Author Topic: [FF8PC-Steam]SeeDReborn v4.1 Multi-Language [NEW! More Options!] (5/22/19)  (Read 557858 times)

JeMaCheHi

  • *
  • Posts: 194
  • You can just call me J!
    • View Profile
    • My YouTube Channel :D
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #250 on: 2014-11-29 21:38:39 »
Oh, hi again. Sorry, i been traveling for some time and have no time :(

In my test for the spanish version:



Have the rare blue thing. Someone have the fix?

Hi bro, you can change that awful blue letters by substituing in the hasm1map.csv it's filename by other as I do:

Code: [Select]
iconsp_13,15435864898835049471
iconsp_14,15904160645000199167
iconsp_15,15507922492872977407
iconsp_16,15327664433446779903
iconsp_17,15435864898835049471
iconsp_18,15507922492872977407
iconsp_19,15507922492872977407
iconsp_20,15507922492872977407
iconsp_21,15507922492872977407
iconsp_22,15507922492872977407
iconsp_23,15507922492872977407
iconsp_15,15976191575881153535
iconsp_26,15976191575881153535
iconsp_27,15976191575881153535
iconsp_28,15976191575881153535
sysfnt_13,18446744073709551615
sysfld01_13,18410706480580509183
sysfld01_13,18410706480580509183

As you see, the blue font is iconsp_25, and you can replace it with iconsp_15, which is a black font. Queda mas molón :D

XxXManuXxX

  • *
  • Posts: 12
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #251 on: 2014-12-03 06:19:33 »
hi guys  ;D news for italian version?

RichterB

  • *
  • Posts: 47
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #252 on: 2014-12-11 09:27:15 »
Hi bro, you can change that awful blue letters by substituing in the hasm1map.csv it's filename by other as I do:

Code: [Select]
iconsp_13,15435864898835049471
iconsp_14,15904160645000199167
iconsp_15,15507922492872977407
iconsp_16,15327664433446779903
iconsp_17,15435864898835049471
iconsp_18,15507922492872977407
iconsp_19,15507922492872977407
iconsp_20,15507922492872977407
iconsp_21,15507922492872977407
iconsp_22,15507922492872977407
iconsp_23,15507922492872977407
iconsp_15,15976191575881153535
iconsp_26,15976191575881153535
iconsp_27,15976191575881153535
iconsp_28,15976191575881153535
sysfnt_13,18446744073709551615
sysfld01_13,18410706480580509183
sysfld01_13,18410706480580509183

As you see, the blue font is iconsp_25, and you can replace it with iconsp_15, which is a black font. Queda mas molón :D

Honestly, I think the black font looks ugly on that background. Should be better a dark blue font, or the default font that Square Enix used.

I hope the project isn't dead. Last post from McIndus is from a long time ago.

rufoos

  • *
  • Posts: 19
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #253 on: 2014-12-11 11:02:22 »
here I remade for Russian guys




« Last Edit: 2014-12-11 11:10:36 by rufoos »

JeMaCheHi

  • *
  • Posts: 194
  • You can just call me J!
    • View Profile
    • My YouTube Channel :D
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #254 on: 2014-12-11 21:14:23 »
here I remade for Russian guys

How did you get yellow fonts working? Looks like all palettes are showing correctly for you.

rufoos

  • *
  • Posts: 19
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #255 on: 2014-12-11 21:46:12 »
How did you get yellow fonts working? Looks like all palettes are showing correctly for you.
I just redrew the original. no longer does anything. I can upload my work in PSD.
Latin letters need to align
P.S.
I no good speak English, so I use a translator
« Last Edit: 2014-12-11 21:49:16 by rufoos »

Aavock

  • *
  • Posts: 303
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #256 on: 2014-12-12 00:55:55 »
How did you get yellow fonts working? Looks like all palettes are showing correctly for you.

