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RFC: should the dictionary contain all translated text in the game? #34

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wchristian opened this issue Jan 7, 2019 · 3 comments
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@wchristian
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This is kind of a philosophical question:

I'd like for the project to have a canonical primary dictionary. Mainly this will be used to inject translations into files. However i can also see it being useful as a searchable reference.

So, should the dictionary contain only texts that tools can change, or also texts that are in textures?

Examples for this would be that: #32

The answer to this primarily determines how i proceed with strings that aren't in the text body of the game in the dictionary, whether i delete them, or mark them in a way that they'll stick around in the dictionary, but not be used by the processing scripts.

What do you think?

@miyagami
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miyagami commented Jan 7, 2019

I was thinking about this recently.
I think having a supplemental, either a separate entire or a gosub section, list of the text in the textures would be of help as right now, all the texture searching is something i have.
Does this mean you are going to ask me to transcribe all of this? Because I would rather spend that time actually editing the textures.

@wchristian
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No assurance of completeness necessary for the non-text things, that can be done later if deemed helpful or necessary. Just thinking about whether to have them in there at all.

I'll set up some code/structure to mark them and skip them i the insertion process.

@wchristian
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I've implemented this in this way: 0072c42

Grouped the texture-only texts at the top, and gave them the key tr_tex instead of tr. This allows the translation scanner to skip over them when inserting translations. Location in the file is meaningless to the machine, but helps the humans i hope.

Does that seem ok?

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