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Final Fantasy 7 => Other Mods => Releases => Topic started by: DLPB_ on 2011-04-06 23:18:11

Title: [FF7PC-98] The Reunion (OLD THREAD, SAVED FOR POSTERITY)
Post by: DLPB_ on 2011-04-06 23:18:11
Please go to http://forums.qhimm.com/index.php?topic=14914.0

This was the Menu Overhaul Project and has been superseded by the above.
Title: Beacause [R05]
Post by: DLPB_ on 2011-04-07 01:38:20
[empty]
Title: Menu Overhaul [M05d]
Post by: DLPB_ on 2011-04-07 02:28:16
[empty]
Title: Weapon [W01]
Post by: DLPB_ on 2011-04-07 08:10:25
[empty]
Title: Iscar [WIP]
Post by: DLPB_ on 2011-04-07 18:21:11
[empty]
Title: Model Overhaul
Post by: DLPB_ on 2011-04-07 18:26:07
[empty]
Title: Memory Patches
Post by: DLPB_ on 2011-04-07 20:04:59
[empty]
Title: Re: [WIP] Menu Overhaul Project
Post by: yarLson on 2011-04-07 21:23:58
lets not forget that you can also move through the pages quickly with the "page up" and "page down" buttons so its not too horrible.
However I really wish you would at least do two rows for items (although, if it were up to me I'd do 3) since you have the ability to carry more items than pretty much anything else. Besides with your new improvements there is plenty of space for it.
Title: Re: [WIP] Menu Overhaul Project
Post by: Nightmarish on 2011-04-07 21:30:28
Now that i think about it, 4 columns for magic would be somewhat nice, since many magic materias have 4 spells associated.
Like:

Fire > Fire2 > Fire3 > Flare

Anyway, the mod is yours, so it's up to you  ;)
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-07 21:42:32
It simply isnt possible to do 2 rows for items because we are talking huge strings  The box would look crap.  That is why they kept it to 1 originally.  Trust me, this will work.

As for flare and fire, they are in order of type (flare is part of the forbidden magic).  To change it would be a big hassle for little reward.

This is a tradeoff between size of box and ease of use :) and without Aali I can't sort the columns anyway...  I can sort the rows.
Title: Re: [WIP] Menu Overhaul Project
Post by: BloodShot on 2011-04-08 00:41:05
On the topic of aesthetics, are you planning to ever make a version in the future with borders that are like the classic background/TA hires borders? It'd be kind of cool to have the new minimalist interface with the classic look of the game.
Title: Re: [WIP] Menu Overhaul Project
Post by: sl1982 on 2011-04-08 00:48:38
lol
Title: Re: [WIP] Menu Overhaul Project
Post by: BloodShot on 2011-04-08 00:49:28
Don't be hatin, I ask to be allowed one stupid question per year  8-)
Title: Re: [WIP] Menu Overhaul Project
Post by: Timber on 2011-04-08 00:53:27
Final Fantasy IX, on the flip side of the coin, had far fewer skills and abilities per character. In Final Fantasy VII, there are 54 magic spells. There are 24 enemy skills.

This. Also the FF7 materia system will very often leave big gaps in the list (because of pre-set slots for magic, instead of just stacking the spells you have equipped) making having 1 column even worse.

Item, Summon are better than original, magic and e skill slightly worse, in terms of finding them.

I dunno man, why take steps backwards? A slightly smaller window?
I really don't think people will care how 'cute' it is if you make it more cumbersome.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-08 01:02:01
I am afraid not.  The whole idea of this project is to move away from the old graphics.  The old menu project is for the old font and graphics.

My mind is made up on the menus, if it can be done it will be.  I can see what is in front of me, and the difference is minimal.  The windows do not need to be that wide.  Do not imagine things being so much worse.  This isn't a step backwards, it is a step forwards.  It looks miles better for the sake of clicking page down 2 extra times.

I am looking at these menus as we speak and it is certainly better the new way.  Wait until it is released, then pass judgment.
Title: Re: [WIP] Menu Overhaul Project
Post by: Kemlin on 2011-04-08 02:23:08
Well I have decided on the following:

E.Skill 1 column
Summon 1 column
Item 1 column
Magic 2 or 3 columns

But the number of rows has been increased from 3 to 4, so:

Item, Summon are better than original, magic and e skill slightly worse, in terms of finding them.

Will it be possible for you to release a reference guide after you're finished so that I may change the menus back myself? It's a good compromise between accepting the design decision and not using your mod, I think.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-08 02:38:31
That would be tons of work, because to change them back would require a lot of changes.  The menu the boxes everything.  It is how it is....  And so far I can't alter the menu anyway.

I do not have time to write guides to editing the game... I am up to my neck as it is....
Title: Re: [WIP] Menu Overhaul Project
Post by: Kemlin on 2011-04-08 03:30:41
That would be tons of work, because to change them back would require a lot of changes.  The menu the boxes everything.  It is how it is....  And so far I can't alter the menu anyway.

I do not have time to write guides to editing the game... I am up to my neck as it is....

That's fine too. Just post the notes you're using to do the alterations after you're done, if you succeed in making the menu alterations. I'll be able to work off them.

By the way, just to be clear, I don't want my comments to come off as "Lol I hate ur work". On the contrary, I sincerely appreciate the 8 hours a day job you're doing to overhaul the menu system. VII's biggest shortcoming is the battle interface, and you've done a miracle in improving it. Just...some things I want to see unchanged, and I'm willing enough to change them back for my personal use. Thank you.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-08 04:32:41
Ok well I said I wouldn't me another beta but here is the latest: 

New:

Menu rows are 4 and not 3
Item icons are cleaned up
Colour of bars is ready for Felix graphics.

http://rocketronnie.net/106.rar


Title: Re: [WIP] Menu Overhaul Project
Post by: Timber on 2011-04-08 05:04:14
Wait until it is released, then pass judgment.

Well was only trying to save you doing work on something that seems kinda pointless. :)

I mean, you have already said that some menus will be at least 2 columns, so I don't see how reducing some of them to 1 column could possibly make it look 'miles better', especially at a cost to convenience.

And you kept basing the interface on FFX, which has 2 columns!

Meh I have made my case, I know it's not the end of the world, I'll just wait and see now like you say haha. :)
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-08 05:05:17
FFX uses a smaller font and the boxes are small.  The problem atm is even if you can ignore the better look, the e skill box is going into the character names and display (when I make it so the display doesnt go away)

I may have worked out a way around this though ;)

But you lot need to stop whinging  ;D, so far I can't change it anyway I don't think I will be able to regardless.  I am stuck with it.
Title: Re: [WIP] Menu Overhaul Project
Post by: fladimir_hokage on 2011-04-08 18:43:40
man and the spanish fonts is fixed?
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-09 09:03:07
Spanish is not supported.  This mod is for English game only (there is a spanish mod elsewhere based on our earlier work).  I may provide the font sheet I used so people can make their own from my work but it isn't very simple.  You need to be able to align it properly and edit window.bin via a place in the exe for testing.
------------

Anyway here is the new version.  I did quite a bit of coding, and transparency is now supported.  I coded transparency and menu clean up (i.e. main commands disappear when limit break options are up).

http://rocketronnie.net/108.rar

Progress report updated.
Title: Re: [WIP] Menu Overhaul Project
Post by: fladimir_hokage on 2011-04-09 09:26:06
ok thanks  ;D
Title: Re: [WIP] Menu Overhaul Project
Post by: BloodShot on 2011-04-09 22:42:55
Just tried it, It's very nice, very 8-like (except cooler looking :D)

Is the transparent attack window caused by having transparent dialogue boxes on, or is that something the mod does? If it does that, I think it would be cool to have in

the installer later, a choice between a transparent and opaque attack window because the transparent one makes it hard to see the color.

It is really cool though, can't wait to see when the full-screen flashes for attacks and stuff work.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-10 02:42:24
A choice of Transparency ....We'll see.

All windows in battle are transparent.  It is not related to the driver.

Title: Re: [WIP] Menu Overhaul Project
Post by: DarkFang on 2011-04-10 09:35:05
I'm going to guess I did something wrong here.

http://i818.photobucket.com/albums/zz105/DarkFang94/ff72011-04-1005-30-16-98.jpg?t=1302428060
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-10 10:01:14
Yes.  Your graphics have not been updated.  Clear the cache or turn it off and make sure the graphic files I supplied are placed in the correct place in the mods folder and that the mods path is set correctly in the driver config file.

You have also not updated window.bin.  See the files I sent in the 108 rar.

Basically you have done it all wrong :P
Title: Re: [WIP] Menu Overhaul Project
Post by: DarkFang on 2011-04-10 10:16:11
I don't have a windows.bin file.

I did all the other things.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-10 10:23:30
You have not done it properly and there is a window.bin file provided with 108.rar it needs to be placed in the kernel folder.

You need to clear the cache or turn it off in the driver config file or it won't update the graphics, even if you have them in correct area.
Title: Re: [WIP] Menu Overhaul Project
Post by: DarkFang on 2011-04-10 10:29:01
Ahh I couldn't find where to put window.bin.

I disabled the cache. Works fine now. Thanks.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-10 11:19:42
and with that we are now 25% completed.

Progress report  OVERALL:
23/92 (25%)

People wanting to install the beta and who PM me, this is how:

1.  Place graphic files into the correct mod folder and path.  usually /mods/yourmodpath/menu  Yourmodpath means YOUR mod path, do not be a bonehead and expect a folder called "yourmodpath".  There is no "any" key either.

2.  Set up your mod path in opengl driver config file.  It is usually set to avalanche if you have installed any of their mods, and that's fine to use.

3.  Place window.bin in kernel folder

4. Clear the cache folder or turn off the cache option in the driver config file (compress_textures = no)

5. Use the exe  from the root.  I.e. from the game folder.  It does not need renaming.

6.  Stop asking me why things are not lined up properly without first looking at the progress report.  Is the menu in question said to be done?  if so, then report an issue, if not, don't.  The amount of times I am seeing "Why isn't X lined up with X"  and the progress report is at 25%.  Come on guys stop being bone idle.  I go to the trouble of documenting every byte and flea for a reason.

7.  Try to be considerate.  Constructive criticism is good, b*tching about how you liked the old borders, the old layout, and wanting me to still be here until I am 79, is not.  Whilst I am sure you mean well, it is extremely annoying because it is easy to criticise or want more, but try sitting here with a hex editor for hours a day for weeks.

8.  If you have followed these instructions and your battles look like crap, you didn't follow the instructions.  There is only 1 equation needed here.  Look like rubbish=YOU made a mistake. I may not be perfect but I am not capable of releasing a totally crippled beta (unlike microsoft).

This is a beta.  That means that this is nowhere near finished and only for testing purposes.  Back up anything you are going to overwrite.


Have I missed anything in documentation?  Have I missed something with the 004 original menu mod that I may miss again?  Have you got an improvement that is feasible to implement (i.e. not "that youtube fan-made menu that looks great but is actually impossible for you to make without rewriting the menu from scratch which you can't do").  If so.  Please tell me :)

Enjoy.  :mrgreen:  p.s. this post sounds tetchy,.
Title: Re: [WIP] Menu Overhaul Project
Post by: skyslack on 2011-04-11 06:00:22
Could you tell me which software you use to change the font width? I need to customize my kernel.bin at 1024x768 resolution with your mod.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-11 08:11:27
Font width is manually altered on the font graphic.  Font spacing is altered in window.bin. 
Title: Re: [WIP] Menu Overhaul Project
Post by: skyslack on 2011-04-11 11:20:01
oh yeah! what are ya using to alter window.bin?
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-11 12:50:42
a hex editor but you need to unzip it first.  Look for documentation.
Title: Re: [WIP] Menu Overhaul Project
Post by: ae2011 on 2011-04-11 19:11:27
Having alignment issues:

http://i1004.photobucket.com/albums/af166/ae2011/screenshot.png

I am currently using aali's ff7_opengl-0.7.10b but have tried previous versions as well. I have cleared the cache and also disabled it in ff7_opengl.cfg. I copied all the graphics files to mods/modpath/menu, copied window.bin to the kernal folder, and using 108.exe. Also new_battle_interface = on.
Title: Re: [WIP] Menu Overhaul Project
Post by: BloodShot on 2011-04-11 20:07:56
Having alignment issues:

http://i1004.photobucket.com/albums/af166/ae2011/screenshot.png

Try turning off the break_9999limit in the driver config.
Title: Re: [WIP] Menu Overhaul Project
Post by: ae2011 on 2011-04-11 20:22:53
Wow that worked perfectly, thanks!  ;D another issue i have is when selecting the save data file, the cursor isn't aligned properly when i move to other files
Title: Re: [WIP] Menu Overhaul Project
Post by: yarLson on 2011-04-11 20:25:14
6.  Stop asking me why things are not lined up properly without first looking at the progress report.  Is the menu in question said to be done?  if so, then report an issue, if not, don't.  The amount of times I am seeing "Why isn't X lined up with X"  and the progress report is at 25%.  Come on guys stop being bone idle.  I go to the trouble of documenting every byte and flea for a reason.
dude at least read the posts from the author!
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-11 21:58:53
At least that issue was related to something different, but I think people are generally lazy that they can't look about.
Title: Re: [WIP] Menu Overhaul Project
Post by: Vgr on 2011-04-12 00:03:53
Well, I won't use it until the final release, which could be never XD
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-12 00:14:20
very unlikely, never :)  8)
Title: Re: [WIP] Menu Overhaul Project
Post by: yarLson on 2011-04-12 01:30:18
Based on the quality of Dan and Kranmer's previous work, i'd say that their will be a final release. Don't be so negative all the time  :P
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-13 07:51:37
This is the latest.  If you look at the progress report, you will see that the only things not done in battle are the action and help bar.  I am still not made up on the colour of MP / HP but other than that it is good to go.  Soon time to work on normal menu.

http://rocketronnie.net/121.rar

I am also gonna do a ff9 interface at the end, as I like its style.  Suits more to this imho, but both will be a choice.  Priority is getting whole project done first.

I have also corrected the NEW GAME / Continue screen.

And yes, I know transparency is not turned off after battle.  I will sort that soon.

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/interfacenewfinal.png)
Title: Re: [WIP] Menu Overhaul Project
Post by: AlbusJC on 2011-04-13 23:41:59
First, thank you very much for your work DLPB. It's great. I'm trying to add Spanish letters to this game with your project but I have a problem with them. (á, é, í, ó, ú, Á, É, Í, Ó, Ú, ñ, ¿)
Here are the files that I modified so far.
http://img16.imageshack.us/f/usfontal00.png/ (http://img16.imageshack.us/f/usfontal00.png/)
http://img35.imageshack.us/f/usfontbl00.png/ (http://img35.imageshack.us/f/usfontbl00.png/)
Here's the result...  :cry:
http://img38.imageshack.us/f/ejemploi.jpg/ (http://img38.imageshack.us/f/ejemploi.jpg/)
Is there any way to fix it? Excuse me if it is the wrong place to ask this. In that case I will erase this post. Thanks in advance.
Title: Re: [WIP] Menu Overhaul Project
Post by: Vgr on 2011-04-13 23:43:54
I think this is not compatible with non-English versions... At least it wasn't for my French version, the reason why I took an English one instead :P
Title: Re: [WIP] Menu Overhaul Project
Post by: yarLson on 2011-04-13 23:45:55
I am fairly certain you'd have to align the letters yourself by modifying the exe with a hex editor in order to get them perfect. Good luck :D
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-14 00:06:39
yes you need to find the table, as I explained before.  Window.bin holds the table, but to test out you have to edit memory at run time.  Then save those changes in a file in window.bin.

offset 0099ddaf, that area in memory.

It is not as simple as just adding a letter to the font.  And no, I am not helping with it unfortunately.  I have too much to do.  Kranmer may help if you ask him but he may be too busy as well.  I have nothing to do with the non english game from now on :)
Title: Re: [WIP] Menu Overhaul Project
Post by: fladimir_hokage on 2011-04-14 02:23:30
yeah lets spanish fonts
Title: Re: [WIP] Menu Overhaul Project
Post by: AlbusJC on 2011-04-14 15:19:33
thanks but I afraid than I never used a hex editor so I have not idea about that. Thanks anyway. Good job with this proyect  ;)
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-14 15:36:44
If you get the font sorted, Kranmer may edit it for you.  You never know :)  If not I am sure someone here may...

I might do it but you'd be waiting a looong time.
Title: Re: [WIP] Menu Overhaul Project
Post by: AlbusJC on 2011-04-14 17:54:38
I think is better to wait until the project is finished for add others languages (if you like). You are busy now, I understand this. So you don't worry about this, I have no hurry :) thanks again!
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-17 05:55:21
I am working flat out on this but it is going to take considerable time and effort.  This time I also have to redo all the menu windows too...

As you can see below (and extra magics in the menu but you will see that in the beta release)

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newmenulayout.png

It is a nightmare.  I reckon if I work flat out I might have it done by end of May.  I dunno :P
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-17 20:58:57
latest beta.  Work begun on normal menus.  yes it is a mess.  It will take time.  Battle is also not finished.

http://rocketronnie.net/137.rar

edit.  And to give you some idea of the torture I am under.  It has taken 2-3 hours to manually edit ITEM menu.  So much messing about and value finding.

Title: Re: [WIP] Menu Overhaul Project
Post by: Troy1991 on 2011-04-18 21:20:21
It looks amazing. Everyone working on the menu should be proud. I am working on getting that beautiful menu in game. Sadly I guess I am going have to sit this one out. Just cant get it working )= I disabled the cache. pasted the graphics into mods/modpaths/menu. pasted windows.bin into kernal folder. And have break limit turned off. And pasted the 121.exe to the game folder. It pops up in game. just hp and limit bars overlap. And the battle command box is still blue on bottom left side of the screen.  So I made a dumb mistake just not sure where at. Any help would be greatly appreciated.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-18 22:16:41
137 is out right above as well.  Make sure your modpath is also correct in ff7_opengl
Title: Re: [WIP] Menu Overhaul Project
Post by: Troy1991 on 2011-04-19 02:15:31
I got it working. Its a massive improvement. I got a question though. How do you use felix graphics?
Title: Re: [WIP] Menu Overhaul Project
Post by: yarLson on 2011-04-19 02:33:43
I got it working. Its a massive improvement. I got a question though. How do you use felix graphics?

it's very simple really. You just have to wait patiently for them to be released, or perhaps felix would be kind enough to send you his work were you to ask him
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-19 02:53:27
Better off waiting really for the installer that is to follow the completion of this project.  Remember, this is a BETA and is nowhere near finished.

This is 149.  Item menu is complete.   Have a check.

http://rocketronnie.net/149.rar
Title: Re: [WIP] Menu Overhaul Project
Post by: DarkFang on 2011-04-19 19:38:24
Better off waiting really for the installer that is to follow the completion of this project.  Remember, this is a BETA and is nowhere near finished.

This is 149.  Item menu is complete.   Have a check.

http://rocketronnie.net/149.rar
Nice work! It looks fantastic.
Title: Re: [WIP] Menu Overhaul Project
Post by: Armorvil on 2011-04-20 19:27:43
Awesome.

On a side note, I just started playing FFIV The Complete Collection on PSP, and I really like the fact that you see the character's portrait in the battle menu, when his command menu appears. Just wondering if such a thing would be possible in FFVII.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-04-20 20:37:42
Awesome.

On a side note, I just started playing FFIV The Complete Collection on PSP, and I really like the fact that you see the character's portrait in the battle menu, when his command menu appears. Just wondering if such a thing would be possible in FFVII.

Anything is possible but that one would be for aali.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-01 13:58:37
http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newgil.png


Still not done but getting there.  Progress is pretty fast at moment. See first post :)  Working my way through them.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-04 01:08:12
rocketronnie.net/184.rar

See progress report on first page for what is done.  See earlier posts for how to install.  This is just a beta and to show you what is done.
Title: Re: [WIP] Menu Overhaul Project
Post by: obesebear on 2011-05-04 01:38:55
YOUR LINK DOESN'T WORK UNLESS COPY PASTED  :x :x
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-04 01:52:30
 :o  lazy bones.
Title: Re: [WIP] Menu Overhaul Project
Post by: fladimir_hokage on 2011-05-05 18:43:54
in materia menu, are not aligned with the grid materia
in equip materia menu
Title: Re: [WIP] Menu Overhaul Project
Post by: DarkFang on 2011-05-05 19:46:51
in materia menu, are not aligned with the grid materia
in equip materia menu
It says on the first post that the Materia menu wasn't complete.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-06 13:28:54
in materia menu, are not aligned with the grid materia
in equip materia menu

That release is a BETA.  As above poster said, CHECK FIRST POST BEFORE POSTING.  I also said that a few posts ago.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-07 20:07:00
No offence people, but I have decided to close PM off to anyone but friends or people helping with projects.  I have at least 1 person every 3 days asking how to edit the game and what to do, but I do not have the time to teach everybody.  I understand everyone wants to do their bit but here is what you need to do:

- learn hex editing
- learn basic assembly
- Download cheat engine and learn how it works and how to find values.

It really isn't that hard.  I am full to bursting project wise and I have absolutely no time.  8)  I will upload I and Kranmers work on hex values soon enough, but it is a mess and incomplete.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-10 03:51:35
Pleaaaase make it stopppp.  It's burnning....

Well another night another menu done.  Onwards and upwards.

edit:

I was thinking of realigning the menus in minigames too, but considering it... I think that's just going too far.  Maybe in 2020 when I finish retranslatioon project I will look into it.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-12 01:26:20
We are now over half way finished.  The following is the hex values we have.  Some of it is personal notes.  It is a complete mess.  If someone wants to spruce it up and make a proper release I would be happy with that.  It is not totally complete but it does the trick for me.

