Update time.
Chapter 9 of Xanadu 1 is finished, except for literally two or three text boxes that sit behind a weird bug that elmer will hopefully have worked out soon. It happens at a moment when the game does something that it never does anywhere else, so it's neither terribly surprising nor worrying that the same bug will pop up elsewhere.
I have spent the last several days doing pre-production work for the dub. Primarily, this means setting up project files in Audacity with the background music and sound effects totally mixed in, and the positions of every spoken line marked so that when I get actual takes from people, I can very quickly copy/paste them in and produce previews within minutes. I'll need another week or two to finish this process. The real objective is to make it so that I can immediately have all the actors hear what they sound like together, and do retakes to improve the overall performance while their interest is fresh.
I'm also working on doing a complete test-dub using my own voice. It's pretty embarrassing listening to the playback, but it's also teaching me a lot. The English lines are all measured so that they'll fit in the same slot of time as the original Japanese lines, being neither longer nor shorter. However, if I were to just leave it at that, it would lead to another problem: the pauses between the lines would be the same as the original Japanese, and that leads to some unnatural sounding exchanges in places. It's one of those differences between languages that's easy to overlook. Anyway, by putting my own voice in there, it's really easy to hear when the English actually needs to end a half-second earlier or later than the Japanese, and noting that in the script ahead of time is going to save the actors a lot of trouble.
I didn't do either of the above-mentioned steps when I made the first Xanadu II dub five years ago. I was in some kind of big hurry back then. When I finally got everyone's takes in, I had to start on the mixing from square one, which lead to sloppiness, and also to delays that made some people start to lose interest. Also, when playing back the results, even though (most) people had done a really good job following the target-time numbers after every line in the script, the pauses in between certain lines were strange, and I knew it was going to need some major reworking.
Of course, the old project began its first major stall around that time, so I never quite got around to it.
Anyway, it really makes me wonder how professional dubbing studios handle this sort of thing. It seems like if you didn't want a product that sounds totally weird and detached from the video, you would have no choice but to go through these steps before declaring your script finished and bringing in actors. However, it's all very time-consuming, and it would have been relatively difficult with 20+ year old technology. If I had to guess, I'd say they probably print off lots of copies of the draft-scripts, get a few people to sit around a TV or a projector, then repeat the video footage over and over with the sound off, with people test-reading the lines to each other in real time and making notes.
I could be wrong, though.