Author Topic: Menu Reconstruction [WIP]  (Read 78616 times)

AngeBleu

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Re: Menu Reconstruction [WIP]
« Reply #50 on: 2010-06-20 11:53:37 »
So when will be release it ?  :D

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #51 on: 2010-06-20 12:17:57 »
Won't be long now....as you can see I am off bed again at 5 AM.  It is time consuming and stupid.  There are multiple text values for the same window but different action too.

If you go into magic menu for example, the description text values are different for Magic, Summon and E Skill despite being in exactly the same place.

There are still  a few things I am unhappy about too, but that can be left til the end and people have looked over this.  Whatever, it is still  amassive improvement.

Oh I'm sure it's still a great improvement.
Will the removal of the useless attack / defend status effects be a part of this release, or is that still separate?

Since that is a part of the game itself that will be a separate patch (One I have perfected since last time).

As for release date, it is hard to say because new things keep being found.  I would say 2-4 days for the retranslated version and another day after that for the normal.

Nightmarish

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Re: Menu Reconstruction [WIP]
« Reply #52 on: 2010-06-20 13:07:19 »
Ok and a final revision:



What do you think?  Gemini notes that the Right menu looks ugly.  Not sure what I can do about that without breaking the animation but I guess Kranmer and I can look into it.

Wow coming along really well, this is the best one so far!

Anyone can point me the differences from the original deal?
I'm failing to see  :-X (except the anger, formation and limit color)

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #53 on: 2010-06-20 18:02:12 »
Here:



The limit colour isn't different, it is just flashing there.

Also, this is 1 of the many menu's altered.  I will be doing a  full comparison at the end.

And remember this thread covers TWO mods.  One for translation project and one for the original.
« Last Edit: 2010-06-20 18:04:53 by seif »

Timber

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Re: Menu Reconstruction [WIP]
« Reply #54 on: 2010-06-20 18:13:48 »
Here:



Well except the original didn't have the blue LV HP MP :P

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #55 on: 2010-06-20 18:21:48 »
yup it did :)  That is the original font as far as I know.

Timber

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Re: Menu Reconstruction [WIP]
« Reply #56 on: 2010-06-20 18:34:32 »
Oh you are right! Must be the avalanche mod making mine white...

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #57 on: 2010-06-20 20:09:29 »
Oh you are right! Must be the avalanche mod making mine white...

It is.  It is also why the text looks completely uneven with the Avalanche font.

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #58 on: 2010-06-25 01:58:00 »
Work is still ongoing.  Shouldn't be much longer.  Just annoying little things keep appearing, and sadly some of the design cannot be made to look great because of how the menu shares text.  Still overall it is a huge improvement I think.

Will have a first release soon.

We still haven't had any joy with

« Last Edit: 2010-06-25 02:04:48 by seif »

Timber

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Re: Menu Reconstruction [WIP]
« Reply #59 on: 2010-06-25 07:04:29 »
Awesome, looking forward to it.
Menu Reconstruction + Battle Interface Reconstruction =  :-D

Nightmarish

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Re: Menu Reconstruction [WIP]
« Reply #60 on: 2010-06-25 15:05:49 »
Since we're talking about menus and stuff i'll ask it here;
Would it be possible make/create presets under options  where we could have different "skins" for the menus (just like FFVI)?

Would be interesting to have different kind of backgrounds and borders, etc.

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #61 on: 2010-06-25 17:16:09 »
Team avalanche is your best bet with that, they did work making the menu borders look better.  This project is simply about hex editing the exe and placing the stuff in different places.  Not graphical changes.

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #62 on: 2010-06-27 13:48:06 »
Menu Reconstruction Patch beta 1. [for use with retranslation project]

http://docs.google.com/leaf?id=0B1JH_wU1qqN4YzA2ZDc4OTgtZjE2Ny00YWIwLTgzOTItOGY0ZDczMmVlMjQx&sort=name&layout=list&num=50

This isn't done yet though so consider it a beta :)  Things are subject to change.  This release has retranslations attached.

Constructive input to what we have so far is appreciated.

The following things might require a change:

- Position of slots in the Materia, Status and PHS screens.

- Position of the limit bar, EXP bar and related items in the status screen

- Very Slight adjustment to main menu items

- slight adjustment to the MPneeded text in Magic menu

The following things are yet to be done:

- Load and save screen still not fully completed with the layout, but close

- Loading file text cursor not changed yet

- set and check text in Limit menu

- yes and no position in limit changing break level

- Cursors in Limit menu

- Status screen Elements and Status text positions

- Config screen cursors

- Description text for Materia menu

-  Ghost cursor for magic menu

- Cursor position in Equip menu

- Wait text in Config screen is off alignment, slow and fast text also.  There are other small tweaks to text needed here.

- Config description text needs altering when selecting controller customisation

- Quit menu not done yet

- Ghost cursor when using "use" and the selecting an item in the equip menu not done.

- Loading please wait needs fixing

known issues:

- Status screen numbers look a bit cramped and Strength/Attack Y axis is incorrect

- Cursor cannot line up properly to "Key items" in the Item menu

- Enemy Skill text on the magic menu does not fit the box properly.  There is nothing I can do here short of changing that text to E. Skill

- Menu headings are not centred to the box.  This cannot be done without wrecking the animation of the menu.  The non translated version will look better because Formation will become Order.

- Added ability still doesn't look great, but this is the best it can be given the menu design itself.