These values may help with those who want to edit the exe.  The vast majority of these were located and documented by Kranmer.

http://rocketronnie.net/HexForFF7exe.rar

Title: Re: [WIP] Menu Overhaul Project
Post by: Thad on 2011-05-14 20:23:37
rocketronnie.net/184.rar

The link appears to be dead and I don't see a newer one in your later posts (or in the OP).  Is there a current release for testing?  (Hope I haven't just missed something in an old post again; don't want to waste your time or anything.)
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-15 00:01:14
I have removed it because it is now too old.  A new one will appear here when I am ready :)  It depends.  Might not release any for a while.
Title: Re: [WIP] Menu Overhaul Project
Post by: Jaki on 2011-05-27 02:51:33
Can you send me a link of beta version? I love this project and want to try them with game.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-27 03:18:14
There isn't much point in betas of this as no installer is made and it isn't complete until its complete...  its like downloading 5 FMV every 2 minutes when 20 arent finished...

best off waiting, although in a week or so I may upload current progress.  It just makes it harder for me really...
Title: Re: [WIP] Menu Overhaul Project
Post by: Bosola on 2011-05-27 12:54:13
Releasing even a demo build is surprisingly time-consuming. Especially if you want to document its shortcomings properly.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-28 16:41:23
http://RocketRonnie.net/245.rar

Place window.bin into Kernel folder
place 245.exe into main game folder
Place image files into mods/modpath/Menu where modpath is your modpath.

This is for testing purposes only.  See first post to see what is done.  Some things are in progress like the materia menu, materia sell menu, item sell menu.

Lots of stuff isnt done. CHECK FIRST POST.

Title: Re: [WIP] Menu Overhaul Project
Post by: ProtoX on 2011-05-28 19:24:11
is this compatable with the break limit patch?
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-29 14:59:39
This is a beta and is only for testing purposes.

Quote
This is for testing purposes only.
Title: Re: [WIP] Menu Overhaul Project
Post by: ProtoX on 2011-05-29 15:28:33
This is a beta and is only for testing purposes.
That Answers My Question Then Thanks.
Title: Re: [WIP] Menu Overhaul Project
Post by: Jaki on 2011-05-30 09:12:42
Hi DLPB
Sorry for the wrong post but there is one thing very interesting that I just found, when i change name 245.exe to ff7.exe and replace original exe with it, fmvs load very smooth and not lag :lol:. I use Aali's 0.7.9b and could you tell me what patch and mod you use for 245.exe (does it 1.02 version :|). Thanks
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-30 13:16:07
1.02 is essential for Aalis driver.  That's the only difference there should be really with my exe....
Title: Re: [WIP] Menu Overhaul Project
Post by: Jaki on 2011-05-30 13:29:22
I don't understand why your exe make fmvs load faster but thanks for answer  :)
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-05-30 13:42:12
My exe is just 1.02....  unless for some bizarre reason a change in it has fixed a problem, I don't know.  The only real difference with my exe is that it loads less textures...

How that could fix a FMV issue is beyond me though.  Are you sure that an original 1.02 exe is being slower than mine?

Title: Re: [WIP] Menu Overhaul Project
Post by: Jaki on 2011-05-30 13:48:36
I'm very sure. Try original download on wiki page, try exe on ff7 remix and another but all of them make movie lag and bad sound. I think load less textures make it faster (but I'm not sure because it's a movie, not textures)
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-02 03:12:54
I've just spent 3 hours looking through code to understand why it wasnt working.  The dialogue boxes in menu were not scaled right to the new font and the status menu text was spaced wrong.

It turns out the status menu text was treated as dialogue and had to be scaled properly to the new texture.

All I needed to do was change 4 bytes to make floating point 2.0 and not 1.66 (original game).

Was so bloody obvious!
Title: Re: [WIP] Menu Overhaul Project
Post by: Kemlin on 2011-06-03 00:02:22
"Was so bloody obvious."

...is that sarcasm?
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-03 00:11:55
No, it is literal.  It was.
Title: Re: [WIP] Menu Overhaul Project
Post by: Malice on 2011-06-08 17:45:24
I hate to do this here DLPB but you have PM's turned off.

I wish to ask your permission to include your new menu system in an upcoming release of an Automated Modification Installer that incorporates your menu system. Please feel free to pm me your response or place it here I will not release without your permission.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-08 19:02:59
You may do it , however be aware that the exe released with this overhaul is not finished and the installer isn't done...  so if you are using this project you are better off waiting until it is actually done...

If you mean the original menu reconstruction for use with Avalanche and the old graphics, sure, you are cool to use that also.

Just link to this thread and make sure to credit myself and Kranmer.

The problem is that the installer we do release will be pretty full and detailed, and it is much better and wiser to simply use our installer with your own rather than incorporate all the patches individually.
Title: Re: [WIP] Menu Overhaul Project
Post by: Malice on 2011-06-09 01:10:21
You may do it , however be aware that the exe released with this overhaul is not finished and the installer isn't done...  so if you are using this project you are better off waiting until it is actually done...

If you mean the original menu reconstruction for use with Avalanche and the old graphics, sure, you are cool to use that also.

Just link to this thread and make sure to credit myself and Kranmer.

The problem is that the installer we do release will be pretty full and detailed, and it is much better and wiser to simply use our installer with your own rather than incorporate all the patches individually.

I was speaking about the 245.exe of course the users downloading this will be well aware of it being a non finished product. But I must say I have ran through most of the game beautifully. I think I will run this Menu as a precursor to your release...maybe just look of whats to come for those not modding savvy.  I completely appreciate your approval and of course you will be credited. Again thank you for your amazing work.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-20 03:10:17
This perpetual torture is almost over.  I set myself the date of the first installer for 22nd.  The 9999 break hp limit and the ff8 style interface option will be worked on after that.

Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-20 03:31:20
Sweet looking forward to the installers release. I really want this ^^.
Title: Re: [WIP] Menu Overhaul Project
Post by: Terid__K on 2011-06-20 03:35:24
Can't wait to try this out. I'm really digging those new graphics (the font and materia looks way better than TA's).

BTW, will we be able to use the new menu interface with the old battle interface? Just wanna have some options, that's all.

Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-20 03:36:36
I may add that back at a later time but only when everything else is finished...  It is quite a lot of messing about to get that one back the way it was.  Then you add in the 9999 patch and you realise the myriad of options and patches that are needed and aren't allowed to conflict.  That's the real issue there.
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-20 23:27:40
Hehe, so close to the 22nd ^-^ Its the only thing im looking forward to adding to my game at the moment.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-20 23:51:39
Maybe I was optimistic.  Either way I'd say definitely within the next 3 or 4 days.  I will try to get somethin out for tomorrow.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-21 22:12:53
Ok i've broken promise :P  but I reckon tomorrow or day after is the day.  just ran into a spot of bother with a few things.

Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-22 00:06:07
Oookay I will be waiting patiently. Good luck on debugging the issues.
Title: Re: [WIP] Menu Overhaul Project
Post by: Kranmer on 2011-06-22 21:10:15
Hey Dan just wanted to let you know i updated the window.bin with the changes you wanted, i may or may not be on later (expecting my cousin but he may not turn up) so i uploaded it here instead.
http://www.mediafire.com/?neh13mdg9jbn7sy
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-22 21:29:19
much obliged :)

Thanks to aali tutoring me in a few assembly things, I can also now center the "armour is broken" text etc in battle arena.  This was the last main obstacle to the installer.
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-24 00:07:00
Sweeeet~ Hope to be all over this soon ^-^ I havnt played FF7 in a while and I wanted to play it remastered with this menu overhaul+FF7Music and obviously Aali's Custom Driver. I have been keeping up with this thread for around a year now it feels like and I have tried out the avalanche menu overhaul a while back but wasnt all that intruiged. This project has me really excited to replay FF7 once again.

*pulls disks out of safe* *pets* >.>
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-24 00:09:00
If I didn't have a load of beer it would be done now, instead I think I will finish it when I wake up later.  IN any case, it is basically ready for a first release within  1 hour of work.
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-24 06:00:47
Bad Ass. I got to sleep anyway so I will be looking forward to installing it once I get home from work ^-^. Ill have myself a cold beer as I do.
Title: Re: [WIP] Menu Overhaul Project
Post by: KaidenJames on 2011-06-24 06:35:35
Hey DLPB. First, fantastic job with this mod. I just have a question. Does this mod work along side Team Avalanches overhaul mod? Or is it a stand alone mod? Can't wait for the installer man, good job again.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-24 11:56:55
It works on its own but it does come with work that they did also.  See first post.
Title: Re: [WIP] Menu Overhaul Project
Post by: KaidenJames on 2011-06-24 17:12:08
Ok cool. I checked the 1st post. Another question. Can I install this over titeguy3's remix patcher? I just formatted my lap top and forgot to back up the mods, so just wondering.
Title: Re: [WIP] Menu Overhaul Project
Post by: DarkFang on 2011-06-24 18:37:54
Ok cool. I checked the 1st post. Another question. Can I install this over titeguy3's remix patcher? I just formatted my lap top and forgot to back up the mods, so just wondering.
Yeah but some of the mods in that are outdated. Use this guide (http://forums.qhimm.com/index.php?topic=11248.0).
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-25 02:33:14
*Rolls around* This is going to be so awesoooome!
Title: Re: [WIP] Menu Overhaul Project
Post by: KaidenJames on 2011-06-25 03:12:59
Thank you DarkFang. My questions are now answered. Now just to wait on this brilliant piece of material  ;D
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-25 04:56:26
yup ran into difficulty today, really should have been completed but in any case 100% definite that installer will be here within 24 hours.  It is complete now, just needs testing and installer.
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-25 05:44:52
Im dieing for this xD jk but yeah good to hear it will be completed soon. I hope to be able to play it this weekend. Thanks for everything!
Title: Re: [WIP] Menu Overhaul Project
Post by: DarkFang on 2011-06-25 05:50:39
You got a lot of the stuff done since the last time I checked. Nice job.

How much of the stuff are you going to have to change with the 9999 break text?
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-25 06:15:03
9999 is not my mod but quite a few things need to be done to make this compatible with it.   Shouldn't take too long to add support.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-25 08:59:05
I am now typing 1 handed because I have sustained an injury.  Golfer's Elbow from typing.

 ;D
Title: Re: [WIP] Menu Overhaul Project
Post by: Jaki on 2011-06-25 11:58:14
common man, I can't wait any longer   ;)
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-25 18:40:07
^ *dead*
Title: Re: [WIP] Menu Overhaul Project
Post by: ProtoX on 2011-06-25 20:57:58
common man, I can't wait any longer   ;-)

Longer the Better. Rushing Through Anything Only Leads To Bad Results
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-25 21:06:17
It is on the way...  just a few small things to fix.  And then test more, then installer, then test more.
Title: Re: [WIP] Menu Overhaul Project
Post by: Kudistos Megistos on 2011-06-25 21:17:12

Longer the Better. Rushing Through Anything Only Leads To Bad Results

Can we make posting in Comic Sans a bannable offence?
Title: Re: [WIP] Menu Overhaul Project
Post by: Bosola on 2011-06-25 21:55:58
It's tempting.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-25 21:57:59
 8)  i like comic sans.  I think it is being picked on unfairly.   :P
Title: Re: [WIP] Menu Overhaul Project
Post by: PitBrat on 2011-06-26 02:08:10
I concur.  Comic sans is a great font.
Title: Re: [WIP] Menu Overhaul Project
Post by: DarkFang on 2011-06-26 02:29:23
It doesn't fit. It looks out of place.
Title: Re: [WIP] Menu Overhaul Project
Post by: Covarr on 2011-06-26 03:15:14
Comic Sans has earned a bad reputation for multiple reasons:

1. There are far superior comic fonts available, many of them free.
2. It is often abused. It's a playful font, and it hurts to see it used for things like company memos; I'm just glad it's not showing up on foreclosure notices and legal documents so far.
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-26 04:03:34
*rolls around* Its saturday night and I really wanna play x.x Anyhow it is sounding like it needs some more fixes and work before release so I am guessing it will take a few more days before release. I will wait until next weekend for this xD. Anyhow I hope everything goes smoothly with the testing and creation of the installer.

If possible, I would be perfectly fine with a few imperfections. A release of the installer as is right now would please me. But if I were in your shoes I would be waiting until it was perfect so I am not expecting that.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-26 04:41:05
Yeah it is almost there now.  I have been testing a lot and fixing a few issues.  Little niggles...  Installer is already built really but release M001 will be bare bones compared to 002 where I include FeliX graphics and 9999 patch etc.

This one is just gonna be the basics. I am almost ready to start finalising this release now.  I got distracted by Harry Plinkett.

It is more than ready for a first release.  Sorry to keep you waiting.

Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-26 04:48:08
Sweet then ill stick around tonight and look forward to playing FF7 x3
Title: Re: [WIP] Menu Overhaul Project
Post by: Template on 2011-06-26 05:58:57
The thing that's causing me to spam this thread to look for update is that i forgot to backup my stuff before i threw this mod in (the 245 release iirc). So I've just been waiting for the actual installer to be finished to fix the things that weren't done yet.
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-26 06:02:48
^Unlike you I have no reason other than boredom.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-26 06:30:57
Installer is ready now.  I will test it when I wake up and then post it.

Up to now, new exe has 10918 changes over original.  Might give you an idea of the work involved...
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-26 10:43:26
Sweeet! Glad to have this news. Grats on all the work. Hope the testing runs smoothly and enjoy your sleep.
Title: Re: [WIP] Menu Overhaul Project
Post by: Dinfevo on 2011-06-27 20:58:53
DLPB, one question.
Would this work for both PC & PSX Version? Or only PC version?
By the way. Excellent Job :). Hop this can be compatible with PSX Version.
Title: Re: [WIP] Menu Overhaul Project
Post by: Vgr on 2011-06-27 21:00:50
Not PSX-Compatible. Sorry.
Title: Re: [WIP] Menu Overhaul Project
Post by: Dinfevo on 2011-06-27 21:39:30
well anyway, good Work :).
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-27 22:27:13
Nor can it be, completely different how the game works but why would anyone want PSX now when PC game has far surpassed it?
Title: Re: [WIP] Menu Overhaul Project
Post by: -Ric- on 2011-06-27 22:32:20
Nor can it be, completely different how the game works but why would anyone want PSX now when PC game has far surpassed it?

only reason i can think of would be the PSP...  :P
looking forward to the release.. rly impressive work!
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-27 23:23:20
Well look forward no more because the first release is FINALLY here.

Menu Overhaul Project M001 (https://docs.google.com/leaf?id=0B1JH_wU1qqN4M2Y1N2EyMmItZDRiMy00MjMxLWJhOWUtNzk1MDA3MTdlNjcx&sort=name&layout=list&num=50)

Things to note:

1.  There may be small alignment issues.  I know of a few already but please note anything you find a problem.

2.  I now use my own modpath "DK" (DLPB & Kranmer).  If you have other mods in another modpath, obviously you will have to copy the relevant files to the new modpath.  The new modpath is not deleted if you uninstall.

3.  This mod should have absolutely no problem with any other mods, with 1 exception.  kernel2 holds text and I have included a replacement option.  If you want to keep your current kernel2, do not check this option and make the following changes:  D.blow > D.Blow and next level > Next level.  In future I may get someone to create a patcher for this which looks up the correct pointer.

4.  Always read the readme (the one from the archive NOT installer).  The game backs up your original files in "BACKUP-menumod" in the game folder. 

5.  You are likely to get false positives with this installer and mod if you have antivirus turned on.  I do not get an issue with nod32.

6.  Do not install this on retranslation project or on an already edited exe using the older menu mod project.  If you have installed on the older Menu Reconstruction, run uninstall from old menu installer and try to install menu overhaul again.  If you have run on the retranslation project, run the uninstaller of both


Known issues:

- Possible crash in Materia Exchange menu. I think I sorted it... but let me know!

- Dialogue text scrolling is broken.  I will be looking into it.

- Aali's driver has broken the fade out AND the critical hit flashes which appear on screen.  That;s his bug and problem :P

Title: Re: [WIP] Menu Overhaul Project
Post by: Vgr on 2011-06-27 23:26:51
Non-valid URL Dan!!!!!!!!

Did you really have to edit while I was posting?
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-27 23:47:51
Installed and running. Looks Amazing. Not used to the camera angle but will get there fast. Also sort of used to having a HP bar but I think thats something I can like as well. Otherwise it all looks godly. Thankies!
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-27 23:48:29
Camera angle?  I didn't change that??
Title: Re: [WIP] Menu Overhaul Project
Post by: robolink on 2011-06-28 00:11:12
I just re-read the readme and it says to make sure to install Team avalanches GUI first. Is that optional or nessisary for this mod to run? Also the camera Angle thing I am testing to assure its actually different.

EDIT> K so it did not change, I am just really not used to it being top down lol. It decided to want to be sky view for a battle and I was like eer k. Anyhow Its working great.
Title: Re: [WIP] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 00:15:15
I just re-read the readme and it says to make sure to install Team avalanches GUI first. Is that optional or nessisary for this mod to run? Also the camera Angle thing I am testing to assure its actually different.

EDIT> K so it did not change, I am just really not used to it being top down lol. It decided to want to be sky view for a battle and I was like eer k. Anyhow Its working great.

That's old.  I have updated the installer.  read the readme which came in the actual archive you downloaded.  This mod does NOT need TA, it comes with all relevant files, some of which ARE from TA

I still do not understand your issue, perhaps a screen shot?
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-06-28 00:51:25
Wierd. Dunno where I got this other read-me from. Anyhow I have no problem. I just havnt played FF7 is a while and its got random camera angles depending on where you are and one of them was a really high up angle. Thus I thought you modded it but you did not. I am gravy ^-^

PS> Just curious, how interested are you in the original FF7 layout overhaul part of this mod? As well as the other layout? I just figured most people would start on the original and release others later, I love this layout im not complaining but I love to play around with options so I am just curious where your priorities are so I know what to look forward too.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-06-28 01:04:15
1st of all thanks for sharing the patch, awesome work!

so far only noticed 2 small problems, here they are:

1st one is on the load game menu

(http://i55.tinypic.com/iyejhe.png)

on the played time, instead of 09:30 as it would normaly show, it shows 009:30 (not a big deal but i guess u might want it fixed :p)


the other is on the menu

(http://i51.tinypic.com/30lmr9d.png)

the "Next Level" bar seems a bit too much to the left


that's all i found so far, everything else looks simply amazing.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 01:06:37
1.  The new time can reach 999 hrs, so that is intended.

2.  I can't explain that.  Did you use blackchocobo or some editor thats buggered the next level bar?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-06-28 01:12:54
1.  The new time can reach 999 hrs, so that is intended.
Can you set it like the in-game timer, where it only shows the tens and hundreds place if there's a number there? And can you make it show the seconds? Sorry to be picky. :p
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 01:14:23
Showing the seconds would be really picky not doin that. Showing first number, only when there are 100 hours, I can probably do at a later time.

Also..  Start a new game and see if that next level bug persists.
Title: Re: [REL] Menu Overhaul Project
Post by: Assassin1344 on 2011-06-28 01:18:28
I found this site about 3 days ago and I'm loving the improvements to FF7 that I never knew existed.  However when I try and run the game with this mod It pops up with a box that says "You have an error in your config file, some options may not have been parsed.(no such option 'mod_path')" then when I close that box the game crashes. I know next to nothing about how to even attempt to fix it on my own which is why I am asking for help. I have FF7 remix and AC avatars installed if this mod is incompatible with either of those. I apologize if this is a stupid question.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 01:22:28
You obviously ain't got aalis driver installed properly.  The file is trying to locate mod path and other strings in the ff7_opengl.cfg file

Does this file exist and if so, is it correct?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-06-28 01:24:21
The remix patcher comes with an old version of Aali's driver, before there was an option for mod paths
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-06-28 01:28:26
1.  The new time can reach 999 hrs, so that is intended.

2.  I can't explain that.  Did you use blackchocobo or some editor thats buggered the next level bar?

1: ups didn't know about that change, my bad  :-[

2: nope.. the save file was never edited with any tool.. also tried on a new game as u suggested but still same issue :-\

im also getting a crash in battles  :-\

(http://i53.tinypic.com/27a60.png)

app.log here: http://pastebin.com/QPxy5Rqx

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 01:43:19
There is no way that can happen...

unless you installed on wrong exe or something?  or installed over my old exe from the old menu project which I said not to do. (and if you did, you will have to run the uninstall option from BOTH installers)

Install on a clean 1.02 exe and see what happens.


You must also have newest aali driver.  Do not use the remix patcher.  Install mods separately.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-06-28 02:13:12
There is no way that can happen...

unless you installed on wrong exe or something?  or installed over my old exe from the old menu project which I said not to do. (and if you did, you will have to run the uninstall option from BOTH installers)

Install on a clean 1.02 exe and see what happens.


You must also have newest aali driver.  Do not use the remix patcher.  Install mods separately.

weird.. it was the exe indeed, now everything is running fine and the "next level" bar issue is fixed aswell  :-D
thanks for the fast answers and the great patch!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 02:15:32
Somethin must have altered your other exe, probably something awful from the remix patch?
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-06-28 02:20:00
Somethin must have altered your other exe, probably something awful from the remix patch?

well i never ran the remix patch... i had just the TA patch and gjoerulv's hardcore patch.. oh and some models but none of that messed with the exe file..  :-\
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 02:25:16
TA does edit the exe but thats because of a patcher that I made.. I will be sure to look into that for next release.  As for that battle corruption.... no idea, that was probably aalis driver being old?
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-06-28 02:27:07
TA does edit the exe but thats because of a patcher that I made.. I will be sure to look into that for next release.  As for that battle corruption.... no idea, that was probably aalis driver being old?

just the clean exe seems to have solved it aswell  :o
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-06-28 02:32:51
Dude, fantastic job. Everything looks great. I only have one issue and that's menu lag. Main menu and after battle EXP lag. Even a little during battle too. I also had this issue with TA menu overhaul so I don't really know what it is that's causing the lag.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 02:37:52
That's aalis driver.  When you have cache textures off (compress_textures = no) the game will lag as it first loads textures into memory.  For example when a character dies, it lags because it is loading the red font into memory.  A faster hard drive is the only way to cure that if cache is off.