That's what I was trying to resolve with using Berrymapper... Those are the english hashmaps; the yellow (critical), grey (K.O.) and blue (status) textures works great with the english version (same during encounters).


rufoos

  • *
  • Posts: 19
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #257 on: 2014-12-12 06:31:14 »
i'm not change hashmap. I use default
Code: [Select]
sysfld00_13,8637763346649579509
sysfld01_13,18410706480546952703
sysfld01_13,18410706480580507135
iconfl00_13,17292482743138735965
iconfl00_13,17292623961730439001
iconfl00_13,17292623961730700665
iconfl00_13,17292482743138997597
iconfl00_13,17292623961596221273
iconfl01_13,6318371992938829623
iconfl01_13,15546067051815065015
iconfl01_13,15546067051817164215
iconfl01_13,6318371992938829735
iconfl01_13,15546067051816113975
iconfl01_13,6318371992938829607
iconfl02_13,9070099529679074665
iconfl02_13,9070099529679066473
iconfl02_13,9079106728933889869
iconfl03_13,18121884401087167930
iconfl03_13,18121884401086577978
iconfl03_13,17257784389123030461
iconfl03_13,18121884401086578106
iconflmaster_13,15435299784218115583
iconflmaster_13,15507357378256043519
if you have a non-English version, you should replace your files to the files of the English version in menu.fs
files:
iconfl00.tex
iconfl01.tex
iconfl02.tex
iconfl03.tex
sysfld00.tex
sysfld01.tex
sysfnt00.tex
« Last Edit: 2014-12-12 08:49:31 by rufoos »

Mcindus

  • *
  • Posts: 929
  • Artist, Modder, Musician.
    • View Profile
    • Lunatic Pandora
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #258 on: 2014-12-12 06:46:35 »
here I remade for Russian guys






Amazing job Rufoos! I was going to try a russian version, but I'm glad you did it first.  I've been really busy... Looks great!

rufoos

  • *
  • Posts: 19
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #259 on: 2014-12-12 09:47:22 »
Amazing job Rufoos! I was going to try a russian version, but I'm glad you did it first.  I've been really busy... Looks great!
share my work in PSD. You can there edit all text field https://yadi.sk/d/tS_U4GbKdKsQY

JeMaCheHi

  • *
  • Posts: 194
  • You can just call me J!
    • View Profile
    • My YouTube Channel :D
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #260 on: 2014-12-12 10:34:44 »
That's what I was trying to resolve with using Berrymapper... Those are the english hashmaps; the yellow (critical), grey (K.O.) and blue (status) textures works great with the english version (same during encounters).

But you got it working? I'm also having some unalignment issues in battles and menus:





As you can see, all the bars (loading bars in battle, or loading savegames) are splitted because Tonberry seemb to misalign the little segments which composes the bars. Also, most labels in menus are a little displaced, always in the same proportion, a little to the left, an a little to the top. Also, battle numbers for damage and restoration are displaced a little upwards. The color for character's HUD doesn't change. Never. However, the restoration damage is showed correctly, in green color. Mcindus, I sent you an MP aeons ago, please give me a touch when you're available again, it seems you're a lot busy this last month.

Maybe we should tell omzy about this hashing problem with different colour palletes. Maybe he could calculate the hash using some color information or whatever, I don't even know how the hell he gets the hash.

And a little offtopic, please: Some of you guys are using an English version and a local version of FF8 too. Is there anyway to have the English version if I got the spanish one in Steam? I'd like to start sharing some of my findings but can't since most of you here are using the English version. (offtopic end)

rufoos

  • *
  • Posts: 19
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #261 on: 2014-12-12 12:16:24 »
I can put the English locale. download here
download my psd for example.
try replace your files to the files of the English version
in menu.fs
files:
iconfl00.tex
iconfl01.tex
iconfl02.tex
iconfl03.tex
sysfld00.tex
sysfld01.tex
sysfnt00.tex

i use deling for that

« Last Edit: 2014-12-12 12:28:08 by rufoos »

Aavock

  • *
  • Posts: 303
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #262 on: 2014-12-13 03:40:02 »
Nice work rufoos but why didn't you compressed the edited the files when importing to Deling? Your *.fs files are unnecessary bigger now.

JeMaCheHi, You can use the english ff8.exe and the spanish data files with some tweaks but the *.exe contains some english text like ennemies data, triple triad text, draw points text etc. It'll required some work to translate it.

In the french version only the character's name display the correct color (for critical, K.O. and elemental status) and the numbers of HP during battles always stays white, definitely a hasmap issue. I'm waiting for Mcindus SeeD Reborn update, hopefully the colors will be restored.

