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Miscellaneous Forums => Archive => Topic started by: DLPB_ on 2010-06-09 00:36:45

Title: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-09 00:36:45
At the moment, I and Kranmer are perfecting this for the re-translation project.  Once this is done, I will turn my attention to its application in the normal game.

This project attempts to correct misalignment of text and values in the menu, and make the overall presentation much improved over the original release.

I need your opinions on the final product and on other things this may address.

Credits:

Design, Hex editing: DLPB
Hex locating values, Hex coding, Hex editing: Kranmer



Progress Report


Menus Completed (41):


New Game/Continue
Load menu "Select a save data file"
Load Main menu
Main Menu
Item menu
Key Item menu
Magic Main menu
Magic Magic Submenu
Magic Magic Submenu Selection menu
Magic Summon Submenu
Magic Enemy-Skill Submenu
Materia Main menu
Materia Check menu
Materia Check Magic Submenu
materia Check Summon Submenu
Materia Check Enemy-Skill Submenu
Materia Swap menu
Equip Main menu
Status Main menu
Status menu 2
Status menu 3
Limit Main menu
Config Main menu
Config Window Colour Submenu
Config Sound Submenu
Config Controller Submenu
PHS Main Menu
PHS right Submenu
Save "Select a save menu"
Save Main menu
Quit Menu

Shop Sell Materia menu
Shop Sell Item submenu
Shop Sell Item Main menu
Shop Buy Item menu
Shop Buy Materia menu
Shop Buy Weapon menu
Shop Buy Weapon submenu
After Battle Menu 1
After Battle Menu 2
Name enter menu

Dialogue Boxes Completed (19):

Loading Please Wait Dialogue Box
Load Progress Bar
Item Menu Order Box
Limit Manual Dialogue
Materia Arrange Box
Materia Arrange Discard Dialogue Box
Limit Menu Change Break Level Dialogue Box
Limit Menu "Limit Set" Dialogue
Save Menu "Are you sure you want to save" Dialogue Box
Saving Please Wait Dialogue Box
Save Progress Bar
Save menu "Saved" Dialogue
Item Buy Dialogue Box

Shop Main Menu
Shop Main Menu, Sell Submenu
Battle 1 "Was born" dialogue
Battle 1 "Materia level up" dialogue
Battle 1 "Level Up" dialogue
Battle 1 "Limit level" dialogue

NOT Completed (0):



This project should be considered a counterpart to the  Kranmer only Battle Menu Reconstruction mod.  The default battle menu mod by Kranmer should be used with this mod.  Project discussion here: http://forums.qhimm.com/index.php?topic=10081.0.  We have not touched the debug menu, and do not ever intend to.
 

Overall Progress-  Completed:  60/60 (100%)
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-09 05:09:19
no longer applicable
Title: Re: Menu Reconstruction [WIP]
Post by: nikfrozty on 2010-06-09 10:00:38
Is this patch included in your retranslation project?? Or will we need to install the retranslation project and this fix seperately??
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-09 15:12:41
because of the differences in text, this had to be done for the retranslation project and will be included by default.
Title: Re: Menu Reconstruction [WIP]
Post by: Takeru on 2010-06-09 16:40:52
Only 1 question, can you change the texts from the box of Items, Materia, etc.? , and how do you do it?. :-D
Title: Re: Menu Reconstruction [WIP]
Post by: nikfrozty on 2010-06-09 16:49:08
I think seif uses the hex editing method for the menu since no editor has been made for them yet.
Title: Re: Menu Reconstruction [WIP]
Post by: Gemini on 2010-06-09 16:49:33
Why would that be a problem? It's just text embedded between code segments. Plus, there's no need for an editor in this case.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-09 18:08:40
Only 1 question, can you change the texts from the box of Items, Materia, etc.? , and how do you do it?. :-D

Explain this further?  Which texts :)?
Title: Re: Menu Reconstruction [WIP]
Post by: Takeru on 2010-06-09 18:14:21
Only 1 question, can you change the texts from the box of Items, Materia, etc.? , and how do you do it?. :-D

Explain this further?  Which texts :)?

Things like Item, Materia, Equip, Limit, Config, Exit...
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-09 18:19:06
That is also hex edited....they are there just as text using ff7text code...

So if you search for AGIC or "ORMATION" you will find the correct string (the M would not be found this way since they arranged it slightly from the unicode).  

Then you just hex edit it with the ff7code >

http://wiki.qhimm.com/FF7/FF_Text

I have already changed Order to Formation

also, it turns out that the LV and HP text etc is misaligned because of problems in Team Avalanche's Font.  It doesn't have this issue with the original.
Title: Re: Menu Reconstruction [WIP]
Post by: nikfrozty on 2010-06-09 18:37:22
That is also hex edited....they are there just as text using ff7text code...

So if you search for AGIC or "ORMATION" you will find the correct string (the M would not be found this way since they arranged it slightly from the unicode).  