I did mention this to aali and he did express some interest in pre loading the textures so that this didn't happen.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-06-28 02:42:25
That's aalis driver.  When you have cache textures off (compress_textures = no) the game will lag as it first loads textures into memory.  For example when a character dies, it lags because it is loading the red font into memory.  A faster hard drive is the only way to cure that if cache is off.
Hmm, well compress textures is set to on, so I guess I need a new HD? I thought for awhile it could be my resolution but I lowered it and it didn't help much. Guess i'll just have to deal. Thanks again for the amazing work man!
Title: Re: [REL] Menu Overhaul Project
Post by: luksy on 2011-06-28 02:45:33
Awesome work man, you probably need a break  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 02:49:53
Hmm, well compress textures is set to on, so I guess I need a new HD? I thought for awhile it could be my resolution but I lowered it and it didn't help much. Guess i'll just have to deal. Thanks again for the amazing work man!

That's strange, but it should only lag ONCE.  Once those textures have been loaded all should be cool :)

Awesome work man, you probably need a break  ;D

heh no rest for the wicked, got more options to add, but English tea I can get!
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-06-28 02:57:32
That's strange, but it should only lag ONCE.  Once those textures have been loaded all should be cool :)


heh no rest for the wicked, got more options to add, but English tea I can get!
You were right. Just tested it again and no lag. Now time to lose my self in pure epicness!
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-06-28 03:59:01
I want everyones opinion thats using this.

preserve_aspect = yes
or
preserve_aspect = no

Which do you like better.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 04:10:24
You should preserve and if possible

960*720 window

1280*960 window or full. 

Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-06-28 04:32:31
Yeah, preserve is better. The windowed resolution works fine but I cant get that fullscreen. Ive got a native 1366x768 but it looks beautiful.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-06-28 05:03:06
it seems ff7music isnt working with this. before this it worked fine
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 05:05:03
hmmmm that  IS a puzzle if true?  Sure support definitely changes when using the installer?
Title: Re: [REL] Menu Overhaul Project
Post by: Rheikon on 2011-06-28 05:06:04
it seems ff7music isnt working with this. before this it worked fine

works fine here.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-06-28 05:10:45
this is what the error states
Quote
access violation at address 00000000. read of address 00000000
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 05:16:57
are you sure it worked fine beforehand?  Check the exe which is now in BACKUP-menumod
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-06-28 05:19:49
backup seems to have no problem
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 05:25:44
rar up your problem exe and send it to me.

edit:  ff7music works fine for me, but this may be because of some other mod conflicting? 

Send me your normal exe too.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-06-28 05:34:25
i'm gonna reinstall ff7 to see if that helps
Title: Re: [REL] Menu Overhaul Project
Post by: Jaki on 2011-06-28 05:52:56
I install Avalanche GUI v2.0.8 and it's include a patch name FF7 BarCorrectionPatch.exe. I see this patch will restranslate something in ff7.exe and you are an author, so can you explain shoud i apply this patch or not ?

This patch make the font in menu display incorrect so I know what I should do. Thx for your mod, let's complete it.  :)
Title: Re: [REL] Menu Overhaul Project
Post by: Dinfevo on 2011-06-28 06:14:51
Well done, Tested on my PC Version & works like a charm.
By the way, the reason i asked about PSX version is because I prefer to play it on my PS or PSP, other reason is because the PC version usually has a lot of bugs and crashes, and that is because it is not 100% supported on my Notebook not even with MS Virtual Machine or Oracle VMBox with Windows 98. Luckily I Have an old PC with Windows XP where I can run FF7 PC version. :)

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 14:03:01
I install Avalanche GUI v2.0.8 and it's include a patch name FF7 BarCorrectionPatch.exe. I see this patch will restranslate something in ff7.exe and you are an author, so can you explain shoud i apply this patch or not ?

This patch make the font in menu display incorrect so I know what I should do. Thx for your mod, let's complete it.  :)

I have already said twice, do NOT use Team avalanche mod with this (if you have just run this installer again).  The Menu Overhaul Installer comes with many of TA graphics regardless.

--------------

Meanwhile TA world maps have been added for next release, and FeliX is on the case with regards to optional colouring and shading and materia graphics (though I am guessing everyone will want to use em)
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-06-28 15:23:52
Will you be including all the TA menu graphics in your mod? Cause i'd love to use your mod, But i need my TA graphics more :P
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 15:26:31
It does include TA graphics. ;)  Look at the first page.  The only things that have really changed are the materia and the font.   
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-06-28 15:29:01
So basically.. Install TA mod, Install your mod over it correct? (basically to replace the PNG's that are needed)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 15:33:03
 :o

Read a few posts above.  Do NOT use TA with this mod (it won't mess anything up if done first but it is a waste of time and resources).  This installer does everything on its own.  :evil:   :P

Read main install notes and the readme too.  The new modpath is DK.  It will change it for you automatically.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-06-28 19:22:10
i reinstalled ff7 and then added your mod same thing again. then i changed the driver to 7.10b from 7.11b and that seems to the only solution. so far no errors no problems since i rolled back to the 7.10b driver.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 19:23:55
Maybe aalis driver is an issue then too...  not sure why that would be though!  Send me your exe that works for newest aali driver.  I will see if ff7music works here
Title: Re: [REL] Menu Overhaul Project
Post by: Rheikon on 2011-06-28 22:17:28
i reinstalled ff7 and then added your mod same thing again. then i changed the driver to 7.10b from 7.11b and that seems to the only solution. so far no errors no problems since i rolled back to the 7.10b driver.

using 7.11b and it is working fine.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-06-28 23:47:12
it might be windows 7 issue then. any who gonna stop playing ff7 till windows 7 sp2 comes out perhaps then it might work
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-28 23:53:04
If 1 exe works and another doesnt, that means something has happened to exe.

If this is so send me it.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-06-28 23:56:47
If 1 exe works and another doesnt, that means something has happened to exe.

If this is so send me it.
look i just tryed that earlyer again with the an unmodded ff7.exe and had the same thing so its obviously my system is making it crash.
Title: Re: [REL] Menu Overhaul Project
Post by: Kίпg Ģµяµ on 2011-06-28 23:59:53
I keep crashing whenever I try to talk to someone. The error msg pops up before the dialog box appears. 
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-29 00:09:09
I keep crashing whenever I try to talk to someone. The error msg pops up before the dialog box appears.

And after this mod?  Explain what things you have installed on the exe and if it is an 1.02 english version.
Title: Re: [REL] Menu Overhaul Project
Post by: Kίпg Ģµяµ on 2011-06-29 00:16:28
I've installed: Fixes - Sense Limit and Game Cheats - Save and PHS anywhere

And yes I am running on 1.02, the English version

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
ERROR: failed to set fullscreen mode
INFO: Intel Intel 945GM 1.4.0 - Build 4.14.10.4543
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: VBO not supported
INFO: PBO not supported
INFO: Subtractive blending not supported
INFO: Found swap_control extension
INFO: NPOT textures not supported
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: No NPOT texture support
ERROR: init_indirect failed, scaling and postprocessing will be disabled
INFO: internal resolution clamped to 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Final Fantasy VII\Movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
ERROR: NPOT textures not suppported, will not be able to load C:\Program Files\Final Fantasy VII\/mods/DK/cr/opback_d_00.png
ERROR: NPOT textures not suppported, will not be able to load C:\Program Files\Final Fantasy VII\/mods/DK/cr/opback_e_00.png
ERROR: NPOT textures not suppported, will not be able to load C:\Program Files\Final Fantasy VII\/mods/DK/cr/opback_f_00.png
ERROR: GL_INVALID_VALUE
INFO: C:\Program Files\Final Fantasy VII\Movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
INFO: slow output format from video codec mpeg4; 0
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: NPOT textures not suppported, will not be able to load C:\Program Files\Final Fantasy VII\/mods/DK/menu/buster_00.png
ERROR: GL_INVALID_VALUE
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: NPOT textures not suppported, will not be able to load unknown
set music volume: 127
ERROR: GL_INVALID_VALUE
ERROR: NPOT textures not suppported, will not be able to load unknown
ERROR: GL_INVALID_VALUE
ERROR: unhandled exception
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2011-06-29 00:42:54
@Fµsïøn
try setting your resoultion to 1024x1024 then run the game and see if you have the same problem.
Also send your EXE to us if your still having problems so we can have a look at it
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-29 01:12:50
Your graphic card seems to be having issues with the new textures.
Title: Re: [REL] Menu Overhaul Project
Post by: pyrozen on 2011-06-29 01:31:02
looks like your integrated graphics threw up when the driver started, notice how not a single feature is available.
did you make sure to setup the config file correctly? I have crap intel GMA graphics in my laptop and it plays just fine with all the same mods that you are using. Try setting up the driver again from ff7config.exe and make sure you have properly chosen your options within the ff7config file. Outside of that...try updating your GFx drivers?
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-06-29 01:45:11
DLPB i find a issue when i installed this mod,all worked fine but 2 sub menus from status menu disappeared and when i go to a battle,FF7 crashed.Looks like the problem happened because 9999 break patch,i put the original 1.02 US Patch without changes and status menu worked and i was able to have battles again.

Hint: put the original 1.02 US Patch and install Menu Overhaul again and try see issues guys,i mean,maybe the problem i find can happen because some patches (9999 break patch for example),i don't know if this problem i found is just because 9999 break patch but at least is solved,i thought more people will find it. :(

Good work on menu overhaul DLPB  ;)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-29 01:49:09
Clearly stated on the first post that 9999 patch isn't done yet.  This mod will come with its own based on it.  Adding 9999 patch OR using aalis 9999 patch is not compatible with this mod.

I have added a FAQ and a "what NOT to do" section on first post.  I suggest everyone reads it. :)

-------

as for sub menus...  I am not sure why they would disappear.  Explain?
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-06-29 02:46:16
ok,but i say this problem was solved when i put 1.02 US Patch again.

http://imageshack.us/photo/my-images/714/menuoverhaul1.png/

sub menus (2 and 3)

http://imageshack.us/photo/my-images/692/menuoverhaul2.png/
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-29 02:58:04
that still has the 9999 patch added.  Try again with a clean 1.02 exe. 9999 patches are NOT supported.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-06-29 03:56:58
DLPB, your Mod is working perfectly (other than the already stated scrolling text issue.) I suggest just updating the "things not to do" and make sure to make it clear whats necessary to run the mod then just only reply to people with issues not related to listed things.

If there is an issue after installation over a clean installed FF7 with the 1.02 and the latest Aali custom driver than its most likely an issue with the computer. You might add a note to update graphics drivers? Also might want to add in the recommended resolution if one has an issue (the one you posted to me) Even know I didnt use it because I didnt need it. Iuno.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 00:56:38
Menu Overhaul Project M002 (https://docs.google.com/leaf?id=0B1JH_wU1qqN4YmI3N2E4NDQtYjVkZC00YTNkLWEyZGMtYzcwN2E3YzhjYjlh&sort=name&layout=list&num=50)

Fixes:

1.  Installer bug fixed.  The installer will no longer carry out an install operation before the uninstall operation.
2.  World map graphics by Team Avalanche added.
3.  break 9999HP limit support added.
4.  Break 9999HP external patch no longer ruins installation.
5.  Password for archive is READMENOW.  Read the Readme.  If you read this...

Known issues:

1.  Text scrolling is broken in dialogue.
2.  Installer shows incorrect file sizes.  This is not my bug and has been reported.
3.  Aali's driver breaks the menu fade and critical hit effect.

Next:

1.  A few niggling alignment issues will be fixed, including world maps placement on screen.
2.  FeliX Leonhart's tweaks added.
3.  Hopefully dialogue scroll issue fixed
4.  Possible change and option to correct flevel based on Luksy's touphScript


Title: Re: [REL] Menu Overhaul Project
Post by: pyrozen on 2011-06-30 01:27:17
i've been waiting forever for this particular release! just installed it and everything looks great, you have done an amazing job!
Title: Re: [REL] Menu Overhaul Project
Post by: sl1982 on 2011-06-30 01:44:54
Whats the password for this? It's not working.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 01:54:42
troll  ;D .  In other news, download is down until I fix this uninstall issue.  002b be up soon.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 02:12:26
Menu Overhaul Project M002a (https://docs.google.com/leaf?id=0B1JH_wU1qqN4ZDllMDg5N2MtZjUxNy00YmUzLTliNDQtMTQ0MDBhMmQyYTgx&sort=name&layout=list&num=50)

Fixes:

1.  Installer bug fixed.  The installer will no longer carry out an install operation before the uninstall operation.
2.  World map graphics by Team Avalanche added.
3.  break 9999HP limit support added.
4.  Break 9999HP external patch no longer ruins installation.
5.  Password for archive is READMENOW.  Read the Readme.  If you read this...
6. Fixed uninstall and reinstall issue.

Known issues:

1.  Text scrolling is broken in dialogue.
2.  Installer shows incorrect file sizes.  This is not my bug and has been reported.
3.  Aali's driver breaks the menu fade and critical hit effect.

Next (M003):

1.  A few niggling alignment issues will be fixed, including world maps placement on screen.
2.  FeliX Leonhart's tweaks added.
3.  Hopefully dialogue scroll issue fixed
4.  Possible change and option to correct flevel based on Luksy's touphScript


Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-06-30 03:42:37
great i can use 9999 break patch again,i hope the next release be the last,you should worked so much.

EDIT: id*ot question Sorry DLPB for make you read it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 03:53:53
Philman, I am not answering your question because it is answered 10 times in last few posts, is in the readme and the first post.

edit:  thank you for removing it :P  Now install the mod and enjoy.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-06-30 04:16:14
3.  break 9999HP limit support added.

amazing, thanks for sharing! And thanks to everybody who helped/still is helping u with this!
Title: Re: [REL] Menu Overhaul Project
Post by: SabreSoul on 2011-06-30 10:21:19
Hi DLPB  :) thanks for your fantastic project !
I love the sleek new menu now! However I'd like to know if it's possible to not install the battle menu as I prefer the old one with transparency applied
I've checked the FAQ in the beginning of the thread but couldn't find an answer and checked/unchecked the option in the installer but i still have the FFX style battle interface applied! Thanks
Title: Re: [REL] Menu Overhaul Project
Post by: srsmklt on 2011-06-30 12:57:17
GREAT WORK MAN!
i love your work. keep it up  :mrgreen:
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 13:47:44
Hi DLPB  :) thanks for your fantastic project !
I love the sleek new menu now! However I'd like to know if it's possible to not install the battle menu as I prefer the old one with transparency applied
I've checked the FAQ in the beginning of the thread but couldn't find an answer and checked/unchecked the option in the installer but i still have the FFX style battle interface applied! Thanks

You didn't check hard enough :)  It is on the to do list but I may not bother as it is a ton of work for little reward.  It depends how much time I have and how I feel later on.  FFIX interface is first (and it won't support 9999 HP break limit).

Also it is impossible to uncheck FFX option at the moment.
Title: Re: [REL] Menu Overhaul Project
Post by: Slash on 2011-06-30 20:05:51
From what I understand, once your retranslation project is done, I will need a fresh install that has not this installer since it will be combined into this mod at some point? If that's the case, should I just wait to start a new game with the retranslation? Or is there still a whole lot left to do with that project?

In any case, thanks for all the obvious hard work. The menu looks excellent, and it makes the game much easier to look at.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 20:12:26
I will probably make it so that this installer cannot cripple the retranslation at some point and vice versa.  However, the retranslation project has a LONG way to go due to translators being busy.  The completion of this menu project will be merged with the retranslation project probably M004.  M004 will be merged with R001, the retranslation's first new release.

It will take time.  Another 1-2 weeks maybe.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 21:33:07
(http://img26.imageshack.us/img26/2060/ff9s.png)

A very rough look at what is next.  Felix will be working his magic on the finished hud.
Title: Re: [REL] Menu Overhaul Project
Post by: SabreSoul on 2011-06-30 21:56:00
wow that looks great  :-) Is it possible to have an option in the installer to have the battle interface display 9999/9999 | 999/999 ( HP and MP ) or is it to hard to implement ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 21:59:07
Think about how much space that would require and how silly it looks.  That's why it wasn't done in FFX and FF9.  If I redo the original game menu you will get that option.  But FF9 interface looks a lot like FF9 interface.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-06-30 22:29:51
when compared to

(http://images.wikia.com/finalfantasy/vi/images/d/d7/FFIX_Battle.jpg)

looks very nice, im starting to be a fan of ur work with the ff7 interface haha
Title: Re: [REL] Menu Overhaul Project
Post by: BahamutSIN on 2011-06-30 22:33:12
I have a small question. Would you include the barrier/mbarrier bars into your mod? You see, not being able to see those bars makes some battles a bit frustrating since it's hard to tell when the effect "wears off".

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 22:45:50
I have tried to place them back in both FFX and FFIX mods and it will not look right.  When I do the original FF7 menu they will be there.  They simply do not look good in the others.  Nor are they really needed... not really. Like any effect in some other titles, when they were off does not have to be pinpointed. 

It is a small issue.
Title: help
Post by: uggabugg on 2011-06-30 23:10:51
i need some help. the installer (m002a) tells me i don't have open gl installed. i have tried several versions of them, and i get the same result from all. is there an install mode in Aalis drivers i dont know about?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 23:24:48
Not here.  Place problem elsewhere on the forum.  This is not a menu issue but driver issue.  Is the driver installed correctly?  If it was it should not have any issue.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-06-30 23:37:17
I am still loving your Mod. I am very glad to see you are still adding features.

I noticed people wondering about adding 9999/9999 and the such and I can see how that would cripple the interface but I was sort of hoping for a HP bar of some sort. I am completely used to going by a bar instead of numbers. I personally could even go without the numbers but that would be silly.

I have a hard time remembering what my total hp is so I know when its getting low. I realize they have orange and red text as they get lower yet I guess it was just a bad habbit to always go by % if you know what I mean. Like monsters would take "this much" of my bar. Instead of "this number" of damage. I will learn to read the new HP properly but I did want to know if you were thinking about maybe adding an option for the hp Bar. Hell I could do without a Limit bar and replace it with HP lol.

Anyway I am running the latest release and its working perfectly. Thanks again. Take care.
Title: Re: [REL] Menu Overhaul Project
Post by: Terid__K on 2011-06-30 23:44:07
Why is M002a password protected?


Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-06-30 23:51:21
To make people read.

AS for the HP MP bars... sure, I might be able to add that back :) we will see.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-01 02:39:42
(http://img163.imageshack.us/img163/5904/ff93.png)
MP / HP bars added.  Colour and alignment still needs work but this is the basic outline.

maybe this?

>
(http://img6.imageshack.us/img6/3760/ff74.png)
Title: Re: [REL] Menu Overhaul Project
Post by: obesebear on 2011-07-01 03:06:26
I like the top one better, but would much prefer it without them altogether personally
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-01 03:12:34
Me too but give it a chance because I have just shrunk their height again, might look less cluttered now.

(http://img840.imageshack.us/img840/7585/ff95.png)
Title: Re: [REL] Menu Overhaul Project
Post by: Marc on 2011-07-01 14:11:26
I like the top one better, but would much prefer it without them altogether personally

I also feel this way.

Great progress by the way.
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-07-01 16:56:35
Really liking the new, shrunk ones. Is it possible to shrink the shadows anymore without ruining the integrity of the design.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-07-01 19:31:05
i kinda think that those bars will end up giving more trouble then they are worth, they aint rly needed imo but it looks great so far
Title: Re: [REL] Menu Overhaul Project
Post by: pyrozen on 2011-07-01 22:41:36
I would have agreed the the barrier bars were not needed...until i fought schizo again last night. My character kept getting reflect cast onto him, and i had no idea until cure spells started going to the other side of the battle field. Extremely frustrating in the hardcore mod!
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-01 22:48:35
Maybe you could replace the HP/MP bars with the Barrier bars. HP/MP bars aren't needed in my opinion.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-07-02 13:00:38
I agree with DarkFang on the above. When you think about it.
8, 9, and 10 all have had the bars removed.
Title: Re: [REL] Menu Overhaul Project
Post by: sl1982 on 2011-07-02 13:02:13
I wonder if it would be possible to code in an icon when barriers are on.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-02 14:02:26
It is...  I can do that probably but the barriers look bad when you try to add them to the interface.  Maybe Felix can get some art to me to see what he can make of it?  In any case, even if not,  the original FF7 menu will cater to people who are desperate for the barrier.

Quote
Really liking the new, shrunk ones. Is it possible to shrink the shadows anymore without ruining the integrity of the design.

No, that's about as low as it can go (without making it look too thin).   I have made it look like this now
(http://img263.imageshack.us/img263/8001/ff75.png)

You see the barrier bars cannot be placed in like the HP MP bars.  Those come with their own container and look inoffensive.  The barrier bars would need a container or it looks real bad.  And a container takes more space and looks shoddy with the FF8.9.10 interface.  And let's remember that in FF8-10 there was no indication you had reflect status on you.

It is obvious when cure spells fly over to the enemy.  You can probably also find out with the sub menu when selecting esuna.

edit.

Working on something. Keep you posted.

Title: Re: [REL] Menu Overhaul Project
Post by: Marc on 2011-07-02 16:00:56
I wonder if it would be possible to code in an icon when barriers are on.

I'm thinking this is the way to go myself.

FFXIII icon's worked great for that purpose.  Having them flash as they're about to disapeear would also be a good idea but is probably beyond the scope of this mod.
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-07-02 17:04:00
Fresh install except the TA textures and models with the M002a release comes up a bit messy.

(http://img51.imageshack.us/img51/9098/ff72011070217562443.th.png) (http://img51.imageshack.us/img51/9098/ff72011070217562443.png)

Something I've missed maybe?
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-07-02 17:05:33
1.02 :P
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-07-02 17:14:31
I'm not that daft, 1.02 is installed, Latest Aali driver, the Avalanche patch, Felix's WM textures and APZ's Cloud and that's it.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-07-02 17:31:35
Can't use the Ave patch with this. Says so somewhere in this thread.

If you copy the PNG's from the DX folder into the TA folder, and use that as your modpath, then all should be golden. (if t works. do post results :D)
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-02 17:39:32
Make sure to clear the cache folders.
   .\Square Soft, Inc\Final Fantasy VII\cache\
   .\Square Soft, Inc\Final Fantasy VII\mods\avalanche\cache

If you're NOT running FF7.EXE as administrator, you'll need to clear the cache folders in VirtualStore.

