BigNutter wrote:As for NISA.. They know that the English Audio is high quality, and usually worth every cent they spend on it.
Wait, what?
BigNutter wrote:As for NISA.. They know that the English Audio is high quality, and usually worth every cent they spend on it.





james039 wrote:NIS America has to add language options to the game to support Japanese dialogue, so it isn't much further a leap to add another option to select which text to display (and store both on the single disc).



BigNutter wrote:I've got to agree with you there.. The Major problem with games that they use different types of text encoding..
In the Final Fantasy Interview I linked to (http://www.ffcompendium.com/h/interview.shtml) He Talked about Double Byte Text.. You can fit most Latin-based Characters (i.e. English, French, Spanish, German) in a single byte. Japanese has more Characters than English. There several ways to write stuff, actually I've seen a sentence written out of 4 different Character "sets." You need two bytes to fit most of the commonly used characters.
The other problem is that Japanese use less Character than English. You use 5 Japanese character and say something quite easy.. 5 Characters in English? "HekNO" Barely understandable at best.. It's easy to turn those 5 in to 10 by making the text single byte. Etna is 3 characters in Japanese, Megaman/Rockman is 5 characters.. two more well known characters.. If you don't know the first.. what the heck are you doing here?
Anyway, You can fit more meaning in to 5 symbols than 10 English Characters. http://www.siliconera.com/2010/04/29/ni ... ns-part-2/
Anyway, it's easier to slot in the Audio Language toggle than the text, in some cases, all you need to do is make the game play the other Audio files.

Solice wrote:Even with this being said, games that aren't written for multiple markets at the time of inception aren't going to have this nice feature of which media to select from. They might have implemented in a manner that only allows one media set at a time. A game of recent memory was NISA's Sakura Wars release. I haven't taken a look at the game save data, but I have enough reason to believe that its the Japanese release with the text replaced (thus the reason why game saves might not be compatible, it would be a different directory name). To this end, localization teams have to work with what they're given. There are generally few or no programming resources initially allocated for such projects.

bloodyaftertaste wrote:Solice wrote:Even with this being said, games that aren't written for multiple markets at the time of inception aren't going to have this nice feature of which media to select from. They might have implemented in a manner that only allows one media set at a time. A game of recent memory was NISA's Sakura Wars release. I haven't taken a look at the game save data, but I have enough reason to believe that its the Japanese release with the text replaced (thus the reason why game saves might not be compatible, it would be a different directory name). To this end, localization teams have to work with what they're given. There are generally few or no programming resources initially allocated for such projects.
Well since the PS2 version of Sakura Wars comes with two discs, one English and one Japanese, I would think that they replaced they text, same with the voice acting for the English disc if I'm understanding this correctly. Otherwise I think they would have also made the Japanese Text Stay on there as an option since they are letting you have the option to play it in Japanese. Though since it is an NA release they might just have thought that not much use would come of the Japanese text.

Solice wrote:bloodyaftertaste wrote:Solice wrote:Even with this being said, games that aren't written for multiple markets at the time of inception aren't going to have this nice feature of which media to select from. They might have implemented in a manner that only allows one media set at a time. A game of recent memory was NISA's Sakura Wars release. I haven't taken a look at the game save data, but I have enough reason to believe that its the Japanese release with the text replaced (thus the reason why game saves might not be compatible, it would be a different directory name). To this end, localization teams have to work with what they're given. There are generally few or no programming resources initially allocated for such projects.
Well since the PS2 version of Sakura Wars comes with two discs, one English and one Japanese, I would think that they replaced they text, same with the voice acting for the English disc if I'm understanding this correctly. Otherwise I think they would have also made the Japanese Text Stay on there as an option since they are letting you have the option to play it in Japanese. Though since it is an NA release they might just have thought that not much use would come of the Japanese text.
Exactly what I said. I addressed the reports of the save game data being incompatible between the two discs included in the same package, which would suggest different encoding. Save games between different regions usually have different directory names under which they save the stuff on the memcard, usually only different by a couple of characters which denote the intended region and would prevent loading the data in a different region game unless other software was used to fool it.








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