1
Troubleshooting / Re: FF7 PSX recognizing Disc number
« on: 2013-10-02 08:53:35 »
Anyway, if I recall correctly, the game checks the file /MINT/DISKINFO.CNF (should be a txt file written in SJIS).
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
PSN Games are just the PSX games packaged into an EBOOT file that the PSX Emulator present on the PSP understands. Someone tried modding the kernel.bin2 from a PSP FF7 - it worked in an emulator (EPSXE) for PC, but when put back on to the PSP it didn't work. Its on the forum somewhere, I'm too lazy to look for a link ^_^I'm almost positive that happened because the author didn't know that each decompressed subfile of kernel.bin MUST be multiple of 4, otherwise it will hang the game on real hardware or when emulated on PSP.
DTE (Dual Tile Encoding) means that a single byte is used for two letters.Hey, thanks for the link! I'll make good use of it.
Anyway, if I were you (but I don't know how hard it is, so I may be wrong ), I wouldn't disdain an option to load external tables in your wonderful program. I assure you that DTEs save a lot of space!) and special characters.
Thanks again.
I have been toying with the idea of a translatable GUI since I know that some people that use WM are not monolingual English speakers. I'm not exactly sure what you mean by DTEs (could you give me an example?), but on context it seems that that wouldn't be an illogical extension of that idea. Currently, you can enter any of the special characters listed on that table into the description fields. I just currently don't have a way to allow the user to do that easily. I've tried several things and wasn't satisfied with any of the solutions. Copy/Paste is the only option left to the user at the time.
Hey, thanks for the link! I'll make good use of it.Hello there and congrats for your wonderful program.
I was curious to know if it can compress the text within the files (not using the gzip compression, but with that other system used in PSX kernel.bin, I'm positive you noticed and hacked it), and if it's possible to edit the text table used by the program (in order to make it use special characters, graphical DTEs, etc.).
I'm working on a translation of the game and I'm having problems with maximum size (as of now I just put graphical DTEs which work flawlessly, but I'm sure it's possible to have even more space for translating with the compression).
Ciao!
Do you mean the compression detailed at the bottom of this page? Then yes. WM already uses that compression method to write text to the KERNEL.BIN. It can be slow on some systems so I made it optional. Just remember to click the "Update Text" box next to the PSX button when you want to change the text in the KERNEL.BIN. It will have to be in PSX mode for this to be available. WM produces exact binary clones of all pieces of the original data all the way down to the gzip file (with one exception that I can't quite explain). I can't say the same for the kernel2.bin file because WM actually makes it smaller (but still fully functional).
To answer your second question about the text table. No, it cannot be changed externally. If you have a custom table of characters in your game I can only suggest that you use that as a reference against that page I linked to earlier.
I just completed the last major programmatical hurdle in version 1.2.0. Don't expect an update very soon because now I have to
1. Get it to save the scripts back to the data it holds
2. merge my "proving grounds" app with WM
Not HARD tasks, but it'll take time. Just wanted everyone to know that barring me getting hit by a bus that the next version is coming. If I make this thing look easy then I'm sorry.
No, the project has not been abandoned - it's just on a hiatus as I'm busy with exams (and other pains in the butt) at the moment. Next week, I'm on my Christmas break so, if you're lucky , I might finish work on 1.2 then. If not, you can expect it sometime late January.Mhhh... was that bug my fault?
1.1 Bug report: Apparently, when you get to Cloud reminiscing about when he and Sephiroth went to Nibelheim, during the battle with the dragon, Sephiroth keeps attacking himself and so it's practically impossible to get past that bit. This problem comes from a mistake in the hex editing and will be fixed in 1.2.
Temporary fix: You will have to uninstall the patch and play past that part of the game as Cloud and then reapply the patch. Either that, or skip ahead to a save game just past that point.
Sephiroth: Yep, the patch has to be applied to an unaltered set of movies. I don't want to upload the raw edited movies as I'm toeing the legality line as it is, but, with a patch, it ensures that you have to own a copy of FFVII to work the movies - I'm not just handing them out to every Joe. Honestly, I don't think Square could care less that some kid is modding their property, but best to play safe.Alright, I'll do this.
