First off, I know that the PR #61 exists but it seems to have died out, plus I found out after I began work on my part. Worst case, it will re-shed light on the translation work.
I took the time to revisit Super Mario 64 as a passtime and took the occasion to dig in the many PC ports this game have had.
I ultimately choosed Render96 as it was the most original of the ones I've stumbled upon and with multiple languages available, regardless of the ROM's region. Great since compiling an EU ROM always threw me erros on every project i've tried.
I spend some time discovering the fangame and sure enough it still holds up, plus the graphic overhaul is amazing, great job on the team! š The french translation in-game was mostly as I rememebered. Emphasis on Mostly.
My issues
So once I finished the game, I took the time to compare the translation work on both the original PAL game and this port. The dialogs and level names are basically the same as the original (expect the ending for some reason), but this is where we get to the menus.
Most of them were not too poorly translated, but this seems to be a low bar to clear. I counted too much typos, inconsistencies, non-translated text or even corrupted chars to be comfortable with personally and probably many other french players (Examples below).
What did I do ?
I took it upon myself and reworked a lot of the existing translation since it was easily editable within JSON files (Thanks a lot again Render 96 team!) with multiple goals:
Translating the remaining untranslated parts of the game, namely the menus.
Making it more consistent, with more accurate wording and ONE wording for ONE meaning to avoid confusion. Also, I used a lot of older names for ennemies or even trends (Eg. "Floor Is Lava" => "Jeu des crocodiles") when they were available. I tried to keep the 90s vibe to it.
Speaking to people without a SM64 bachelor that might end up playing the game (Eg. "Death Barrier" becomes "Falling-off the level").
Comfort of reading by avoiding the english / american way to write HUDs (Eg. Capitalizing each word) and overlapping assets.
Staying true to the original translation work and avoid altering it too much (Eg. No punctuation spacing, because that's how the original did it).
This also allows me to point out that there's some issues that were out of my skill range unfortunately, because those require to touche the game's code, namely:
The text not being centered according to the buttons in the Select File menu:
" Ć¢ " being corrupted on the ending cinematic.
Some text not found in the JSON files, making them untranslatable (Eg. "Course")
Why not a PR ?
My objective with this issue report is to gather enough attention first from devs and people passing by this PR / issue. This is done for a checkup on eventual typos or not-so-great translations and also for better attention on the subject matter (#61 didn't opened an issue, hence why it never merged I think). Then, i'll open a PR in time.
Premice
First off, I know that the PR #61 exists but it seems to have died out, plus I found out after I began work on my part. Worst case, it will re-shed light on the translation work.
I took the time to revisit Super Mario 64 as a passtime and took the occasion to dig in the many PC ports this game have had.
I ultimately choosed Render96 as it was the most original of the ones I've stumbled upon and with multiple languages available, regardless of the ROM's region. Great since compiling an EU ROM always threw me erros on every project i've tried.
I spend some time discovering the fangame and sure enough it still holds up, plus the graphic overhaul is amazing, great job on the team! š The french translation in-game was mostly as I rememebered. Emphasis on Mostly.
My issues
So once I finished the game, I took the time to compare the translation work on both the original PAL game and this port. The dialogs and level names are basically the same as the original (expect the ending for some reason), but this is where we get to the menus.
Most of them were not too poorly translated, but this seems to be a low bar to clear. I counted too much typos, inconsistencies, non-translated text or even corrupted chars to be comfortable with personally and probably many other french players (Examples below).
What did I do ?
I took it upon myself and reworked a lot of the existing translation since it was easily editable within JSON files (Thanks a lot again Render 96 team!) with multiple goals:
Here's some videos showing it in action:
https://github.com/Render96/Render96ex/assets/133251163/935e745c-d686-4a71-9335-c040e673fcb2
https://github.com/Render96/Render96ex/assets/133251163/69ed158e-2b30-4816-be05-a8e267e75e96
https://github.com/Render96/Render96ex/assets/133251163/0fc29e52-db5c-4f90-94dc-6eadc5401e01
https://github.com/Render96/Render96ex/assets/133251163/f08f6b22-1ffc-4664-b2f8-55913b47917a
Other issues discovered
This also allows me to point out that there's some issues that were out of my skill range unfortunately, because those require to touche the game's code, namely:
Why not a PR ?
My objective with this issue report is to gather enough attention first from devs and people passing by this PR / issue. This is done for a checkup on eventual typos or not-so-great translations and also for better attention on the subject matter (#61 didn't opened an issue, hence why it never merged I think). Then, i'll open a PR in time.