Then you just hex edit it with the ff7code >

http://wiki.qhimm.com/FF7/FF_Text

I have already changed Order to Formation

also, it turns out that the LV and HP text etc is misaligned because of problems in Team Avalanche's Font.  It doesn't have this issue with the original.
What's wrong with TA's font?? Are they slightly larger than the original??
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-09 19:13:43
I don't know but it certainly isn't correct :)  I believe they are remaking it...
Title: Re: Menu Reconstruction [WIP]
Post by: Takeru on 2010-06-09 20:18:54
Oh well, I started to translate it and... I changed Item for Objetos (Spanish btw :P) and it showed me Half M at the right border and all I did it was to add in the HEX after Objetos an 00 something like

Code: [Select]
4F 62 6A 65 74 6F 73 [color=red]00[/color]
And then It didn't showed the half "M" anymore, I hope that this helps a little (I'm using the Ficedula FFText decoder/encoder btw)
Title: Re: Menu Reconstruction [WIP]
Post by: Gemini on 2010-06-09 20:31:38
Simply color tags don't work there. The only one allowed is 0xF8, which is used by limits for coloring the spell window box in battle.
Title: Re: Menu Reconstruction [WIP]
Post by: Takeru on 2010-06-09 20:33:26
Simply color tags don't work there. The only one allowed is 0xF8, which is used by limits for coloring the spell window box in battle.

Hehehe I added the "Limit" word coloring to symbolize materia's name when u pick 'em up in field xD
Title: Re: Menu Reconstruction [WIP]
Post by: Gemini on 2010-06-09 21:54:48
I'm so glad that cannot be applied to menus. No, seriously.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-09 21:58:24
I think the structure alteration is a good move but the colour, as far as I can see it, is perfect.  It just wouldn't look professional with odd fonts or colours.
Title: Re: Menu Reconstruction [WIP]
Post by: DarkFang on 2010-06-09 22:21:26
Will there be a way to install this without installing your retranslation patch?
Title: Re: Menu Reconstruction [WIP]
Post by: Takeru on 2010-06-09 23:15:28
I'm so glad that cannot be applied to menus. No, seriously.

Yeah if we're talking about game menus that woulda be mad... I cannot imagine a flashing menu freakin' my eyes outta my mind ...
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-10 00:34:07
Will there be a way to install this without installing your retranslation patch?

Yes.  In time....but the retranslation menu's must come first and be perfected beforehand.  Then A few adjustments will need to be made.

Personally I feel the old status screen looks awful untranslated "Magic Defense%"  i mean...nah.  But if people want it back that way, so be it :P

Title: Re: Menu Reconstruction [WIP]
Post by: obesebear on 2010-06-11 02:43:45
Why not line up the Characters box with the top left of the screen?
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-11 14:16:03
I will be away until Monday, connection issues.

@obesebear

I am trying to keep the design so that it has symmetrical spacing, as in black bands are equal, alteration makes it look wonky.  For every nice thing there is a counter problem.

I have amended slight things since this screen shot too, especially thr time and gil box to make the numbers fit better and to move it away from the limit bars.

If anyone has any idea where we can find Strength and Attack status values in the status screen, we all are ears.  It is in a differerent part of the exe.

@gemini, could you possibly supply us the memory value (in psx game) of the normal status values like agility and then the status of attack and strength.  Assuming they are equally spaced it may be possible to guess the roundabout location of the value in the exe?  (it uses the whole menu just dumped into the exe)

This design is by no means final....at the end if anyone has any major criticisms and a vote is made, things can be altered but for now this is what I feel works best. 
Title: Re: Menu Reconstruction [WIP]
Post by: Kranmer on 2010-06-11 14:33:23
If anyone has any idea where we can find Strength and Attack status values in the status screen, we all are ears.  It is in a differerent part of the exe.
I would just like to say we have the values for moving the text and numbers of strength and attack etc on the status screen but we have to move them as a whole (so we can't move Strength on its own we would have to move Agility as well) So what we are looking for is the individual values for each name (if this is possible, i think they may be linked and that's why i cant move each separately)
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-13 20:30:32
OK I have tried many things with this menu.  There are still a few things to do but it's gettin' there.

1 main issue at moment:

The PHS and STATUS menu have a "to next nevel"  over the limit bar.  I have found that placing the next level value INSIDE the bar looks pretty good...but, on PHS menu the text goes BEHIND the bar, whereas on status menu it is infront.

If this is fixed we can have a vote on which looks better.  Alternatively, the only other way to make it look better is to change this Right aligned text to being left aligned.  At moment, the values all go INTO the left, as they are right aligned. 

This is proving very irritating overall but it is being done./  ;)  back monday

Title: Re: Menu Reconstruction [WIP]
Post by: DarkFang on 2010-06-13 21:31:19
Why not line up the Characters box with the top left of the screen?

Yeah why don't you do this? So nothing is overlapping?
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-14 13:28:28
No longer applicable
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-06-14 15:26:43
Wow nice progress seif!

As for the menu design, I just thought of something we hadn't really considered: left alignment
Just like FFXII and FFXIII. Makes more sense really since English is left to right.