You could back up your new improved movies, reinstall the game, apply the movie patch, then replace all the movies that havn't been changed with your higher quality ones. The only movies the patch changes are: "bike, c_scene2, c_scene3, dumcrush, earithdd, ending1, ending2, fallpl, funeral, hiwind0, jenova_e, nivlsfs, ontrain, parashot, southmk"
It's probably faster to do that, then download another 100 and something mbs anyway
I've taken the new sword names from a "katana selling" website. Yay for authenticity!
I've changed the names of Safer and Bizzaro Sephiroth to Cloud; it's the Nibelheim Sephiroth in the party which is the problem. His name isn't in the scene.bin. I've been infromed that it's in kernel.bin3, but all that I'm able to change by hex editing the file(albeit my hex editing skills arn't magnificent) is the Ex-soldier name that Cloud has before you choose his name.Use this table (change the txt extension to tbl) with an hexeditor such as Translhextion or ThingyV, and then use the "search with table" function to edit Sephiroth's name (in the same way, you'll be able to change Cloud's name into Sephiroth, it, too, is inside the exe).
I also can't find the deafult names in the exe although everyone swears blind they're there.
Yeah, I've got the movies working now
The problem with an IPS patch is they're kinda difficult to install for someone with limited computer skills. Seriously, I get enough messages asking me how to install other peoples Sephiroth patches without adding my own to the mix That's why I'm trying to keep it to one EXE file to patch all.
I suppose I could create both an IPS patch and the type of patch I've got at the moment. Providing, of course, I learn how to make one!
For the people with the high-res Cloud patch applied - just reinstall the game! I actually used the hi-res Cloud model for the Nibelheim flashback and the final battle
And because I love making lists - things to do before releasing V.1.1:
-Finish editing the cutscenes.
- Change the deafult names.
-Finish tweaking the char archeive (I realised the swords in the field didn't make sense and found another Sephiroth model that I missed)
I had a thought on the cut scenes, perhaps I could re-edit them to remove Cloud? I've done a few tests with changing the movies but they all crashed the gameThat's strange... a friend of mine (who translated the movies into Italian) simply used a DivX codec and they work fine (I'm using them right know and the game doesn't crash).
Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.My suggestion is to make 2 IPS patches... one for the "normal" 1.2, and the other for the Hi-Res version.
2. After using Textpatch.exe the music begins to act strangly: it ceeps playing oooon and ooon, for example after you win the battle the "fanfare" ceeps playing after the battle on the feild...WTF!?Mhh... I think this is a bug of Cosmos's.
They might be using the original double-byte encodeing from the original Japanese text routines. Just a thought.I was talking about graphics, not text.
If you don't know...Xenogears was translated very very terrible. They did no research at all when translating it (including reading the japanese book that listed many correct translations for things). I am planning on a project to retranslate the game...
Anyhow...
I was curious during this project, if a coupel things could be done...
#1 - I would like to add in a couple of the dummied enemies into random encounters. Does someone have a list of the battle formations, the list of which formations are on which maps (and the enemy hex #s)? I know where the enemy data is stored already.
#2 - Do you think it would be possible to add in the deleted 'Sophia painting' scene into the actual game at some point?
#3 - Has anyone made a text table/extraction from the japanese version?
#4 - Once I extract the text, how can I reinstert it? (and how would I reinstert it if I add in more text than originally, since the translation will take up more space that was allocated in the english version - will it have any effect on the placement of text from other areas if I expand one area?)
#5 - After extracting the movies (japanese) and subtitling them, how can I replace them back into the ISO?
Thanks,
~Sky
It's pretty much decoded. See wiki.
dziugo
I have to take a look at another savegame where I've seen the word 'Female' (26 45 4D 41 4C 45, in 'FF Text' format) stored. It's apparently related to the only Chocobo I have, and it seems nothing like this has been reported in the savemap.