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Messages - DLPB_

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9526
Archive / Re: Menu Reconstruction [WIP]
« 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 :)

9527
There is nothing worse than stealing someone else's work and pretending it is your own.  It is the bottom of the barrel.  Very annoying.


9528
Archive / Re: Menu Reconstruction [WIP]
« 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.

9529
Archive / Re: Menu Reconstruction [WIP]
« on: 2010-06-14 13:28:28 »
No longer applicable

9530
Archive / Re: Menu Reconstruction [WIP]
« 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


9531
Completely Unrelated / Re: Your political views!
« on: 2010-06-11 21:05:34 »
I did this before and ended up dead centre of Authoritarian Left.

I am mostly to the far right of politics :)

9532
Archive / Re: Menu Reconstruction [WIP]
« 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. 

9533
Archive / Re: Menu Reconstruction [WIP]
« 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


9534
Archive / Re: Menu Reconstruction [WIP]
« 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.

9535
Archive / Re: Menu Reconstruction [WIP]
« on: 2010-06-09 19:13:43 »
I don't know but it certainly isn't correct :)  I believe they are remaking it...

9536
Archive / Re: Menu Reconstruction [WIP]
« 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.

9537
Archive / Re: Menu Reconstruction [WIP]
« 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 :)?

9538
General Discussion / Re: Voice acting in FF8
« on: 2010-06-09 15:33:00 »
Well Squall is a sociopath...so that has to be played properly. 

9539
Troubleshooting / Re: Error
« on: 2010-06-09 15:27:37 »
1280x896

Is probably the one you want....a good tradeoff.

9540
Yeah I was also worried by the class part when I removed it but it doesn't appear to do any damage...well not so far.  However, as Kranmer discovered, Saint managed to place the name string elsewhere and modified his exe, leaving Default Class intact....

Remember though that window mode was never meant to be seen, so they didn't need to give it a name...What we need now is a way to restore the icon ;)


9541
Archive / Re: Menu Reconstruction [WIP]
« 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.

9542
Nah it is ok, on further reflection it is just because I am using Aerith when I shouldn't be.  I think the game got a bit coc.ked up.  There isn't an issue here afterall.  However do you know what is causing this >



It isn't the position of the inner box because I have arranged its position and it can't be fixed that way. The "next level" bar fills the whole box, this one doesn't....It is showing the background by around 1 pixel.

Perhaps the width is wrong...



9543
Any chance of placing the posts back into the retranslation thread?  Seem to be down to the main post only?  or is this intended?

9544
Archive / Re: Menu Reconstruction [WIP]
« on: 2010-06-09 05:09:19 »
no longer applicable

9545
Plus Squall inhabits the body of Laguna in the past...and probably the biggest tell tale sign is that the Moomba's call Squall "Laguna", as they sense who a person is by their blood.

Quote
They present no difficulty in communicating with other Moombas and Shumi, and can recognize, and maybe track, someone's DNA by licking their blood. As such, they are prone to mistake an individual for someone else due to the individuals sharing DNA.

9546
Archive / Menu Reconstruction [WIP]
« 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%)

9547
Ink (in the english) > イカスミ > Cuttlefish Ink

http://ja.wikipedia.org/wiki/%E3%82%A4%E3%82%AB

And I did some checking, I could find no way to create darkness attack in the menu, as well as the others listed above.

Sadness, Fury, Gradual Petrification, Death Sentence, Paralysis, Darkness (although obviously Curse Slash will do paralysis, but this isn't an attack status in the menu)

9548
The difference is Bosola, that you can light up all the "elementals" but with some of those status' they have absolutely no attack or defend...even in battle. In fact in battle those status' like Near Death and Shield don't show up, it is all internal.

Outside of battle I think it is right to get rid of anything that cannot light up, whilst keeping it all symmetrical.

Actually, I would say going further and removing the attack status' that aren't used, these are:

Sadness, Fury, Gradual Petrification, Death Sentence, Paralysis, Darkness?

That correct?

9549
yeah a separate patch was also a good idea.  My retranslated exe already uses final fantasy vii text by default :)

9550
I am not sure if this has been mentioned by me or anyone else, but in shops, the Avatars are supposed to fade out and with the new avatars the fade out is just a white box....

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