Here is an example, I think it looks pretty good:

(http://justincoutts.com/files/ss/ff7menu%282%29.jpg)
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-14 15:36:34
That is actually impossible to do....the menu text on the right (left on your pic) isn't allowed to move as it animates to the other menus.  They are all linked.
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-06-14 16:17:23
That is actually impossible to do....the menu text on the right (left on your pic) isn't allowed to move as it animates to the other menus.  They are all linked.

Ahh I see what you mean, didn't notice that animation. :P

Well anyway, ignoring the fact that the boxes are on the left (imagine them on the right), how do you like the design?
Makes the page a nice neat rectangle with no boxes going off the edges, and no black gaps. (So it's more like every other page in the menu).
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-14 16:21:31
Not bad :)  though personally I think having parts lower or higher up with spaces works reasonably well too :)
Title: Re: Menu Reconstruction [WIP]
Post by: obesebear on 2010-06-14 17:14:54
Wow nice progress seif!

As for the menu design, I just thought of something we hadn't really considered: left alignment
Just like FFXII and FFXIII. Makes more sense really since English is left to right.

Here is an example, I think it looks pretty good:

(http://justincoutts.com/files/ss/ff7menu%282%29.jpg)
Definitely a fan of this.   Maybe one day.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-16 16:12:13
Whilst looking at the Japanese menu, I noticed that there may be an alternative which looks more or less like the old PC version but slightly better so I will get onto that and then we will see what the preference is.

The Japanese menu's are all nice and tidy as you would expect...
Title: Re: Menu Reconstruction [WIP]
Post by: Klaid Liadon on 2010-06-16 19:38:49
I suggest to put the area box to the right edge of the screen
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-16 19:53:19
I suggest to put the area box to the right edge of the screen

The above is an idea by someone else (and can't work inside the game) ....the area box is to the right.  See top post.  I will be amending that one too.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-17 14:47:26
Having spent a lot of time now arranging and rearranging and looking at the Japanese PSX game, I can tell you that there simply is no way to make this look as good.  I am guessing that the reason it doesn't fit as well as the PSX is because of 640*480 grid as opposed to 320*240.

Whatever the reason there is always going to be an issue here with at least something.  I like to think that my attempt is pretty damn good  :-D

So here it is....pretty much done.

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/revised2.png)

I may move Time box and Area box up a little so it matches the next level bar (as the PSX does)

Ok and a final revision:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/revision3.png)

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.
Title: Re: Menu Reconstruction [WIP]
Post by: Kranmer on 2010-06-17 23:14:09
Wow nice progress seif!

As for the menu design, I just thought of something we hadn't really considered: left alignment
Just like FFXII and FFXIII. Makes more sense really since English is left to right.

Here is an example, I think it looks pretty good:

(http://justincoutts.com/files/ss/ff7menu%282%29.jpg)

I just tried making a left handed menu quickly, It was edited on the fly and i didn't use any measurements so things may look off or just too close together but since this was just a test that shouldn't matter to much.
http://www.youtube.com/watch?v=_54kAV4h9AU
you may notice i removed the box that they are in, this is because if i had left the box alone you would end up with a box in the middle of each menu (the box is in each menu so if i move it over to the left you end up with a small box on the left, usually in the middle of avatar's or text).
Title: Re: Menu Reconstruction [WIP]
Post by: Nightmarish on 2010-06-18 11:03:47
Without the box just doesnt look right.
Title: Re: Menu Reconstruction [WIP]
Post by: Kranmer on 2010-06-18 13:16:50
Without the box just doesn't look right.

I know it doesn't look quite right, but here is what sub menu's look like if you leave it in
(http://img14.imageshack.us/img14/8850/problem2j.th.jpg) (http://img14.imageshack.us/i/problem2j.jpg/)
(http://img248.imageshack.us/img248/5033/problem1z.th.jpg) (http://img248.imageshack.us/i/problem1z.jpg/)
It may be possible to extend the other boxes to make it look like the original but it wouldn't be quite the same.
Title: Re: Menu Reconstruction [WIP]
Post by: nikfrozty on 2010-06-18 13:41:12
Wow nice progress seif!

As for the menu design, I just thought of something we hadn't really considered: left alignment
Just like FFXII and FFXIII. Makes more sense really since English is left to right.

Here is an example, I think it looks pretty good:

(http://justincoutts.com/files/ss/ff7menu%282%29.jpg)

I just tried making a left handed menu quickly, It was edited on the fly and i didn't use any measurements so things may look off or just too close together but since this was just a test that shouldn't matter to much.
http://www.youtube.com/watch?v=_54kAV4h9AU
you may notice i removed the box that they are in, this is because if i had left the box alone you would end up with a box in the middle of each menu (the box is in each menu so if i move it over to the left you end up with a small box on the left, usually in the middle of avatar's or text).
I can't believe its possible!! I for one don't have any problem with it but can you move the area box where "midgar area" is shown to the right?? So that it will be seperated with time and gil. I know its just an experiment but it's just a suggestion. Nice work man!! :)
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-18 13:55:25
The menu on the left just isn't an option like that, plus it doesn't look any better imho....

