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Messages - DLPB

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1
Quote
DLPBToday at 9:01 PM
@Chapybara

ご案内    Goanni    "[A call to a ship.
To guide from danger.]"    Guidance

Is this more "Signal" ?  I'm thinking if there is any real world nautical terminology we're missing here
Hmm maybe it's meant to be "Guide" to give you a clue about Guide Book
Yes... that's exactly it
And "Guide" is correct terminology "A guide".
I've answered my own question

Uprisen also mentions guide ships.  So that's the reason this move exists. It makes sense now - it's to give you a clue that the monster has the Guide Book.

2
This has been debated further in recent times.  The idea is it's more adult than would be expected for her age.

"Lit. Grown-up underwear
[The writers were trying to convey that the underwear
Cloud finds is more adult than you would expect for
Tifa at that age.]"

From The Reunion Database.

Frilly Knickers
Fancy Underwear

[This is under consideration.]

Whatever is used has to give across the understanding that these are more adult. Frilly Underwear kind of works.  It can't be too ridiculous, or too obvious, or too subtle.

The high waist isn't a bad idea.  French cannot be used as this is FF7 world and not Earth.  While language can be real earth types, their names cannot.  So Cait can speak Scottish dialect, but you could never refer to it as such in-game.

3
FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-01-14 22:04:34 »
You should have used google drive or something.  I have to wait 59 min for another download.

4
Can you start doing more frequent posts about this project? I think more people would like to get involved with it. It's been in the news. Do you need any type of help?

There is a lot of work involved.  Doing updates all the time isn't helpful.

5
FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-01-11 16:55:34 »
Send me all text files you are editing and the .ini file.

6
The thing is - if you couple these upscales with a good scanline shader, you'll probably find it works even better.  It definitely does with original field + shader smoother.  The ugly parts are masked. Your brain fills in the detail.

7
FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-01-07 22:11:42 »
The characters you can use and the formatting have to be correct.  There's no way for me to help you with with it - as I have no idea how you are changing it. 

8
Quite possible....  although in that case it happens with original engine.

9
FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-01-06 23:17:00 »
Then there is nothing you can do. It won't work on non English games.

10
FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-01-06 20:52:13 »
Read the readme.

This is for the English game only - unless you edit the source code.

12
FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-01-06 17:37:26 »
Is it the English version of the game
What is the full log showing

14
My quest to create a full modding framework is going well.

Some things to note:

- When adding non English files (to translate the game to a different language) - it's best not to copy LGPs entirely, but to use the individual needed files.  As default,  I have left the English text related files in The Reunion.

The snowboard file 'cfont.tex' cannot be swapped like all the rest, as it already contains all other languages and then executable code differs to offset it to the correct one.  Instead, manually edit the font. If there are any issues, let me know.

The relevant texts for this file are
Km/h
PTS [May be unused as, so far, the only use of it I can find resides in the executable]
SPEED
TIME
PAUSE


Files that have text (640*480 mode only as no-one is using 320*240 mode anymore):

Cr

after_1.tex
font.tex
font_ua.tex
font_ub.tex
name1_a.tex
name1_b.tex
name2_a.tex
name2_b.tex
name3_a.tex
name3_b.tex
name4_a.tex
name4_b.tex
name5_a.tex
name5_b.tex
name6_a.tex
name6_b.tex
name7_a.tex
name7_b.tex
name8_a.tex
name8_b.tex

Disc

disk1_a.tex
disk1_b.tex
disk2_a.tex
disk2_b.tex
disk3_a.tex
disk3_b.tex
e_over_a.tex
e_over_b.tex
e_over_c.tex
e_over_e.tex
e_over_f.tex


Coaster

pause.tex
score.tex

Chocobo

ag.tex
ah.tex
ai.tex
aq.tex
ar.tex
as.tex
ba.tex
bb.tex
bc.tex
bk.tex
bl.tex
bm.tex
bo.tex
bw.tex
ca.tex
bz.tex

Condor

ehelp.tim
ehelp1.tim
[not used. Presumably never converted to .tex]

emes00a.tex
emes00b.tex
emes00b.tex
emes00d.tex
emes01b.tex
emes08.tex
eunit00a.tex
eunit00b.tex
eunit00c.tex
eunit01a.tex
eunit01b.tex
eunit01b.tex
eunit01d.tex
mes02.tex
eunit00d.tex
emes01a.tex

High

guaa.tex
huaa.tex
iuaa.tex
juaa.tex

Menu

btl_win_a_h.tex
btl_win_a_l.tex
btl_win_b_h.tex
btl_win_b_l.tex
btl_win_c_h.tex
btl_win_c_l.tex

btl_win_d_h.tex
btl_win_d_l.tex
[These two are an awful, inconsistent font.  Used for HP, MP, RGB for config menu also.  Probably other areas.]

coloa.tex
colob.tex
coloc.tex

ketcy2a.tex

usfont_a_h.tex
usfont_a_l.tex
usfont_b_h.tex
usfont_b_l.tex
[Main font]

Snowboard

cfont.tex
ea_k.tex
eb_k.tex
ec_k.tex
eg_k.tex
eita_k.tex
estamp0.tex
estamp1.tex
time1.tex
time2.tex

Sub

hudd.tex
texta.tex
textb.tex
textc.tex
textd.tex

Executable

Numerous menu texts
Most of the Snowboard minigame texts
Limit break character dialogue in the menu
Submarine minigame results screen texts - hard coded

[Submarine text is a work in progress. All other text is now pulled from an external text file - with no size limit]

Kernel.bin

Character names before the player names them in the menu screen (where they are then taken from the Save Map]

Kernel2.bin

Numerous menu texts - mainly battle menu.

