Author Topic: [FF7PC-98] The Reunion (OLD THREAD, SAVED FOR POSTERITY)  (Read 1257648 times)

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #650 on: 2011-09-22 02:14:56 »
Not long now.  Things to note... the retranslation project at the moment requires certain file overwrites.  I and luksy are fixing this. Luksy will create a number of tools to completely revolutionise translating text in the game, based on a simply design. These changes will be to:

FF7.exe (I am currently documenting all offsets and text for release)
Kernel.bin (1 text and lookup table)
scene.bin
Kernel2.bin

It is our aim to make it so that along with touphscript, people will be able to edit every text and dialogue in the entire game, without the need for other tool editors and virtually eliminating problems with conflicting mods.
=================

I sent this to Luksy, it will give you an idea of what we are planning:

http://dl.dropbox.com/u/36889302/FF7/FileInfo.txt

You can follow my FF7.exe documentation here:

http://dl.dropbox.com/u/36889302/FF7/FF7exeInfo.xls
« Last Edit: 2011-09-22 02:17:38 by DLPB »

tk

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Re: [REL] Menu Overhaul Project
« Reply #651 on: 2011-09-29 07:02:05 »
Hi, I found some problem that make game show item not properly and I already tried original version of FF7 1.02 exe








As you see when I have 9 type of armor or accessory to choose, the display show some weird item. if I choose those item and replace it with normal one then some weird accessory show in inventory and make black chocobo save editor crash when try to open that save.

I already tried u add more armor to inventory from black chocobo save editor that make more than 10 and the result is normal.

Edit: Actually more than that 15 maybe  ;D
« Last Edit: 2011-09-29 07:32:09 by tk »

Asuka_XL

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Re: [REL] Menu Overhaul Project
« Reply #652 on: 2011-09-29 07:19:11 »
i found many thing like that too. but i just ignore it hahaha

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #653 on: 2011-09-29 11:04:38 »
Quote
Also note there is a major bug I have just found, whereby if you own max viewable -1 items, the item menu will be broken.  For example max items in weapon, armour and acc list is 12.  So if cloud owns exactly 11 weapons, there will be a bug.

I stated it above.  It is fixed for next release.

Quote
i found many thing like that too. but i just ignore it hahaha

If you know of any bugs I'd like to know.
« Last Edit: 2011-09-29 11:11:13 by DLPB »

ProtoX

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Re: [REL] Menu Overhaul Project
« Reply #654 on: 2011-10-01 00:51:08 »
Here's The Bug I Was Talking About On Mt. Gaea's Cliff

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #655 on: 2011-10-01 01:02:11 »
yup, that's cause the window is being re-sized and certain windows like that one shouldn't be normally.  For retranslation project, luksy's touphscript solves it with the option to change the height and width of boxes.

It is a casualty of war.

It may be a slight bit better when I deploy the option of Luksy's resizer and not my bog standard one (at moment default).  But I wouldn't bank on it because to fix those really requires manually altering the box data.

I could add it in as a fix, but that would take time as I would need to ship text files with the relevant changes. I would need to know and manually change every one of those.  So if someone can get me a full list of when those daft clocks appear in boxes?

Just look at that anyway, the state on it.  They never should have done it that way.
« Last Edit: 2011-10-01 01:07:12 by DLPB »

ProtoX

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Re: [REL] Menu Overhaul Project
« Reply #656 on: 2011-10-01 01:08:48 »
Quote from: DLPB
yup, that's cause the window is being re-sized and certain windows like that one shouldn't be normally.  For retranslation project, luksy's touphscript solves it with the option to change the height and width of boxes but for normal menu project, i'm afraid its 100% impossible for me to fix. 
Okay Thats Fine Then.
Quote from: DLPB
Expect next 3 days should be a release.
You Do Realize That Its Been Way Over 3 Days Right?
« Last Edit: 2011-10-01 01:10:51 by ProtoX »

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #657 on: 2011-10-01 01:11:37 »
yup, i do, and it's prob gonna be over 3 more.  I have been working with Luksy recently to perfect his tools, and retranslation version for the next release has provided a few nasty surprises. 

It is getting there. I have changed that statement too, it isn't 100% impossible, but it does require manually adding fixes... which I will do.

ProtoX

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Re: [REL] Menu Overhaul Project
« Reply #658 on: 2011-10-01 01:13:21 »
I'll Let You Know If i Find Any More Errors

Salk

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Re: [REL] Menu Overhaul Project
« Reply #659 on: 2011-10-03 11:24:23 »
DLPB,

first of all, I'd like to thank you and your collaborators for sharing your work with the community.  ;)

My question is: I have created my own mod (Scene Redux) some years ago which requires the overwriting of the files kernel.bin and scene.bin.

