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The Legend of Zelda: Twilight Princess/Unused Text
This is a sub-page of The Legend of Zelda: Twilight Princess.
| To do: Comb the script dump for other instances of unused text, such as the messages related to bobber fishing with Hena. |
Contents
Bobber Fishing Text
Rod Descriptions
| Official Japanese | Official English |
|---|---|
| シンプルなウキ釣り用の竿 [Y][X]にセットして、水面に向かって竿を垂れる ウキが沈んだ時が 魚がヒットした合図、 [C][^]を押し続けて 竿を引き上げる エサをつければ 色んな魚を釣ることができる |
A simple, bobber-style fishing rod. Set it to [Y] or [X] and face the water to use it. Press and hold [C][^] to raise the rod. Set it with bait from a bottle to catch a variety of fish. |
| シンプルなウキ釣り用の竿 [B]で構え[W]を振り下ろして竿を垂れる ウキが沈んだ時が 魚がヒットした合図、 [W]を振り上げて 竿を引き上げる エサをつければ 色んな魚を釣ることができる |
A simple rod with a bobber. Set it to [B], press [B] to hold it, and use [W] to raise and lower the rod. When the bobber sinks, that's your sign. Set it with bait from a bottle to catch a variety of fish. |
Signage
| Official Japanese | Official English |
|---|---|
| FISHING HOLE BOBBER AND LURE FISHING Beginners welcome! (Guides available) | |
| 釣堀 ウキ釣りは ご自由にどうぞ ルアー釣りの受付は 事務所まで! 沈むルアー 使用禁止! |
Fishing Hole Bobber fishing open to public. Check in for lure fishing! (Sinking lures prohibited!) |
Dialogue
Hena:
| Official Japanese | Official English |
|---|---|
| ココではカヌーに乗ってのルアー釣りと 岸からのウキ釣りができるんだけど、 今日はどっちにする? |
Here you can ride in a canoe for lure fishing or stand on the shore and try bobber fishing. Which'll it be? |
| [.]ルアー釣り [.]ウキ釣り |
[.]Lure fishing [.]Bobber fishing |
| オッケー! じゃあ一緒にカヌーに乗ろ! |
OK! Let's hop in the canoe! |
| オッケー! じゃあ、釣り場に行こっか! |
OK! Let's get to fishing! |
| 釣り方を切り替えますか? | Do you want to try a different type of fishing? |
| [.]このまま [.]ウキ釣りをする |
[.]This is fine. [.]I'll try bobber fishing. |
| [.]このまま [.]ルアー釣りをする |
[.]This is fine. [.]I'll try lure fishing. |
| 竿は[B]で投げてね! | Use [B] to cast! |
| あとはウキの動きをよ~く見て ウキが沈んだら[C][^]を押してね! 魚がかかったら、そのまま釣り上げて! |
Then watch your bobber carefully. If it bobs, tilt [C][^] quickly, OK? If you've hooked yourself a fish, you've gotta bring him in! |
| うまくかかったら、 [C]を[^]のまま釣り上げて! |
Once he's secure on the line there, bring him in by tilting [C][^]! |
| 竿を投げる時は[W]を前に振って、 ウキが水の中に入るまで下ろしてね |
When you cast, swing [W] forward and keep it tilted down until your bobber hits the water. |
| あとはウキの動きをよ~く見て ウキが沈んだら[W]を立ててね! 魚がかかったら、そのまま釣り上げて! |
Then watch your bobber carefully. If it bobs, raise your [W] quickly, OK? If you've hooked a fish, you've gotta bring him in! |
Midna:
| Official Japanese | Official English |
|---|---|
| なんだよ?! 釣りのことは ワタシじゃなくて 釣堀のネーチャンに聞けよ! |
What are you thinking? Don't ask me stuff! Ask Ms. Fishing Queen here! |
Fishing Journal
| Official Japanese | Official English |
|---|---|
| ウキ釣り専用の釣り日誌 [A]で開けば、[Link]がウキ釣りで 釣り上げた魚の最大サイズと数を見ることができる |
A bobber-fishing journal. Press [A] to open it and view the largest size and number of fish [Link]'s caught. |
| ウキ釣り日誌 | Bobber Journal |
| 匹 | fish |
| cm | in. |
| ウキ釣り専用の釣り日誌 [A]で開けば、[Link]がウキ釣りで 釣り上げた魚の最大サイズと数を見ることができる |
A bobber-fishing journal. Press [A] to open it and view the largest size and number of fish [Link]'s caught. |
Button Text
The following are examples of unused action button commands.