If someone wants to make a modification to the patch I make I am ok with it though :)  But left hand menu just doesn't look as good, plus it doesn't animate....It seems to me to be breaking animation and the way it was designed for the sake of it.  Still, pretty cool that you managed that Kranmer :)

Is it possible to move that box down a bit from my original so that it doesn't look so hopelessly out of place?
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-06-18 16:10:43
Ok and a final revision:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/revision3.png)

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!
Title: Re: Menu Reconstruction [WIP]
Post by: Shuffle on 2010-06-18 17:21:47
Is it possible to add some background picture to the menu?
Title: Re: Menu Reconstruction [WIP]
Post by: lorddolor1989 on 2010-06-18 20:11:20
Is it possible to add some background picture to the menu?
I am with Shuffle
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-18 21:40:56
I am sure it is possible to hack a pic in if you know how to program...sadly not my dept with this game :(

As for the above, I think that is pretty much as good as it is going to get.  We can't move that menu anywhere without breaking the animation.

Title: Re: Menu Reconstruction [WIP]
Post by: Hellbringer616 on 2010-06-18 21:56:49
Gotta admit, I really like the final version
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-19 01:35:48
It is the other menus which are giving us most hassle.  The whole thing needed reconstructing...every single menu has large amounts of issues as you will see when I document the full before and after :)
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-20 03:59:56
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.
Title: Re: Menu Reconstruction [WIP]
Post by: AngeBleu on 2010-06-20 10:22:41
Wow nice progress seif!

As for the menu design, I just thought of something we hadn't really considered: left alignment
Just like FFXII and FFXIII. Makes more sense really since English is left to right.

Here is an example, I think it looks pretty good:

(http://justincoutts.com/files/ss/ff7menu%282%29.jpg)

How did you make that Krammer ? : http://www.youtube.com/watch?v=_54kAV4h9AU
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-06-20 10:33:25
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?
Title: Re: Menu Reconstruction [WIP]
Post by: Kranmer on 2010-06-20 11:49:28
Wow nice progress seif!

As for the menu design, I just thought of something we hadn't really considered: left alignment
Just like FFXII and FFXIII. Makes more sense really since English is left to right.

Here is an example, I think it looks pretty good:

(http://justincoutts.com/files/ss/ff7menu%282%29.jpg)

How did you make that Krammer ? : http://www.youtube.com/watch?v=_54kAV4h9AU

I did it using a dissembler (any dissembler would probably work but for the above i used ollydbg) and changing the opcodes while the game was running which allow me to move the stuff around.
Title: Re: Menu Reconstruction [WIP]
Post by: AngeBleu on 2010-06-20 11:53:37
So when will be release it ?  :D
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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.
Title: Re: Menu Reconstruction [WIP]
Post by: Nightmarish on 2010-06-20 13:07:19
Ok and a final revision:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/revision3.png)

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)
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-20 18:02:12
Here:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/original.png)

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.
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-06-20 18:13:48
Here:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/original.png)

Well except the original didn't have the blue LV HP MP :P
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-20 18:21:48
yup it did :)  That is the original font as far as I know.
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-06-20 18:34:32
Oh you are right! Must be the avalanche mod making mine white...
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/statproblem.jpg)
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-06-25 07:04:29
Awesome, looking forward to it.
Menu Reconstruction + Battle Interface Reconstruction =  :-D
Title: Re: Menu Reconstruction [WIP]
Post by: Nightmarish 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.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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.




Title: Re: Menu Reconstruction [WIP]
Post by: nikfrozty 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?
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-27 20:55:38
I mean slight adjustment.

Also the MPneeded is a graphic, so I can't change it :)
Title: Re: Menu Reconstruction [WIP]
Post by: Timber 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.
Title: Re: Menu Reconstruction [WIP]
Post by: Hellbringer616 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
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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
Title: Re: Menu Reconstruction [WIP]
Post by: obesebear on 2010-06-29 01:42:41
Weapon
Armor
Accessory
2nd
Title: Re: Menu Reconstruction [WIP]
Post by: Timber 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
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-06-29 15:20:52
The translated uses British English but keeping in with the original means using American English:)
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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.
Title: Re: Menu Reconstruction [WIP]
Post by: Timber 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.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ 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.
Title: Re: Menu Reconstruction [WIP]
Post by: AngeBleu on 2010-07-02 07:49:45
(http://justincoutts.com/files/ss/ff7menu%282%29.jpg)


Is it possible to make that into an other patch ?

Title: Re: Menu Reconstruction [WIP]
Post by: Nightmarish on 2010-07-02 12:16:24
(http://justincoutts.com/files/ss/ff7menu%282%29.jpg)


Is it possible to make that into an other patch ?

I agree that this is the best set up BUT iirc, that can't be used because it screws the layout of the sub-menus.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-02 13:07:06
Yup, is impossible and I have finalised this one now.  Changing it means altering loads of other things too.

