We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
User:LolHacksRule/3D Challenge
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A prototype from HAL Laboratory.
Text differences
| String ID | US English | US Spanish | JP Japanese | JP Japanese (Translated) |
|---|---|---|---|---|
| UIcdGm2DUnit | 人 | |||
| UIcdGmAns00 | Continue | Siguiente | 次へ | |
| UIcdGmAns01 | Original | Original | もとの絵 | |
| UIcdGmAns02 | Solution | Solución | 答えの絵 | |
| UIcdGmAnsA | Continue | Siguiente | 次へ進む | |
| UIcdGmAnsB00 | View Original | Ver la imagen original | 元の絵に戻す | |
| UIcdGmAnsB01 | View Solution | Ver la solución | 答えの絵に戻す | |
| UIcdGmAnsMsg | Examine the Picture | Examina la imagen. | 答えをじっくり確認できます。 | |
| a | a | a | いろんな角度で見る | |
| a | a | a | コ | |
| a | a | a | ダンクシュートを入れよう | |
| a | a | a | ひめを助けよう! | |
| a | a | a | 2Dのオバケをふんでたおせ! | |
| a | a | a | 決定 | |
| a | a | a | 決定する | |
| a | a | a | 最終問題 | |
| a | a | a | 3Dの人は何人いる? | |
| a | a | a | ダンクシュートが入るのは? | |
| a | a | a | 3Dのチョコはいくつ? | |
| a | a | a | かくれているのはどこ? |
Text files for other regions are present but have empty strings as text data.
Developer leftovers
Present in hal/gfx/kbb/menu is localize.sh and OMakeFile.locale.
#!/usr/bin/sh
set -o errexit
# JP 設置後に実行すること。
LOCALE_LANG="EUDU EUEN EUFR EUGE EUIT EUPO EURU EUSP USEN USFR USPO USSP"
for locale in $LOCALE_LANG; do
OUTPUT_TARGET="/q/cplay_hal/data/$locale/gfx/kbb/menu/"
mkdir -p $OUTPUT_TARGET
sed "s/%%LOCALE%%/$locale/g" OMakefile.locale >$OUTPUT_TARGET/OMakefile
done
#===================================================================== # OMakefile #===================================================================== # データ以下用のターゲットの定義 DefineLocalizeDataTarget(%%LOCALE%%) # サブディレクトリの列挙 subDir[] = title stagesel .SUBDIRS: $(subDir) # EOF
Present in hal/gfx/kbb/menu/title is localize.sh and OMakeFile.locale.
#!/usr/bin/sh
set -o errexit
# JPを作成後に実行すること。
LOCALE_LANG="EUDU EUEN EUFR EUGE EUIT EUPO EURU EUSP USEN USFR USPO USSP"
for locale in $LOCALE_LANG; do
OUTPUT_TARGET="/q/cplay_hal/data/$locale/gfx/kbb/menu/title"
mkdir -p -v $OUTPUT_TARGET
sed "s/%%LOCALE%%/$locale/g" OMakefile.locale >$OUTPUT_TARGET/OMakefile
done
# omake は開始時に全てのフォルダをスキャンするので、
# OMakefile を全部用意してから開始する。
for locale in $LOCALE_LANG; do
OUTPUT_TARGET="/q/cplay_hal/data/$locale/gfx/kbb/menu/title"
pushd $OUTPUT_TARGET
rm -f *.bin
omake convert
popd
done
#=====================================================================
# OMakefile
#=====================================================================
# Model Convert Sample
modelExportDir = $(Project.dataExportDir)$(DIRSEP)g3d$(DIRSEP)i_kbb$(DIRSEP)%%LOCALE%%$(DIRSEP)
#--------------------------------------------------------------------------------
# タイトルロゴ
titlelogoModelName = titlelogo.bcmdl
titlelogoBaseDir = $(modelExportDir)menu$(DIRSEP)titlelogo$(DIRSEP)
titlelogoModelSet[] =
$(titlelogoBaseDir)titlelogo.cmdl
$(titlelogoBaseDir)Textures$(DIRSEP)titlelogo.ctex
$(titlelogoBaseDir)Textures$(DIRSEP)titlelogo_face.1.ctex
$(titlelogoBaseDir)Textures$(DIRSEP)titlelogo_face.2.ctex
$(titlelogoBaseDir)titlelogo.cskla
$(titlelogoBaseDir)titlelogo_loop.cskla
$(titlelogoBaseDir)titlelogo_first.cskla
$(titlelogoBaseDir)titlelogo_loopfirst.cskla
$(titlelogoBaseDir)titlelogo.cmata
$(titlelogoBaseDir)titlelogo_loop.cmata
$(titlelogoBaseDir)titlelogo_first.cmata
$(titlelogoBaseDir)titlelogo_loopfirst.cmata
AddConvertGfxModelCmpEX($(titlelogoModelName), $(titlelogoModelSet), %%LOCALE%%)
# データ以下用のターゲットの定義
DefineLocalizeDataTarget(%%LOCALE%%)
# サブディレクトリの列挙
subDir[] =
.SUBDIRS: $(subDir)
# EOF
Present in hal/lyt/kbb is localize.sh and OMakeFile.locale.