Cover Resist Put together Fasten
Debug Text
Event Flags
The following debug text appears to be related to various event flags.
Epona Rodeo strategy (Rescue Epona) Flag 56 has been turned ON. Saw the demo where Colin is abducted. Flag 53 has been turned ON. Saw the demo where Colin is saved. Flag 85 has been turned ON. Saw the demo of Prince Zora being saved. (Convory sucessful) Flag 68 has been turned ON. North south bridge mirror space big small mysterious shield test 20060713 22:11pm The darkness has been in Kakariko Village has been lifted. Flag 61 has been turned ON. Carriage convoy game start Flag 66 has been turned ON. Lava fusion event temporary demo Please end the dark cargo (big) event (Event flag 84 = please turn it ON) After seeing the lava fusion on Death Mountain Flag 65 has been turned ON. (Condition: Even flag 84 has been turned ON)
Save Transfers
Apparently, the developers once planned for players to be able to transfer save files between the GameCube and Wii versions of the game.
There is a save file for this game on the Memory Card in Slot A. Would you like to transfer this data to the Wii? Unable to find Memory Card in Slot A. In order to copy save data from a Memory Card, please start over.
Item Text
Collecting Tears
This unused message was likely intended to appear the first time players collected a Tear of Light.
You got a Tear of Light! This sacred tear cuts the twilight. Collect them in the Vessel of Light.
The following is a shorter version of the message that appears when you collect all the Tears of Light.
The Vessel of Light is full of tears!
This message suggests that, at one point, you had to manually make your way back to the Light Spirits after collecting all the tears in an area, rather than being teleported to them automatically.
The Vessel of Light is filled with tears! Hurry! Take it to the spirit!
Unused Items
This text would have been utilized by the removed Black Chu Jelly item.
Black Chu Jelly
Jelly from the black Chu. It smells bad even with the lid closed. Looks like you can set it to and drink it with (X) or (Y) but...
You put black Chu Jelly in the bottle! This color looks really bad for you. You can set it to [Y] or [X] and drink it, but...
In addition, the game also contains text for various other unused or renamed items.
Green Chu Jelly Magic Potion Fire Arrow Surf Leaf
Script Text
Midna's Mutterings
This unused message is evidence that magic power was once required to transform into Wolf Link.
You don't have any magic power... You know you can't turn into a beast without it!
A few pieces of text suggest that you originally had to steal the Ordon Sword from Rusl by pouncing on him. This is further evidenced by the fact that Rusl has some unused animations for falling down.
That guy has a sword, doesn't he? Just steal it from him!
Watch him closely. If he lets his guard down even for a moment, pounce on him from behind!
Oh, don't worry! He'll be just fine. You jumping up on a guy isn't going to do him any harm!
Hey! What are you doing picking on some poor injured guy?
You just have to watch him carefully. As soon as he lets his guard down, you have to pounce!
Just pounce on him from behind and swipe that sword!
Midna helpfully suggests that Link redirect his queries to Hena.
What are you thinking? Don't ask me stuff! Ask Ms. Fishing Queen here!
The sombre tone of this text suggests that this message may have appeared during the "Midna's Desperate Hour" sequence. However, there is no place in the game where you can crawl under a bridge to enter the twilight.
...[Link]... If you want to go into twilight... crawl under...the bridge... ...I should tell you... You can enter the Twilight Realm...even without my help... I'm sorry...
Denizens of the Twilight Realm
The Twili originally spoke to you when you visited their realm.
