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Messages - luksy

Pages: [1] 2 3 4 5 6 ... 15
1
Se serve: https://github.com/ser-pounce/touphscript/releases/tag/1.4

@usb come dice Caledor le finestre che hanno opzioni devono avere un parametro #o, senza ts non riesce a impostare i valori nello script.

@dlpb The only reason I'd add support is because it irks me that something that can be dumped as text isn't handled by ts :D

2
Metterò su la nuova fix per touphScript a breve, è la stessa versione usata in R06c. Cercherò di sistemare anche eventuali problemi di compatibilità con il tuo progetto se si presentano. Tra l'altro sarebbe una buona opportunità per aggiungere supporto per people.bin se possibile.

3
FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-10-21 16:55:06 »
Latest source here in case anyone still cares, will get around to uploading the binary at some point

https://github.com/ser-pounce/touphscript

5
正気にもどった is definitely along the lines of "returned to a normal mental state" so I'd agree that it's about losing confusion status. 覚める with no further context usually just means to wake up but it could legitimately be used for the former, just as in English you can use "awaken" figuratively.

6
Thanks, i'll release the first prototype soon !

Please guys give me some motivation to keep working on this :) It has been very fun to guess most of the format but now it's taking a lot of time to get it right (especially, reverse engineering all the LFO patterns, frequency ramps and such is exhausting). Would you be interested in a program allowing to modify the sounds and re-exporting the EFFECT.ALL file ?

Being able to export the pure, unadulterated ps1 effects would be great, I'm not sure if you're aware but the PCM sfx used in the PC version are often terrible. DLPB has been working on replacing them but I can't remember how far he got.

7
This is some cool stuff, looking forward to seeing (& hearing) the player!

8
The SNES SPU was manufactured by Sony, in fact the PS1 and SNES SPUs are quite similar so I'm guessing Akao just ported a lot of his existing code straight over.

9
The materia is meant to be blue - not cyan.  I guess the fault lies in the materia graphic on field, but it's definitely blue :P

Isn't that...a bug? :D Or maybe blue is hard to see in the field maps...

10
FF7 Tools / Re: [FF7] bin-gzip extractor / creator
« on: 2018-03-08 08:19:17 »
In that case it looks like whatever code they originally used for compressing the files was marginally less efficient, nothing to worry about.

11
FF7 Tools / Re: [FF7] bin-gzip extractor / creator
« on: 2018-03-08 05:40:08 »
The original version probably had extra padding between the sections, have you tried diffing the binaries to see where the differences are?

12
Here's a fork with a few small fixes, confirmed working

https://github.com/ser-pounce/ff7_opengl

I haven't included a build config yet or include dependencies, will get round to it.

13
Thanks for the code aali.

I made a few teensy changes to get it running on win 10 with the latest versions of glew, libpng, and zlib, I'll try and set up a fork at some point if others want to poke around. Currently trying to compile against win 7 for DLPB as the win 10 version crashes.

14
Credo di poterlo aiutare. Ho usato spesso la Hex_Documentation che DLPB aveva pubblicato per modificare le finestre a mio piacimento per tradurre Beacause in italiano.

Ah ottimo, beh allora è in buone mani, non che non lo sapessi già.

E a proposito... tu parli italiano? Cioè seriamente? Com'è possibile che seguendo il lavoro di DLPB per anni per cercare di tradurlo non me ne sia mai accorto?

Pensavo di avertelo già accennato, si vede di no ::)

15
Se avete bisogno di una mano fatemi sapere.

16
Sorry for the expired links, updated the first post.

17
From another perspective, there are those three female palette swap enemies, any one of which would have been a better match for Baba Yaga than this...thing. I just don't buy it. Why go to the effort of obscuring both the name and the appearance to a degree where no-one can actually get the reference? It makes no sense.

18
I'm just hesitant to attach meaning to something with no clear visual evidence. We changed "Foulander" because it looks like a Rangda, Jiggy had hints to Bowie, and so on. This looks like...I have no idea, but it doesn't look remotely like an old crone.

19
I'd be wary about trying to attach any meaning to this one, even Baba...if they were going for Baba Yaga it doesn't look anything like one. FF wiki can't make head or tail of it either, calling it one of the most obscure names in the series. Ultimania has no clues either, it just looks like syllable soup like so many others.

20
FF7 Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-24 13:45:24 »
Ts can only process the characters you give it in the charMap in ffstring.cpp, because those are the only ones available in the font.

As we've been trying to tell you all week, if you want Vietnamese you'll need to both patch the character map, and the font. How ts processes the characters has got nothing to do with it, seriously just try replacing one of the characters in charMap with "ọ", and try using ọ in one of the text files, it simply works, I just tried. It still won't show up in the game until you replace the same character in the font.

21
FF7 Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-24 12:08:48 »
Correct.
but in c++ language, string type only can store ascii.
I think even i can put vietnamese into flevel file, there is no way to force ff7 system recognize new symbol.
I should accept that from beginning :( i have spent two week for nothing.

C++ doesn't care what you put in a standard string, it's a glorified vector, the encoding of the characters that take up the bytes of a string is no concern.

You haven't yet grasped that ffvii has its own text encoding, touphscript handles converting between utf8 and the ffvii format.

22
FF7 Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-24 08:33:24 »
It absolutely does read utf8 characters otherwise it simply wouldn't work. I'm guessing your issue is your trying to get it to read characters that aren't in the character table.

23
Troubleshooting / Re: Makou Reactor text limit
« on: 2017-09-24 07:18:48 »
The text id reference for text ops in the field script only takes up a single byte, hence the 255 limitation. You'll need to rewrite all of the text opcodes to solve this.

24
FF7 Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-24 05:53:49 »
I'm not sure you've understood, but I'll try again:
-The character table in FFVII is fixed at 256 characters, some of these cannot be modified because they are expanded to things like characters names
-You can easily replace most of the characters in the table with whatever utf8 character you like, it doesn't matter whether it occupies 1, 2, 3, or 4 bytes. These will be used by touphscript when scanning text to map a character to FFVII's single byte encoding.
-The Japanese version of FFVII had multiple font tables, these were selected using a 2-byte sequence, the PC version may still retain this functionality
-You might be able to squeeze the Vietnamese alphabet, digits, and punctuation into the table by replacing the characters you don't need, the total number of user characters available in the table are about 210, otherwise you'll need multiple tables like Japanese

N.b.: ASCII is a 1-byte encoding, in fact it can be packed into 7 bits; utf8 is a variable width encoding, from 1-4 bytes, but this has nothing to do with editing the character table in touphscript.

25
FF7 Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-23 18:25:46 »
If it were only a few characters all you need to do is edit ffstring.cpp, which has the font table (which is in utf8), but due to the number of characters you need for Vietnamese one table is not enough.

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