As for the alignment artefacts it is due to the *.png textures which needs to be "pixel perfect": I've upscaled the original textures @4x using nearest-neighbor interpolation and everything looks perfect so you must edit the *.png textures having the original in the background for reference.

Also, the green "restore damage" is really weird because there's no *.png texture for it... Somehow the game automatically converts the default white damage numbers *.png texture to green.

I should post this in Omzy's thread but here it goes:
Unlike FFVII, there's only one kind of font texture: normal display is during battles menus (100% wide) but in the main menu the game will shrink everything to fit the smaller space (narrow) problem is that it seems to be nearest-neighbor interpolation and even with @4x textures it looks awful... Is there a way for Tonberry to use bilinear interpolation ?

rufoos

  • *
  • Posts: 19
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #263 on: 2014-12-13 07:31:05 »
Nice work rufoos but why didn't you compressed the edited the files when importing to Deling? Your *.fs files are unnecessary bigger now.

JeMaCheHi, You can use the english ff8.exe and the spanish data files with some tweaks but the *.exe contains some english text like ennemies data, triple triad text, draw points text etc. It'll required some work to translate it.

In the french version only the character's name display the correct color (for critical, K.O. and elemental status) and the numbers of HP during battles always stays white, definitely a hasmap issue. I'm waiting for Mcindus SeeD Reborn update, hopefully the colors will be restored.

As for the alignment artefacts it is due to the *.png textures which needs to be "pixel perfect": I've upscaled the original textures @4x using nearest-neighbor interpolation and everything looks perfect so you must edit the *.png textures having the original in the background for reference.

Also, the green "restore damage" is really weird because there's no *.png texture for it... Somehow the game automatically converts the default white damage numbers *.png texture to green.

I should post this in Omzy's thread but here it goes:
Unlike FFVII, there's only one kind of font texture: normal display is during battles menus (100% wide) but in the main menu the game will shrink everything to fit the smaller space (narrow) problem is that it seems to be nearest-neighbor interpolation and even with @4x textures it looks awful... Is there a way for Tonberry to use bilinear interpolation ?
compressed - I forgot about it
"Also, the green "restore damage"" - need edit iconflmaster_13.png and 15 too
I do not know how it all hashed. I would like to know how.

JeMaCheHi

  • *
  • Posts: 194
  • You can just call me J!
    • View Profile
    • My YouTube Channel :D
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #264 on: 2014-12-13 12:23:31 »
JeMaCheHi, You can use the english ff8.exe and the spanish data files with some tweaks but the *.exe contains some english text like ennemies data, triple triad text, draw points text etc. It'll required some work to translate it.
Translate? But I want to use the full english version. If I use the english exe but spanish files, you guys won't be able to test the mods I do to field.fs or battle.fs for example.

Quote
In the french version only the character's name display the correct color (for critical, K.O. and elemental status) and the numbers of HP during battles always stays white, definitely a hasmap issue. I'm waiting for Mcindus SeeD Reborn update, hopefully the colors will be restored.

As for the alignment artefacts it is due to the *.png textures which needs to be "pixel perfect": I've upscaled the original textures @4x using nearest-neighbor interpolation and everything looks perfect so you must edit the *.png textures having the original in the background for reference.

Also, the green "restore damage" is really weird because there's no *.png texture for it... Somehow the game automatically converts the default white damage numbers *.png texture to green.

So I have to edit them all by hand? I thought there was a hashing problem too. I'll try it and tell you then. About bilinear interpolation with tonberry... why don't you take a look at its source code?

Aavock

  • *
  • Posts: 303
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #265 on: 2014-12-13 15:00:34 »
Yes, you have to edit all *.png files by hand in any image editing software for all alignment issues... for example when adding a smooth stroke sometimes you won't be abble to see the objet going outside of his box, use a strong green or pink background to verify along with the @4x upscaled original texture as a reference; the only hasmap problems are the missing/incorrect palletes. Tonberry is working just fine.

JeMaCheHi

  • *
  • Posts: 194
  • You can just call me J!
    • View Profile
    • My YouTube Channel :D
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #266 on: 2014-12-13 15:33:25 »
Yes, you have to edit all *.png files by hand in any image editing software for all alignment issues... for example when adding a smooth stroke sometimes you won't be abble to see the objet going outside of his box, use a strong green or pink background to verify along with the @4x upscaled original texture as a reference; the only hasmap problems are the missing/incorrect palletes. Tonberry is working just fine.