I might increase the width of that right menu slightly but not much.
Title: Re: Menu Reconstruction [WIP]
Post by: dragowulf on 2010-07-03 04:05:30
Something like this:
(http://img137.imageshack.us/img137/4637/mainmenu.jpg)
(http://img149.imageshack.us/img149/883/beastmasterstatus.jpg)
(http://img208.imageshack.us/img208/913/collectivestatus.jpg)
(http://img252.imageshack.us/img252/4857/farcasterstatus.jpg)
(http://img230.imageshack.us/img230/6410/kotrffviirmk.jpg)
(http://img252.imageshack.us/img252/8306/phoenixffvii.jpg)
(http://img526.imageshack.us/img526/495/finalattack.jpg)
(http://img264.imageshack.us/img264/2365/limitmap.jpg)
Title: Re: Menu Reconstruction [WIP]
Post by: Mirenheart on 2010-07-03 04:16:58
As much as I like the original, that's pretty cool looking. :mrgreen:
Title: Re: Menu Reconstruction [WIP]
Post by: cloud1414 on 2010-07-03 04:22:55
Something like this:

OMG Awesome
Title: Re: Menu Reconstruction [WIP]
Post by: jeffdamann on 2010-07-03 05:49:33
You guys do realize this is just a mock up video made for youtube right?
Title: Re: Menu Reconstruction [WIP]
Post by: Mirenheart on 2010-07-03 06:01:02
I thought it was something like that, but it still looks cool. It'd be nice to have a new interface like that, something of a far cry from the original. Yeah, I like the original, like I've said before, but trying something new would be nice. And this coming from a guy who's played Final Fantasy VII since he was five. Yeah, when it first came out.
Title: Re: Menu Reconstruction [WIP]
Post by: dragowulf on 2010-07-03 06:13:07
Same.  I don't know what age I was, but it was epic.

New isn't always bad.  Fresh is fun if done right.

I found it on a FXIII forum.  The guy who designed it is pretty good with the graphics and animations.  Gotta hand it to him.
http://www.youtube.com/watch?v=bKVKLPB8llo&feature=player_embedded
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-07-03 07:11:02
That mock-up design is impossible, unless Aali somehow adds widescreen support, but even then it would be very unlikely.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-03 09:42:58
Yup, a remake of FF7 by Square would have a new awesome interface I bet :P
Title: Re: Menu Reconstruction [WIP]
Post by: albertopsp on 2010-07-03 09:52:51
Something like this:

It is real?? Loks great!!!
Title: Re: Menu Reconstruction [WIP]
Post by: nikfrozty on 2010-07-03 11:29:59
Its not real. Its just a video edited by someone on youtube to how he wants ff7 game to look like for the fans. He took pictures of it. Although I think its possible but really hard to do(really really hard).
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-03 12:08:12
Theoretically is it possible, practically it isn't even slightly.  So that's out :P
Title: Re: Menu Reconstruction [WIP]
Post by: Gemini on 2010-07-03 13:33:41
Theoretically, one could make a DLL with all the new menu code and make the exe call it instead of the old one. Practically, very very doable but somewhat time consuming. Still, I like that PSP/PS3 font. I wonder if anybody has the TTF of that? :-*
Title: Re: Menu Reconstruction [WIP]
Post by: obesebear on 2010-07-03 15:27:41
Please do not quote images.   Your messages have been edited accordingly.   Future quoted images, especially ones where the person quoting adds nothing of substance, will just be deleted.  Why?  Because it's easier.
Title: Re: Menu Reconstruction [WIP]
Post by: ultima espio on 2010-07-05 12:55:55
I must say, I am VERY impressed ;D
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-07 01:43:07
It is getting close now.  I tried  a  few things with the status screen but this one is probably the best:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newstat.png)

Kranmer has solved the Attack/Strength issue

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newstatcompare.png)
Title: Re: Menu Reconstruction [WIP]
Post by: Lilmookman on 2010-07-07 07:28:20
Looking good but 1 question...why not leave the Spirit as is instead of Mind just cause it looks better. Plus spirit is a part of Final Fantasy traditions. Just a thought but i still love the whole menu concept...great job!!!
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-07 12:38:58
Again, these are 2 different mods.  1 is for the translation project and Spirit is wrong.   The non re-translation will leave spirit in place along with the rest.

:)
Title: Re: Menu Reconstruction [WIP]
Post by: Lilmookman on 2010-07-10 19:37:10
Gotcha Seif...forgot about there being 2 different mods. It still looks good
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-16 02:07:46
progress report.  No I am not just having a long period of rest, I am here yet again at 3 Am working flat out on the smallest of details.  It is getting rather obsessive now...  1 pixel left.... 1 pixel right.

The normal menu is pretty much finished aside from some very small tweaking I consider that done.  The 2 menus left are

Shop Menu
Battle Menu

Shop menu is now half done, and I should have that completed tomorrow.    Battle menu is just the after battle details and that shouldn't take 2 minutes. 

