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Messages - Sephiroth 1311

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1
Troubleshooting / Re: FF7 PSX recognizing Disc number
« on: 2013-10-02 08:53:35 »
Anyway, if I recall correctly, the game checks the file /MINT/DISKINFO.CNF (should be a txt file written in SJIS).

2
Thanks for your hard work, I've been dreaming to play a 100% complete Sephiroth patch for years. I just hope I'll be able to use the original avatars, dialogues boxes etc. ;)
Happy new year, by the way!

3
Archive / Re: Modding PSN FF7
« on: 2009-06-28 20:47:29 »
PSN Games are just the PSX games packaged into an EBOOT file that the PSX Emulator present on the PSP understands. Someone tried modding the kernel.bin2 from a PSP FF7 - it worked in an emulator (EPSXE) for PC, but when put back on to the PSP it didn't work. Its on the forum somewhere, I'm too lazy to look for a link ^_^
I'm almost positive that happened because the author didn't know that each decompressed subfile of kernel.bin MUST be multiple of 4, otherwise it will hang the game on real hardware or when emulated on PSP.

So, if a kernel subfile is not multiple of 4, it just needs some padding and everything should be working fine.

Same happens for many PSX games (Xenogears and Vagrant Story, for instance, act in the same way), it's due to the way the PSX handles memory alignment.

4
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-02-10 19:59:42 »
Hey, thanks for the link! I'll make good use of it. ;)
Anyway, if I were you (but I don't know how hard it is, so I may be wrong ;-) ), I wouldn't disdain an option to load external tables in your wonderful program. I assure you that DTEs save a lot of space!) and special characters.

Thanks again.

I have been toying with the idea of a translatable GUI since I know that some people that use WM are not monolingual English speakers. I'm not exactly sure what you mean by DTEs (could you give me an example?), but on context it seems that that wouldn't be an illogical extension of that idea. Currently, you can enter any of the special characters listed on that table into the description fields. I just currently don't have a way to allow the user to do that easily. I've tried several things and wasn't satisfied with any of the solutions. Copy/Paste is the only option left to the user at the time.
DTE (Dual Tile Encoding) means that a single byte is used for two letters.
Take a look at my edited font:



As you can see, I replaced many of the characters which Italian doesn't use and put DTEs at their place.
Of course, those DTEs are optimized for an Italian kernel.bin, but we'd like to have even more space with that compression. ;)

One thing is sure: if you make the right DTEs, you can almost halve the size of some (uncompressed) files.

5
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-02-10 15:24:34 »
Hello there and congrats for your wonderful program.  :-D
I was curious to know if it can compress the text within the files (not using the gzip compression, but with that other system used in PSX kernel.bin, I'm positive you noticed and hacked it), and if it's possible to edit the text table used by the program (in order to make it use special characters, graphical DTEs, etc.).

I'm working on a translation of the game and I'm having problems with maximum size (as of now I just put graphical DTEs which work flawlessly, but I'm sure it's possible to have even more space for translating with the compression).

Ciao!

Do you mean the compression detailed at the bottom of this page? Then yes. WM already uses that compression method to write text to the KERNEL.BIN. It can be slow on some systems so I made it optional. Just remember to click the "Update Text" box next to the PSX button when you want to change the text in the KERNEL.BIN. It will have to be in PSX mode for this to be available. WM produces exact binary clones of all pieces of the original data all the way down to the gzip file (with one exception that I can't quite explain). I can't say the same for the kernel2.bin file because WM actually makes it smaller (but still fully functional).
To answer your second question about the text table. No, it cannot be changed externally. If you have a custom table of characters in your game I can only suggest that you use that as a reference against that page I linked to earlier.