I have to reallocate every single element in the texture? For example reallocate each number individually. Because if that's the case... didn't work for me. Or maybe I'm stupid, which is another posibility xD

Shunsq

  • *
  • Posts: 142
  • 20 years to mod a game, that's insanely long
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #267 on: 2014-12-13 15:58:50 »
The english version of ff8 has a different file structure than the other versions(french,italian,german,spanish).In the english version you have iconfl00/01/02/03.tex and iconflmaster.tex, whereas in the other versions you only have icon.tex.For the english version Omzy implemented a specific algorithm in Tonberry that distinguish the palettes even if they have the same hashcodes :  it takes one specific pixel from iconfl(or iconflmaster), makes the product of its RGB values and determiines from which palette it comes . It's not yet implemented for other ff8 versions. If i succeed compiling tonberry in codeblocks i could modify tonberry, but it's not an easy task.

Shunsq

  • *
  • Posts: 142
  • 20 years to mod a game, that's insanely long
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #268 on: 2014-12-13 17:23:18 »
Good news fellow non-english players: you can use all the palettes with a trick i've just found!
1)Rename all your textures "iconflmaster_XX.png"( with XX varying from 13 to 28) instead of "iconfr/it/ge/sp_13.png".
2)In hash1map.csv rename the textures only as "iconflmaster_13.png"

Why does it works?
Indeed there is a specific code Omzy wrote only for iconflmaster to see the differences between the palettes that may have the same hashcodes. But since iconflmaster.tex is the equivalent of icon.tex for foreign versions then the algorithm works also on icon.tex. The trick is that it reads the value of color at the center of the cross symbol ( pixel X=206, Y=103).
I've tried it and it works like a charm! Anyway there are still problems of texture misalignement. Mcindus might correct this.

NOTE: For unknown reasons the menu crashes FF8 when you try to configure Zell's limitbreaks. It seems to come from the button palettes ( iconflmaster_17).
« Last Edit: 2014-12-13 18:08:16 by Shunsq »

Mcindus

  • *
  • Posts: 929
  • Artist, Modder, Musician.
    • View Profile
    • Lunatic Pandora
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #269 on: 2014-12-13 18:00:52 »
Good news fellow non-english players: you can use all the palettes with a trick i've just found!
1)Rename all your textures "iconflmaster_XX.png"( with XX varying from 13 to 28) instead of "iconfr/it/ge/sp_13.png".
2)In hash1map.csv rename the textures only as "iconflmaster_13.png"

Why does it works?
Indeed there is a specific code Omzy wrote only for iconflmaster to see the differences between the palettes that may have the same hashcodes. But since iconflmaster.tex is the equivalent of icon.tex for foreign versions then the algorithm works also on icon.tex. The trick is that it reads the value of color at the center of the cross symbol ( pixel X=206, Y=103).
I've tried it and it works like a charm! Anyway there are still problems of texture misalignement. Mcindus might correct this.

NOTE: For unknown reasons the menu crashes FF8 when you try to configure Zell's limitbreaks.

O_O OMFG.   Thank you Shunsq!!! I will put out FULL versions of the translations very soon! I'm working on fixing the alignment for all translations and they should be available to the community as a big fat holiday present.

This is huge news for the translations :)

Zells limit break glitch is a serious one, but one thing at a time... first I will pump out more translations.

Also - it looks like in Tonberry vs. Aali's driver - that in Aali's driver, any layer that isn't 100% opaque is ignored.  In Tonberry, anything that isn't 100% Transparent shows up as 100% Opaque.  I have to go through and fix this -- which is what 5way has been pointing out.  I like your idea of a bright green/pink background to contrast for a fix. (like I have for the magazine item pictures).

I will be working with Shunsq and Omzy to update Tonberry with the new hashings for this project -- and hopefully the Squall re-texture if the other characters have been hashed in time.

Aavock

  • *
  • Posts: 303
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #270 on: 2014-12-13 18:36:08 »
Amazing job Shunsq! Can't wait for Mcindus' SeeD Reborn update :-D

Don't forget to rename your "iconfr/it/ge/sp" folder "iconflmaster" to get it work!