The shop menu has a Sell Materia sub menu which is basically the Materia menu all over again, everything wrong with the Materia menu is wrong here.  It is a 100% copy of the code.

I am not going toput a release date on it again because last time I did that I got smacked in the face by a sh*t load of problems.  Let's just say it is close now...

edit: 4am..  just finished materia sub menu in shop.... next weapon and protection.


http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/MateriaSellBeforeandAfter.png



Please note that FF7 uses right alignment for values, so there are large gaps I cannot sort out when Gil is 0 for example/.  I have no idea why the Japanese decided to do this.

and the item selling menu is coming along:

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/sellitemmenurev1.png

edit:  I am going to do a proper progress report.  The total number of menus and dialogue boxes vs how many have been done.


Progress Report


Menus Completed (36):


New Game/Continue
Load menu "Select a save data file"
Load Main menu
Main Menu
Item menu
Key Item menu
Magic Main menu
Magic Magic Submenu
Magic Magic Submenu Selection menu
Magic Summon Submenu
Magic Enemy-Skill Submenu
Materia Main menu
Materia Check menu
Materia Check Magic Submenu
materia Check Summon Submenu
Materia Check Enemy-Skill Submenu
Materia Swap menu
Equip Main menu
Status Main menu
Status menu 2
Status menu 3
Limit Main menu
Config Main menu
Config Window Colour Submenu
Config Sound Submenu
Config Controller Submenu
PHS Main Menu
PHS right Submenu
Save "Select a save menu"
Save Main menu
Quit Menu

Shop Main Menu
Shop Main Menu, Sell Submenu
Shop Sell Materia menu
Shop Sell Item submenu
Shop Sell Item Main menu

Dialogue Boxes Completed (12):

Loading Please Wait Dialogue Box
Load Progress Bar
Item Menu Order Box
Limit Manual Dialogue
Materia Arrange Box
Materia Arrange Discard Dialogue Box
Limit Menu Change Break Level Dialogue Box
Limit Menu "Limit Set" Dialogue
Save Menu "Are you sure you want to save" Dialogue Box
Saving Please Wait Dialogue Box
Save Progress Bar
Save menu "Saved" Dialogue

Menus Not Completed (6)

Shop Buy Item menu
Shop Buy Materia menu
Shop Buy Weapon menu
Shop Buy Weapon Submenu

After Battle Menu 1
After Battle Menu 2

Menus not being modded:

Main Battle Menu (Kranmer only mod)
 

Overall Progress-  Completed:  48/54 (89%)

See first post for updates.

















Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-07-17 16:22:31
That item selling menu is a huge improvement, nice work.
Title: Re: Menu Reconstruction [WIP]
Post by: BloodShot on 2010-07-17 17:11:20
Looking very nice, the shops menu looks much more refined and "professional" if you will.

I always found it weird how in the materia shop the owned number is so far away from the actual words.

The non re-translation will leave spirit in place along with the rest.
:)

So, just to be sure, the non translation one will say fury instead of anger, right?
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-17 18:38:06
Yes it will be (erroneously) Fury.  There will be a few things altered however even in the non retranslation, things like the Break limit dialogue box.  I sorted out the grammar there and to go back to the old wouldnt work.  Of course it isn't retranslated as such, just much better grammar.

Things like

Arrange
Armor
Fury
Spirit
Fire
Ice
Paralyze


Will all be left alone.  Well, you will see at the end.

Here is a screenshot of the after battle 2 menu , not completed but well on the way:

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/afterbattle2-revision1.png

edit:

Final version

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/afterbattle2-revision2.png

I have also noticed a translation project error there which I will correct soon.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-21 22:17:51
RELEASE BETA 2 - NOW NEED TESTERS

This is now considered pretty much finished.  There are some things I will be tweaking and altering in the coming days and obviously once all this is done and we are happy, I will begin work on adapting it for the normal game.

Remember this still has the re-translations in it, and you should always backup ff7.exe  before applying.  I would appreciate it if EVERYONE who is interested in this project installs it regardless of the re-translations, and that you offer constructive criticisms.  Some of these "problems" I will no doubt know about.  TRY to be logical about this, don't find something completely small and irrelevant which will not make any difference at all to the quality of what we visually perceive as "Good"

Do not say "It sucks there" or "Maybe change x"  Upload a screen shot and point out what needs changing or what you are unhappy with and I will see what can be done.

FF7 Menu Reconstruction Beta 2 (http://docs.google.com/leaf?id=0B1JH_wU1qqN4YTcyZmYwMmMtYTkyYi00MWI4LTkzNjctNzE2ZmQ3OWNjNGRi&sort=name&layout=list&num=50)

Note:  If there seems to be some serious issue with text or so forth, try applying the patch to the original 1.02 exe, as there may be an issue adding this to already modified exes (I think I corrected this issue but you never know).



Title: Re: Menu Reconstruction [WIP]
Post by: Mirenheart on 2010-07-22 00:23:21
Quote
Sorry, the page (or document) you have requested is not available.

