<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Home on mysterious greenish notepad</title><link>https://apicko.cz/</link><description>Recent content in Home on mysterious greenish notepad</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Sun, 01 Jan 2023 08:00:00 -0700</lastBuildDate><atom:link href="https://apicko.cz/index.xml" rel="self" type="application/rss+xml"/><item><title>Localizing 'Indiana Jones and the Fate of Atlantis' 30 years after release</title><link>https://apicko.cz/posts/indy-4-localization/</link><pubDate>Sat, 22 Feb 2025 00:00:00 +0000</pubDate><guid>https://apicko.cz/posts/indy-4-localization/</guid><description>Ever wondered what it takes to fully &lt;a href="https://en.wikipedia.org/wiki/Localization" target="_blank" >localize&lt;/a> a 30-year-old game? Dive into journey of localizating &lt;a href="https://en.wikipedia.org/wiki/Indiana_Jones_and_the_Fate_of_Atlantis" target="_blank" >Indiana Jones and the Fate of Atlantis&lt;/a>, where autumn boredom sparks a fascinating challenge. From &lt;a href="https://en.wikipedia.org/wiki/Reverse_engineering" target="_blank" >reverse-engineering&lt;/a> game files to painting custom characters into retro fonts, this post unpacks the tools, tricks, and tenacity needed to make a classic adventure fully accessible in a new language. How do you &amp;ldquo;teach&amp;rdquo; a game to display characters it was never designed for? And why might you end up loving the process as much as the result?</description></item></channel></rss>