Does this mean that my mod and the Menu Overhaul Project won't be compatible? Or have I simply misunderstood your 22nd Sep. post?

Thanks!

Vgr

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Re: [REL] Menu Overhaul Project
« Reply #660 on: 2011-10-03 12:10:08 »
The MOP replaces kernel2.bin so there is no problem. PitBrat and I are working on making them work, anyway.

-Ric-

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Re: [REL] Menu Overhaul Project
« Reply #661 on: 2011-10-03 16:43:21 »
yup, i do, and it's prob gonna be over 3 more.  I have been working with Luksy recently to perfect his tools, and retranslation version for the next release has provided a few nasty surprises. 

It is getting there. I have changed that statement too, it isn't 100% impossible, but it does require manually adding fixes... which I will do.

take ur time..  rushing it might lead to bugs & stuff.. no1 will die for having to wait a few more days  :P

thanks for sharing ur work

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #662 on: 2011-10-03 17:43:10 »
DLPB,

first of all, I'd like to thank you and your collaborators for sharing your work with the community.  ;)

My question is: I have created my own mod (Scene Redux) some years ago which requires the overwriting of the files kernel.bin and scene.bin.

Does this mean that my mod and the Menu Overhaul Project won't be compatible? Or have I simply misunderstood your 22nd Sep. post?

Thanks!

The next installer will use touphscript, a collaboration with Luksy who programmed it.  The new tool eliminates all issues with overwriting files and was designed deliberately with this in mind.

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #663 on: 2011-10-03 22:41:13 »
The menu project installer is removed.  It seems there MAY be multiple versions of FF7.exe 1.02 english.  If anyone can upload these or link to them so I can check why mine is different (in a minority of areas) I would be grateful.

It is likely that anyone who has used M003 installer has actually ended up changing their exe to the non eidos version.  I don't know how this has happened to me, I don't understand it.  All I do know is my modding exe is different in some areas to the official version and it looks likely that I will now have to move a ton of code and resort the jumps.

There is always SOMETHING.

It may be that this different exe poses no issues at all, but I do need to know why it is differerent



« Last Edit: 2011-10-05 03:57:25 by DLPB »

PitBrat

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Re: [REL] Menu Overhaul Project
« Reply #664 on: 2011-10-04 14:59:56 »
A quick google search turns up three main downloads.
Unfortunately, they are all identical.

These Final Fantasy VII 1.02 patches are identical:

ff7102zx.zip           Square          Official 1.02 Patch      FILE

ff7_1.02.zip                                                    FILE

ff7_102.zip                                                     FILE

I hope you get lucky and find the bad apple soon.
I'm already grieving the loss of the Menu Overhaul link!

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #665 on: 2011-10-04 15:02:30 »
yeah i checked em all...  none of the ones I can find are like the one I have been using.

Perhaps some patch I used a loooong time ago did it, but I have tested most of them and still nothing.

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #666 on: 2011-10-05 03:49:01 »
Well Dziugo is looking into it...  at the moment it doesn't seem likely that this 1 difference will make any problem (despite my earlier doom and gloom) but I do want to know why my exe is different.

In other news, I coded the battle top window to resize to the action being performed.  No more big dorky window with "cure" in it.

http://dl.dropbox.com/u/36889302/FF7/resize-battle.PNG
« Last Edit: 2011-10-05 03:58:12 by DLPB »

Hellbringer616

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Re: [REL] Menu Overhaul Project
« Reply #667 on: 2011-10-05 11:49:26 »
DLPB. (i always think Down Load Peanut Butter XD) You sir, are the man :D

Roody

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Re: [REL] Menu Overhaul Project
« Reply #668 on: 2011-10-05 18:41:43 »
i want the ff8 battle menu back ( i just reinstalled windows  :-\ )

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #669 on: 2011-10-05 18:51:09 »
ff8?  wrong thread.

Vgr

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Re: [REL] Menu Overhaul Project
« Reply #670 on: 2011-10-05 19:29:08 »
I think he mean that he wants you to do it...

Roody

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Re: [REL] Menu Overhaul Project
« Reply #671 on: 2011-10-05 19:47:32 »
sorry i don't know my roman numerals, i ment FF10  :-D

-Ric-

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Re: [REL] Menu Overhaul Project
« Reply #672 on: 2011-10-05 21:09:43 »
i believe u can choose which one u want during the install (FF9 or 10)

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #673 on: 2011-10-05 21:26:20 »
You can.  As for adding any new battle interface I would rather drink turpentine.  :-P
« Last Edit: 2011-10-05 22:36:44 by DLPB »

Roody

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Re: [REL] Menu Overhaul Project
« Reply #674 on: 2011-10-05 22:36:43 »
well when will u put the mod back up?