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#61 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,258
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Still wanting an English translation aswell !!
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#62 |
Registered User
Join Date: Apr 2016
Location: Perth, Australia
Posts: 433
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I have used tools to create a google translated version of the PDF. It’s translated terribly but it is barely translated enough to follow. If the official English version isn’t coming then maybe I can upload my version
And (only if the official English version isn’t going to be released) we can form a group in here where each group member gets allocated a chapter or 2 to convert the badly translated google English into proper English. Then it can be compiled back into book form Last edited by Nightfox; 20 July 2017 at 23:55. Reason: Extra idea |
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#63 |
Registered User
Join Date: Apr 2016
Location: Perth, Australia
Posts: 433
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Or I don't mind doing the whole thing myself but it could take a while. Are there any objections?
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#64 | |
Registered User
Join Date: Oct 2009
Location: Salem, OR
Posts: 1,770
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Quote:
Better than rolling around in thumb tacks before my alcohol bath.... :-) Seriously, I like it.. I don't know much assembler yet, but I'd be willing to try to clean up some text... desiv |
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#65 |
Registered User
Join Date: Mar 2016
Location: Thun / Switzerland
Posts: 62
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I'd be willing to translate a chapter like this too. From the first part not the 3d part.
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#66 |
Registered User
Join Date: Apr 2016
Location: Perth, Australia
Posts: 433
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No disrespect to the official translators of the project but should we get this unofficial project started then? The official owners have all right to stop this. But yes I have already begun chapter 1. If you want to do chapter 2 then that would be great
Bear in mind the Google translated version is truly awful. If you have parts that you need help putting into proper english then you can let me know |
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#67 |
Registered User
Join Date: Mar 2016
Location: Thun / Switzerland
Posts: 62
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In this case I'll do chapter 2
I think the translation is a lot better for later chapters. Google seems to do a better job on technical explanations but has problems with the introduction part. English is not my mother tongue. While i think my English is not too bad, I'd appreciate someone to look over it after I'm finished. |
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#68 |
Registered User
Join Date: Apr 2016
Location: Perth, Australia
Posts: 433
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Thanks a lot
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#69 |
Registered User
Join Date: Mar 2016
Location: Thun / Switzerland
Posts: 62
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I'm working at Lesion2 at the moment. Translation takes long and I have limited time. i can do about 2 pages a week at the moment. So this will take a while.
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#70 |
Registered User
Join Date: Apr 2016
Location: Perth, Australia
Posts: 433
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Lately with my new job I don't have much time to translate at a fast rate as well. We need more translators if we hope to get this finished before 2020
![]() I wonder if the official translation project is truly abandoned |
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#71 |
Registered User
Join Date: Mar 2016
Location: Thun / Switzerland
Posts: 62
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I sent a private message to alexsperri. One of the writers of the course. Lets see if we hear something back. If I dont hear anything or if the project is abandoned I think we should try to motivate more people to translate. If all goes wrong I'll head for 2020. Better late than never ;-)
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#72 |
Registered User
Join Date: Mar 2017
Location: Minehead / UK
Posts: 608
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How is the google translation? I don't speak any Italian but if the google translation is good enough for me to get the gist of what it's going on about then i'd be happy to translate / clean up a chapter, maybe more if I get into the content as well.
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#73 |
Adventurer
Join Date: Jun 2009
Location: Colossal Cave, Valaii
Posts: 364
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G**gle translation just transforms your text to broken english.
Last edited by Phantom; 15 September 2017 at 12:56. Reason: Typo. |
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#74 |
Registered User
Join Date: Mar 2017
Location: Minehead / UK
Posts: 608
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I realise that, I've used it many times. I meant what is the google translation of this book like? As in, how reasonable is it? Or has nobody done that part yet and maybe it needs doing as we go along?
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#75 |
Registered User
Join Date: Apr 2016
Location: Perth, Australia
Posts: 433
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It’s quite terrible for Italian. Some sentences make no sense at all
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#76 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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Example:; it calculates address: every line and' constituted from ; 40 byteses; you add to the address of departure.
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#77 |
Registered User
Join Date: Apr 2016
Location: Perth, Australia
Posts: 433
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#78 |
Registered User
Join Date: Mar 2017
Location: Minehead / UK
Posts: 608
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Ah, ok - if it's that bad then I can't help. You'll need someone that speaks assembler, Italian, or both, as well as being a native English speaker. This might well be why it hasn't happened so far?
