version-0x176-Adventure-Tutorial-MST.png


On screen, it will draw:

2021-08-03-10-50-22-Mesen-game.png



Now, imagine that if your HUD tiles is totally different, using any graphics (like for example, a small list of kana):

2021-08-03-10-15-01-NES-MAKER-4-5-9-Version-0x176-Adventure-Tutorial-MST.png

Your A keyboard letter is still assigned to the same tile ID (same tile index in the tileset) but now instead of a graphic "A", there is something else. In this example, even the "0" keyboard letter is now a graphic tile totally different.

The result is now, with my previous text using the ABC keyboard letters, it will draw those tiles on screen:

2021-08-03-10-21-20-Mesen-game.png




Knowing that, you can place (in your hud tileset) all the graphic tiles you will need in order to draw words on your screen, and try to use the corresponding keyboard letters in your nesmaker texts.

For example, if I want to draw "KUBO" in katakana on screen (which is キュボ), I will need to draw those 4 graphics tiles:

2021-08-03-10-40-21-NES-MAKER-4-5-9-Version-0x176-Adventure-Tutorial-MST.png


If I check my HUD tileset, I will need to use those ones:

2021-08-03-10-42-28-NES-MAKER-4-5-9-Version-0x176-Adventure-Tutorial-MST.png


In the correct, order those graphic tiles corresponds to the keyboard letters:

2021-08-03-10-46-47-NES-MAKER-4-5-9-Version-0x176-Adventure-Tutorial-MST.png


And finally, in my game, the text will be draw like I want:

2021-08-03-10-47-55-Mesen-game.png



The whole thing is just puzzling (the graphic tiles from your hud tileset... using the corresponding keyboard letters)
 

Jonny

Well-known member
The whole thing is just puzzling (the graphic tiles from your hud tileset... using the corresponding keyboard letters)
On the same subject, how would you recommend doing the actual translation. I can use the entire HUD so about 62 characters available because I'm not using that tileset for anything else. Do you think Google translator is accurate enough or does the language have certain elements which might be badly translated without human input?
 

dale_coop

Moderator
Staff member
For the translation itself. Google will produce shitty texts.
I'd suggest to find a real person who can translate your texts for you (and simplify them, in order to use the minimum kanji / hiragana or katakana for the entire game).
 

Jonny

Well-known member
For the translation itself. Google will produce shitty texts.
I'd suggest to find a real person who can translate your texts for you (and simplify them, in order to use the minimum kanji / hiragana or katakana for the entire game).
Thank you for the advice. I've found someone on fiverr who has good reviews. Would the same apply for a this website as Google?
Last question I promise!... Is it better to use Katakana only?
I'll do a tileset to demonstrate the limitations then contact someone, thanks again.
 

dale_coop

Moderator
Staff member
Usually FAMICOM games used katakana or hiragana for texts, because those have a limited list of "characters" (around 50). Using full Japanese texts (kanji + hiragana + katakana would require so many tiles... it's not possible for a nes/famicom game).
 
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