Well ... whoops! We forgot to translate the maps that you pick up in LoX2!
They've been extracted now, and we're looking at getting the text translated, and maybe see about improving the contrast and color choices at the same time.
Falcom were using some very strange colors in those maps that just don't make a lot of sense.
When they're done, it'll be time to share another pretty picture and keep this thread alive!
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In other news, a post on
romhacking by Tengai-Makyou-translator Tom made me think about the text printing in the LoX games, and why the "slow" text speed seems like such a waste-of-time, and I always immediately switch to the "fast" text speed.
He's got a good point, and looking at the text printing in the LoX games, it doesn't flow like speech, it just gets printed out, one character after another.
So, there's no reason to look at it in "slow" mode, and I always change it to "fast" instead.
I took a look at Anearth for comparison, and they're definitely adding pauses in their printing, especially when you get both text and voice at once. It looks a lot better.
So ... I've added a couple of script-codes to Falcom's script language, and made some changes to my script-compiler, and now both LoX games actually feature natural speech delays at the end of sentences and for other punctuation.
The message boxes just look a whole lot nicer now, IMHO, and I actually prefer the "slow" text mode, with the delays. It just "reads" better.
The delays are removed when you select "fast" text mode, so anyone that just wants to button-through stuff can still get the same quick response as before.