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| The black fog... It stole the sparkle from this land... | 黒い霧 この国カラ 輝き奪っタ・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Without the power of light, we cannot enter the main palace... | 光の力 取り戻さなケレバ 宮殿に入ることできナイ・・・ | Without regaining the power of light, one cannot enter the palace. |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Without the Sols, the Pedestals of Light are without their sparkle... | ソル奪われた光の台座、輝き 失っタ・・・ | With their Sols stolen away, the Pedestals of Light have lost their sparkle... |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| We must return the two Sols to the Pedestals quickly! | 2ツのソル、ハヤク 台座に 戻さないト・・・ | If we don't return the two Sols to the pedestals quickly... |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| If the two Sols are put in the correct places, light will shine... | 2ツのソル 正しい場所ニ 置くと 光がサス・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Return the Sols to their proper places... | ソル、正しい場所ニ 戻しテ・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Place the Sols adjacent, left and right... | 正しき ソルハ 左右対称に・・・ | Correctly place the Sols to the left and right... |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| This direction to Pedestal I... | コッチの 向きは Ⅰの台座・・・ | Pedestal I is in this direction... |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Put one Sol on Pedestal II... | ソルの1ツ、Ⅱの台座ニ・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| This brightness... It's OUR light... | コノ輝きハ・・・我々ノ光・・・ | This sparkle... It's our light... |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| You returned the Sols... | オマエが ソル 戻してくれタ・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Thank you... | アリガトウ・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Zant controls our land now... | 我々の国ハ、ザントに 支配サレテシマッタ・・・ | Our land was taken over by Zant... |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| This is the royal family's palace! A traitor like Zant can't have it! | 宮殿ハ 我々一族の王家のモノ 裏切り者のザントになど 渡さナイ! | The palace belongs to our royal family! We will never hand it over to someone like the traitorous Zant! |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| I will NEVER call Zant the king! | 我々は ザントを 王とは 認めナイ | We will never recognize Zant as our ruler! |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| The only royalty we have is the princess. She's still alive! And that's why we await the princess's return! |
我々の王は 姫様タダ一人・・・ 姫様ハ 必ず 生きてル! ダカラ 我々は 姫様の帰りを待ツ |
Our ruler is the princess, and no one else... We know she's alive! That is why we await her return! |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| We've been waiting for help to arrive... | 我々は ズット 助け待ってタ・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| How did you get to this world? | オマエ、どうやッテ この世界、来タ? | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Could you...be the hero that the princess sent? | モシカシテ、姫様ガ 遣わしてくれタ 勇者なのカ・・・? | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| You must be the hero that the princess sent... | アナタは キット、姫様が 遣わしてくれた 勇者サマ・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Return the palace to the hands of the princess... Please... | 宮殿を 姫様の手に 戻しテ・・・ 頼ム・・・ | - |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| We will protect the palace until the day that the princess returns! | 姫様が お戻りになられる日マデ 宮殿の留守は 我々が守ル | We shall protect the palace until the day that the princess is able to return! |
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| Thank you... | アリガトウ・・・ | - |
Ganondorf's Demise
Ganondorf originally had a longer speech planned for his defeat. In the final game, only the lines in green are used.
| Official English | Official Japanese | Literal Translation |
|---|---|---|
| When the chosen ones appear... | 選ばれし力を持つ者が現れる時 | When one appears bearing the chosen power, |
| They are always born into this | 必ず、その対極を成す者が生まれ出ん | invariably, their antithesis shall also come into being. |
| world in perfect balance. | それが、お前達が信じる神が与えた | That is your destiny, you [plural] who bear crests |
| That is the destiny of the chosen. | 紋章を持つ者の運命だ | granted by the god in which you believe. |
| That is the fate decreed by your | この世に紋章を持つ者が現れる限り | As long as crest-bearers appear in this world, |
| gods, the only path for those who | 何度でも、流血の時代が訪れる | each time, an era of bloodshed shall invariably follow. |
| bear their crests. | これで、全てが終わったと思うなよ | Do not think of this as the end. |
| When this world brings forth | これが、光と闇の | Think of it as the beginning to a history |
| another marked as you are... | 血塗られた歴史の始まりだと思え! | of desperate struggle between light and darkness! |
| Know too, that it shall also be | ||
| visited by one of my blood. | ||
| Do not think this ends here... | ||
| The history of light and shadow will | ||
| be written in blood! |
Demo Text
The following text appears to be leftover from a demo version of the game.
Please select a stage. PAUSE SELECT STAGE Select Back OK Start Thank You for Playing the Demo START Demo 2:Meeting Ilia (take [Link]'s horse to the spring) Demo 4 (First half):Enemy appears at spring [Link] in the darkness
This message is leftover from the E3 2005 demo. It was displayed when the player attempted to use the Gale Boomerang in Ook's boss room. It's missing a period.
You cannot use the Gale Boomerang in this room
System Text
Script Selection
Oddly, text from the Japanese release's name input menu was translated and carried over to the English releases. In the Japanese release, the furigana option displays hiragana over the game's kanji, which serve as a pronunciation guide and make the script more accessible to younger audiences.