This is how it looks with all *.png textures renamed to "iconflmaster13-28", some textures now worked but those who used to doesn't anymore, this is my hash1map.csv (french version):

Code: [Select]
iconflmaster_13,15435301983241370623
iconflmaster_13,15905287678778407935
iconflmaster_13,15507359577279298559
iconflmaster_13,15328826926474984447
iconflmaster_13,15471330780260334591
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079

For unknown reasons the menu crashes FF8 when you try to configure Zell's limitbreaks. It seems to come from the button palettes ( iconflmaster_17).

The game will also crash in all tutorial sub-menus.

Mcindus, have you noticed the distorted (narrow) font and icons in the main menu as well?

Mcindus

  • *
  • Posts: 929
  • Artist, Modder, Musician.
    • View Profile
    • Lunatic Pandora
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #271 on: 2014-12-13 18:44:55 »
Amazing job Shunsq! Can't wait for Mcindus' SeeD Reborn update :-D

Don't forget to rename your "iconfr/it/ge/sp" folder "iconflmaster" to get it work!



This is how it looks with all *.png textures renamed to "iconflmaster13-28", some textures now worked but those who used to doesn't anymore, this is my hash1map.csv (french version):

Code: [Select]
iconflmaster_13,15435301983241370623
iconflmaster_13,15905287678778407935
iconflmaster_13,15507359577279298559
iconflmaster_13,15328826926474984447
iconflmaster_13,15471330780260334591
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079

The game will also crash in all tutorial sub-menus.

Mcindus, have you noticed the distorted (narrow) font and icons in the main menu as well?

The border of your grey gradient is pulling from the wrong palette... and the blue and the white have reverted back to their old palettes.  maybe if you try to go back to the original hash codes that I sent you (just forwarded from Shunsq), this might revert back to what the game is intending to do without the manual fixes possibly interfering?

EDIT** use the updated iconflmaster_13,xxxxx - I just think that the two that I had you switch before are in the wrong order now.
« Last Edit: 2014-12-13 19:12:38 by Mcindus »

JeMaCheHi

  • *
  • Posts: 194
  • You can just call me J!
    • View Profile
    • My YouTube Channel :D
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #272 on: 2014-12-13 19:42:58 »
The border of your grey gradient is pulling from the wrong palette... and the blue and the white have reverted back to their old palettes.  maybe if you try to go back to the original hash codes that I sent you (just forwarded from Shunsq), this might revert back to what the game is intending to do without the manual fixes possibly interfering?

EDIT** use the updated iconflmaster_13,xxxxx - I just think that the two that I had you switch before are in the wrong order now.

Hmmm... now you talk about grey gradient... I noticed that in spanish version(or at least in mine) it's not being replaced correctly (look at the screenshots in my previous posts in this page).

On everything else... congratulations guys, you made it again. I really like your finding, Shunsq. However... what happens with the spanish "ñ" char....?

Shunsq

  • *
  • Posts: 142
  • 20 years to mod a game, that's insanely long
    • View Profile
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #273 on: 2014-12-13 19:46:43 »
CloudLeonHart and all spanish users,
Due to a simple "ñ"  the sysfld01 and sysfnt hashcodes are different from english/french/italian version :P
Please add the following codes to hash1map.csv:
Code: [Select]
sysfnt_13 18446744073709551615
sysfld01_13 18410706480546889215
sysfld01_14 18410706480580509183

Regarding the background i can't figure out why it is not replaced  :?.
Will it help you JeMaCheHi?

JeMaCheHi

  • *
  • Posts: 194
  • You can just call me J!
    • View Profile
    • My YouTube Channel :D
Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul (v3.2)
« Reply #274 on: 2014-12-13 19:58:17 »
I've read that post several times yet, my hashes are ok  :D
I think I'm not expressing clearly or maybe I don't understood you. You say we should replace our files with the orig Ok, I didn't understood you, while writing I noticed how stupid was my assumption xD I though we had to replace the translated files with the english ones (and that's why I asked "what happens with ñ"), but what you say is to RENAME the translated files. Now everything takes more sense hahahaha.