There may be things I have missed.  Take this as a rough guide. 

Goes without saying that you should backup your original FF7.EXE.




« Last Edit: 2010-06-27 13:51:06 by seif »

nikfrozty

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Re: Menu Reconstruction [WIP]
« Reply #63 on: 2010-06-27 14:11:27 »
Maybe you can change mpneeded to mp used or mp cost?? And what do you mean about slight adjustment to main menu items?

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #64 on: 2010-06-27 20:55:38 »
I mean slight adjustment.

Also the MPneeded is a graphic, so I can't change it :)
« Last Edit: 2010-06-27 20:57:59 by seif »

Timber

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Re: Menu Reconstruction [WIP]
« Reply #65 on: 2010-06-28 07:48:43 »
I just ran 2 instances of FF7 on top of each other to compare the differences, and I must say, Wow!
You don't really realise how horribly misaligned everything is on the original until you compare.
This is a huge improvement!

You seem to have most things covered already, but here are some things I noticed:

- 'next level' on the status screen doesn't have a capital letter.

- On the Materia / Status / Equip screens, I think it would look a lot better if the names of the equipment are aligned with each other.

Hellbringer616

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Re: Menu Reconstruction [WIP]
« Reply #66 on: 2010-06-28 11:49:44 »
I just ran 2 instances of FF7 on top of each other to compare the differences, and I must say, Wow!
You don't really realise how horribly misaligned everything is on the original until you compare.
This is a huge improvement!

You seem to have most things covered already, but here are some things I noticed:

- 'next level' on the status screen doesn't have a capital letter.

- On the Materia / Status / Equip screens, I think it would look a lot better if the names of the equipment are aligned with each other.

Post a screen of it? :D

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #67 on: 2010-06-28 12:17:29 »
I just ran 2 instances of FF7 on top of each other to compare the differences, and I must say, Wow!
You don't really realise how horribly misaligned everything is on the original until you compare.
This is a huge improvement!

You seem to have most things covered already, but here are some things I noticed:

- 'next level' on the status screen doesn't have a capital letter.

- On the Materia / Status / Equip screens, I think it would look a lot better if the names of the equipment are aligned with each other.

The problem with next level is, that particular "next level" is not in the exe :P  Yup, that's right, you need to use Wallmarket and go to the battle text.  It is actually there....that's how poorly designed this game is.

As for number 2, I totally agree and I haven't ruled out the possibility of just going back to 3 or 4 letter shortcuts like:

Wpn.  Pro.   Acc.  or Weap. Prot. Accs.  Maybe even Weapon, Protect., Acc. 

The problem is of course that in the Japanese game, they aligned because the japanese was equal...in the English we have to use short cuts to get the same result...  if the Weapon/Accessory/Armour text is the wrong length, the actual weapon/armour names become the wrong alignment.
« Last Edit: 2010-06-28 18:11:09 by seif »

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #68 on: 2010-06-29 00:57:55 »
Weapon
Protect
Accessory

Will be used for the retranslation project.  It works.   The japanese game also had an issue with the Accessory word being too long and left it.  I will do the same, it doesn't look THAT bad.

The none retranslation project What do you think I should use?

Wpn.
Arm.
Acc.

or

Weapon
Armor
Accessory

Your shout :P

obesebear

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Re: Menu Reconstruction [WIP]
« Reply #69 on: 2010-06-29 01:42:41 »

Timber

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Re: Menu Reconstruction [WIP]
« Reply #70 on: 2010-06-29 15:11:17 »
Weapon
Armor
Accessory

I thought you were using British English?
Armour would probably look better, because it is a closer length to the other words.
Then again, I'm Australian, so I'm biased.

Not that I mind either way, I'll be using the translated version :P

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #71 on: 2010-06-29 15:20:52 »
The translated uses British English but keeping in with the original means using American English:)

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #72 on: 2010-06-30 01:16:35 »
Well we are getting there.  I sent Kranmer off to get a sh*t load of values other day and he hasn't disappointed.  It is just time consuming more than anything and a few things crop up.  I have seen things here that I never even knew existed...

So, slowly getting there.  Byte by Byte....  I have just finished the Save and Load menus.  Now...the quit menu.


I am hoping for a final release of the FF7 retranslated version within a week and then the other to follow within 2 days.
« Last Edit: 2010-06-30 01:39:56 by seif »

Timber

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Re: Menu Reconstruction [WIP]
« Reply #73 on: 2010-06-30 10:29:55 »
Awesome, looking forward to it.
Make sure to put up side-by-side screenshots when you release! ;D
Also please release the new status patch too. :)

Also I would like to know, will this patch change other menus, such as battle victory screen and shop menu?

The problem with next level is, that particular "next level" is not in the exe :P  Yup, that's right, you need to use Wallmarket and go to the battle text.  It is actually there....that's how poorly designed this game is.

So this patch is strictly for the exe? I suppose an easy solution would be to include a .WM wallmarket patch for people who want to use it.

DLPB_

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Re: Menu Reconstruction [WIP]
« Reply #74 on: 2010-06-30 10:49:04 »
As far as I am aware it is impossible to patch the kernel in the same way because that uses pointers and the file size changes, you will have to do that manually with wallmatket.

The shop menu has actually already been touched, but yes we need to go back to that also as well as the battle menus.
« Last Edit: 2010-06-30 11:55:03 by seif »