Hiragana Katakana English END Furigana
Developer Text
The unused file Sample.arc contains, among other things, three unused text files: file0.txt, file1.txt, and file2.txt. The first two contain only their respective filenames, while the last contains a somewhat lengthy discussion in Japanese between two of the game's programmers.
file2.txt (JP)
●地形ユニットMOVEBGにスイッチ1の情報は渡されてないらしい。酒井さん談。 たしかに、マップデータ変換時に使い捨ててだいたいOKな情報だからそうなってる気がしてきたけど、 やっぱりそうなの? ●レイヤーについて整理。昼夜と表裏をなんとか。 ・昼夜については、切り替えをどうする?ゆっくり(「タクト」)かばっさり(「ムジュラ」)か? ・表裏については、もう1つ2つ追加があるかもとか。 ●自動化したい。odemrun引数とかObjectSenderとか使えばできるような気が。 ・メモリマップの出力。 ・メモリバンクの配置設定。 ●コリジョンポリゴンを全表示したい。確認のために。 ObjectReflector[/Node/zelda地形チェック内部|デバッグポリゴン描画]で表示されるけど、 その場合はリンクのそばのポリゴンだけなのでわりと残念。 # そういえば、吉田さんのポリゴン統合とかの動作確認はどうやってるのかな。 ●2Dマップレール ○十字キー上で表示されるマップの実装はどうなってますか?とりあえず確認だけ。 →とりあえず先にやっとく。岩脇さん談。 →進行中。吉田さんが。 ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■ 対処済み ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ●地形ユニットについて確認。半透明ポリゴンはどうなりますか? 半透明地形ユニット同士の重なりは問題になるけど、そうでなければいいの? たとえば、シャドウ用の半透明ポリゴンとか。エフェクトなどで使用する半透明ポリゴンとの重なりは大丈夫? →禁止。うまく描画されるときもあるけど、それは偶然。 実際にはマテリアルソートとの関係で出たり出なかったりするはず。 →マテリアル名で描画順序を指定できるようにしてもらった。これによって、ディティール表現の ための重ね合わせる半透明は使用可能に。 しかし、水面のような真の意味での半透明はやはり不可。ポリゴンソートとかしないから。 真の半透明はMOVEBGでやる方向で。 →地形ユニットMOVEBGとしてモデル描画オブジェクトを追加。 ●jccが大量のメモリを使用してる。800MB近く。減りませんか。 →岩脇さん、松谷さんに連絡済み。 →半分くらいに減らしてもらった。もうちょっと減らしてほしいので、いずれさらに調べてもらう。 →激減。別物なくらい高速化。 ●デモアーカイブについて。 ○リソース登録所でつくることができるか?見た感じ、アクターとかと同じみたいだけど。 →できる。まったく同じ。 ○xnim_id_conv.plって何?arcファイルのリソースIDに0x10000をたしてるけど、どうして? →オブジェクト用リソースかデモ用リソースかの区別。 汎用アクターでは、デモデータによるアニメーションモード指定を解釈するかどうかも →指定を一度に行えるようにIDをビット分割する方向で。 ●シーン指定モーニング起動について、レイヤーもオプションで指定したい。 →対応済み。佐々木さんが。 ●シーン指定モーニング起動について、--menu=LEVEL2とすると、ステージが選択されない。 部屋番号を指定しないと無効っぽい。 →対処済み。岩脇さんが。 ●particle.xnimの登録はどうしようか? d_particle_name.*同様に、particle.xnimもParticle/mk_arc.batでcvs updateしちゃうか。 →対処済み。 ●アーカイブファイル名の制限は? 7文字以下って聞いたような気もするけど、それはオブジェクト登録名だっけ? じゃあ何文字以下?DOS8.3形式?ロングファイルネーム? # 「W_motion」というのがあるということはDOS8.3形式なのか。 →アーカイブ名は9文字以下。森田さんから。 ●シーン指定モーニング起動について、たとえば、 % OdemRun ... -a --noopening --menu=LEVEL3,0 のように実行すると、「LEVEL3」部屋0ではなく「Fire_Dungeon(Room7)」が選択されてる。 ちなみに、このメニュー項目は --------ここから-------- (前略) LEVEL3,(0),LEVEL3,0,0,-1, LEVEL3,(1),LEVEL3,1,0,-1, LEVEL3,(2),LEVEL3,2,0,-1, (中略) Fire_Dungeon(Room3),,LEVEL3,3,0,-1, Fire_Dungeon(Room4),,LEVEL3,4,0,-1, Fire_Dungeon(Room7),,LEVEL3,7,0,-1, (後略) --------ここまで-------- となっていて、メニューテキストmenu.datの中でもっとも後にある「LEVEL3」ディレクトリ。 同じディレクトリに属する部屋が異なる表示タイトルのステージに含まれていた場合、もっとも後の ステージになってしまうのか?ちなみに、メニューの「LEVEL3」はちゃんと<(3)>になってる。 →対処済み。岩脇さんが。もっとも前のステージになるように。 ●「リソース登録所」について。 ○SRDさんのPCの環境は?Admin権限は使えるか?ActiveXのインストールは可能か? →可能。 ○リソースファイルをローカルPCにコピーするとき、そのコピー先パスは?%ZELDA_JMAP_DIR%\rom\DVDRoot? →%GCZELDA1_ROOT%/GDEVImage/DVDRootで。%GCZELDA1_ROOT%が未定義ならダメ。 ●bdlデータをbmdcuttex3.exeで処理していいのか?非トゥーン指向という話だけど。滝沢さんは問題なさそうと言った。 →よい。やっとくこと。メモリ削減とかで効果があるかもしれないし。 →対処済み。csvファイルは空で。 ●パーティクル。 ○古いデータがdolzelに残ってるくさい。処分する? →処分するならすれば。dolzel/res/Particleディレクトリを空にしてからmk_arc.bat。岩脇さん談。 →近日中に伊藤が実行する予定。 ○PSceneのグループを整理したい。254を残してばっさりと。伊藤談。 →jmpデータで使用されてなければやってよし。岩脇さん談。 →伊藤が実行済み。 ○mk_arc.bat で //d/zelda/dolzel/ にリソースをコピーしてるけど、これはひどく環境依存。ちょっと心配。 →伊藤に通達済み。 ●jccでunionみたいなデータは生成できるか? できるんだったら、イベントデータについて、zevとstbのときに必要だけど、カメライベントには必要のない ファイル名の情報があるので、それをunionの一方にする。 →生成可。じゃあそれ。 →仕様を提出済み。小川さんに。 ●2Dマップレール ○ポリゴンにまったく属さない頂点があった場合、その頂点はたぶん誤り。エラーに。 →対処済み。岩脇さんが。 ○ラインにも色指定を。 →jccの対応がまだだけど、それはデータ仕様がまだだから。あわせて、2Dマップレール警告をエラーに。 →対処済み。岩脇さんが。
file2.txt (EN)
| ...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! Notes: Keep it up! |
WARNING: Language tag not added.
● It seems like 地形ユニットMOVEBGにスイッチ1の情報は渡されてない。Talk to Sakai-san. たしかに、 map data 変換時に使い捨ててだいたいOKな情報だからそうなってる気がしてきたけど、 やっぱりそうなの? ● Regarding layer organization: What are we doing about day and night transitions and 表裏? ・ How are we doing day-night transitions? Slow (like TWW), or sudden (like MM)? ・ 表裏については、もう1つ2つ追加があるかもとか。 ● 自動化したい。odemrun引数とかObjectSenderとか使えばできるような気が。 ・ memory map の出力。 ・ memory bank の配置設定。 ● I want to display all collision polygons, in order to review them. They're displayed in ObjectReflector[/Node/zelda terrain check 内部|debug polygon drawing], but その場合はリンクのそばの polygon だけなのでわりと残念。 # Now that you mention it, I wonder how Yoshida-san's polygon integration とかの動作確認はどうやってるのかな。 ● 2D map pathing: ○ What's going on with the map that displays with D-Up? Just checking. → It's moving along. Talk to Iwawaki-san. → It's in progress. Yoshida-san's taking care of it. ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■ Completed ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ● 地形ユニットについて確認。What's going on with the semi-transparent polygons? The mutual overlap with the semi-transparent terrain unit is going to cause problems, そうでなければいいの? The semi-transparent polygons used for shadows, for example. Is it OK if they overlap with the semi-transparent polygons used for effects and such? → That's a no-go. うまく描画されるときもあるけど、それは偶然。 実際には material ソートとの関係で出たり出なかったりするはず。 → material 名で描画順序を指定できるようにしてもらった。これによって、ディティール表現の ための重ね合わせる半透明は使用可能に。 しかし、水面のような真の意味での半透明はやはり不可。 polygon ソートとかしないから。 真の半透明はMOVEBGでやる方向で。 → 地形ユニットMOVEBGとして model 描画 object を追加。 ● jcc is using a huge amount of memory. Close to 800 MB. Can it be reduced? → Iwawaki-san and Matsutani-san have been contacted. → They reduced it by around half. I'd like to reduce it a little more, so I'll see about looking into it further. → 激減。別物なくらい高速化。 ● Regarding demo archives: ○ Can we make them at resource 登録所? From what I've seen, it seems like they're the same as actors. → Yeah, we can. They're completely identical. ○ What's xnim_id_conv.pl? It's adding 0x10000 to the arc files' resource IDs, but why? → It's to differentiate resources used for objects from resources used for cutscenes. 