I just completed the last major programmatical hurdle in version 1.2.0. Don't expect an update very soon because now I have to
1. Get it to save the scripts back to the data it holds
2. merge my "proving grounds" app with WM
Not HARD tasks, but it'll take time. Just wanted everyone to know that barring me getting hit by a bus that the next version is coming. If I make this thing look easy then I'm sorry. ;)
Hey, thanks for the link! I'll make good use of it. ;)
Anyway, if I were you (but I don't know how hard it is, so I may be wrong ;-) ), I wouldn't disdain an option to load external tables in your wonderful program. I assure you that DTEs save a lot of space!) and special characters.

Thanks again.

6
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-02-10 12:34:44 »
Hello there and congrats for your wonderful program.  :-D
I was curious to know if it can compress the text within the files (not using the gzip compression, but with that other system used in PSX kernel.bin, I'm positive you noticed and hacked it), and if it's possible to edit the text table used by the program (in order to make it use special characters, graphical DTEs, etc.).

I'm working on a translation of the game and I'm having problems with maximum size (as of now I just put graphical DTEs which work flawlessly, but I'm sure it's possible to have even more space for translating with the compression).

Ciao!

7
No, the project has not been abandoned - it's just on a hiatus as I'm busy with exams (and other pains in the butt) at the moment.  Next week, I'm on my Christmas break so, if you're lucky :-D, I might finish work on 1.2 then.  If not, you can expect it sometime late January.

1.1 Bug report:  Apparently, when you get to Cloud reminiscing about when he and Sephiroth went to Nibelheim, during the battle with the dragon, Sephiroth keeps attacking himself and so it's practically impossible to get past that bit.  This problem comes from a mistake in the hex editing and will be fixed in 1.2.

Temporary fix:  You will have to uninstall the patch and play past that part of the game as Cloud and then reapply the patch.  Either that, or skip ahead to a save game just past that point. 
Mhhh... was that bug my fault?
And how did you fix it?

8
Excellent. ;)

9
Congrats for the 1.1. ;)
However, since I must study in this period, I'll wait for the 1.2. :)

10
Sephiroth:  Yep, the patch has to be applied to an unaltered set of movies.  I don't want to upload the raw edited movies as I'm toeing the legality line as it is, but, with a patch, it ensures that you have to own a copy of FFVII to work the movies - I'm not just handing them out to every Joe.  Honestly, I don't think Square could care less that some kid is modding their property, but best to play safe.  8-)

You could back up your new improved movies, reinstall the game, apply the movie patch, then replace all the movies that havn't been changed with your higher quality ones.  The only movies the patch changes are:  "bike,  c_scene2, c_scene3, dumcrush, earithdd, ending1, ending2, fallpl, funeral, hiwind0, jenova_e, nivlsfs, ontrain, parashot, southmk"

It's probably faster to do that, then download another 100 and something mbs anyway  :-P

I've taken the new sword names from a "katana selling" website.   Yay for authenticity!
Alright, I'll do this. ;)
Anyway, I think you should add to the readme the list you just wrote... it may be useful to those who use "improved movies" (these movies were made by one of the Italian translator, so they're quite common for Italian FF7 players).

11
A question, Scorpicus: does the movie patch need to be applied on (?) the original movies?
I'm currently using movies ripped from the PSX version and converted to DivX, and their quality is (slightly) superior.

Is not possible to upload only your edited movies, instead of using an exe which needs the original movies to work?

12
Ahahaha... that's fantastic.  :-o
As for the new katanas... have you thought about their names?
Or will you just change Buster Sword, UltimaWeapon (to Masamune, and Cloud's Masamune to Buster Sword... or you could give him UltimaWapon! :D )?

Keep up the fantastic work, I've been waiting for YEARS for a patch like yours. ;)
After finishing the 1.1., I'd like to make a conversion for the Italian version, but I'll have to ask you a pair of things. :P

See ya

13
Any news about the future release? :D

14
Troubleshooting / Re: Language patches?
« on: 2007-09-25 14:45:23 »
If you're interested, there's an unofficial italian patch that you can find here.