These mods all work well together.
I've documented the installation procedure in my tutorial: Bootleg Edit for the FFVII Remix 2.5.1.

-PitBrat
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-07-02 17:51:51
Thanks, cleared the cache etc and now the text and menus looks fine, sorted the UI out with a reinstall.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-02 22:50:12
I wonder if it would be possible to code in an icon when barriers are on.

Coming back to that, I reckon I can code something.  If Felix gets me 2 icons (1 for barrier and 1 for m-barrier),maybe I can do something with em.
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-07-03 09:22:15
If only I will find wifi on my trip. Just pm me the main idea and the sizes (like you did with the ff9 bar)
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-03 16:54:12
Does the Menu Overhaul work with the YAMP Lucky Tifa patch?
I tried a patched FF7.exe, but the game became unstable.
Am I doing something wrongly, or are these these mods mutually exclusive?

-PitBrat
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-03 20:59:52
you are doing something wrong. 
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-04 04:06:55
I have managed to work out how to do this... the coding is pretty simple really just a bit of logic.  It will be possible to add 2 new icons for the barriers to let people know when they are active. 

Does anyone have a picture of what this looks like in FF13?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-04 04:20:04
The two barrier spells in Final Fantasy XIII are Protect and Shell, and protect against physical and magical damage, respectively.

Protect (http://www.glasscoffin.com/templates/includes/image_handler.php?d=media_collection&d2=ps3&d3=final_fantasy_XIII&img=protect.png&mxh=30&mxw=30&img_size=2)
Shell (http://www.glasscoffin.com/templates/includes/image_handler.php?d=media_collection&d2=ps3&d3=final_fantasy_XIII&img=shell.png&mxh=30&mxw=30&img_size=2)

I was wondering if you could also do Haste like this.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-04 04:25:34
it is possible but time consuming and not needed..  you can tell you are in haste by animation and submenu.  I will do only barrier :)

Thanks for the icons, are these the same that appear in battle?
Title: Re: [REL] Menu Overhaul Project
Post by: Marc on 2011-07-04 13:26:32
yes, they are.

Can you enable both for wall ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-04 13:31:49
Off course.  Can you show me a picture of how they look in battle?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-04 17:12:50
Yes they are the ones that appear in battle.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-04 17:16:19
I am goin for food now but I need to see a picture of how they look in battle.  I need a screenshot of the whole battle area/menu of FF13 with the icon showing.
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-04 17:29:32
Oh. The status enhancements/ailments show up beside the person's name, from left to right, showing oldest to newest. So when a new status effect is casted upon them, it shows up on the right (just to the left of their name) and moves all the previous ones to the left.
http://www.wired.com/images_blogs/gamelife/2009/12/ffxiii_battle05.jpg
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-04 22:03:00
look how nice they can get the menu and font...  shame that we can't overhaul it to that standard... but oh well :P
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-04 22:14:16
Well we hypothetically could (we meaning you lol) but it would take ages.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-06 00:14:05
So I have come across a very small alignment problem and are not sure if it is an issue with something I did. I did install 002a over 001 but I heard there shouldn't be an issue with that. I tried using the uninstaller to go back to the original then install 002a again but that did not work either. Then I attempted to clear the cache and that helped a lot but its still slightly off.

here is a screenshot.

http://dl.dropbox.com/u/8138611/smpl.png

PS> Also About the HP and MP bars. I am glad you took it up as such a project. I very well do love it, the following is my favorite so far.

http://img840.imageshack.us/img840/7585/ff95.png

This one looks a lot more stylish and goes well with the design.

About the Barriers I agree Icons are the way to go.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-06 00:23:29
I don't see the issue?  The FF9 one isn't  finished and the FFX one looks like it should.  You have handed me a bug report and not mentioned the bug.  :mrgreen:
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-06 00:37:01
far end of the lower bars. There is an extra line of black for the last quarter of the bar on the top of the bar.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-06 00:44:37
That is probably a graphic fault with the driver and your resolution.  Doesn't happen here.  Best resolutions are 1280*960 FS and 960*720 windowed.

Other news:

(http://img580.imageshack.us/img580/7222/ff9icons.png)

latest ff9 interface until Felix draws me new icons.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-06 00:50:25
Ive got the newest drivers but ill test out the resolution change. I cant get to 960 as my max is 1366x768 but ill go for 1280x768 or 1280x720.

Also Looks epic.
Title: Re: [REL] Menu Overhaul Project
Post by: BahamutSIN on 2011-07-06 00:53:43
The blue/red icons are barrier indicators, right? Beautiful. Actually, I'd prefer this FF9 theme over FFX one.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-06 01:03:10
So would I.  As usual I had to go spending my life making FFX interface when FF9 works better with this.  Of course FFX interface will also get the icons.  Those icons are not final, they are just basic.  Felix is making some decent ones.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-07-06 01:21:36
That is probably a graphic fault with the driver and your resolution.  Doesn't happen here.  Best resolutions are 1280*960 FS and 960*720 windowed.

Other news:

(http://img580.imageshack.us/img580/7222/ff9icons.png)

latest ff9 interface until Felix draws me new icons.

i know that i shouldn't quote images but that deserves to be quoted.. looks AWESOME! especialy the icons on the left.. def will be using it once u release
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-06 02:15:55
Also about that FFX problem on the other page, it could be transparent issue.  003 will correct transparency issues. So we will see.

Also official notice.

I will add break 9999 support for FF9 Interface but I will NOT be making the original FF7 menu as an option. It is unnecessary and a ton of work.  Anyone who wants that can go back to TA and use Menu reconstruction 004 (old project).
Title: Re: [REL] Menu Overhaul Project
Post by: Timber on 2011-07-06 09:19:55
That latest pic looks godly DLPB, you have really outdone yourself.
Title: Re: [REL] Menu Overhaul Project
Post by: Nightmarish on 2011-07-06 11:41:28
Can anyone post a pic on how is this currently looking?
Many changes seem to have been made but i haven't seen much screens.

I liked this take from felix (http://img9.imageshack.us/img9/7781/882011040422053979.jpg) but dunno how is it atm. Seen some screens with transparancy which didnt amuse me as much (talking about the battle menu, the UI on the right is a different story, as i i like the minimalistic style much more than the FF9 style with all that info).
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-06 13:49:41
All of the menu's are now transparent.  I may get a video going soon to see the differences but I suggest you install and check for yourself.  When FF9 interface arrives.
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-07-06 16:45:02
I may sound stupid for asking this, but was there a password posted earlier in the thread for the file? I can't find it  ???

Don't hate me  :-\
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-07-06 21:53:43
He posted it in the post with the latest version, but didn't add it to the original post. I think the readme can also be extracted without the password, and it's in there.

DLPB, it's reasonable to expect people to read, but any post which contains a download link should also contain the password. Some software won't extract ANY file, even unencrypted ones, from a password-protected archive without the password, and it's not reasonable to expect people to read the entire thread, especially as it gets longer.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-06 22:47:49
The password will always be on first post from now on. 
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-06 23:51:26
Just saw this "Completed: 20/20"

Grats man. Will be looking forward to 003.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-08 00:25:20
Is this a bug in the Menu Overhaul?
When I go into the equipment menu and change a character's armor, I can scroll passed all the items and point to an empty line.  When I select the empty line for armor, the character's defense stats go up to 255.  Afterward, strange items sometimes show up in the list.  These items have blank or garbled names.  This doesn't always happen and has even fixed itself on occasion.

I recreated this error on a fresh install of FF7, Aali's 0.7.11b Opengl driver and the Menu Overhaul 0002a with default settings.

It doesn't seem to affect gameplay so long as I don't select an empty armor slot.
I even saved and reloaded after the error occurred without any adverse effects.  The garbled items disappeared from the inventory.


EDIT: You're right, it's my fault.  I have a corrupt save game.  Something happened to corrupt my save game when I finished disk 1.
I apologize if I caused any alarm!

Thanks,
-PitBrat
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-07-08 00:53:51
sounds like a save file problem O.o
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-08 01:33:13
Is this a bug in the Menu Overhaul?
When I go into the equipment menu and change a character's armor, I can scroll passed all the items and point to an empty line.  When I select the empty line for armor, the character's defense stats go up to 255.  Afterward, strange items sometimes show up in the list.  These items have blank or garbled names.  This doesn't always happen and has even fixed itself on occasion.

I recreated this error on a fresh install of FF7, Aali's 0.7.11b Opengl driver and the Menu Overhaul 0002a with default settings.

It doesn't seem to affect gameplay so long as I don't select an empty armor slot.
I even saved and reloaded after the error occurred without any adverse effects.  The garbled items disappeared from the inventory.

Does this happen for anyone else?

-PitBrat

It could be my error although I haven't been able to scroll to an empty slot.  Please try without menu overhaul installed with same exe and see. 

or try with a new game or new save which has not been edited.  It sounds more like a save issue than my error.  In fact it is unlikely my error because I don't generally put out mistakes that large.
Title: Suggestion
Post by: Lord_james on 2011-07-09 00:50:37
Could it be possible add icons for status?

[Or like in FF9 on the head of characters, this is another topic http://images.wikia.com/finalfantasy/images/e/e7/FFIX_Poison_Claw.png]
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-09 01:54:00
Yeah it is possible but i ain't doin it cause its more work :P
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-09 02:50:46
Corruption is evil!  :evil:
Though I'm sure this junked item error I'm experiencing is the result of a corrupt save game, the problem only presents itself when I'm using the Menu Overhaul patched ff7.exe.  When I revert to a 1.02 patched ff7.exe, the error is gone.
It problem begins immediately after disk 2.
I downloaded a save game for disk 2 and the error did not occur.

YAMP is the main difference between my save game and the one I downloaded.
I had a YAMP patched ff7.exe for the first part of the game.  I reinstalled the 1.02 patch and then the Menu Overhaul and kept playing. 

Testing my current hypothesis requires replaying the game from the very beginning with the Menu Overhaul installed.
It'll take me a few hours to get back to disk 2, so I better get started!

EDIT: I never had YAMP and the Menu Overhaul installed at the same time.  I installed The Menu Overhaul on a clean 1.02 patched FF7.  Unfortunately, I began playing from a save game I had previously created on a YAMP patched FF7.

-PitBrat
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-09 02:53:35
Yamp shouldn't be installed at all with this either.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-09 03:01:21
So A bit off-topic but you made me get back into Final Fantasy so much I decided to finally make this~

http://www.thedrunkenmoogle.com/post/2978887753/phoenix-down-final-fantasy-cocktail

I just got finished drinking it, it cost a lot for the materials but I bought so much I can make like 99 Phoenix Down now. (no joke).

Just wanted to thank you for the push back into the series, its been sort of dead to me for a while now because well it just hasnt been the same. I needed to go back to old-school but with a cleaner interface and this really did the job. Thank you.

I would make you a drink, but I think you are a bit too far away for that. This thing will mess you up though.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-07-09 03:26:55
So A bit off-topic but you made me get back into Final Fantasy so much I decided to finally make this~

http://www.thedrunkenmoogle.com/post/2978887753/phoenix-down-final-fantasy-c*cktail

I just got finished drinking it, it cost a lot for the materials but I bought so much I can make like 99 Phoenix Down now. (no joke).

Just wanted to thank you for the push back into the series, its been sort of dead to me for a while now because well it just hasnt been the same. I needed to go back to old-school but with a cleaner interface and this really did the job. Thank you.

I would make you a drink, but I think you are a bit too far away for that. This thing will mess you up though.
Dude, that is awesome. I want one! Can't wait for new installer too DLPB. Love the FFIX interface. Good stuff.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-07-09 05:39:58
So A bit off-topic but you made me get back into Final Fantasy so much I decided to finally make this~

http://www.thedrunkenmoogle.com/post/2978887753/phoenix-down-final-fantasy-c*cktail


sry for the off-topic but doesn't that drink seem a bit.. overkill? LOL
Title: Re: [REL] Menu Overhaul Project
Post by: sl1982 on 2011-07-09 12:10:12
sry for the off-topic but doesn't that drink seem a bit.. overkill? LOL

Only if you are undead, otherwise it is restorative.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-09 12:11:40
Only if you are undead, otherwise it is restorative.
  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-07-09 18:30:03
Only if you are undead, otherwise it is restorative.

def saw that coming xDD
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-09 19:57:32
Na its not that bad actually, its not very concentrated so it goes down smoothly and doesnt kick in all at once. Just gives you a slow gentle buzz. I also made one of these for my friend and it was really smooth.

http://www.thedrunkenmoogle.com/post/1001669231/8-purification-sake-okami-cocktail

I spent too much money on alchohol..
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-07-09 20:04:33
Hey DLPB, installed your menu mod AFTER the TA patch, then i copied the TA info into your DK path, And i get no videos, And a very very bad gamma white out in the menu and game.

So what did i do wrong? :P
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-09 20:46:59
Quote
TA info into your DK path

Wrong way around :P
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-07-09 21:08:45
I didn't overwrite anything in your folder, Basically, i copied all your files to the TA folder, then copied all those files back to your folder.

Those aren't the issue though. Fresh reinstall of the game, all i have is Aali's driver, and the 1.02 patch, still getting the same issue

EDIT: issue solved, It's nVidia's problem, Shaders are broken on newer drivers i guess :(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-09 21:45:40
 ;D  so far every issue has been other people.  Come on fellow modders sort your sh*t out!
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-07-09 21:54:07
driver 266.58 works!

Yes yes, we're stupid :P
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-09 23:49:52
Good news.  Scroll is now fixed.  Had to mess about like never before (so did Kranmer) but we were blind to the obvious and missed some code.  Simples.

Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-07-10 00:54:38
Simples.

I should curse you and your future generations, damn meerkats.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-10 00:55:40
Well spotted.  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: Jaki on 2011-07-10 03:03:41
I found a problem with font display in dialogue.

You see when i'm not get the potion, font display fine
(http://cC5.upanh.com/24.801.31920204.xOo0/untitled.jpg)

And when i get it .....
(http://cC5.upanh.com/24.801.31920284.Axm0/untitled2.jpg)

I don't apply another patch except that your mod. Hope you can fix it  :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-10 03:13:46
Yes that is the scroll problem mentioned in the post above and on known issues and on first post and also in the readme :P  And it had nothing whatsoever to do with a potion.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-10 05:13:15
oh and btw people, it is possible to escape Aerith's house while running when using the YAMP autorun patch.
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-10 08:11:58
I love the Menu Overhaul and can't wait for M003!
I'm getting a crash using M002 though, just moments into an event (not sure what the term is: not an FMV cutscene, but a point in the field where characters move and talk on their own). Uninstalled and played to make sure it wasn't any of the other mods, things worked smooth as ever. Reinstalled, problem returned.

APP.LOG
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) HD Graphics Family 3.0.0 - Build 8.15.10.2342
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x800, output resolution 1066x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: yuv program link log:
No errors.
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: unhandled exception

ff7_opengl.cfg
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 800
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path=DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Let me know if you need more details or if it's obviously the same thing as addressed elsewhere.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-10 13:47:26
Need to know precise moment and scene. 
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-10 19:04:56
Climbing Shin-Ra Tower, just defeated H0512 on floor 68. I go to meet everyone in the elevator on floor 66. Rude walks into the elevator, Cloud looks up, "Oops! Something bad happened..." message appears.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-10 19:09:50
I will check that.  I don't see how I could crash it... 

May be related to dialogue...  He looks up and it is just before he says

{CLOUD}
“H‚hey! What is it?”

Rude
“Would you press 'Up' please?”

Yes?

Please send me your save.
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-10 22:56:27
E-mailed (not private message -- says I'm blocked from doing that) you a link to my save file.
None of that dialogue occurs. Rude doesn't even point up. Cloud looks up, game dies.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-11 02:07:02
Your bug is not related to the Menu Overhaul Project or at least the MOP  :-o  is not the main cause of it.  No issue here.
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-07-11 03:43:47
oh and btw people, it is possible to escape Aerith's house while running when using the YAMP autorun patch.

I remember I got that patch a long time ago and I kept wondering why when I tried to sneak by Aeris she would always catch me :p
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-11 03:49:09
Can be done though by running :)  I did it yesterday :P
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-11 19:07:22
Your bug is not related to the Menu Overhaul Project or at least the MOP  :-o  is not the main cause of it.  No issue here.

Weird. I'll try it on a fresh install. If nothing else, I hope M003 will work fine for me.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-13 22:54:54
(http://img685.imageshack.us/img685/4378/latestf.png)

The new icons also animate depending on status.  I will get felix to look at those ATB bars again so they fit in with the colour scheme.
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-07-14 00:16:47
 :o

Now I am definitely getting the next version of this. That's awesome.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-14 01:29:48
(http://img29.imageshack.us/img29/1015/latest2v.png)
It is over to felix now to see if he can spruce the bars up, though we are limited by the engine somewhat.
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-07-14 03:00:00
The icons degrade as the effect wears out?

Nice.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-14 03:06:45
indeed.  5 cells, from healthy to wrecked, finally disappear in the 6th stage.
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-14 10:58:34
That's genius.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-14 15:30:27
It was Felix's idea, I am just glad I was able to program it.
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-07-14 16:35:49
It was Felix's idea, I am just glad I was able to program it.

You're the one who made it possible ^_^
Title: Re: [REL] Menu Overhaul Project
Post by: Bosola on 2011-07-14 18:52:21
Nice idea, but too small, and indistinct when far 'faded' and / or imposed on certain backgrounds.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-14 19:09:14
It is gonna have to be left this way, it isn't too bad really but that's the engine for you, and if we do it larger it looks out of place :)

I can;t see much issue with this

(http://img29.imageshack.us/img29/1015/latest2v.png)

That has the first and final cell and looks OK
Title: Re: [REL] Menu Overhaul Project
Post by: sl1982 on 2011-07-14 20:13:03
Nice idea, but too small, and indistinct when far 'faded' and / or imposed on certain backgrounds.

*sl1982 likes this.*
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-07-14 20:24:58
Maybe a 1 or 2 pixel outline.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-14 20:43:47
It already has it...  the engine is rather poor with graphics and a gaussian has to be added to make it look nice.  I guess we could add a stronger outline but tbh i have seen it in battle and it doesnt look all that bad at all.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-14 22:34:56
I have now added a slight outline and background to these and this really is as good as it is likely to get. Almost ready for 003 now.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-14 23:48:25
I like the screenshots you've posted. Loving all of it. Really looking forward to the update!
Title: Re: [REL] Menu Overhaul Project
Post by: norikoteiko on 2011-07-15 19:19:54
the actually M200 works fine for me.
Resolution

window_size_x = 1366
window_size_y = 768
preserve_aspect = no
fullscreen = yes

really nice work *thumbs up

and here are some screenshots
(http://s1.directupload.net/images/110715/temp/jj7uzmmo.jpg) (http://s1.directupload.net/file/d/2586/jj7uzmmo_jpg.htm)
(http://s1.directupload.net/images/110715/temp/fnfz23ts.jpg) (http://s1.directupload.net/file/d/2586/fnfz23ts_jpg.htm)
(http://s7.directupload.net/images/110715/temp/iix5h5p2.jpg) (http://s7.directupload.net/file/d/2586/iix5h5p2_jpg.htm)
(http://s1.directupload.net/images/110715/temp/2849topj.jpg) (http://s1.directupload.net/file/d/2586/2849topj_jpg.htm)
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-15 23:29:42
the actually M200 works fine for me.
Resolution

window_size_x = 1366
window_size_y = 768
preserve_aspect = no
fullscreen = yes

really nice work *thumbs up

and here are some screenshots [snip]


So, It does work fine but it isnt actually working perfectly xD You have the same alignment issue that I do. Same resolution as well. I am re-posting your screenshot with a circle around the alignment issue.

PS. I understand after the new layout gets released nobody will care about FF10 layout but it would be nice to have the choice of it working correctly. I realize how minute it is but I think of myself in the creators shoes and its something I would not want in my mod.

Well here is the screenshot.

http://dl.dropbox.com/u/8138611/FF7-Magenta.jpg

Its two cuts, one with a Magenta lining for where the issue is seeing as its 1 pixel in width. I feel silly for bringing this up again.


EDIT-Is that the original RO or a Private server?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-16 02:53:14
That has to be related to aalis driver or the way the game works...  There is nothing I can do. The graphic is perfect.  That resolution above is wrong regardless, it is stretched.
Title: Re: [REL] Menu Overhaul Project
Post by: norikoteiko on 2011-07-16 03:01:17
i dosn´t disturbe me it is better as the fad black boarders without stretchin on a widescreen monitor

i dosn´t disturbe me it is better as the fad black boarders without stretchin on a widescreen monitor


So, It does work fine but it isnt actually working perfectly xD You have the same alignment issue that I do. Same resolution as well. I am re-posting your screenshot with a circle around the alignment issue.

PS. I understand after the new layout gets released nobody will care about FF10 layout but it would be nice to have the choice of it working correctly. I realize how minute it is but I think of myself in the creators shoes and its something I would not want in my mod.

Well here is the screenshot.

http://dl.dropbox.com/u/8138611/FF7-Magenta.jpg

Its two cuts, one with a Magenta lining for where the issue is seeing as its 1 pixel in width. I feel silly for bringing this up again.


EDIT-Is that the original RO or a Private server?

here without streetching same mod´s

(http://s1.directupload.net/images/110716/temp/tyw37g2l.jpg) (http://s1.directupload.net/file/d/2587/tyw37g2l_jpg.htm)

EDIT: besser -> better XD
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-16 03:16:15
weird...  I will ask aali about it.
Title: Re: [REL] Menu Overhaul Project
Post by: norikoteiko on 2011-07-16 03:21:40
i think it is the "unnatural" resoloution who will bring this glitch an has nothing to do with the streetching
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-16 05:09:27
The resolution is quite standard now n days. I also use mine with preserve aspect ratio on. It really doesn't bother me enough I just like to find out the cause of problems so I at least understand them. I like to understand everything, its a bad habit. I have attempted all other possible lower resolutions with the exact same results. I will attempt to change my actual laptops resolution and post the results to figure out where this bug lies.

