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Messages - luksy

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351
2. There will not be a cure for cancer in our lifetimes.  Cancer by itself is not a diagnosis.  Cancer is a broad term for a huge number of diseases caused by abnormal genetics and increased growth of cells.

In an easy-to-understand comic form:

http://www.phdcomics.com/comics/archive.php?comicid=1162

352
Captain Harlock did that way before anyone else...an Emo Hipster one might say.


353
Going over this list (which is fantastic, btw), I had one idea. Could Cid's "Dragon Mod" limit break perhaps be "Dragon Mode"?

It makes sense, but mode would have almost certainly been モード rather than モッド.

354
Ah ok, maybe the flevel had been modified by something else beforehand. If you come across anything else please post it, the more the merrier ;)

355
Try downloading it again, I've been fixing bugs since I released 0.5 (I know I should update version no. but I'm lazy  ;D ).

Make sure you're using a clean untouched flevel.lgp + world_us.lgp, copy them from the disc / iso into the field and wm folders, and redump the text.

If it still crashes pack the text files into an archive and post them here and I'll have a look.

356
v0.5 is out!

Extra fixes included, check ini file; world text and tutorials are editable now. Also includes a simple notepad++ syntax highlighter.

Next version will fix orphaned dialogues (I promise!).

357
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-06-28 02:45:33 »
Awesome work man, you probably need a break  ;D

358
v0.4 is out, full charmap support (for translating into other languages).

v0.5 will have a fix for the offending autosized windows, a config file, and maybe a couple of other things.

359
Bump for v0.3, now includes autosize!

Next version should have tutorial repacking, and anything else I can think of.

360
v0.2 is up!

Next version: autosize (I promise!)

361
Looks like I messed up on the comma spacing, will be fixed in the next version!

362
Is this intended simply as a direct transliteration of the Japanese? Or is the ultimate goal a relocalization?

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  • Items, spells, places, monsters and people for which we have good evidence as having been incorrectly translated, or modified for a western audience, will be restored.
  • What this project isn't: A literal retranslation from the Japanese (aside from certain names and items etc as mentioned above).

Because I have some serious misgivings about a lot of your choices, but it'll take me some time to go over your enormous list of changes and form my opinion. That is, of course, if you're looking for criticism. If this is just a masturbatory post saying "Look what we did!" then I won't bother.

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  • Please keep any discussion on topic as much as possible, we will take any criticism or suggestions seriously as long as it is honest.
  • If there's anything there you do not agree with, please copy pasta and give us your thoughts.

363
FF7 Tools / [PC] Text editor - touphScript (v1.4.0)
« on: 2011-06-07 13:40:05 »


touphScript allows you to edit FFVII text using simple text files, hopefully this allows for faster editing and should be great for versioning / distribution if you like that kind of thing (and who doesn't).

Assuming nothing is missing it now supports every single line of text in the game:

  • ff7.exe (Various menu text and Characters' Lv4 Limit dialogue)
  • data\field\flevel.lgp (Field and tutorial dialogue)
  • data\kernel\KERNEL.BIN (Sephiroth, Ex-SOLDIER text and scene lookup table)
  • data\kernel\kernel2.bin (Most of game items and their descriptions)
  • data\battle\scene.bin (Battle dialogue, enemy names, enemy attack names)
  • data\wm\world_us.lgp (World map dialogue)

Features:
  • Dumps and reencodes FFVII text using simple UTF-8 text files.
  • All text in the game is fully supported (see files supported).
  • Automatically resizes field and world map windows to fit text.
  • Optionally inserts missing windows in field script.
  • Unused text & scripts optionally removed.
  • Options for controlling resizing, such as character name width.
  • Window values, numeric displays and question paramters can be specified manually if necessary.
  • Tutorial script can be edited.
  • Entries can be ignored in order to selectively overwrite different parts of the text.
  • Supports DLPB's Menu Overhaul.
  • Patches field scripts for bugfixes + other functionality.