15
Hey, Scorpicus, I noticed today (was playing the old version of the patch, I just arrived to ShinRa headquarters) that Seph's Masamune doesn't repleace Cloud's sword (as it should happen when the party reach the hq for the first time).
Will this be fixed in the next release? :)

16
I've changed the names of Safer and Bizzaro Sephiroth to Cloud; it's the Nibelheim Sephiroth in the party which is the problem.  His name isn't in the scene.bin.  I've been infromed that it's in kernel.bin3, but all that I'm able to change by hex editing the file(albeit my hex editing skills arn't magnificent)  is the Ex-soldier name that Cloud has before you choose his name.

I also can't find the deafult names in the exe although everyone swears blind they're there.

Yeah, I've got the movies working now  :-P

The problem with an IPS patch is they're kinda difficult to install for someone with limited computer skills.  Seriously, I get enough messages asking me how to install other peoples Sephiroth patches without adding my own to the mix  :-P  That's why I'm trying to keep it to one EXE file to patch all.

I suppose I could create both an IPS patch and the type of patch I've got at the moment.  Providing, of course, I learn how to make one!

For the people with the high-res Cloud patch applied - just reinstall the game!  I actually used the hi-res Cloud model for the  Nibelheim flashback and the final battle  :wink:

And because I love making lists - things to do before releasing V.1.1:

-Finish editing the cutscenes.
- Change the deafult names.
-Finish tweaking the char archeive (I realised the swords in the field didn't make sense and found another Sephiroth model that I missed)
Use this table (change the txt extension to tbl)  with an hexeditor such as Translhextion or ThingyV, and then use the "search with table" function to edit Sephiroth's name (in the same way, you'll be able to change Cloud's name into Sephiroth, it, too, is inside the exe).

As for the KERNEL.BIN, I have a private tool (created for the translation of the PSX version, which doesn't have kernel2.bin) that allows a swift edit. ;)
Please send me your e-mai addressl in PM, and I'll send you the edited kernel with Sephiroth's name changed into Cloud (I don't have a save to test it, though... so I may be wrong).

17
I had a thought on the cut scenes, perhaps I could re-edit them to remove Cloud?  I've done a few tests with changing the movies but they all crashed the game  :x 
That's strange... a friend of mine (who translated the movies into Italian) simply used a DivX codec and they work fine (I'm using them right know and the game doesn't crash).

P.S. Safer Cloud is fantastic. ;)
If you have problems with SCENE.BIN, let me know... I have some tools which were used for the Italian FF7 translation that may come in handy.

Quote
Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.
My suggestion is to make 2 IPS patches... one for the "normal" 1.2, and the other for the Hi-Res version. ;)

18
Seems a fantastic work. :)
By the way, monster names (including Bizarro Sephiroth and Safer Sephiroth) are all stored inside SCENE.BIN.
Same happens for battle dialogures.

EDIT: By the way, if you want, you cam also change Sephiroth's katanas names by editing KERNEL2.BIN.

You can also exchange the sound made by Sephiroth's katanas by editing the file "audio.fmt" (you can do it with Ficedula's Cosmo, if I remember well).

EDIT 2: Furthermore, you can also change music by editing FF7.EXE.
Personally, I think that it would be cool to switch Boss Music and the One Winged Angel.

EDIT 3: Oh, I almost forgot. By editing FF7.EXE, you can avoid to edit menu_us.lgp: you can switch the avatars simply by looking for "cloud.tim" and "pcefi.tim" (if I remember well) and by switching them (use an ASCII table).
That's how "the oldest" Sephiroth patch works. :)
That could help to reduce (a little) your patch size.

19
2. After using Textpatch.exe the music begins to act strangly: it ceeps playing oooon and ooon, for example after you win the battle the "fanfare" ceeps playing after the battle on the feild...WTF!?
Mhh... I think this is a bug of Cosmos's.
Ice_cold, did you use the Cosmos editor?