So I believe it is a shadowing issue, or transparency issue. If you look REALLY closely you will the the lines at the end of the bars fade out to lighter and lighter density before becoming transparent.

....Resuuuults....

Changing resolution on my laptop did nothing for it. It is most likely a transparency issue.

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-16 15:07:43
When transparency has been fixed for latest release we will seeeeee  8-)
Title: Re: [REL] Menu Overhaul Project
Post by: Template on 2011-07-17 08:24:58
i feel an update impending! /drumroll (maybe that'l work)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-17 22:24:44
I had hoped to get the release out tonight but I think I will have to hold off until FeliX has redone the font again.  I found around 15 letters suffered with slight lines (from the next letter) appearing.  Noticeable most after letter D.

Sorted it.  The next release changelog will look like this:

18-Jul-2011 M003
Changes:

1. Gymp patches added
2. Invincibility cheat added
3. Felix Graphic tweaks added
4. FFIX theme added
5. Flevel editor option added [possibly.]
6. All images which are optional have been added to the same texture
7. Newly coded icons for the Barrier status, graphics by FeliX
8. Numerous alignment fixes, especially the Load and Save menu. 
9.  Graphical issues on font fixed.  Transparency fixed.
10. Scroll issue fixed.
11.  Some of the numbers in game now have leading 0's.  Save and load menu now does not.

Known issues:

1.  Graphical anomaly mentioned with the ATB bars.  Fixing transparency may have solved it.
2. Aali's new driver (not yet released) will fix the problems with battle fade out and critical hits etc.


Does anyone have anything else they have spotted or I have forgotten?
Title: Re: [REL] Menu Overhaul Project
Post by: norikoteiko on 2011-07-17 22:26:07
it seems really nice wich the scroll issue you mean the text bugs ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-17 22:27:07
Scroll issue = scroll issue.  When scrolling text it went out of the box.
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-07-18 03:34:01
The process how FeliX tweaked the font need be done again with the colored font too? or just the normal white font? :-(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-18 04:50:08
The main font needs to be redone.  he tells me it will take 5 minutes.
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-07-18 21:42:29
The main font needs to be redone.  he tells me it will take 5 minutes.
It would take 5 min if I didn't forget my psd files which are now 7000km away from me XD
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2011-07-18 23:22:51
So...10 minutes?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-18 23:46:26
fraid not.  Postponed for tonight, defo tomorrow.  Since kranmer has located a huge flaw with scroll code (yet again) and I need to fix it.

-

Good news...  I was able to fix it.  Good job it wasnt too difficult... and good job Kranmer noticed it.  I had programmed the menu  to only work with 1 box.. but the game can have multiple boxes on screen.. and then there were issues.
Title: Re: [REL] Menu Overhaul Project
Post by: Template on 2011-07-19 04:00:03
wanted to re-request you guys add a function like kranmers load saved games from the field mod. unless im daft u kept the phs anywhere but left the load feature out, right?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-19 04:04:34
I am guessing that works via a trainer, which cannot be incorporated into the installer.  It has to be run separate at run time.
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-19 05:20:02
Would this be the appropriate place to request that summons get listed straight from the top of their menu regardless of which ones they are, instead of spaced out so each summon goes in a specific line? Or is that already covered (here or elsewhere)?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-19 12:05:59
I don't follow?
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2011-07-19 13:40:40
wanted to re-request you guys add a function like kranmers load saved games from the field mod. unless im daft u kept the phs anywhere but left the load feature out, right?
I am guessing that works via a trainer, which cannot be incorporated into the installer.  It has to be run separate at run time.

Well this could be done in the installer if we made it a DLL and used Aali's Custom Driver to load said DLL into the memory and it would also be hidden from sight (you would still need to press a button to load games), but to be honest I'm not sure if it would be a good idea to add it to this installer anyway due to the fact it does have a small bug if used while on the world map.
Title: Re: [REL] Menu Overhaul Project
Post by: StrayOff on 2011-07-19 16:22:48
hey guys,

just got a problem with the m002 menu mod!

Quote
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 7600/PCI/SSE2/3DNOW! 2.1.2
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x800, output resolution 1280x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 32, vert uniform 1024, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library FF7anyCD.dll

~blabla~

UNEXPECTED: zero count

the game always crashes when i try to speak to the ship commander of highwind to "go on" flying. it also crashes when i win the battle with yuffi and try talking to her in the screen after battle. so the dialog boxes may be the problem. using the savepoint on this screen also fucks up the game.

 i tried several settings and files and i made up the experience, that the patches ff7.exe is the bad one.

any idea?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-19 19:23:56
Please check again with 1.02 original unmodified and then add menu project only and see if problem begins at that point.  So many of these issues caused by other mods.

If so, send me save.

Quote
INFO: Loading external library FF7anyCD.dll

and please make sure nothing like this is loaded.

The dialogue has had a fix in recent version too so if all else fails 003 may fix the issue.
Title: Re: [REL] Menu Overhaul Project
Post by: StrayOff on 2011-07-19 21:26:32
hey again,
the crash has definitely nothing to do with:
Quote
- data folder + subfolders => tried original folders instead
- music plugin => disabled
- any cd plugin => disabled
- graphics driver config => tried diff. resolutions, shader use yes/no etc..
- textures folder => disabled
- mods folder => disabled

ff7.exe runs under compability mode with win 98 + run as admin
the old ff7.exe runs normally - the patched one still crashes. i even noticed that it crashes on every dialog in general, not on special dialogs!
i also tried different save games and i also tried a new game. but every time a text dialog came up ff7.exe crashed with "unhandled exception" or zero count. i repatched twice!

i dont get it...
this is my current config. can you find anything wrong in there?

Quote
load_library = FF7anyCD.dll (i disabled it like you said)
window_size_x = 1280
window_size_y = 800
preserve_aspect = no
fullscreen = yes
mod_path=avalanche
enable_vsync = yes
minigame_framelimiter = on
battleswirl_framelimiter = off
linear_filter = off
music_plugin = plugins/ff7music.fgp
transparent_dialogs = on (i tried to disable)
mdef_fix = no
new_battle_interface = on (also disabled)
post_source = shaders/bloom2.post
enable_postprocessing = no
disable_popup = on (disabled)
use_shaders = yes (disabled)
prevent_rounding_errors = yes
fancy_transparency = on (disabled)
show_fps = no
show_stats = off
compress_textures = no
use_pbo = no
use_new_timer = yes
use_stable_timer = no
movie_plugin = plugins/ffmpeg_movies.fgp
direct_mode = off
show_missing_textures = yes

all commands with (disabled) were tested

battle mode + menu is working excellent
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-19 22:02:42
If the error only exists when the menu installer has patched, and when dialogue windows are opening, it is probably the fault of dialogue window programming which is fixed for 003.  We will see :)


Please send me a save of an affected area.
Title: Re: [REL] Menu Overhaul Project
Post by: StrayOff on 2011-07-19 22:26:19
so im waiting for the finish of projects godheads =)

by the way a short question. which tools do you use to hex the executable and binary files of ff7? i got HxD Hex Editor but this little (but nice) tool doesnt support custom charsets. i began translating charset for myself but gave up after  nearly 20 chars (dont guess im programmers pro - im just interested and like such things a bit more than others ;D).

an aim for me would be a german/multilingual translation of the executable and kernels (with jenova/wallmarket/XYZ). i know that there's a german (,spain, french?,italian?,..???) executable but to change this would be a majestic project for me alone (dont have the time :-( ) because the file sizes differ. so i think it would be more interesting to write a hex byte changing script which always changes the dialogs from actual english version (cranked up by you :D) and then translated into other langs. should be possible by searching defined bytes or am not right?

- edit: here you got:
Quote
i put one of my savegames right in here: https://skydrive.live.com/#cid=963954B82C17B88E&id=963954B82C17B88E!1534 (https://skydrive.live.com/#cid=963954B82C17B88E&id=963954B82C17B88E!1534)

the fastest thing to crash this up is: load 1st slot of save and drive with the land cruiser thingy in direction to cosmo canon and then drive till you kill this cruiser with the field event. cloud normally would say something to the damaged cruiser but not in my version ;-D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-19 22:38:05
Possibly.  I use cheat engine as disassembler and neo hex editor for hex editing.

Your save does not crash on me (from much earlier revision, before the fix I made)...  let's hope the new fix I made does the trick.
Title: Re: [REL] Menu Overhaul Project
Post by: vAddicatedGamer on 2011-07-20 00:10:38
I'm just curious... won't it make more sense to test out StrayOff's save with his patched ff7.exe?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-20 00:13:00
Well assuming he did what I told him, it shouldnt matter but yes that would at least make sure it isn't something else.  It still may not make a difference.

Send it me please :) 

Title: Re: [REL] Menu Overhaul Project
Post by: pyrozen on 2011-07-20 00:36:54
Would this be the appropriate place to request that summons get listed straight from the top of their menu regardless of which ones they are, instead of spaced out so each summon goes in a specific line? Or is that already covered (here or elsewhere)?
I believe he means that instead of the summons being locked into positions on the menu, and thus unequally distributed within the menu, that they are all pushed to the top, and additional ones are added below previously acquired ones.

Sounds like a good idea, but i don't know that it could be implemented since it would require additional loop logic in order to loop through all obtained summons, and then assign new positions to them. Sounds like a nightmare to debug, and could cause major issues with savegames since the summons could potentially be anywhere.

Or i could be wrong and its a piece of cake to implement :) Maybe re-order the menu so the summons appear in the order that they can be obtained. Same concept but just faking it. Not that I really mind, I rarely use summons due to the massive snooze factor and minimal damage.

lee
Title: Re: [REL] Menu Overhaul Project
Post by: norikoteiko on 2011-07-20 01:06:29
please ma a function to disable the buster backround during setup
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-20 01:37:21
@pyrozen, you are right, what he asks for ain't bein done :P  Not by me. Not to mention that is daft as they are lined up in order of acquisition and their power / MP consumption.

@above

To remove the buster background look in modpath and the menu folder and delete it.  It is no "function"
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-20 02:26:34
I mean that the Summon battle menu does this:
(http://i56.tinypic.com/t685te.png)

Even though the Magic battle menu can do this:
(http://i55.tinypic.com/2m6wi7p.png)

If I want to use KoR, I have to scroll through the entire Summon menu, even if it's the only red materia equipped to that character.
Title: Re: [REL] Menu Overhaul Project
Post by: Template on 2011-07-20 02:50:54
o good point zoo, that IS annoying
Title: Re: [REL] Menu Overhaul Project
Post by: vAddicatedGamer on 2011-07-20 02:55:37
I believe the Enemy Skill menu behaves the same way as the Summon menu, as described above.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-20 02:59:20
It cannot be changed. It would take ages to do what you want with very little benefit.  Just use scroll buttons. 
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-20 03:55:57
It cannot be changed. It would take ages to do what you want with very little benefit.  Just use scroll buttons.

Consider me "over it."
Title: Re: [REL] Menu Overhaul Project
Post by: StrayOff on 2011-07-21 13:56:57
hey,

its me again. i got running my game with the m002 mod and it doenst crash anymore. this time i didnt install the feature "remove commands box" from the mod installer.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-21 14:16:19
There is no way that can interfere with  dialogue.  There is something else that either the  install files did, or you did.  Check if auto run is the cause.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-21 18:41:26
I am finalising the menu project before its release tonight, but I am requesting help from anyone who might know of ANY spelling errors originally made in the game credits at the start.

Thank you.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-22 02:15:11
No idea about the spelling errors but I am glad to hear about the finalization. If there is any other way I could help let me know. Also I will test out if the graphical anomaly with the FF10 interface that me and the other guy pointed out was fixed with this release as soon as possible for your peace of mind.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-22 05:42:11
I'm so giddy with anticipation that I can't sleep!
I hope I can finally use the Menu Overhaul with save games I made when I was using the YAMP patch.
I'm fed up with that Guard Materia Overflow glitch.  Blasted YAMP.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-22 07:24:31
Due to a number of issues that just arose on last minute, installer is yet again post poned.  It is 15 minutes away from completion, so tomorrow it is here barring some miracle.
Title: Re: [REL] Menu Overhaul Project
Post by: StrayOff on 2011-07-22 09:08:04
Quote
There is no way that can interfere with  dialogue.  There is something else that either the  install files did, or you did.  Check if auto run is the cause.

i didn't install auto run feature because i don't like this. as i said the game runs normal if i use unmodified exe. when i install the m002 with "remove command box" then it crashes the game. there is really no mod or plugin which could do this because i also tried m002 on an unmodded and 1.02 patched original install. o_O

maybe my windows is fault because i also have to install m002 in windows safe mode because in normal mode i get an error message referring to some ressources. i also tried to install as admin - same error:

(http://www-user.tu-chemnitz.de/~vmario/doof.png)

that means something like this: "cannot find specified ressource. you maybe have not sufficient authorization to access the item"
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-22 15:43:14
I have no idea what can cause that.  Looks like you aren't even getting  a proper install or access to the needed resources / admin privileges.

Please make sure Run As Admin is ticked (i know you said you are doing that?) if you are using Vista by  right clicking M002.  Anyone else have any ideas?

Obviously you have severe issues that are not related to menu project...

Title: Re: [REL] Menu Overhaul Project
Post by: StrayOff on 2011-07-22 16:33:04
i'm running win 7 pro 32 bit. i switched off UAC and i ran the setup with admin privilegs (right klick on the setup). i also tried [win key] + r.

i'm still confused about this. but now i got m002 running :) i'll definitely post the behaviour of m003 at my system. maybe the problem was solved with next installer.

EDIT:

loool. 5 seconds later i had the idea to deactivate Antivir for a while and setup started!
i've installed Kaspersky Internet Security Suite 2011.
Maybe you could give a tip in your readme to switch off the guard while installing. Could help noobs like me for instance :-D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-22 17:21:00
That tip is already in readme.  If you read it :P 

Quote
INSTALLER:

***PLEASE DISABLE ANTIVIRUS SOFTWARE AS IT IS LIKELY TO HAVE A FALSE POSITIVE TO THIS INSTALLER***
Title: Re: [REL] Menu Overhaul Project
Post by: StrayOff on 2011-07-22 17:31:28
dammit of course no xD
hmm i should put some toothpicks between my eyes to better watch out readme files
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-23 01:02:40
Menu Overhaul Project M003 (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B1JH_wU1qqN4MDUzYWE1ZjktNzA2Ny00ZWE3LWJiZDMtYTI4ZWVjNTU0ODI2&hl=en_US)

For optimal quality, (noticeable especially with font), please do not use Compress Texture option in Aali driver.

I have not had time to give this installer a full test but I think it will be OK.  Lots of problems in the last few hours. :P



BUG REPORTING:

Report:

1. Any bugs which were not there originally.
2. Suggestions to make this better.
3. Alignment issues.


=================
KNOWN ISSUES

1.  Graphical anomaly mentioned with the ATB bars.  Fixing transparency may have solved it.
2. Aali's next driver (after v0.7.11b) will fix the problems with battle fade out and critical hits etc.
3. Slight pixel protrusion in battle with coin and limit menu
4. Roulette Enemy Skill still uses old hand icon graphic.
5. Ex-SOLDIER text runs into FF9 interface.  Suggest editing with wallmarket or using FFX interface.
6.  Still testing transparency of many of the textures.  Please notify me of ANY problems you notice.
7.  In consultation with 9999 patch creator about a bug.
8. At low resolutions, the FF9, break 9999 limit main title bar looks choppy at the end.  My fault, I will fix for M004.
9. usfont_a_l_00,usfont_a_l_14 are the same png file,so are usfont_b_l_00 and usfont_b_l_14.
Solved by install original overhaul files and replace usfont_a_l_00 and usfont_b_l_00.

REVISION HISTORY:

For M004:

1. Another look at graphics, see if we can spruce any up
2. Retranslation Project merged with this.
3. Magic barrier icon animation to be slightly modified.
4. Flevel editor option added
5. Last changes to the alignment.  A few niggles I am not happy with.


22-Jul-2011 M003
Changes:

1. YAMP patches added
2. Invincibility cheat added
3. Felix Graphic tweaks added
4. FFIX theme added
5. All images which are optional have been added to the same texture
6. Newly coded icons for the Barrier status, graphics by FeliX
7. Numerous alignment fixes, especially the Load and Save menu. 
8.  Graphical issues on font fixed.
9. Scroll issue fixed.
10.  Some of the numbers in game now have leading 0's.  Save and load menu, now do not.
11.  Credits background resized with Perfect Resize.
12.  World maps are properly placed on screen.
13. Credit text is updated.
14. No-action hand icon in battle is updated and better placed.
15. Password is on first post.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-07-23 01:17:24
I just installed. The FFIX interface is sexy as hell! Thanks for all your hard work DL, and keep it up!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-23 01:28:08
I am also going to integrate the retranslation project with the menu project.  You will of course be given a choice in the installer between both, and although it will be a monumental task for me to do it, it is logical as it saves me duplicating files.
Title: Re: [REL] Menu Overhaul Project
Post by: TinySarabia on 2011-07-23 02:08:56
i get "Sorry, we are unable to retrieve the document for viewing or you do not have permission to view the document" on Google Docs... :(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-23 02:24:19
You do have permission so try again and go to file to download :)  May take time if it is google fault.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-07-23 02:28:40
Tiny if you can see M003.rar - Powered by Google Docs at the top of your screen, there should be a button on the left that says file. Just click that and click "download original" That's what I did.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-23 02:46:55
and yeah Google are messing with what already worked... again.  What is it with these companies? Can't they just leave it alone?
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-07-23 02:50:53
Dropbox, beats having to fuck about with Google.
Title: Re: [REL] Menu Overhaul Project
Post by: Jaki on 2011-07-23 03:06:28
Hi DLPB
The mod work great so far but I have a question: can you include FF7 lessdebug in your mod ?
It would be great if you could do that. Thanks   ;)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-23 03:07:12
I thought that was redundant these days with Aalis driver?  Anyone?
Title: Re: [REL] Menu Overhaul Project
Post by: Template on 2011-07-23 05:24:19
this whole passworded archive thing is kinda meh. You win you made me reread your OP.
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-07-23 05:56:22
I don't want spend time with screenshots talking about this but here a thing i noticed using FeliX Tweaks in M003.

usfont_a_l_00,usfont_a_l_14 it's the same png file,that thing happen with usfont_b_l_00 and usfont_b_l_14 too.

This can cause problems in battle...for status menu and in config i'm sure because the png is different and i have tested for these.

So i solved by install original overhaul files and replace usfont_a_l_00 and usfont_b_l_00.

image: http://imageshack.us/photo/my-images/15/menuoverhaul.png/
Title: Re: [REL] Menu Overhaul Project
Post by: Terid__K on 2011-07-23 06:32:13
Did you do all of this by trial and error hex editing? That's quite impressive.


Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2011-07-23 08:11:10
Quick question...

Is it possible to change the background color with the latest version? I've been seeing nothing but black in screenshots, and this isn't...positive to me.
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-07-23 08:45:50
I don't want spend time with screenshots talking about this but here a thing i noticed using FeliX Tweaks in M003.

usfont_a_l_00,usfont_a_l_14 it's the same png file,that thing happen with usfont_b_l_00 and usfont_b_l_14 too.

This can cause problems in battle...for status menu and in config i'm sure because the png is different and i have tested for these.

So i solved by install original overhaul files and replace usfont_a_l_00 and usfont_b_l_00.

image: http://imageshack.us/photo/my-images/15/menuoverhaul.png/

Ups >< Yeah, just replace it for now
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-23 10:14:23
teridkane yes :P (although a lot of it wasn't trial error... it was plan and change)

and as for the oversight with the fonts... my fault...  I genuinely didn't see it (didn't test it) even though Felix and I have discussed that before.

And yes it is possible to change the colour... same as you can always do.
Title: Re: [REL] Menu Overhaul Project
Post by: TinySarabia on 2011-07-23 15:31:03
Just downloading it. Thanks for the help everyone..  :-D
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-23 16:41:02
I am having a bigger issue now. Seems all but the inner color of the bars in battle are fully transparent now lol. I will attempt to test some things before posting a screenshot.


EDIT> Ok so I cleared the cache and it fixed the issue. Atleast I didnt have to re-install FF7.

M003 HAS REPAIRED THE GRAPHICAL ANOMALY WITH THE FFX INTERFACE.

thank you.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-23 21:18:43
I notice a little something.
If you hit ctrl+q during the opening credits, the quit dialogue that pops up is all black with no words.
Ctrl+q seems to work fine anywhere else.  It just happens during the opening credits.

-PitBrat
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-23 22:40:45
Not my concern or error... not my patch:)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-24 00:20:42
Can I also remind people that having an anti virus running when installing may have severe issues.  Please disable always.
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2011-07-24 00:55:37
Quote
And yes it is possible to change the colour... same as you can always do.

<_<

I just couldn't be >entirely< sure. Thank you.
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-24 01:32:56
I'm still having the same problem I did with M002 -- When any dialogue box is about to appear in the field, I get the "Oops! Something very bad happened" error and the game dies.

I did a fresh installation, in this order:
FF7 duh
FF7 Remix 2.5.1
Aali's driver 0.7.11b
Menu Overhaul M003

For what it's worth, I'm running Windows 7 64-bit on a Macbook Pro.

I've uploaded a zip containing my exe, app log, opengl config, and crash.dmp. Please see if you can find a source to this problem.
http://www.mediafire.com/?7jy9jr9xh1807lf
Title: Re: [REL] Menu Overhaul Project
Post by: Template on 2011-07-24 05:06:54
inb4 dont use remix 

This is a technical forum.  Save your "Ph1rst!" and "OP is a fag!@@!!" for the other sites you frequent. Thanks.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-24 05:08:24
^ Yeah. Dont use the remix. As well as making sure you have the .02 patch.

PS- Hey DLPB could we get a comparison of the differences between the "original menu overhaul graphics" and Felix's "tweaked" ones?

I have tried both and it must be very subtle because I cannot tell. I need screens to assure that there is no bug present.