#!/usr/bin/sh
set -o errexit
# JPを作成後に実行すること。
LOCALE_LANG="EUDU EUEN EUFR EUGE EUIT EUPO EURU EUSP USEN USFR USPO USSP"
for locale in $LOCALE_LANG; do
OUTPUT_TARGET="/q/cplay_hal/data/$locale/lyt/kbb/"
mkdir -p -v $OUTPUT_TARGET
sed "s/%%LOCALE%%/$locale/g" OMakefile.locale >$OUTPUT_TARGET/OMakefile
done
# omake は開始時に全てのフォルダをスキャンするので、
# OMakefile を全部用意してから開始する。
for locale in $LOCALE_LANG; do
OUTPUT_TARGET="/q/cplay_hal/data/$locale/lyt/kbb/"
pushd $OUTPUT_TARGET
rm -f *.bin.$LOCALE_LANG
omake convert
popd
done
#=====================================================================
# OMakefile
#=====================================================================
# Layout Convert Sample
layoutKbbExportDir = $(Project.dataExportDir)$(DIRSEP)lyt$(DIRSEP)i_kbb$(DIRSEP)%%LOCALE%%$(DIRSEP)
orgLayoutDirs[] =
$(layoutKbbExportDir)info$(DIRSEP)message_banban
$(layoutKbbExportDir)info$(DIRSEP)message_beatboss
$(layoutKbbExportDir)info$(DIRSEP)message_fakeboss
$(layoutKbbExportDir)info$(DIRSEP)message_finish
$(layoutKbbExportDir)info$(DIRSEP)message_clear
$(layoutKbbExportDir)info$(DIRSEP)message_gameover
$(layoutKbbExportDir)info$(DIRSEP)message_entry
$(layoutKbbExportDir)info$(DIRSEP)message_nobonus
$(layoutKbbExportDir)info$(DIRSEP)message_stage1
$(layoutKbbExportDir)info$(DIRSEP)message_stage2
$(layoutKbbExportDir)info$(DIRSEP)message_stage3
$(layoutKbbExportDir)info$(DIRSEP)message_stage4
$(layoutKbbExportDir)info$(DIRSEP)message_stage5
$(layoutKbbExportDir)info$(DIRSEP)message_stage6
$(layoutKbbExportDir)info$(DIRSEP)message_30sec
$(layoutKbbExportDir)info$(DIRSEP)message_timeup
$(layoutKbbExportDir)info$(DIRSEP)yourscore_0
$(layoutKbbExportDir)info$(DIRSEP)yourscore_1
$(layoutKbbExportDir)info$(DIRSEP)yourscore_2
$(layoutKbbExportDir)info$(DIRSEP)yourscore_3
$(layoutKbbExportDir)info$(DIRSEP)yourscore_4
$(layoutKbbExportDir)info$(DIRSEP)yourscore_5
$(layoutKbbExportDir)info$(DIRSEP)yourscore_6
$(layoutKbbExportDir)info$(DIRSEP)eyecatch
AddConvertLayoutCmpEX($(orgLayoutDirs), %%LOCALE%%)
# データ以下用のターゲットの定義
DefineLocalizeDataTarget(%%LOCALE%%)
# サブディレクトリの列挙
subDir[] =
.SUBDIRS: $(subDir)
# EOF