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#79 |
Registered User
Join Date: Mar 2016
Location: Thun / Switzerland
Posts: 62
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I do think in the right context you can make sense of it, even if some sentences sound quite funny. It means a lot of work though.
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#80 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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![]() I tried learning from those tutorials but couldn't understand what was being said,so instead I started reverse engineering game routines to learn.I can share my progress and routines if you guys want to learn also. Code:
;---------------------------------------------------------- Do_BlitTilesToScreen: movea.l #BitPlane1,a2 movea.l #BitPlane2,a3 movea.l #BitPlane3,a4 movea.l #BitPlane4,a5 move.l #14,d1 ;Number Of Rows To Draw BlitTilesToScreenCont: moveq #19,d0 ;Number Of Columns To Draw BlitTilesToScreenLoop: move.l #TileData,BlitSource move.l a2,BlitDestination bsr Do_Blit ;------------------------------------------------------------------------------------ ;Add offset to blitsource so it points to next correct 16*16 tile ;Move bitplane pointer to BlitDestination Pointer ;Blit 16*16 tile to screen ;------------------------------------------------------------------------------------ add.l #32,BlitSource ;Each Tile is '16*16' and word size is two bytes so 16*2 = 32 move.l a3,BlitDestination ;Move bitplane pointer to BlitDestination Pointer bsr Do_Blit ;Blit 16*16 tile to screen add.l #32,BlitSource move.l a4,BlitDestination bsr Do_Blit add.l #32,BlitSource move.l a5,BlitDestination bsr Do_Blit ;------------------------------------------------------------------------------------ ;Add two'2' to bitplane pointers for next column in row ;------------------------------------------------------------------------------------ add.l #2,a2 add.l #2,a3 add.l #2,a4 add.l #2,a5 dbra d0,BlitTilesToScreenLoop ;------------------------------------------------------------------------------------ ;Add sixhundred'600' to bitplane pointers for next row ;Since are screenwidth is 320/8 = 40 pixels,and our tiles are 16*16 pixels and we draw ;20 tiles per row.We added two'2' to our bitplane offsets above to draw across the screen ;that's 20 tiles * 2 = 40,we add 600 to bitplane pointers for next screen row. ;Since the tiles are 16 pixels/width and 16 pixel Height each and we draw 20 per column ;we need to skip screenwidth*2 for correct row offset."320*2 = 640',we already added ;40 to the bitplane pointers above so we add 600 to them below. ;------------------------------------------------------------------------------------ add.l #600,a2 add.l #600,a3 add.l #600,a4 add.l #600,a5 dbra d1,BlitTilesToScreenCont rts ;---------------------------------------------------------- Do_Blit: move.l BlitSource,$dff050 ;BlitAPointer (source) move.l BlitDestination,$dff054 ;BlitDPointer (destination) move.w #0,$dff064 ;BlitAMod move.w #38,$dff066 ;BlitDMod move.w #$ffff,$dff044 ;BltAfwm move.w #$ffff,$dff046 ;BltAlwm move.w #$09f0,$dff040 ;BlitControl0 move.w #$0000,$dff042 ;BlitControl1 move.w #16*64+1,$dff058 ;BlitSize bsr Do_BlitterWait rts ;---------------------------------------------------------- Do_BlitterWait: btst #6,$dff002 bne Do_BlitterWait rts ;---------------------------------------------------------- TileData: dc.w %1111111111111111 dc.w %1000000000000001 dc.w %1011111111111101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000110000101 dc.w %1010000110000101 dc.w %1010001111000101 dc.w %1010001111000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1011111111111101 dc.w %1000000000000001 dc.w %1111111111111111 ;BitPlane2 ;----------------------------------------------- dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0011111111111100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0011111111111100 dc.w %0000000000000000 dc.w %0000000000000000 ;BitPlane3 ;----------------------------------------------- dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000111111110000 dc.w %0000100000010000 dc.w %0000100000010000 dc.w %0000100000010000 dc.w %0000100000010000 dc.w %0000100000010000 dc.w %0000100000010000 dc.w %0000111111110000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 ;BitPlane4 ;----------------------------------------------- dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000001111000000 dc.w %0000001111000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 Last edited by OmegaMax; 17 September 2017 at 05:39. |
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