Everything else is running smoothly ^^.

Also personal opinions everybody, do you believe it would mess anything up to use the "save anywhere" code? I believe it could be very useful for me but I am afraid itll put me in a bad situation lol. Any comments?
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-07-24 05:38:02
Amazing. I'm using the MOP from now on because of M003. Making the menu black kind of reminds me of that remake video someone did on youtube with the cool menu.

I love classic, but this freshens the game up a bit, since you go through the menus a lot, It'll be something to look at. Plus seeing the whole battle is just nice.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-07-24 08:49:36
robo I started a new game and use the save anywhere code. So far so good with no issues  :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-24 13:19:01

FF7 Remix 2.5.1


I specifically said before that you must test without ANYTHING else being installed....  clearly remix has done something...

If someone wants to upload a few screenies I would appreciate it, especially of difference with Felix graphics.  (at moment there is 1 problem there, see the installation note known issues).

Quote
but I am afraid itll put me in a bad situation lol.

You can easily test and then reinstall the project after if there is.

edit

Note all those using felix graphics.  Please add these 2 files

rocketronnie.net/menu.rar

to the mods/DK/menu folder.  It will correct the "always white text" issue.
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-07-24 18:19:20
Thanks, that was getting a bit annoying in the shinra building, at first I thought all floors were unlocked at the start  :D
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-24 18:49:43
Thanks for the feedback.
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-24 21:19:23
I specifically said before that you must test without ANYTHING else being installed....  clearly remix has done something...

My bad. (total noob).

Now to learn how to install the missing remix goodies (PRP models, and... wait, I guess that's it) without using remix.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-24 21:46:53
indeed :)
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-25 02:15:19
Haha Okay so. I was having the damn'est time figuring out the differences between Felix's graphics and the original so I figured there was a bug. I was right, I restored ff7 to the original settings via the backup option then clicked on the FF7Config again to assure its set to use the custom driver. Then cleared the cache once more. After that I installed M003 once more with the original graphics and took a look at the materia...Huuuge difference, so yes I am very happy to get this working lol. Anyhow back to the game.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-25 02:23:09
The cache would have been the only issue.  In fact I am thinking about deleting that cache folder in next installer to stop these issues. I may give an option to do it for those who know what it is :)
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-25 03:30:21
Oddly enough I tried just the cache at first. Actually I attempted restoring from backup as well. Even unpatching FF7.exe but that all failed to remove the bug of only showing Felix's graphics. That and I was having the same scrolling text alignment issue that was present in M002.

Thus I used my own personal backup of all the system files and then re-installed the M003 mod. That cleared out all the issues. I am really not sure what happened to cause such an odd thing but its gone now. Basically "try it on a clean installation" or "try re-installing FF7" would fix it for anyone in the future with the issue. That and clearing cache.
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-26 17:20:19
In the menu, "Arrange"-ing my materia puts them in a different order now (Red, Purple, Green, Blue, Yellow) than it used to (Green, Blue, Yellow, Purple, Red). Is this a result of MOP, or should I look over everything else I've added (mostly in battle.lgp and char.lgp, so I don't see how they'd affect the menu).

Also, when naming chocobos, the text I input appears several spaces to the right of the underscores provided to indicate the character limit. I haven't checked yet to see if this is true of other character naming events.
Title: Re: [REL] Menu Overhaul Project
Post by: kicker on 2011-07-26 18:09:55
Hi. i have installed your mod. It works really nice but at the "new game. continue" screen it says ERROR"texture could not be compressed". After that when i load my save another error appears which says ERROR"invalid color type". I have checked Felix's option. I am not quite sure if this error is due to the usfont_a_I_00 problem (which i didn't quite understand how we fix it) or because i didn't replace  the rocketronnie.net and menu.rar files (which i don't know where i can find). Any ideas? if a problem like this has occur ed before I'll take a look at all the previous posts again. I installed the game with my antivirus disabled. Furthermore i enabled the Tifa limit break mod.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-26 18:31:08
The answer to your second question is in the readme and on first post.  The compress texture problem is not a menu overhaul issue.  I suggest you turn compress texture option off in the ff7_opengl.cfg file.

In the menu, "Arrange"-ing my materia puts them in a differentorder now (Red, Purple, Green, Blue, Yellow) than it used to (Green, Blue, Yellow, Purple, Red). Is this a result of MOP, or should I look over everything else I've added (mostly in battle.lgp and char.lgp, so I don't see how they'd affect the menu).

Also, when naming chocobos, the text I input appears several spaces to the right of the underscores provided to indicate the character limit. I haven't checked yet to see if this is true of other character naming events.

I assumed chocobo menu would be same as name menu, so yes this could be my issue. I will have to check.  As for the order, I have noticed it... and I haven't a clue how it happened.  I will look into it.
Title: Re: [REL] Menu Overhaul Project
Post by: kicker on 2011-07-26 18:38:48
thnx for the advice. i'll look into it and if i find anythin' else i'll let u know :)
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-27 10:03:47
Is it just me, or does installing this do absolutely nothing?
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-07-27 10:05:53
Is it just me, or does installing this do absolutely nothing?

just u lol

try deleting cache folder and then running the game or just disable the cache option on Aali's Driver config file
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-27 10:11:22
just u lol

try deleting cache folder and then running the game or just disable the cache option on Aali's Driver config file

Tried that. The installer doesn't install anything.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-27 11:12:36
Is it just me, or does installing this do absolutely nothing?

If you had kept your end of the bargain (read the comments, read the readme, read the first post) I am sure my installer would have done its end..  I can lead a horse to water but I cannot make it drink it.

Check it all then come back and ask a question.  And if it is a problem with antivirus software being active, leave this thread forever.   ;D
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-27 21:28:04
If you had kept your end of the bargain (read the comments, read the readme, read the first post) I am sure my installer would have done its end..  I can lead a horse to water but I cannot make it drink it.

Check it all then come back and ask a question.  And if it is a problem with antivirus software being active, leave this thread forever.   ;D

I'm not that retarded lol. But I'll try it again and see what happens.

Nope still didn't work.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-27 22:19:22
if it isnt installing at all the installer will not complete.  Do you get a completed press OK message at the end?

If you do, are the files present in your mods/DK folder?
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-27 22:31:31
Is it the whole run as administrator to access a system folder thing?
Can't you install to a non system folder like c:\temp and then manually copy the files into the game folder?
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-07-27 23:02:48
Is it the whole run as administrator to access a system folder thing?
Can't you install to a non system folder like c:\temp and then manually copy the files into the game folder?
You still need admin to do that, because Windows is so smart.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-28 00:20:03
Everything should be as easy as installing malware!  :evil:

The documentation briefly mentions using toughscript to format text in flevel.lgp.
I hope that future updates include more details about this new feature.

What changes does the Menu Overhaul M003 make to flevel.lgp?
A file comparison of .\Backup-MO\flevel.lgp and .\data\field\flevel.lgp indicates that the files are identical.

The MO installation appears to have worked flawlessly.

I'm using the MO with Remix, Aeris Revival and Hardcore without any problems.

-PitBrat
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-28 00:30:40
if it isnt installing at all the installer will not complete.  Do you get a completed press OK message at the end?

If you do, are the files present in your mods/DK folder?

That's the thing, there is no folder created. I changed the path to a completely different folder just to see if anything installed and all it put there was a Final Fantasy VII folder, that's it. The installer said it was successful and I clicked finish. Not sure why I'm the only one having this problem.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-28 00:40:41
DarkFang- Try to install something else and see if you have the same issue. If not make sure you actually don't have a virus that's stopping you from activating random things. If that doesn't work then assure to disable your Antivirus and firewall, make sure you have admin privileges and then re-download M003 WITH ANTIVIRUS OFF, some of these Antivirus programs have a way to completely break .exe downloads but keep them on your pc. they just dont do anything. Re-install FF7 without any mods, then install the .02 patch. After doing so Install the latest Aali driver. Then test the game to make sure its running clean on your pc with no issues. After doing so attempt to start the installer once more.

If this doesnt fix the issue or show you what the issue is then its most likely Windows installer having issues. Windows installer is hard to repair and usually results in a full system restore. Good Luck.

Its not M003.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-28 00:45:21
There is definitely something wrong at your end...

as for using touphscript, it isn't implemented yet, that is for M004 and it corrects every single dialogue box in the game to the correct width.  It also clears up all cursor anomalies.  It is an option for the menu but not if you also choose retranslation.

touphscript is now at that stage where it can be released with this installer.  By the time of M004 it will also edit world map and those boxes too.

If you choose not to use the menu touphscript corrector, I patch the exe instead to do a real time resizer.  It isn't as accurate as a true change to flevel but it is still good.

Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-28 00:55:28
DarkFang- Try to install something else and see if you have the same issue. If not make sure you actually don't have a virus that's stopping you from activating random things. If that doesn't work then assure to disable your Antivirus and firewall, make sure you have admin privileges and then re-download M003 WITH ANTIVIRUS OFF, some of these Antivirus programs have a way to completely break .exe downloads but keep them on your pc. they just dont do anything. Re-install FF7 without any mods, then install the .02 patch. After doing so Install the latest Aali driver. Then test the game to make sure its running clean on your pc with no issues. After doing so attempt to start the installer once more.

If this doesnt fix the issue or show you what the issue is then its most likely Windows installer having issues. Windows installer is hard to repair and usually results in a full system restore. Good Luck.

Its not M003.

I just uninstalled every anti-virus and anti-malware program that I had installed. I disabled all firewalls, uninstalled Final Fantasy VII, and restarted my computer. I installed Final Fantasy VII again, applied the 1.02 patch, and installed Aali's driver. The game runs fine so far.

Then I run the installer as administrator and the same thing happens. It doesn't install anything.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-28 04:20:08
While we are at it, I have decided the next release will have an option to allow full statistics from the guy in the cave.  Thanks to touphScript and Makou Reactor, it is pretty simple.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-28 04:23:50
Did you re-download it? Does it pop up with anything at all or just "double click, hourglass...." then nothing? This is a windows related issue as far as I can tell but might also be a virus. If its installing then you check the installed folder and its empty then there's someting else completely going on.

Update drivers, do windows updates. check task manager to see if anything bad is running. that's all I can think of *shrug* You need PC help.

PS@DLPB. THAT sounds awesome.
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-28 05:30:09
^ I just formatted my hard drive like a week or two ago. Not sure how there could be a PC problem that quick. But yeah it completes the installation but when I check the installation folder, there are no changes to any of the files. And there are no files or folders added. Everything is exactly the same.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-07-28 07:14:12
You could start a virtual XP session and install the menu overhaul that way.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-28 15:48:26
Nobody answered my question before is this "less bugged ff7" thing necessary?  Also..  I have added Bloodshot avatars to next release as option.

I will also look into how I can keep the Hardcore mod working with Retranslation installation.  Not sure if it can be done.
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-07-28 16:36:18
Just a suggestion.

It's possible to make critical hit use a different font than normal attack?Of course this will be more FF XIII based.(i just have this idea by see my brother gameplay in FF XIII)

Before i have the idea to make materia names use different font too (example,cure use green font) but this is complicated so i think that's not possible  :-\
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-28 16:48:13
Critical hit doesn't use a different font...  unless you mean "D.blow", in any case using different fonts for different things cannot work.  It would require major rewrite.
Title: Re: [REL] Menu Overhaul Project
Post by: Marc on 2011-07-28 23:39:00
^ I just formatted my hard drive like a week or two ago. Not sure how there could be a PC problem that quick. But yeah it completes the installation but when I check the installation folder, there are no changes to any of the files. And there are no files or folders added. Everything is exactly the same.

out of curisoity, have you tried installing ff7 in a non-default location (ie, not in program files folder).  maybe it's a virtual folder issue.

I assume you already tried disabling UAC ?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-29 00:00:44
out of curisoity, have you tried installing ff7 in a non-default location (ie, not in program files folder).  maybe it's a virtual folder issue.

I assume you already tried disabling UAC ?

Yeah I disabled UAC. Didn't try installing in a different location. I guess I'll try installing to my desktop.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-29 01:05:50
What OS?  Not that awful vista I hope?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-29 01:10:05
Windows 7 Ultimate 64-bit.
Title: Re: [REL] Menu Overhaul Project
Post by: Marc on 2011-07-29 02:17:27
I use win 7 64 without any issues myself.  FF7 is installed on a different drive though.  Virtual folders have always been modding ff7 a PITA so I put it elsewhere.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-29 02:37:13
I am at a loss to explain your problem Darkfang...
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-29 02:59:27
When in doubt, format it. It's usually what I do to solve all my problems xD
Title: Re: [REL] Menu Overhaul Project
Post by: WeretigerRei on 2011-07-29 04:55:41
Will those barrier icons be colored?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-29 04:59:02
No, since that would look out of place...  If you want to colourise them and release a new version, do so. Better off waiting for 004 though cause the barrier graphic is changing slightly;
Title: Re: [REL] Menu Overhaul Project
Post by: WeretigerRei on 2011-07-29 05:13:14
What will they look like? I think the barrier icon should look more like the barrier that appears when they take damage and have those colors applied.
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-29 06:05:23
I'm gonna go kill myself now...

I kept clicking on the uninstall check box. Which I thought meant that was the option it would do IF you uninstalled it, not that if you check that it WILL uninstall it.

But like really. I'm the only one that thought that? Jeez I'm dumb.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-07-29 06:13:40
lol o_o
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2011-07-29 08:25:20
You would have my empathy, DarkFang, were it not for that avatar...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-29 15:24:19
You should have read the readme , darkfang :P
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-29 19:55:04
I read that thing like nine times. But apparently I must have missed that part nine times...
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-07-30 00:48:05
*claps so much* I I I Love this so much. Not making fun of you just, was very very entertaining.
Title: Re: [REL] Menu Overhaul Project
Post by: Template on 2011-07-30 01:53:03
i really dont like admitting it... but i did the same thing twice before i figured out what that was for
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-30 01:54:44
I will make it even more obvious :P
Title: Re: [REL] Menu Overhaul Project
Post by: Bosola on 2011-07-30 05:45:39
By writing it again, nine times.
Title: Re: [REL] Menu Overhaul Project
Post by: zoostation on 2011-07-30 06:39:53
Also, when naming chocobos, the text I input appears several spaces to the right of the underscores provided to indicate the character limit. I haven't checked yet to see if this is true of other character naming events.

I just checked, the rest of the character name inputs are working fine for me. Weird that they'd have something different for chocobos, but what do I know?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-30 06:46:18
By writing it again, nine times.

I second this, lol.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-30 07:56:54
I just checked, the rest of the character name inputs are working fine for me. Weird that they'd have something different for chocobos, but what do I know?

It is because Chocobo names are 6 characters so they had to create 2 separate name areas.  Poor code to begin with actually. I have fixed the issue already.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-07-30 13:06:04
I thought I'll post it here...

To control Cait's slots, you must press [MENU] once, then it will stop. Use up and down to change the actual reel. Right and left to change reel. [MENU] again to make it spin again. You have to *validate* with Confirm four times in all before it can be launched. You're welcome.

Edit : Also, please set the 9999 break limit at 32 767 instead of 30 000. It's annoying.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-30 15:49:47
you would have to ask the author about changing the limit, there is probably a few complications, plus 30000 looks good.  Thanks for the info.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-07-30 16:57:40
I have a video showcasing your mod (and your FMV's) i'll post it when i find a site that allows over 10minutes of video (it's 17)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-30 17:02:45
Youtube allows 15:59.... and cheers :)
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-07-30 17:03:56
Oh, thought it was 10, i'm still a minute to long, Could cut out some i suppose.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-30 17:31:29
If your account is in good standing they lift the limit completely now.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-07-30 21:07:51
http://vimeo.com/27095258

Youtube said it was to long, so i updated it here.

Enjoy :D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-07-30 21:12:46
cheers!  8)
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-07-30 21:19:26
http://vimeo.com/27095258

Youtube said it was to long, so i updated it here.

Enjoy :D

That's ironic, I did this a few hours ago :p
http://www.youtube.com/watch?v=yPKJbgfcZpM

I made the dialogue a little bit "neater" looking.

Something went wrong and the video is looped. Not sure how that happened. And I used the one without a command box, which I didn't like, so I'll probably make another one.
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-07-30 22:41:42
Forgot to post this here, but I made a little preview video of the mod too:

http://www.youtube.com/watch?v=QOn6fnwPTcA
Title: Re: [REL] Menu Overhaul Project
Post by: HookedOnPwnics on 2011-08-01 10:16:51
Is there anyway to make this mod work with custom avatars and start menu?

Sorry, if I didn't search it. If it is possible can someone direct me in the right direction?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-08-01 10:19:34
Is there anyway to make this mod work with custom avatars and start menu?

Sorry, if I didn't search it. If it is possible can someone direct me in the right direction?

The start menu file is named buster_00 and is in "Final Fantasy VII\mods\DK\menu". Replace it with whatever picture you want.
Avatars are in the same folder. Usually the avatars are already named correctly so there's no need to rename anything.
Title: Re: [REL] Menu Overhaul Project
Post by: HookedOnPwnics on 2011-08-01 10:56:11
Thanks for your help. I got to resize the images on photoshop since it just doesn't take the .tex files.

Also, when I start the game, I get an "ERROR: Invalid Color Type" any idea's?

Edit: Fixed some of the problems.
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-08-01 12:38:04
are you trying to copy the design to this?
http://www.youtube.com/watch?v=bKVKLPB8llo&feature=feedrec_grec_index
looks very similar
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-08-01 18:33:49
are you trying to copy the design to this?
http://www.youtube.com/watch?v=bKVKLPB8llo&feature=feedrec_grec_index
looks very similar

Nope.

The visual part of that menu can be fully recreated easily, but the problem is the code for it, so it will be frustrating for Dan to code it.

(but if you poke him 1000 times maybe he will do it ^_^ )
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-01 18:44:09
quite simply I couldnt code that, and if I could, it would take me 5 years :P
Title: Re: [REL] Menu Overhaul Project
Post by: WrathOcasteR on 2011-08-02 19:03:45
ERROR: NPOT textures not suppported, will not be able to load F:\FF7\/mods/DK/cr/opback_d_00.png
ERROR: Texture could not be compressed
ERROR: NPOT textures not suppported, will not be able to load F:\FF7\/mods/DK/cr/opback_e_00.png
ERROR: Texture could not be compressed
ERROR: NPOT textures not suppported, will not be able to load F:\FF7\/mods/DK/cr/opback_f_00.png
ERROR: Texture could not be compressed
ERROR: GL_INVALID_VALUE
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: NPOT textures not suppported, will not be able to load F:\FF7\/mods/DK/menu/buster_00.png
ERROR: Texture could not be compressed
ERROR: GL_INVALID_VALUE
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: invalid color type
ERROR: invalid color type
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD


I've been getting this at the startup. And yes, even with the "compress_textures = no/yes" I also get this. Any help would be appreciated  ;)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-02 19:34:09
FAQ:

---------------------------
Q.  It isn't even installing?
A.  Make sure you have administrator privilleges (right click, run as admin in later Windows versions) and also make sure that YOUR ANTIVIRUS SOFTWARE IS OFF.
---------------------------
Q.  The graphics look really messed up, especially in battle
A.  Make sure you are using latest Custom Driver by Aali.  Make sure you installed this project last and did not install Team Avalanche Menu Overhaul.  Make sure your modpath in ff7_opengl.cfg reads "modpath=DK".  Make sure that you have cleared Cache folder in the modpath, and try Compress Textures = no, in ff7_opengl.cfg.
---------------------------
Q.  Do I need install Team Avalanche Menu Overhaul?
A.  No.  This installer comes with much of their work and uses a different modpath.
---------------------------
Q.  My other lovely updates like that World Map overhaul by FeliX are no longer working.
A.  Move the DK files and folders into your OLD modpath and change ff7_opengl.cfg back to the correct older modpath.
---------------------------
Q. This mod seems to be incompatible with one of my mods.
A.  Post detailed explanation on this thread.
---------------------------
Q. This mod seems to crash my game.
A.  Make sure that this is exclusive to this mod.  Then make sure you have the latest graphic drivers and Aalis latest driver.  Post your app.log if problem persists.  If you get the same error when not using this mod do NOT post a bug report here as it clearly has NOTHING to do with it.
---------------------------

Things NOT TO DO:

1. Do NOT install Team Avalanche menu overhaul or associated menu files.  This mod will not support it. If you have done, please reinstall our Menu Overhaul Project again.

2. Do NOT install ANY mod which changes the actual layout of the menu

3. Do NOT install any break 9999HP patchers.  I have now taken into account the main patch and there should be no further issues.   Do NOT use aali's driver option for patch either.  Use the one that comes with this installer.

4.  Do NOT install this if you are using the older Menu Reconstruction 004.  Uninstall that first with the old installer, or use a fresh 1.02 FF7.exe

5.  Do NOT run this installer without first deactivating your Anti-Virus software.

6.  Do NOT install anything from the Remix installer.. at all!  It has caused numerous problems and is grossly out of date.  If you have, and uninstalling it does not work, use a FRESH 1.02 FF7.exe.

7.  Do NOT leave a bug report without first testing this project on a fresh 1.02 FF7.exe to verify the problem is specific to the Menu Overhaul Project.

edit:

NPOT textures not suppported,

Try resolutions 1280*960.  I do believe this error is usually to do with your graphic card not supporting other resolutions not divisible by 640*480
Title: Re: [REL] Menu Overhaul Project
Post by: Borde on 2011-08-02 23:03:39
NPOT stands for non-power of two. Some old Gfx cards (specially integrated ones) just don't support textures that aren't square and with a resolution that is a power of two. This seems to be your case WrathOcasteR. I guess you could open those textures with your favourite image editor and just scale them by yourself to some more fitting resolution.
Title: Re: [REL] Menu Overhaul Project
Post by: WrathOcasteR on 2011-08-02 23:54:53
Thanks a lot. I'm gonna try that later  ;)
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-08-04 08:35:40
Is it possible to have the characters avatar appear next to the command window like this? Just curious.

