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Write smarter RTP translation table logic #802

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carstene1ns opened this issue Mar 7, 2016 · 3 comments

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@carstene1ns
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commented Mar 7, 2016

@Ghabry

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commented Mar 7, 2016

One issue is that different translations map the same string to different assets. This could be solved by matching all RTP-translations against the RTP directory file list and the one with most hits is used as the reference RTP.

What is also missing is that N-to-M mapping. Currently it's Japanese to Other, instead of "Prefered one" to All.

@carstene1ns carstene1ns added this to the 0.7.0 milestone Apr 17, 2017

@rohkea

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commented Apr 24, 2017

An example case that should ideally be handled by the new code.

If:

  • RTP is Don Miguel’s RTP 1.32 (contains both ‘Basis’ and ‘World’),
  • the game is likely to use Advocate’s RTP or Official RTP, i.e.
    • the engine is RM2k3 with a codepage different from Cyrillic, or
    • the engine is an official RM2k,

Then:

  • World in the game should be mapped to Basis from RTP, and not to World in the RTP.
@Ghabry

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commented Apr 24, 2017

What I would also propose is:

Scan the RTP folders and then determine how many % of a RTP overlap with our internal table (hopefully 100% ;)) and then use the detected RTP as the reference for lookup.

But for this we would need a different data structure first to make this more efficient. Currently we have "Any -> Japanese". A table structure like in the Wiki would be better:

1 Line with one RTP per column:
["システム", "System1", "system"] e.g.

This way you could easier do Any-To-Any mappings.

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