Please check the address and try again.

I think your link has a problem.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-22 00:38:54
Works for me.... try it now.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4MmY5OGY0NjgtMGQyNC00ODE4LWE1MDgtNzk2YTEwNzMyZjAy&sort=name&layout=list&num=50

if that one doesn't work, perhaps something to do with me using exe... or maybe google docs has issue?
Title: Re: Menu Reconstruction [WIP]
Post by: Miseru on 2010-07-22 04:03:54
 Just to see the difference in game I did 2 screenshots to compare couse I wasn't really sure what's modded in here lol:O. Patched without problems even my heavily patched .exe, it gave a little more modern look, makes an illussion of being higher res / more clear, but in the end it's not a + for everyone. It seems a little less ff7, more ff8-like, maybe just couse I'm used to it, original seems better, but if I would starting new game after few months maybe it would be opposite as it doesn't seem to have any bugs and looks nice.

 I would have a question through, is it possible to add new option to the existing menu? What I always felt lacking in menu wasn't nice graphic and stuff like that but one little option - load game. Probably everyone at least once felt like loading a game after doing something wrong close after save point, alt+f4 and re-run game only option to do that, soo maybe you guys know after playing with the menu soo much is it possible to add "continue" to game menu or at least replace a quit with load as I see it better to use alt+f4 to exit game than to exit, re-run and load(plus the game randomly ask me to exit if I use Q key, which is bad couse I map my keys on that side of keyboard).
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-07-22 10:29:45
It seems a little less ff7, more ff8-like, maybe just couse I'm used to it, original seems better

You know 99% of what this patch does is just fix alignment issues right?
I don't see how this effects the 'FF7 style' in any way.
I assume you are just talking about the Main Menu screen, that has been slightly redesigned.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-22 10:42:27
yup :)  this patch is a lot more than just the main menu.... it is every single menu :)
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-07-22 15:18:49
Hey Seif,

Take a look at these screens:

Original: http://justincoutts.com/files/ss/SS-2010-07-23_00.19.40.png (http://justincoutts.com/files/ss/SS-2010-07-23_00.19.40.png)
Beta 2: http://justincoutts.com/files/ss/SS-2010-07-23_00.20.04.png (http://justincoutts.com/files/ss/SS-2010-07-23_00.20.04.png)

On the original, the the AP and Next Level numbers are lined up fine with each other, however on Beta 2, they are not.

This is the only problem I could find! Really good work!

Other than that, the only thing I'm unhappy with, is something I have mentioned before: Equipment names not being in line with each other.
I would honestly rather have the abbreviations, it looks far too messy otherwise, to me anyway.

Please use Wpn. Pro. Acc.  or Weap. Prot. Accs., whatever aligns best. I reallly don't want to use the untranslated version lol.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-22 16:44:39
wpn. pro. and acc. dont really line up great to be honest....  the W is longer you see...like the A of arm.

Also, those AP values aren't lined up properly on the original.  Open it up in adobe and draw a line under it, and compare.  The shadows are equal on beta 2.  On beta 2 they are level.  You can see that if you look at it, the original is far higher.  It is because you are using dark blue background that it looks worse.  Try white.

I am addressing the line up issue when using Protect.

edit: actually looks slightly out on beta 2 aswell (on yours not mine).  Upload me another in white background with the full screen shot.

Also, tell me if there is any difference when you apply the patch to original 1.02
Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-07-22 18:16:16
Also, those AP values aren't lined up properly on the original.  Open it up in adobe and draw a line under it, and compare.  The shadows are equal on beta 2.  On beta 2 they are level.  You can see that if you look at it, the original is far higher.  It is because you are using dark blue background that it looks worse.  Try white.

I think you may have misunderstood what I was saying, these screenshots should show what I mean:

Original 1.02: http://justincoutts.com/files/ss/ff7102_2010-07-23%2003-45-57-82.png
Beta 2 1.02: http://justincoutts.com/files/ss/ff7102beta2_2010-07-23%2003-53-22-19.png

See the original is fine, but on Beta 2, the 9 is nowhere near the red line.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-22 18:34:57
I have no idea how that has happened....  But nice spot :)!  I will check mine again and see....

ha, you are completely right :)  It is because all my materia is mastered that I never spotted it on the tests (i used another save the first few times).  The shop menu sell will probably have same issue.  Added to correction list.
Title: Re: Menu Reconstruction [WIP]
Post by: cloud valentine on 2010-07-23 07:03:34
is this working in pc?
Title: Re: Menu Reconstruction [WIP]
Post by: Lilmookman on 2010-07-23 07:55:14
Valentine, these projects for FF7 on the whole Qhimm forum is for pc. A legit copy of FF7 of course. So to answer your question...yes.