(http://files.g4tv.com/rimg_606x0/ImageDb3/261277_l/final-fantasy-iv-the-complete-collection-screenshots.jpg)
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-08-04 09:40:50
Is it possible to have the characters avatar appear next to the command window like this? Just curious.
Also interested=)

(btw, the background is done)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-04 16:24:29
Again to do that means lots of rewriting for little benefit. It isn't worth the effort :P
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-08-04 16:37:12
i don't know the opinion of the others but can you put new game and continue dialogues in bottom left of the screen? (i just say that because i think strange those dialogues in front of the background image)
Title: Re: [REL] Menu Overhaul Project
Post by: FF7Brazil on 2011-08-04 17:37:32
Hey man i new around here,i Brazilian and i a fan of FF series and i need help
the menu from this project stays the same and the battle menu is very confused,how i repair this?
and Aali´s custom graphics are functional and appears it´s not instaled
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-04 18:07:39
i don't know the opinion of the others but can you put new game and continue dialogues in bottom left of the screen? (i just say that because i think strange those dialogues in front of the background image)

It is actually in the correct place when using the original graphic.  The one I supply is also in the correct place... I am not sure what difference it makes?  You might think it looks better there but others won't, so it will have to stay where it is. 

Upload a picture to demonstrate your problem.
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-08-04 18:36:08
like i have sayed,i don't know the opinion of others.But thank you for answer. :-)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-04 18:41:24
Are you using the same background image as the original game? 
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2011-08-04 18:59:36
No,i'm using nero custom start menu.
Is just a idea DLPB,not a problem,look a example of where i want the dialogues: http://i809.photobucket.com/albums/zz12/philmansp/StartMenu.png?t=1312484267
Anyway don't worry about this,i don't think much people like that idea.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-04 19:27:35
yup sadly moving it for that reason alone isnt enough :P  The menu was designed with the original background in mind.
Title: Re: [REL] Menu Overhaul Project
Post by: FF7Brazil on 2011-08-04 19:27:52
please someone help me i really want to play this game but with some higher resolutions
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-04 19:28:09
please someone help me i really want to play this game but with some higher resolutions

Read the first post, all of it, then come back.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-05 23:07:42
I have had FeliX create a new background :)  This is a teaser and I don't think I need to say what a legend he is...

(http://dl.dropbox.com/u/36889302/FF7/NewBackground.png)

I am still not satisfied with the latest updates for M004 so next release maybe in a week.
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-08-06 01:01:44
Wow, that is just too damn good.

I used to sit at the intro screen all the time, and i think i might just do it again :)
Title: Re: [REL] Menu Overhaul Project
Post by: kidalot on 2011-08-06 18:54:59
That's ironic, I did this a few hours ago :p
http://www.youtube.com/watch?v=yPKJbgfcZpM

I made the dialogue a little bit "neater" looking.

Something went wrong and the video is looped. Not sure how that happened. And I used the one without a command box, which I didn't like, so I'll probably make another one.

I am retarded when it comes to this, what mods were you using to make the game look like that in the video?

Apart from aali 0.7.11b I've only installed M003.
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-08-06 19:10:32
The description on the vid lists everything he used.
Title: Re: [REL] Menu Overhaul Project
Post by: kidalot on 2011-08-06 20:16:02
My bad I got my vids mixed up,

I was actually reffering to this vid


Forgot to post this here, but I made a little preview video of the mod too:

http://www.youtube.com/watch?v=QOn6fnwPTcA
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-08-06 21:32:39
My bad I got my vids mixed up,

I was actually reffering to this vid

The first few I notice are Timu and Millenia's Cloud model, retextured battle scene, Millenia's weapon mod, spells patch, Shinra models ripped from Crisis Core and a new limit break texture.

He's also using Bloodshot's field models, Felix's materia (I think) and Bloodshot's avatars. Then there's the Barret model, Tifa model (ripped from another game, perhaps Dirge of Cerberus or Kingdom Hearts 2) and battle scene enhancements.

In the train graveyard it looks like he's using some sort of custom save point along with an Aerith model (probably ripped) and again, battle scene enhancements.

That's all the ones I could see from the video, there's probably more not shown.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-08-07 01:17:20
I dislike too much modding. I enjoy feeling like im playing a "refreshed" FF7. As in

FF7 1.02

FF7 FMV restoration

FF7 Menu Overhaul Project

Aali Custom Driver.

The End.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-07 01:28:18
This will be in M004 but until then, just use these.  This folder (cr) should be placed in your modpath:

http://dl.dropbox.com/u/36889302/FF7/cr.rar
Title: Re: [REL] Menu Overhaul Project
Post by: Vegadawg2 on 2011-08-07 02:54:05
Absolutely phenomenal.  The new credit screen is amazing.  A million thanks.  :)
Title: Re: [REL] Menu Overhaul Project
Post by: Leander HolyJC on 2011-08-07 17:50:16
You can change the picture of the characters in this mod? At the moment the battle is showing up a message that was not possible to load the file barret2.t09. Has anyone had any similar error?
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-08-08 03:56:28
I Laughed pretty hard when I came back and saw the "That is NOT related to this mod. Please read first post." changed to over and over again xD.

Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-08-08 04:20:26
Not so greedy, one mod at a time.   ::)

Are 'Romeo14's Colored Items' suitable for inclusion in the Menu Overhaul?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-08 05:55:03
They are, but only if he modifies the ones I changed... and that means he will need to colourise the new ones.  I have asked him.. no reply :P
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-08-08 07:31:34
This is just too damn beautiful to not have a screenshot:

(http://cloud.steampowered.com/ugc/595818896004078680/D88E5AC131C29AE58F237997EBC624AD6DFAA5BA/)
Title: Re: [REL] Menu Overhaul Project
Post by: GreenHero711 on 2011-08-08 21:07:57
Is this compatible with:
http://forums.qhimm.com/index.php?topic=11542.0
FL's Bse?
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-08 21:11:07
Hey guys, before i say anything i just want to say what a wonderful job you all have been doing, after watching ACC on blu-ray the other day i got the urge to play through FF7 again and started doing research on mods.

So after digging out my old discs i got to work setting up my modded install.

now i have some slight issues with m003 and i wonder there are any fixes

first is the starting credits screen, half the screen is missing and the text is distorting.

(http://i46.photobucket.com/albums/f119/willo182/ff7/credits.jpg)
http://i46.photobucket.com/albums/f119/willo182/ff7/credits.jpg (http://i46.photobucket.com/albums/f119/willo182/ff7/credits.jpg)

(http://i46.photobucket.com/albums/f119/willo182/ff7/credits2.jpg)
http://i46.photobucket.com/albums/f119/willo182/ff7/credits2.jpg (http://i46.photobucket.com/albums/f119/willo182/ff7/credits2.jpg)

and then this is my new game/continue screen (hmm the image/link isnt working for this in the preview) the Cloud's sword texture isnt present.

(http://i46.photobucket.com/albums/f119/willo182/ff7/newgamemenu.jpg)
http://i46.photobucket.com/albums/f119/willo182/ff7/newgamemenu.jpg (http://i46.photobucket.com/albums/f119/willo182/ff7/newgamemenu.jpg)

and i'm not sure if this is how it just is or not but some of the fonts in my menu are a little wierd (probably need to use the link to see the slight issues with font)

(http://i46.photobucket.com/albums/f119/willo182/ff7/menu.jpg)
http://i46.photobucket.com/albums/f119/willo182/ff7/menu.jpg (http://i46.photobucket.com/albums/f119/willo182/ff7/menu.jpg)

I installed the 1.02 patch then Aali's custom driver 0.7.11b, then m003, then i inserted a bunch of texture and model mods both lgp and png and finally ff7music.

none of the texture mods effected the the exe at all because they were either drag n drop or involved recompiling .lgp's.

anyone else had an issue like this? am i just gonna have to do a new install?

Anyway thanks again for the brilliant work you are all doing it really does give ff7 that new game feeling!

Edit: Just installed the Hi-Def opening credits that will be in m004 and that now works perfectly! the other issues still persist tho
Title: Re: [REL] Menu Overhaul Project
Post by: StrayOff on 2011-08-08 21:33:06
i think you should control your ff7 config file from aali driver. maybe the mods folder is not set right or some textures are in the wrong folder?
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-08 21:49:02
Hmm well its set correctly as far as i can tell

Code: [Select]
# ff7_opengl-0.7.11b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1680
window_size_y = 1050
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path=DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

everying is in that mod path and put where its said to go

i have put in

sl1982's and yarLson's field improvements

Magochocobo's and FeliX Leonhart battle scene enhancements (lgp)

FeliX Leonhart world map

and then used the lgp's from ff7-prp without using the installer

and they are all in the modpath correctly
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-08 21:51:53
app log.  Send what it says here.  I am going to have to add that on first post. 

Also you have ignored the first.  It clearly states NOT to post anything here without first making sure it IS this mod.  I am ignoring ANYONE who does this again.  If you cant be arsed reading, I cant be arsed helping.

Please make sure that this is the only mod you have added and then send your app log here.

window_size_x = 1680
window_size_y = 1050

and that is a dodgy resolution.  Try the optimal window mode  1280*960.  This mod won't look perfect on resolutions higher and to be frank, why would it?  Even big companies stick to 720p a lot of the time.
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-08-08 21:57:31
Is this compatible with:
http://forums.qhimm.com/index.php?topic=11542.0
FL's Bse?

Yep, it is 100% compatible
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-08-08 22:26:04
and then used the lgp's from ff7-prp without using the installer
PRP is the problem 90% of the time.
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-08-08 22:45:09
and that is a dodgy resolution.  Try the optimal window mode  1280*960.  This mod won't look perfect on resolutions higher and to be frank, why would it?  Even big companies stick to 720p a lot of the time.

Can you make a 1080p option? Cause I also play on 1920x1080. 720 is kinda old now
Plus the source images are 1080 that I sent you
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-08 22:57:50
I had used the suggested resolutions in windowed mode and full screen and it didnt help (as seen in the first screenshot of the opening credits).

here is my app log

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. Radeon X1900 Series 2.1.7275 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) linked, vertex shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: H:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: H:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume: 127
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

The opening credits are perfectly fine now with the ones you posted a link for

I did read through the whole thread like twice btw i just wanted to see if there was anything i could do before doing a reinstall. I'm sorry.

If it is ff7-prp is there anyway to get better field models for the pc/npc's that wont affect this?

if not then i'd rather have a slightly less than perfect m003 install than the original cuboid models  :P

Edit: going to start a new install now and with only install 1.02 patch, aali custom driver and this. (will add what the app.log says once i do)

ok so a fresh install and the only things i have installed are as stated above 1.02 patch, the custom driver and m003, and i have the exact same issues as previously. (meaning all the mods i mentioned as installing before hopefully are compatable)

here are the config and app files

Code: [Select]
# ff7_opengl-0.7.11b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path=DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. Radeon X1900 Series 2.1.7275 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) linked, vertex shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 1:2- SB X-Fi Synth A [EC00], mid=1, pid=102,
midi data type: YAMAHA XG MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\xg.lgp
MULTIMEDIA ERROR: The function is not supported. in FILE C:\lib\src\sound\midi1.cpp LINE 356
midiOutGetVolume returned: ffffffff
Volume control unsupported
MIDI INITIALIZED
set music volume: 127
set music volume: 127
MIDI set master volume: 100
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: H:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: H:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume: 127
MIDI play: 95
reading midi file: PRE.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

So yeah any ideas? I know I am being a pain in the butt  :evil:
Title: Re: [REL] Menu Overhaul Project
Post by: Vegadawg2 on 2011-08-09 06:33:56
I noticed your fancy transparency is turned off.  I have had some strange issues pop up when I've had that turned off. After turning fancy transparency back on they went away, so maybe try that simple fix.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-09 09:04:05
Can you make a 1080p option? Cause I also play on 1920x1080. 720 is kinda old now
Plus the source images are 1080 that I sent you

I am afraid not.  FF7 and indeed most games, are not designed for that resolution and the backgrounds at that resolution (even the new ones) will look terrible.  1280*720 is more than enough for FF7, given the FMV and backgrounds we are working with :)  Not to mention the file sizes would be astronomical by the end.

fancy_transparency = off

As he said, that has to be on.
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-09 10:30:27
ran using fancy_transparancy = on

Results

Opening credits = no change
New game menu = no change
ingame menu/font = fixed.

So yeah thanks a lot for that, I remember reading in a few threads that having fancy transparancy on can cause issues, so got into the habbit of turning off for the several installs i did experimenting with mods.

The opening credits are fixed with the HQ textures put in /mods/DK/cr so that just leaves the New game menu.

Thanks again for catching menu fix
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-08-09 13:22:09
Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-08-09 13:27:50
I am afraid not.  FF7 and indeed most games, are not designed for that resolution and the backgrounds at that resolution (even the new ones) will look terrible.  1280*720 is more than enough for FF7, given the FMV and backgrounds we are working with :)  Not to mention the file sizes would be astronomical by the end.

Actualy the resolution is 1440x1080 if the 4x3 is preserved. So it's not that big. Plus the game doesn't look worse cause of it. But if you play - with 720p resolution on a 24" 1080p monitor it looks bad - unneeded blurriness appears. That is why it's best to make the mod for max possible resolution and then downsample it=)
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-09 13:41:22
Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?

Its not compatable with the avalanche stuff as stated in the OP.

but the other graphical ones you mentioned are fine as far as i can tell, just make a copy of your ff7 game directory as a back up before you start adding png/lgp textures.

and FF7music is compatable just remember to use the FF7launcher so the music and game apps start up at the same time.

on a side note. in my first experiment with mods i used the avalance packages, and as a result have textures for spells summons and some limits in a back up directory, once i get the final issue with m003 resolved (waiting to add any textures/enhancements until it is) would the summon/spell/limit textures work by dropping the folders into the DK directory?

i.e.

\mods\DK\summons\
\mods\DK\spells\
\mods\DK\limit\
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-09 14:00:53
Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?

You are a lazy person who won't even read first post, and get no answer from me.

@felix

In the future, 1080 will look crap... that is the way of things :P  people can always upsample the pics if they want to..  I think support over 720p is pointless given the multitude of mods that would also need to support it.  I don;t see point or need to play the game larger than 1280*960 :P I just don't...  ;D  besides, I am not going back sorting these now anyway, I made my bed and I am comfy in it.  :evil:

Also the game isn't 4:3 in that sense, it is 640*480 properly which comes out at 1280*960.  That is the correct resolution :)  4:3 was only good when the game was on TV and has been ported.

Its not compatable with the avalanche stuff as stated in the OP.

It is compatible with ALL avalanche stuff except the menu work they did. 
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-09 14:36:41
yeah my bad lol i should of said menu instead of stuff.

so thats good news that i will be able to use the other textures.

hmmm i am getting anxious to play with all enhancements now, i have been holding off until everything is perfect but i think i wont worry about having the new game menu sorted, doesnt detract from the game after all.

Thanks again DLPB (sorry for annoying you) and Felix for this amazing mod and the other mods you guys have worked on.



Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-08-09 16:12:25
In the future, 1080 will look crap... that is the way of things :P  people can always upsample the pics if they want to..  I think support over 720p is pointless given the multitude of mods that would also need to support it.  I don;t see point or need to play the game larger than 1280*960 :P I just don't...  ;D  besides, I am not going back sorting these now anyway, I made my bed and I am comfy in it.  :evil:

Heh, I guess everybody has a favorite resolution >_<
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-09 16:30:24
Quote
Thanks again DLPB (sorry for annoying you)

heh don't worry.  It is just I am sick of repeating the same stuff 100 times...
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-08-09 19:11:39
I see no graphical issues with my 1440x1080. So i'm fine with the mod. It's over 10000000 times better then the stock one.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-08-09 19:19:00
Even when I do a fresh install of FF7 with the Menu Overhaul, I continue to have the assist hand glitch.  Also, the assist arrows don't show with the error "ERROR: invalid color type
."
The hand and green arrow graphics are missing from the mod\DK folder: hand_1_00.png and hand_1_04.png.
I was able to create working versions by changing the color mode.
The shading around the hand causes some ugly jaggies.
The red arrow texture contains artifacts and the animation is off by a column.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-08-09 20:25:05
When you reinstall it, use ONLY MO03 and not anything else... If so, then post your ff7_opengl.cfg or whatever it's called. If not, reinstall and do so. If installed properly and still doesn't work, post your APP LOG.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-09 21:56:53
Even when I do a fresh install of FF7 with the Menu Overhaul, I continue to have the assist hand glitch.  Also, the assist arrows don't show with the error "ERROR: invalid color type
."
The hand and green arrow graphics are missing from the mod\DK folder: hand_1_00.png and hand_1_04.png.
I was able to create working versions by changing the color mode.
The shading around the hand causes some ugly jaggies.
The red arrow texture contains artifacts and the animation is off by a column.

They go in DK/flevel and they should come with that installer.
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-09 21:59:32
oh DLPB your FMV restoration mod is fine with this too yeah?
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-08-09 22:44:01
oh DLPB your FMV restoration mod is fine with this too yeah?

FMV's got nothing to do with menu files nor use the modpath so yes should work fine
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-09 22:55:35
FMV's got nothing to do with menu files nor use the modpath so yes should work fine

and if it didnt i would have made it.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-08-09 22:59:47
Earlier, willo182 was having troubles and posted an ff7_opengl.cfg with the line:
      mdef_fix = yes
That could potentially conflict with the Menu Overhaul.

EDIT: I mistakenly thought "Sense Limit" from the Overhaul was the same as "mdef_fix"

The Menu Overhaul works very well with most mods.
It's best to install other mods first. 
Then replace ff7.exe with the vanilla 1.02 ff7.exe.
Install Menu Overhaul last.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-09 23:07:23
  mdef_fix = yes
That could potentially conflict with the Menu Overhaul.

I doubt it...  i dont touch that area and aali does.
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-09 23:07:51
yeah i thought that might be the case, so finished my full install of mods and everything works great (except the buster sword in new game menu, but i dont care about that anymore) did fmv restoration and ran into an issue which i will post in that thread
Title: Re: [REL] Menu Overhaul Project
Post by: Vegadawg2 on 2011-08-10 05:37:05
@willo182-- you may also want to try erasing this line from your opengl.cgf:

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

That line  showed up in my opengl after I ran Pit's Bootleg installer and gave me issues until I just completely erased it from my opengl and saved it. Then ran FF7Config.exe and set up the custom driver, then installed Menu Overhaul and everything was fine again.  Give it a shot.  A million apologies if this is posted in the wrong section.  I just really want to help willo182...
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-10 10:52:16
@willo182-- you may also want to try erasing this line from your opengl.cgf:

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

That line  showed up in my opengl after I ran Pit's Bootleg installer and gave me issues until I just completely erased it from my opengl and saved it. Then ran FF7Config.exe and set up the custom driver, then installed Menu Overhaul and everything was fine again.  Give it a shot.  A million apologies if this is posted in the wrong section.  I just really want to help willo182...

Thanks Vengadawg, unfortunately it didnt change anything.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-10 14:28:36
Willo, you need to use a fresh 1.02 exe, then install my mod, see if there is a problem.  If there is, come here, and post the contents of the app log.
Title: Re: [REL] Menu Overhaul Project
Post by: FF7Brazil on 2011-08-10 16:48:31
hey man I'm getting an error when i put the keystone in the board on the temple of ancients that says:unhandled exception
You can help ?
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-08-10 17:28:58
This happens at many points in the game and has nothing to do w/ MOP. Put this line in ff7_opengl.cfg :

disable_popup = yes
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-10 17:43:18
Willo, you need to use a fresh 1.02 exe, then install my mod, see if there is a problem.  If there is, come here, and post the contents of the app log.

Nothing is wrong with the menu mod man, the issues i had were fixed, except the one with the buster sword missing from the new game menu but as i said before i am not bothered by that. (and when i did a fresh install with only M003 it wasnt fixed)

I am completely have with how my game is running.

I was thinking though, was there any plans to change the spell names at all? (or maybe an option to change them?) Cure Cura Curaga instead of Cure Cure2 Cure3 etc.
Always was perplexed at why they dropped the classic Final Fantasy naming system.

But yeah I am completely happy right now (have an issue with FMV's but that isnt related to this in anyway)

Thanks by the way to everyone who added their opinions and fix ideas btw, was cool of everyone.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-08-10 17:44:42
Use zero88's new spell patch.
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-10 17:57:45
Thanks for the info Vgr, just looking at it now, found this funny Barrier/Magic Barrier instead of Protect/Shell.

Before i install is tho, it edits Kernel2.bin and so does Menu overhaul (well i picked it tho option to do so) so would it be ok to use?
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-08-10 20:17:36
THE README FILE
As well as the first page of this thread.
All changes to kernel2.bin are documented.
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-08-10 20:39:45
Before i install is tho, it edits Kernel2.bin and so does Menu overhaul (well i picked it tho option to do so) so would it be ok to use?

Take the Menu Overhaul kernel2.bin and use WallMarket to edit the spells yourself. Or vice versa.
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-10 22:07:20
will do, thanks

edit: it will edit  KERNEL.BIN np but crashes when i try to open kernel2 :(
Title: Re: [REL] Menu Overhaul Project
Post by: FF7Brazil on 2011-08-10 22:27:21
VGR thanks man i was getting crazy thinking that i cannot play in my best ff7 game
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-08-10 22:31:36
You don't open kernel2.bin directly.
When you save the kernel.bin it gives an option to update the names in kernel2.bin.
The best way is patching.
To add the Menu Overhaul changes to the kernel:
PATCHING (http://forums.qhimm.com/index.php?topic=12008.msg166320#msg166320)
MANUALLY EDITING (http://forums.qhimm.com/index.php?topic=12008.msg167432#msg167432)
Title: Re: [REL] Menu Overhaul Project
Post by: willo182 on 2011-08-10 22:42:18
LOL i am a numpty, seriously this all has been a steep learning curve xD
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-10 22:52:44
Again I reiterate to people to please check before posting that bugs are exclusive to this mod.  This thread is not a general bug thread.
Title: Re: [REL] Menu Overhaul Project
Post by: kidalot on 2011-08-10 23:18:23
Here's a stupid question I didn't want to ask regarding the 9999Hp break limit, to enable/disable this do you just select "Menu with 9999Hp Limit Patch" / "Menu without break 9999HP Limit patch" from installation menu or is there a seperate menu for this?
Is it possible to go edit this limit past 30,000HP?
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-08-10 23:20:07
You select the option you want. The maximum is 32 767.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-10 23:21:28
It is self explanatory.

