If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
User:LolHacksRule/3D Challenge
Jump to navigation
Jump to search
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