Try out the beta 2 version. I think it looks great compared to the original. Its more arranged and aligned. I haven't experienced any bugs yet besides the ones already spotted but will report if i do...Thanks Seif :)
Title: Re: Menu Reconstruction [WIP]
Post by: cloud valentine on 2010-07-23 13:42:52
ok must try this
Title: Re: Menu Reconstruction [WIP]
Post by: Terid__K on 2010-07-23 21:47:30
Just a quick question not related to the mod... seif, what settings are you using on your menu colors (R-G-B)? It looks AC style and I like it.

BTW, I'll apply this once it's finished.

Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-23 22:20:24
You mean the grey background?  I just randomely chose some grey values

set all corners to 60 RGB

Title: Re: Menu Reconstruction [WIP]
Post by: Clodus on 2010-07-24 08:35:48
Hummm...  I'll try and get a picture of it, but I don't know if it was intentional or not.  The hand on the key items word is a bit...  Off/out of place compared to where the hand is placed before Items and Organize.

EDIT:  Oh, btw the hand goes to the right spot sorta when you select the key items.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-24 09:00:10
Yes that's impossible to fix sadly.  The ghost hand can be placed there manually but the normal cursor works by distance.  When using the word "Arrange" it fits ok, but that makes the words look awful.  The tradeoff is that hand not lining up....

You can see the word "Key Item" should be placed more to the right than it is too, but then the cursor looks worse.  This is just one of those things that has to be accepted. 
Title: Re: Menu Reconstruction [WIP]
Post by: Clodus on 2010-07-24 09:08:24
Haha, yeah it's not really game breaking. Other than that little stupid smidget of frustration, this is looking VERY awesome.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-24 09:13:27
I will look into it again anyway and see if I can make it look a tad better.  Tonight I noticed a lot of problems with this mod, very small things which need fixing :P  But 95% of it is done :)

Title: Re: Menu Reconstruction [WIP]
Post by: Clodus on 2010-07-24 09:25:04
Haha, don't let my little comment about that change anything for the worse. But, yeah I'm still trying to find a flaw and because of it, I'm still practically doing the bomb mission.
Title: Re: Menu Reconstruction [WIP]
Post by: parasanity20 on 2010-07-25 21:06:21
  I was wondering if you noticed that setting Aali's ff7_opengl.cfg 'break_9999limit = yes' causes overlapping text in 'Equip' 'Status'...and possibly other oddities. It looks to me like break_9999limit just literally pushes things around in the menu in a rather aggresive way to make room for more numbers, however I know nothing of how any of these programming codes work so...

  To be honest I'm just turning break_9999limit to 'off' cause I prefer having your work, and it makes the game more challenging having caps anyway. Kinda curious if there might eventually be compatability between the two somehow though.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-07-25 21:13:38
The 9999 patch is a known problem.  The changes don't seem to be THAT bad from what I remember but they do affect this patch. 

Hopefully Aali will have a look at this and see if he can make it work with this menu construction patch better.  If not, I may at some point go into the 9999 patch and correct it.
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-08-01 10:28:25
RELEASE BETA 3 - LAST CHANCE TESTERS



FF7 Menu Reconstruction Beta 3 (http://docs.google.com/leaf?id=0B1JH_wU1qqN4OTFkYzEyY2YtOTZhNi00NDlhLWJiNGMtMDdlOTI3ZjcxNjY3&sort=name&layout=list&num=50)

As always back-up ff7.exe.

This is the last beta.  The next release will be the main release for this project and barring major updates from any large mistakes, this will be the final look for BOTH mods. (obviously the non translated version will retain original text)

So, if you are interested in this project for EITHER of the versions, you should download this and give serious feedback because this is your LAST CHANCE.

This beta is 95% what I would call "Finished".  Aside from feedback and numerous small tweaks which most of you won't even notice, this is done.

Just completed is the character naming screen, seen below.  Please see post 1 for the progress report.

http://img22.imageshack.us/img22/6206/correctednaming.png

[photobucket resizes this, can anyone recommend another good free photo sharer? ]



Title: Re: Menu Reconstruction [WIP]
Post by: Timber on 2010-08-02 06:22:01
I really can't find any problems with this. :)
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-08-02 06:26:38
Well there are a few :P  the main one we cannot fix...  the equip menu, I would like to alter the weapon, protect, accessory words but there are no values for them, they have to be moved as one.  That's the biggest, the others are very small gripes :P

Glad you enjoy it though!
Title: Re: Menu Reconstruction [WIP]
Post by: DLPB_ on 2010-08-07 02:54:57
This thread now needs locking.  The project is complete  8) and a new thread for main release will be created tomorrow.

Translated version will come as a mandatory part of the Re-translation Project installer.

Non Translated version will get its own thread and installer.  There are a few things which we could not correct but 98% has been, and I am pretty damn happy with the overall change.  I will allow a period of testing before I release 002.  After that I will look at it one last time in 3 months.

It has been great working with Kranmer on this, and I will hopefully be able to suggest a few improvements to him when it comes to correcting alignment in the battle menu.

Thankyou :)

[number of changes from original exe:  around 7300 bytes.  i.e. 7300 changes in the hex editor.  I'd say manually altering one by one, probably around 2000-4000 ]