Spanish fonts for Tony Tough 1

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Pakolmo
Posts: 5
Joined: Fri Mar 06, 2015 8:31 am

Spanish fonts for Tony Tough 1

Post by Pakolmo »

Hi,

I am new. I am doing a Spanish translation for Tony Tough and the night of roasted moths.

I am using the English game for all.

ScummVM show me the carácter Ñ, but I need more caracters in the game.

It's like the game don't have the draws in fonts.

I need: ¿, ¡, á, é, í, ó, ú, Á, É, Í, Ó and Ú.

In scummVM the game don't show me nothing, but in Windows the game only crash.

I want in a Little future the scummVM 1.8 can use my translation of that game.

Please, Can you help me?

Can scummVM make another TONY.DAT for Spanish?

PS: I have more than 60% of game translate. I want finish it in 4-6 months.
Jellby
Posts: 26
Joined: Fri Apr 27, 2007 8:20 pm

Post by Jellby »

You may need ü and Ü too.
Pakolmo
Posts: 5
Joined: Fri Mar 06, 2015 8:31 am

Post by Pakolmo »

Yes. Thank you.
Pakolmo
Posts: 5
Joined: Fri Mar 06, 2015 8:31 am

Post by Pakolmo »

can anybody help me?
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dreammaster
ScummVM Developer
Posts: 559
Joined: Fri Nov 04, 2005 2:16 am
Location: San Jose, California, USA

Post by dreammaster »

I'll try and give some basic guidance.. I was one of the developers who worked on the ScummVM engine, but it has been a while now.

First of all, you'll need to handle decoding and re-encoding resources in the resources container files in the roasted folder. You'll need to examine the code of the RMRes class. The font data is contained in resource 10702 (referred to by the RES_F_OBJ constant in the code).

Also, the data for the font is loaded in RMFontObj::init and into RMFont::load. You could put some temporary code in RMFont::load and use a Common::DumpFile class to dump the contents of the font to a file That would save you having to worry about decoding the font yourself. You could also put a hack in place to load the font data from a file rather than the resource as you're designing your new font file with the extra characters you need.. without even translating the text, you could temporarily replace standard alphabetic characters with your new versions so you can verify they look okay in the in-game text without even having to translate anything. Then, when you're happy with them, move them to the end of the font file as new entries.

Of course, at the end, you'd still need to handle re-encoding the finished resource to the roasted archive. And then create some kind of patch file to convert the English roasted archive files to your new modified version.

Once you've got that, you'll need to change RMFontObj::init to add an extra line for the number of new characters you're adding to the font. You'll likely end up having to have an if to check if the detected language is your modified Spanish version, then add extra values to nchars.

Finally, of course, there's the actual work of translating the text, but I imagine improving the font is enough for you to worry about right now. :)
Pakolmo
Posts: 5
Joined: Fri Mar 06, 2015 8:31 am

Post by Pakolmo »

thank you very much, dreammaster. :D

I don't know how do it but I will ask for It to a friend.
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