Field and world windows are autosized as follows:

Window width is determined by the longest line (character names have a fixed width so some boxes are overpadded, name width can be forced with ini), window height is determined by the largest line count in between individual {NEW} tags, i.e.:
   
   {BARRETT}
   “Good luck {CLOUD}!
      If you make it, we'll follow you!”{NEW}
   “Whoa, I'll hold the PHS for you.
      It'll break if it gets wet.”
   
has 3 lines until the {NEW} tag, and then another 2, so the box height will be 3 lines.

Complete instructions in the readme!

For those of you who don't RTFM here's a quickstart:

extract files
BACKUP flevel.lgp, world_us.lgp, scene.bin, kernel.bin, kernel2.bin and ff7.exe
double click exe and press d [enter] to dump
edit text files
double click exe and press e [enter] to encode

1.4.0
...Fixes and new features, can't even remember what now as development was incredibly fragmented, hopefully DLPB has a better memory

Known Issues:
  • 3 field names are set to dialogue, actually this is a FFVII bug and really doesn't matter, it's in the readme anyway

touphScript v1.4.0

364
The problem is that his ATI drivers are doing it wrong.

I'm using the latest (11.1), is this a bug with the drivers then? For what it's worth the game only crashes with the TA gui installed (and compression on obviously).

365
General Discussion / Re: FF7 Map Analysis & Prerenders
« on: 2011-01-25 10:22:54 »
Ok part 7:

??? (???) in Wutai is right to left: 魔手理亜 = Materia  (although for some reason there's a vertical stroke next to 亜)

In the cat house I can see 地 on the screen

In the next image on the left of 天 there's the symbol for onsen

In the bed cover room there is also 心 on the wall

Next image I can see ?? 天下 on the wall, another 天 to the left of that, ?心 on the desk, top bed cover is probably 風林火山

In the room with 剣 the smaller circles could be Sanskrit seeds.

In the 弁天 bed cover room the mat at the entrance reads 鶴

All for now!

MRKT1a has 水道局 on the black tank opposite 男男男

366
General Discussion / Re: FF7 Map Analysis & Prerenders
« on: 2011-01-23 03:04:19 »
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it has "のビごレ" followed by "スッキリ"

Ah I get it now, のどごし, it's a set phrase used in a lot of beer adverts, means something akin to "goes down smoothly".

367
General Discussion / Re: FF7 Map Analysis & Prerenders
« on: 2011-01-22 22:34:41 »
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luksy: Could the white and red war banners in the FiRe mat room read 戦国武?

It could be, I really don't know, although it don't think it looks like kanji personally. It could just be a filler like a mon or something, giving "war weapons".

The one behind seems to start off 一日一, which could be 一日一善

368
General Discussion / Re: FF7 Map Analysis & Prerenders
« on: 2011-01-22 08:47:54 »
Thanks for including me!

No page, I'm more of a sporadic contributor to fandom :)

Oh by the way zenzai is probably a pun on 善哉, similar to oshiruko.

For part 5:

大知 on the wall could be 大和

The "China" pot could well be the first kanji of 漢方

I think the 将星 posters could be upside down, flipping it 180 the first kanji looks like 皆

The shop with the ?? sign on top I think is 魔天リA, i.e. a really convoluted way of writing Materia.

只今入荷 is "in stock now"

The odd doll in the left corner looks like a daruma, there's also a couple of pennants and a 提灯 with something on it, can't make out a single word though...

In the gym the banner on the left looks like it ends in 男力, can't make out the rest...

The white and red war banners in the FiRe mat room look like 戦-something-武

The karaoke joint has a mat that appears to say おいでやす, the Kyoto version of いらっしゃいませ

Blue sign: “Ice” (氷), this usually refers to かき氷

Honeybee inn has a sign that says something somthing 会計

The map in the tent is of Japan

The sign in the middle of North Corel has what looks like 小, 屋, maybe 問 or something? Can't tell...

369
General Discussion / Re: FF7 Map Analysis & Prerenders
« on: 2011-01-22 00:57:49 »
Hi!

This is really interesting stuff, if I can I'd like to give my ¥2 on a couple of things

I think the kanji on the pillow is 魂, it would make more sense as well seeing as 瑰 is pretty rare (pun intended... :D).

The last kanji outside Corneo's looks like 尾, giving koruneo.

