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The common workaround for this issue is to just start the replay in question from the stage before and fast-forward through it. Still, this is highly annoying to new players. Therefore, it should either be fixed or clearly marked as out of scope, depending on whether fixing ZUN bugs unrelated to translation is still something you want to do in this project. (That's what made me ragequit, after all.)
If you do: I assume that fumbling around with the ECL files might be enough to fix it. @Nutzer, could you take a look?
The text was updated successfully, but these errors were encountered:
…images.
We'll probably end up rearranging all those sprites anyway though, to
make sure that translators can make them as large as they can possibly
appear in-game, despite breaking compatibility to the retexture patch
and other existing translations…
Sprites enlarged
----------------
front.png:
• #19 – MAX
• #20 – 点
replay00.png:
• #9 – 処理落ち率
result01.png:
• #4 – Extra
title01.png / title01s.png:
• #11 – Extra Start
title04.png / title04s.png:
• #00 – Shot (決定)
• #1 – Bomb (キャンセル)
• #11 – Off
• #16 – Midi
• #18 – Skip
Replays of TH10 and TH11 runs famously tend to desynchronize if the replay is started on Stage 4 (in TH10) and Stage 6 (in TH11).
The common workaround for this issue is to just start the replay in question from the stage before and fast-forward through it. Still, this is highly annoying to new players. Therefore, it should either be fixed or clearly marked as out of scope, depending on whether fixing ZUN bugs unrelated to translation is still something you want to do in this project. (That's what made me ragequit, after all.)
If you do: I assume that fumbling around with the ECL files might be enough to fix it. @Nutzer, could you take a look?
The text was updated successfully, but these errors were encountered: