<Entry Name="NewGame">NEW GAME</Entry>
<Entry Name="NewGame">最初からゲームを開始</Entry>
<Entry Name="NewGame">最初からゲームを開始</Entry><!--NEW GAME-->
<Entry Name="NewGame">[u26368][u21021][u12363][u12425][u12466][u12540][u12512][u12434][u38283][u22987]</Entry><!--NEW GAME-->
作成したファイル | 配置先 |
---|---|
base_japanese.lang | mods/japanese_language/config/ |
japanese.lang | mods/japanese_language/config/lang_main/ |
作成した.fntファイル | mods/japanese_language/fonts |
フォント用.ddsファイル | mods/japanese_language/fonts |
<ConfigFiles
Resources = "resources.cfg"
Game = "config/game.cfg"
DefaultGameLanguage = "japanese.lang"
/>
<Directories
MainSaveFolder = "JpLang"
BaseLanguageFolder = "config/"
GameLanguageFolder = "config/lang_main/"
/>
<Variables
GameName = "Amnesia: Rebirth [JP MOD]"
/>
<Voice
Font_japanese = "noto_sans_jp_72.fnt"
/>
<LoadScreen
Font_japanese = "noto_sans_jp_56.fnt"
/>
<Resources>
<Directory Path="/config" AddSubDirs="true"/>
<Directory Path="/fonts" AddSubDirs="true"/>
<Directory Path="/script" AddSubDirs="true"/>
</Resources>
<?xml version="1.0" encoding="UTF-8"?>
<Content
Version="0.1"
Type="StandAlone"
Title="Japanese Language MOD"
Author="volunteers"
Description_english="Add japanese language text, fonts."
UID="volunteers.japanese_language_mod"
InitCfg="config/main_init.cfg"
/>
else if (msLanguage == "simplified_chinese")
{
switch (aFontType)
{
case eFontType_MainMenu:
case eFontType_MainMenu_InfoBox:
case eFontType_GamepadPrompt:
case eFontType_Hints:
case eFontType_Subtitles:
case eFontType_Readable:
case eFontType_MemoryCylinder_Big:
case eFontType_MemoryCylinder_Small:
case eFontType_Credits:
case eFontType_Sketchbook:
sFont = "noto_sans_sc";
break;
}
}
//==========================
// Japanese Language MOD
else if (msLanguage == "japanese")
{
switch (aFontType){
case eFontType_MainMenu:
sFont = "noto_sans_jp";
break;
case eFontType_Sketchbook:
sFont = "noto_sans_jp";
break;
case eFontType_MainMenu_InfoBox:
case eFontType_GamepadPrompt:
case eFontType_Hints:
case eFontType_Subtitles:
case eFontType_Readable:
case eFontType_Credits:
sFont = "noto_sans_jp";
break;
case eFontType_MemoryCylinder_Big:
sFont = "noto_sans_jp";
break;
case eFontType_MemoryCylinder_Small:
sFont = "noto_sans_jp";
break;
}
}
//===========================
mvLangFiles.push_back("brazilian_portuguese");
mvLangFiles.push_back("english");
mvLangFiles.push_back("french");
mvLangFiles.push_back("german");
mvLangFiles.push_back("italian");
mvLangFiles.push_back("russian");
mvLangFiles.push_back("spanish");
mvLangFiles.push_back("simplified_chinese");
//======================
// Japanese Language MOD
mvLangFiles.push_back("japanese");
//======================
*1 Amnesia: the Dark Descentでも試したところ、そのまま使えました。なので、コードポイント通りのフォントファイルを用意すれば、langファイルにそのままUTF-8で記述したテキストをLangEditorで変換できます。おそらくAmnesia: A Machine for Pigs, SOMAでもそのまま使えると思います。Penumbraシリーズではコードポイント制限問題があるため、結局変換スクリプトは必要になるでしょう。