Scene.bin
Battle monster names
Battle dialogue
Battle action names (enemy spell names, for example)

Window.bin
Field and Menu font spacing data. No longer needed as this is abolished in R06 in favour of external text file.]

World_**.bin

'mes' contains world map dialogue

flevel
Field dialogue

---------

Some of the above files are named differently in non-English LGPs.  In these cases, they need to be named as above when used with The Reunion R06. This is also true if modding using PNGS.  The filenames will be the English game version only.

LGP archives, however, are universally named (for example, menu.lgp, world.lgp).

I will create an excel document at a later time - and a tutorial video on completion of R06.

I also appear to be missing the end credits text. Where is this held?



15
Might be worth looking at NeatVideo plugin for noise, too.
https://www.neatvideo.com/

16
I think you're right.  My sharpness is a little more than needed. And that's led to one or two areas looking better - but some serious distortion on straight lines.

What did you use for this?

17
I still have a project to upscale all FMV - as well as using the higher res 640 * 448 renders that were released (but they have a lot of noise and colour issues from conversion to dvd mpeg2 - which I've fixed). 

Because of this, I already have some fully extracted highest quality rips.  Here is one to try:
https://drive.google.com/file/d/11lGFyIspe9mXXZPJGy2nIJr7GyjM4_eu/view?usp=sharing

It also has my render (from project Goblins Bar).


Let's see how you guys go with that.

18
The only current way would be an involved hacky response...  and where else is dual used?  If multiple places, the only solution is to make a proper music mod for ff8 - take over functions entirely.

19
Did you try psx extracted using jpsxdec?  That one has highest decode quality of all.

The steam ones are upscales of psx.

20
And it's been improved with R06 :)

21
At 320 * 224 the compression artifacts are low...  It's not too bad at all.  It depends on how this "AI" reconstructs it.  But it would likely need to be taking into account multiple frames rather than one to be any use.

22
One other thing - may take a long time, but it's possible to extract each frame of fmvs from psx game to images and run this upscale on them. Though probably would need to be specific to video AI or inconsistent from frame to frame.  That would fix the FMV good also. Possible?

23
Yeah send along the save ;)  And I understand you're being constructive.  I just wanted to make sure it's not your side before I go into it. 

24
Yup. This is a winner.  Normal upscales suck in comparison. This is a game changer.

25
FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-01-03 22:31:59 »
Remaining issues for Luksy or anyone who wants to fix the source:

1. Cleaner log text. A better format would be:

Line 1 [0_ff7.exe.txt]: 2 char(s) too long.

Line number, text file in square brackets, and description of error.

This has been done for char length errors, but not universal to all error messages.
For example : Error in ancnt1: Error in entry n 2: 23: Closing brace not found


2. Option to dump text from files separately. Something like:

Code: [Select]
# Dump Text
Exe = 1
Flevel.lgp = 1
Kernel.bin = 1
Kernel2.bin = 1
Scene.bin = 1
World_us.lgp = 1

3. When strings are too long, the char length report in the log is incorrect.
For example: 4294967288 char(s) too long.

4. Numeric graphic X/Y
    "Top" should be limited from 0 to 240.
   "Left" should be limited from 0 to 320.
   Log should note if user has tried to exceed this.

5. Log needs to list issues with files missing at encode time, like Window.bin.

6. Possible log warning of shared var when encountered? [for dialogue option issue].  Log only needs to log the script with a shared var when the user has changed an option.

7. char length errors in kernel are not being reported. Probably same for kernel2, and scene.  They are being reported for the exe.

8.
ts should log errors of particular file and not quit.  A good idea would also be to log exactly which part of script failed.

9. When using Reunion,  icon tags (like {X}) are not being decoded (they are being encoded fine).

10. Missing text - executable address 524BF0 - 7 chars, size of 8 bytes.  Terminates with FF. 

11. Reunion Chocobo Races Prizes and Chocobo Races names need to be removed entirely.

12. {CHOICE}, Tab, {MAX} values—and whether Reunion is present—should supersede the executable values when 4 options in the ini are used.  This is because it is a hassle sometimes to always have the exe present to encode - and, also, Reunion doesn't edit the executable anymore as of R06.

13. Window.bin has also been abolished with R06, so again if a 256 byte table of char width values exist in the ini (with option to skip Window.bin), these should supersede Window.bin.


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