The "ma" in shuumai is either a simplified 魔, 摩 or possibly just 麻, not that it's important.

In Corneo's office I think I can make out 善罪 on the right, i.e. zenzai

On his bed I think the joke is meant to be 天丼, one word.

The statues in Da Chao all look like Tenbu (Devas), the Nio are bosatsu.

The coordinates on the Ice Gate sign point to here, probably meaningless but you never know!

The camo aircraft in Junon looks like a Gelnika

That's all I've got!

370
Completely Unrelated / Re: haha
« on: 2010-04-01 02:06:38 »
Please feel free to explain exactly what it is I've missed.  Because that is the impression I've been getting. 

Let's see to sum it up as I see it:

  • Translators had limited contact with creators, limited resources and limited time (and at times it seems limited talent) which resulted in
  • a dodgy translation, in more ways than one which lead to
  • the dodginess being repeated because no one could be bothered to contest it

FFT is a prime example actually, the PSP version shows what can be done in the hands of competent translators (I'm not saying we're competent! That of course will be for you to decide).

371
Completely Unrelated / Re: haha
« on: 2010-04-01 01:56:29 »
Well we'd need someone to splice out the relevant discussion from this one.

372
Completely Unrelated / Re: haha
« on: 2010-04-01 01:48:32 »
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So, to sum this up for everyone.

This translation is ignoring EVERYTHING past and present, and attempting to translate the game as if the original creators were perfectly fluent and knowledgeable in both Japanese and English.

Also, for continued discussion of this project.. maybe the "haha" thread isn't the best place.  Just saying.

We're not ignoring everything, and we know that the original creators are certainly not fluent in English, this really isn't a good tl;dr of what we're about, sorry.

Another thread would be nice!

373
Completely Unrelated / Re: haha
« on: 2010-04-01 01:27:47 »
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Jumping back to the topic, I doubt anyone else was thinking that someone chose the word "Midgar Zolom" just because it "sounds cooler to dumb yanks". As has been mentioned, the original localization team probably had very little resources for (or interest in) researching cultural references, were probably dumbstruck by the massive amounts of strange katakana, and in the end just chose something randomly. What I was talking about earlier was about replacing cultural references that made no sense to foreign audiences (like Moguri), but Norse mythology is well-established in the Western world (it is Western culture), so there's no reason not to preserve the reference.

Well Moguri was kept in the Spanish and Italian versions of localized games, but in any case by that logic Chocobo should have been changed to something like Chocoba in English seeing as it's (allegedly) taken from a Japanese snack called Chocoball. I don't think the English translators were aiming to change Moguri to better fit a western audience, surely they would have done the same for many other things? Or more to the point why didn't the Italian translators of FFIX call it "Talpistrello" or something similar?

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    * Localization is a very difficult task, of which translation is but one piece of the puzzle. Languages and cultures do not match 1:1, so clearly some hard choices need to be made where you have to prioritize what's most important to convey. Sometimes this can mean it's warranted to change even names and other seemingly "constant" terms, if it means the overall feeling is better preserved. (I stand by my personal opinion that Schala and Janus were good examples of this)

As I said before IOHO a lot of the "hard changes" in the original translation (let's call it the OT from now on :) ) seem to be rushed and / or poorly researched, and not changed because they fit the target market better.
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    * Seifer's goal is to do translation with minimal localization. Realizing this difference is important, as is realizing when other people already do as well.

As far as what we have done so far (mostly names) yes, this is absolutely true. As for the dialogue there is no way we can or even want to make it sound like the Japanese.
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    * The fact that FF7's translation contained mistakes does not invalidate all of it, nor does it invalidate the basic approach to localization.

Absolutely not, I mentioned this in my previous post; it does however mean that the OT should be pulled apart completely and purged of errors and inconsistencies. As you say below our approach is to ignore what has become canon, but I think our reasons for doing so were clear from the get go.
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    * Regardless of being originally correct or not, canon does matter. Buster swords, spoony bards, sons of submariners, when a term "sticks" then that will be what triggers nostalgia later on, not a "corrected" translation. Thus when doing away with canon, you will need to be very clear about it, and quite frankly be prepared for a lot of criticism. (It's like trying to claim Jesus had short hair)

What is your opinion on FFT and the PSP remake? Surely you wouldn't argue that the PS1 version had a superior translation because it came first and established "canon"? I haven't met anyone who thinks so (although the PSP "olde speake" is a little OTT at times), why should FFVII not be subject to the same process?