汎用 actors では、demo data による animation mode 指定を解釈するかどうかも → 指定を一度に行えるようにIDを bit 分割する方向で。 ● Regarding scene 指定 morning 起動: I'd like to specify the layer in the options as well. → Done. Sasaki-san took care of it. ● Regarding scene 指定 morning 起動: --menu=LEVEL2とすると、the stage doesn't get selected. It seems like nothing happens if you don't designate the room number. → Done. Iwawaki-san took care of it. ● What are we doing about particle.xnim registration? d_particle_name.*同様に、particle.xnimもParticle/mk_arc.batでcvs updateしちゃうか。 → Done. ● What are the limits for archive file names? I feel like I heard 7 characters or below... or was that for object registration names? So, what's the upper limit? DOS8.3 style? Long file names? # 「W_motion」というのがあるということは DOS8.3 style なのか。 → Archive names have to be under 9 characters. Morita-san said so. ● Regarding scene 指定 morning 起動: たとえば、 % OdemRun ... -a --noopening --menu=LEVEL3,0 のように実行すると、「LEVEL3」room 0 ではなく "Fire_Dungeon(Room7)" is selected. ちなみに、this menu 項目は --------From Here-------- (Beginning Omitted) LEVEL3,(0),LEVEL3,0,0,-1, LEVEL3,(1),LEVEL3,1,0,-1, LEVEL3,(2),LEVEL3,2,0,-1, (Middle Omitted) Fire_Dungeon(Room3),,LEVEL3,3,0,-1, Fire_Dungeon(Room4),,LEVEL3,4,0,-1, Fire_Dungeon(Room7),,LEVEL3,7,0,-1, (Ending Omitted) --------To Here-------- となっていて、メニューテキストmenu.datの中でもっとも後にある「LEVEL3」directory. In the event that 同じ directory に属する部屋が異なる表示 title の stage に含まれていた, もっとも後の stage になってしまうのか?ちなみに、メニューの「LEVEL3」はちゃんと<(3)>になってる。 → Done. Iwawaki-san took care of it. もっとも前の stage になるように。 ● Regarding resource 登録所: ○ What are the SRD PC environments like? Do you have admin access? Can you install ActiveX? → Yes. ○ When copying resource files to local PCs, what should the path be? %ZELDA_JMAP_DIR%\rom\DVDRoot? → %GCZELDA1_ROOT%/GDEVImage/DVDRoot. It won't work if %GCZELDA1_ROOT% isn't defined. ● Is it OK to process bdl data with bmdcuttex3.exe? 非トゥーン指向という話だけど。Takizawa-san said it seemed like it would cause problems. → よい。やっとくこと。 It might have an effect on things like memory reduction. → Done. The csv files are empty. ● Particles: ○ I feel weird about leaving old data in dolzel. Should we get rid of it? → 処分するならすれば。dolzel/res/Particle directory を空にしてからmk_arc.bat。Talk to Iwawaki-san. → Ito plans to 実行 it in the near future. ○ PSceneの group を整理したい。254を残してばっさりと。 Talk to Ito. → jmp data で使用されてなければやってよし。 Talk to Iwawaki-san. → Ito が実行済み。 ○ mk_arc.bat で //d/zelda/dolzel/ に resource をコピーしてるけど、it's really environment dependent. I'm a bit worried. → Ito's been notified. ● jccでunionみたいな data は生成できるか? できるんだったら、イベント data について、zevとstbのときに必要だけど、camera events には必要のない file name data があるので、それをunionの一方にする。 → 生成可。 Do that, then. → 仕様を提出済み。To 小川-san, that is. ● 2D map pathing: ○ polygon にまったく属さない頂点があった場合、その頂点はたぶん誤り。エラーに。 → Done. Iwawaki-san took care of it. ○ ラインにも色指定を。 → jccの対応がまだだけど、それは data 仕様がまだだから。あわせて、2D map pathing 警告をエラーに。 → Done. Iwawaki-san took care of it.