20
They might be using the original double-byte encodeing from the original Japanese text routines. Just a thought.
I was talking about graphics, not text. ;)

21
I'm currently working on Vagrant Story's graphic menu, and I need its mapping data in order to translate it into Italian withouth being forced to use shortened words (I DO HATE them  :| ).

Particularly, I need to find SYSTEM.DAT mapping data.
This file is made up of three raw files and their palettes, and contains the game's font (I don't need to edit it, though), some strange things and then the "main" menu (well, sort of).

(this is it)

I even got the French version to study the differences between the French game and the English files, but the only thing I figured out iis that mapping info are not inside SYSTEM.DAT (so are not stored along with the graphic menu).

Interestingly, the only graphics translated in the french version are the commands that appears when pressing L2 (so, Warlock -> Druide and so on), and Square Europe remapped the word Item into Object (as you can see here, the pic is a bit different 'cause I did not cut the palette, and in the lower-left part there is Object).

But, as I said, the mapping data are not with the graphics.

I tried to replace some English .PRG files with french ones, but the game always crashes, and this bugs me a lot.
However, I strongly beleve those data are inside MAINMENU.PRG (besides, these PRG files contains both text and graphical words mapped via an ASCII table), but the French and the English files are TOO MUCH different, there are lots and lots of changed bytes (I really don't know the purpose of changing so many of them, if they just neede to translate the game), so I can't just compare them, losing hours and hours without being sure those data are there.

So I decided to ask here if someone knows something about it... even if, I believe, it's the "first time" on this forum for Vagrant story.  :wink:

Thanks in advance.

P.S. By the way, if someone knows how to expand the text of the prg files, I'd generously thank him. :)
I found just the pointers (probably I could translate them without expansion, but being able to do it is always better).

22
Archive / Re: Problem with Sephiroth Crashing
« on: 2006-06-01 10:32:13 »
Maybe it's a stupid question... did you correct the ECC before burning the cd?

23
Archive / Re: Xenogears Retranslation Project
« on: 2006-04-01 07:04:11 »
Quote from: Lord_Skylark
If you don't know...Xenogears was translated very very terrible. They did no research at all when translating it (including reading the japanese book that listed many correct translations for things). I am planning on a project to retranslate the game...

Anyhow...
I was curious during this project, if a coupel things could be done...

#1 - I would like to add in a couple of the dummied enemies into random encounters. Does someone have a list of the battle formations, the list of which formations are on which maps (and the enemy hex #s)? I know where the enemy data is stored already.

#2 - Do you think it would be possible to add in the deleted 'Sophia painting' scene into the actual game at some point?

#3 - Has anyone made a text table/extraction from the japanese version?

#4 - Once I extract the text, how can I reinstert it? (and how would I reinstert it if I add in more text than originally, since the translation will take up more space that was allocated in the english version - will it have any effect on the placement of text from other areas if I expand one area?)

#5 - After extracting the movies (japanese) and subtitling them, how can I replace them back into the ISO?

Thanks,
~Sky

Check your email box. :P

24
Scripting and Reverse Engineering / FF7 Savemap
« on: 2006-03-02 21:11:36 »
Quote from: dziugo
It's pretty much decoded. See wiki.

dziugo

Mh, I had already checked it without success... but I can't still find infos about this "damn sex" (lol). :o
Could you please tell me more or linking the right section of the wiki? ;)
Thanks in advance.

25
Scripting and Reverse Engineering / FF7 Savemap
« on: 2006-02-27 06:09:58 »
Quote from: FeuFeu
I have to take a look at another savegame where I've seen the word 'Female' (26 45 4D 41 4C 45, in 'FF Text' format) stored. It's apparently related to the only Chocobo I have, and it seems nothing like this has been reported in the savemap.

Oh, yes, I'm quite interested in this.  :D
I think it should be referred to the sex of the Chocobos... I've checked another save and there is the word "male" on it, not Female...

Besides, I don't find this word anywhere in the game's files, nor I found infos about it.

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