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I'm going to go out on a limb and guess that most of the criticism that Seifer's project receives is not so much because of the changes they make, but because of the attitude with which it is presented; that there is one true translation and that they're the ones doing it, and if you prefer a different translation, then you're wrong (and possibly stupid). Also, claims like "your hands are tied" and "you are only following the Japanese original" make you sound less like a competent translator and more like a self-proclaimed prophet doing the work of God. In other words, the kind of fanaticism you sometimes accuse your critics of.

The reasons for following the Japanese as close as possible is we have no contact with the original creators; every decent translation ever made is, I think, done with constant consultation and / or supervision from the original author(s), we don't have this luxury. If Nomura could tell us that a lot of the creature names were thought up under the influence of a particularly bad acid trip we'd be delighted.

374
Completely Unrelated / Re: haha
« on: 2010-03-31 05:49:41 »
Well to be fair the English versions of Square games aren't exactly a bastion of consistency, some things seem to change name with each FF.

375
Completely Unrelated / Re: haha
« on: 2010-03-31 04:55:11 »
Hi everyone, I've been working with Dan on the translation (although not nearly as hard or as often as I would have liked) just thought I'd chip in my two sen.

Maybe a little bg info on me might help first, I live and work in Japan and a small part of my work is translations (although hardly ever fiction), I have a degree in Japanese and a level 2 JLPT (hopefully I'll have the 1 later this year, I flunked it last December ;D ). I'm not trying to turn this into some kind of e-penis post though, I've met many a person with no qualifications who can do a far better job than me, I just want you to know that I'm not talking crap all of the time!

First off it isn't our intention to do a literal translation, I hope this will be clearer when we start doing the actual dialogue, in fact some of the dialogue in the menus and world map that we have redone isn't literal at all.

So far a few of the monster names, weapons, items etc have been kept close to the Japanese for a few reasons, e.g. some are wholly Japanese concepts like Hachimaki or Uchide mallet for which there is no exact English equivalent (i.e. we don't use "spy" in the place of "ninja"), and quite a few we just have no clue, which leads me to another point.

There is a huge amount of evidence that the original translator(s) were rushed, had poor communication channels, were incompetent or more likely a combination of these. Some of the English suffers from poor grammar - "This guy are sick" - (usually indicates a rushed job), being out of context -"Cloud, that one!"- (i.e. was translated as a block of text by people who hadn't even seen the game), and at times is just plain wrong -"Zauger's cup"- (I don't know what to say) and a lot of the monster names (no communication with the original creators). Bizzarro Sephiroth is a personal favorite  ;D

This isn't to say that the original translation should be binned, most of the characters were very well characterized and I think we'll be keeping a lot of the original flavor and text.

As sadly we can't just phone Nomura & co. (well I suppose we could try, probably wouldn't go down very well!), for some of the (non-dialogue) material we have no choice but to do a 1:1 with the Japanese because that's all we're left with. Very often the original translation's solution was to just come up with something that sounded similar, which I don't think is necessarily a better way of doing things at best, but more importantly it eliminates any concept of what should be considered the English "canon".

There are so many holes in the original translation that it is very hard to take any of it at face value; why should any of it be automatically considered "official"?

We also have far, far more information available at our fingertips than the original translators would have had, which has allowed us to catch many more references to people, places and mythology than the original translation, not to mention far more input and criticism, both very important as we can and have definitely been wrong about many things (and I hope it keeps coming).

At the end of the day this is just another community mod; hopefully the finished product will be as close as possible to the original without sounding like a 5th rate fansub. Again without a direct line to square we can't be sure on some things, but with so many clues in the original translation suggesting the same, I don't see how it can be worse.

The best thing is of course this in no way alters anything, love it or hate it you're free to install or ignore it as you please.

I'll answer any questions to the best of my abilities.

(sorry for the constant edits, crappy grammar here and there)

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