Quote
do you just select "Menu with 9999Hp Limit Patch" / "Menu without break 9999HP Limit patch"

I trust you know what With and Without mean?

As for 30000, the limit would be just over it and so it was capped at 30000.  I am not the author of the HP break limit, but without major messing about with the inner workings of FF7, no.. it isn't gonna be done.

Personally I would prefer that monster moves and damage etc was reduced but also level up stats etc.  That way you get a balance.  There is, imho, no real reason for a break HP, other than people think it is cool.  A game can be just as difficult or easy, with HP limits of 1000.
Title: Re: [REL] Menu Overhaul Project
Post by: Kruger on 2011-08-11 19:49:52
Please help me!

When i install M003, the letters from words overlap in all dialogboxes and mess up all dialogs.
My system:
WinXP, ATI Readon Xpress 1250, Notebook
I disabled "mod_path = DK" in the cfg
window_size_x = 1280
window_size_y = 800

I would like to have "sense limit" "default run" and "save PHS anywhere" without the messed up dialogs (or a solution for my problem?).

Is it possible to install only the game "Fixes", without the "Main Menu" "Battle Menu" "Files" and "Graphics" components? Perhaps with another program i coudn't find? (this is also a request to think about to remove the locking in the "select the components you want to install"-options in the comming M004)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-11 20:01:32
Please help me!

When i install M003, the letters from words overlap in all dialogboxes and mess up all dialogs.
My system:
WinXP, ATI Readon Xpress 1250, Notebook
I disabled "mod_path = DK" in the cfg
window_size_x = 1280
window_size_y = 800

I would like to have "sense limit" "default run" and "save PHS anywhere" without the messed up dialogs (or a solution for my problem?).

Is it possible to install only the game "Fixes", without the "Main Menu" "Battle Menu" "Files" and "Graphics" components? Perhaps with another program i coudn't find? (this is also a request to think about to remove the locking in the "select the components you want to install"-options in the comming M004)

I need your app log, as requested in the first post that you did not read.  I need a picture of what this looks like in game.  And I will consider the option to install the menu components separately, although this is called Menu Overhaul, not "choose fixes".

You need to read this thread, and the whole of the first post, and readme.   You need to make sure you are using a 1.02 english exe and Aalis latest driver.


Quote
I disabled "mod_path = DK" in the cfg

And why would you do that?  That will wreck the menu project.
Title: Re: [REL] Menu Overhaul Project
Post by: Kruger on 2011-08-12 10:38:36
I "fixed" it,
i enabled "mod_path = DK" in the cfg. and deleted all files in the DK-folder except of the "font" and "btl_win" files in the menu-folder. Now i can play with normal fps.

Quote
And why would you do that?  That will wreck the menu project.
I don't know why but every time he has to load an external .png, my notebook gives me 1 fps in game (that means 50% loadout on my 2GHz dualcore), even for small pictures like avatar's or the loadingscreen-sword. (Only when i use the customdriver)


Of course I'm using Aalis (ff7_opengl-0.7.11b)
Code: [Select]
# ff7_opengl-0.7.10b config file


## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 800
preserve_aspect = no
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path=DK

# check your driver settings if this option doesn't seem to work (yes)
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on
minigame_framelimiter = true

# same thing, but for the battle swirl (off)
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch (off)
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# include armor in magic defense calculation (yes)
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent (off)
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend (yes)
use_shaders = no

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source (yes)
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture (no)
show_missing_textures = yes
and ff7-v1.02
Code: [Select]
INFO: ATI Technologies Inc. ATI Radeon Xpress 1250 x86/SSE2 2.0.6958 WinXP Release
INFO: Auto-detected version: FF7 1.02 US English
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-12 13:33:06
When the game loads wrong, I need your app.log contents.  So wait until it shows up an error and then send me the contents of the app log.
Title: Re: [REL] Menu Overhaul Project
Post by: theosiris2010 on 2011-08-12 23:34:40
Hey dude I'm not sure if this is the right place to put this or not but from before I had the black bar at the bottom of the screen problem and was able to fix it with aali's graphics driver. i then installed the menu overhaul and its back  :o do you know what could have caused this or how I could fix it? i didnt know if anyone else had this problem since i didnt feel like going through 23 pages lol
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-08-13 00:04:20
Hey dude I'm not sure if this is the right place to put this or not but from before I had the black bar at the bottom of the screen problem and was able to fix it with aali's graphics driver. i then installed the menu overhaul and its back  :o do you know what could have caused this or how I could fix it? i didnt know if anyone else had this problem since i didnt feel like going through 23 pages lol

You admitted to downloading a pirated copy of the game. The rules say members cannot help other members with pirated copies.

Quote
Assisting people that use pirated software is also forbidden.
Title: Re: [REL] Menu Overhaul Project
Post by: theosiris2010 on 2011-08-13 00:44:12
You admitted to downloading a pirated copy of the game. The rules say members cannot help other members with pirated copies.


Well mods wouldn't work with my pirated copy so I went on Kijiji and bought another set (even though I already have it, but dont want to open) with only the discs for 40 bucks. Not sure if I got ripped off  ??? butttt I needed it for my project. Does not having the original box or the manual with that copy count as piracy too?  :-o Lol I kid. But yeah. Maybe you know the solution to this problem? It worked just before I installed the overhaul.  Nothing but the retail patch and the Aali drivers are on the FF7 installation path. I did not install Avalanche or anything else.
Title: Re: [REL] Menu Overhaul Project
Post by: kidalot on 2011-08-13 23:23:30
It is self explanatory.

I trust you know what With and Without mean?

As for 30000, the limit would be just over it and so it was capped at 30000.  I am not the author of the HP break limit, but without major messing about with the inner workings of FF7, no.. it isn't gonna be done.

Personally I would prefer that monster moves and damage etc was reduced but also level up stats etc.  That way you get a balance.  There is, imho, no real reason for a break HP, other than people think it is cool.  A game can be just as difficult or easy, with HP limits of 1000.

Fair enough, I just can't find the 9999Limitbreaking text file.. should ther be one?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-14 00:09:23
All that my installer does is install the mod and install any optional mods.  The actual project that it came from is elsewhere:

http://wiki.qhimm.com/FF7/Technical/Customising

http://forums.qhimm.com/index.php?topic=5021.0

but the individual mod is now outdated because it has been incorporated into aalis driver, and also into this installer.
------------------

Quote
i then installed the menu overhaul and its back

The black bar cannot possibly be back during battle with this mod because we have physically moved the entire command structure with hex edits.  If you mean when the battle ends that is a bug which is being fixed.

The only other thing is to make sure the new interface option is back on in aalis driver, via the ff7_opengl.cfg file.
Title: Re: [REL] Menu Overhaul Project
Post by: theosiris2010 on 2011-08-14 01:34:49
If you mean when the battle ends that is a bug which is being fixed.

Yes that was it. Alright thank you for letting me know. I was starting to think my machine was getting old or something ???
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-14 01:47:53
It is also mentioned on the actual download page under known issues.
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-08-14 14:41:41
I finally got this mod on its great but i had to get rid of alot of mods :*(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-14 14:44:26
I finally got this mod on its great but i had to get rid of alot of mods :*(

Most mods should work with this, read the first post and you will probably find out how to get them to work.  It is the modpath.
Title: Re: [REL] Menu Overhaul Project
Post by: Klaid Liadon on 2011-08-15 10:29:42
Your mod is awesome, an amazing work of reverse engineering.

I would like to know if the blank space between slots column and weapin list column it's a sort of bug or not.

(http://img853.imageshack.us/img853/2707/unledvcp.png)
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-08-15 11:59:51
It's normal, do not worry about it too much.
Title: Re: [REL] Menu Overhaul Project
Post by: balmung123 on 2011-08-16 19:49:05
i dont know if there is something wrong with mine but my game doesnt really change the menu is same the battle char is same and overall everything is the same

edit- ehh whatever im jsut gonna do a fresh reinstall see if that does anything

edit- nope did fresh reinstall nothing changed or do i have to do a new game for it to completely get the full effect?

edit- okay i saw what i did wrong trial and error i say, but in one of you posts while back you said "Note all those using felix graphics.  Please add these 2 files

rocketronnie.net/menu.rar

to the mods/DK/menu folder.  It will correct the "always white text" issue." where does one get the rocketronnie.net/menu.rar?
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-08-17 05:58:38
No longer on server. That's why you cannot get it.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-08-17 06:18:06
balmung123,
Install the Menu Overhaul with the 'Standard overhaul graphics.'
Then copy these two files to a temporary destination:
    .\mods\DK\menu\usfont_a_l_00.png
    .\mods\DK\menu\usfont_b_l_00.png
Install the Menu Overhaul with the 'FeliX's tweaked graphics.'
Copy and replace the two files from the temporary destination into .\mods\DK\menu\

Title: Re: [REL] Menu Overhaul Project
Post by: Dragun on 2011-08-18 00:51:43
Great work! Really looking forward to M004. Can we expect to see that soon?  :D
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-08-19 04:26:50
Just wanted to check in and say I am still enjoying this mod to the max. Thank you again.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-19 14:33:59
Quote
I would like to know if the blank space between slots column and weapin list column it's a sort of bug or not.

I made a decision to make each side equal.  The alternative looked crap.  :) So yes it is normal.
Title: Re: [REL] Menu Overhaul Project
Post by: greenpeppers311 on 2011-08-20 04:53:04
I'm a little confused after going through all these different threads for this project. My understanding is the following: the link to R004 doesn't work anymore, and MOO3 does not yet include the retranslation, but MOO4 will, so currently the only way to get the retranslation mod is to wait for MOO4. Is that correct?

Thanks, btw. I'm really excited for this new translation!
Title: Re: [REL] Menu Overhaul Project
Post by: Mike.S.N_310-X on 2011-08-20 06:26:10
Can you help me fix this problem?
Font  ???
http://i771.photobucket.com/albums/xx353/trishty/fd8e7e2e.jpg
Item and Materia  :o
http://i771.photobucket.com/albums/xx353/trishty/606c2039.jpg
http://i771.photobucket.com/albums/xx353/trishty/d10d364b.jpg
FFX Theme but in game  :-\
http://i771.photobucket.com/albums/xx353/trishty/1175b5ba.jpg
All my file of my FF7 is original
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-08-20 06:42:51
Can you help me fix this problem?
Font  ???
http://i771.photobucket.com/albums/xx353/trishty/fd8e7e2e.jpg
Item and Materia  :o
http://i771.photobucket.com/albums/xx353/trishty/606c2039.jpg
http://i771.photobucket.com/albums/xx353/trishty/d10d364b.jpg
FFX Theme but in game  :-\
http://i771.photobucket.com/albums/xx353/trishty/1175b5ba.jpg
All my file of my FF7 is original

Did you install the Menu Overhaul on a patched ff7.exe?
Did you set your mod path correctly?
Did you clear cache?
Title: Re: [REL] Menu Overhaul Project
Post by: Mike.S.N_310-X on 2011-08-20 07:31:37
Thanks, It fixed now  ;)
Title: Re: [REL] Menu Overhaul Project
Post by: messiah on 2011-08-20 09:16:26
the zip file is password protected..any help?
Title: Re: [REL] Menu Overhaul Project
Post by: DarkFang on 2011-08-20 09:27:11
the zip file is password protected..any help?

Read the first post.
Title: Re: [REL] Menu Overhaul Project
Post by: messiah on 2011-08-20 09:56:26
ty dude..i read the whole but that
Title: Re: [REL] Menu Overhaul Project
Post by: greenpeppers311 on 2011-08-20 10:43:29
the zip file is password protected..any help?
The password is "READIT" as to remind you to read the readme file.
Title: Re: [REL] Menu Overhaul Project
Post by: messiah on 2011-08-20 11:06:37
do u know if it works with older custom drivers?i use 0.7.6 b and it doesnt work
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-08-20 11:08:40
do u know if it works with older custom drivers?i use 0.7.6 b and it doesnt work

what do u mean by "doesn't work"? what exactly happens when u patch the game/run the game?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-20 11:12:58
I'm a little confused after going through all these different threads for this project. My understanding is the following: the link to R004 doesn't work anymore, and MOO3 does not yet include the retranslation, but MOO4 will, so currently the only way to get the retranslation mod is to wait for MOO4. Is that correct?

Thanks, btw. I'm really excited for this new translation!


That is correct.  The retranslation old installer is now gone.  It states this in the retranslation thread. :)
Title: Re: [REL] Menu Overhaul Project
Post by: messiah on 2011-08-20 11:14:22
the layout of the menu is the same as before..is use 1.02 patch of course..any ideas?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-20 11:21:49
---------------------------
Q.  It isn't even installing?
A.  Make sure you have administrator privilleges (right click- "run as admin" in later versions of Windows) and also make sure that YOUR ANTIVIRUS SOFTWARE IS TURNED OFF.
---------------------------
Q.  The graphics look really messed up, especially in battle
A.  Make sure you are using latest Custom Driver by Aali.  Make sure you installed this project last and did not install Team Avalanche Menu Overhaul.  Make sure your modpath in ff7_opengl.cfg reads "modpath=DK".  Make sure that you have cleared Cache folder in the modpath, and try "Compress Textures = no" in ff7_opengl.cfg.
---------------------------

Things NOT TO DO:

5.  Do NOT run this installer without first deactivating your Anti-Virus software.

6.  Do NOT install anything from the Remix installer.. at all!  It has caused numerous problems and is grossly out of date.  If you have, and uninstalling it does not work, use a FRESH 1.02 FF7.exe.

---------

Also clear the cache folder after install and make sure you are NOT ticking the bottom uninstall options.
Title: Re: [REL] Menu Overhaul Project
Post by: Vegadawg2 on 2011-08-20 19:42:14
Just curious why the mod folder for the Menu Overhaul is "DK".... what does that stand for out of curiosity??
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-08-20 20:09:10
DLPB & Kranmer
Title: Re: [REL] Menu Overhaul Project
Post by: greenpeppers311 on 2011-08-20 22:20:01

That is correct.  The retranslation old installer is now gone.  It states this in the retranslation thread. :)
Okay thanks. I expected it to be out there somewhere so I thought maybe I missed something. I await M004 with bated breath.
Title: Re: [REL] Menu Overhaul Project
Post by: Timber on 2011-08-21 02:47:07
I made a decision to make each side equal.  The alternative looked crap.  :) So yes it is normal.

Is it possible to extend both sides, so they are still equal, but without the gap?

I kinda agree it looks like a bug, sticks out in an otherwise pretty flawless menu overhaul :)
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-08-21 02:54:33
maybe it could be made so a preview image of the weapon is loaded in that space?
Title: Re: [REL] Menu Overhaul Project
Post by: Mike.S.N_310-X on 2011-08-21 10:19:12
I install error or this is a bug?
http://i771.photobucket.com/albums/xx353/trishty/how.png
Don't know how to config when it like this

Can you make FF7 DC Theme DLPB?  :)
http://i771.photobucket.com/albums/xx353/trishty/DC-Menu.png
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-21 12:43:41
I am not changing that gap because it is designed to be consistent with elsewhere, hence the cursor is in the correct place and text is centred.  It is how they decided to do it...  I may give it another look but don't hold your breath :P

Mike..  that is mentioned above you, you need to place in the grey font or wait for M004.  And no, cannot make that using this engine without serious rewrites.
Title: Re: [REL] Menu Overhaul Project
Post by: FFFreak on 2011-08-22 08:06:33
Silly question, but would this mod look bad with a 320x240 resolution?

Edit: Nvm. Don't think I can use it. My card doesn't like OpenGL much and doesn't support NPOT (or much of anything for that matter).
Title: Re: [REL] Menu Overhaul Project
Post by: Timber on 2011-08-22 09:04:08
Silly question, but would this mod look bad with a 320x240 resolution?

I'm pretty sure anything looks bad at 320x240 :D
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-08-22 13:00:31
Wow, I never even ran windows 3 at 320x240.
How would you ever find the 'OK' and 'Cancel' buttons?
Is he playing FF7 on his phone?

EDIT:
I'm very excited about the upcoming release of Menu Overhaul 0004!
I hope the full retranslation project is part of the new release.
FF7 with Menu Overhaul and all the rest of the mods is simply beautiful.
I can't wait to explore the beautified world with the original story and dialogue restored.

Title: Re: [REL] Menu Overhaul Project
Post by: FFFreak on 2011-08-22 14:02:44
Not 320x240 from the FF7Config.exe. Edited within the OpenGL Config for Aali.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-22 14:52:50
Makes no difference, that is an insane resolution.  Minimum is 800*600 but 960*720 and 1280*960 are optimal.
Title: Re: [REL] Menu Overhaul Project
Post by: FFFreak on 2011-08-22 15:46:06
Alright, thanks anyway. Just tryna squeeze out the max aesthetic value vs performance with my computer.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-08-22 17:07:18
WooHoo!
DLPB, Whooooa, oh-oh . . . nobody's watchin' you!

Edit:
It's probably inconsequential, but when showing the FPS while using Menu Overhaul the FPS font is misaligned.
Edit 2:
Now that I think about it, that's probably Ali's problem.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-26 16:06:08
Aalis screen logging will not look right because I have altered a few values in the exe to compensate for the new font. 
Title: Re: [REL] Menu Overhaul Project
Post by: kicker on 2011-08-30 23:23:03
I install error or this is a bug?
http://i771.photobucket.com/albums/xx353/trishty/how.png


How can i insert that red tribal design instead of the hand??? Is it part of your mod DLPB?? or mike added it on his own???Can we do that too??? :O

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-30 23:31:24
You will have to ask him in PM.  It is not part of this mod.
Title: Re: [REL] Menu Overhaul Project
Post by: kicker on 2011-08-30 23:43:38
Ah ok. Furthermore, I want to install Nero's avatars. I read above that i have to replace them in the Dk folder. So basically i have to find the pictures on the web resize them and put them in the new folder, right?? isn't there any other way???
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-30 23:46:06
If you mean the transparent avatars they will come with next release.  If it is any other, no, you have to do it manually.
Title: Re: [REL] Menu Overhaul Project
Post by: kicker on 2011-08-31 09:16:52
I noticed something else too. I'm not sure if this is a bug or it's supposed to look this way or something i did wrong. When i go to magix and see the spells they don't have the red triangle indicating that i can use them to all the enemies. What do i do about it??It's a little bit confusing.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-08-31 12:56:42
Did you read the first post? This project started BECAUSE of that red arrow and he removed it, adding a little + instead.
Title: Re: [REL] Menu Overhaul Project
Post by: kicker on 2011-08-31 13:11:44
i don't have the + either...if i had something i wouldn't have posted here. The only thing indicating that it's an all spell is the hands that point to all the enemies..
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-08-31 13:25:57
The Red triangle is removed.  Look at the box next to the selection, it tells you what effects are in place.  It clearly tells you "All".  The red arrows are redundant and looked crap so I removed them completely (apart from command all)

You must have noticed that MP NEEDED box has the "All" effect listed there?  Surely....
Title: Re: [REL] Menu Overhaul Project
Post by: kicker on 2011-08-31 14:44:15
aah lol yes. Sorry. i was so used to the red triangle making me know that i have "all" that i never noticed that. My bad and thnx for the tip. You are really great DLPB :P
Title: Re: [REL] Menu Overhaul Project
Post by: Asuka_XL on 2011-09-06 02:18:03
just installed this last night. Excellent Work! Thank you very much!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-06 03:18:36
Cheers.

I am still working on M004...  a few things to finish but nothing that shouldn't take too long.  Also working with Luksy getting his program in top shape.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-06 23:52:37
I have sent a message to dziugo in the hope he can  help with the wrongly arranged materia.  I know why it is doing it but I cannot fix it.
Title: Re: [REL] Menu Overhaul Project
Post by: Marc on 2011-09-07 03:48:17
dziugo isn't very active so he might not check his PM's very often.

I do have his e-mail he gave me to contact him for the ff7voice project if you need it and he hasn't gotten back to you in a timely fashion (but I won't post it publicly for obvious reasons).
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-09-07 04:24:33
I Found An Error When I Was Climbing Gaea's Cliff. The Degrees Counter Was Misaligned
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-07 14:11:15
That's unfortunately to do with how the game displays animated times...   can I see a screenshot.
Title: Re: [REL] Menu Overhaul Project
Post by: pyrozen on 2011-09-07 17:54:27
not sure if this is related to the menumod or not, but my character status screens are broken. Every option that is available always displayed as "on", regardless of my characters resistance to them. Only mods installed are this and the hardcore mod, and both were put onto a clean 1.02 exe.

lee
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-07 18:17:18
This is documented and  a fix made earlier in this thread.  It is just the font, I forgot to ship a grey font with felix's changes.  Go further back and find the archive fix or copy and paste the grey font (from normal graphics option) into DK

or.. wait until M004.
Title: Re: [REL] Menu Overhaul Project
Post by: pyrozen on 2011-09-07 21:43:23
This is documented and  a fix made earlier in this thread.  It is just the font, I forgot to ship a grey font with felix's changes.  Go further back and find the archive fix or copy and paste the grey font (from normal graphics option) into DK

or.. wait until M004.
apologies, i shoulda checked first...laid up in bed with a sinus infection so not thinking quite as clearly as usual....
Title: Re: [REL] Menu Overhaul Project
Post by: Nywie93 on 2011-09-07 21:49:46
Can you create all usfont 00 -14 Letter é ê ë  â ä ç û î please?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-07 22:19:26
See first post.  I am not doing this for any other language.  Sorry :)
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-09-08 22:48:37
Mistake at Chocobo's Race : All Chocobos appear to be dashing when not all are...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-09 00:24:15
I haven't touched that....
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-09-09 00:25:43
I don't see what else it can be o.O
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-09-09 11:43:31
Hey DLPB, Your fix for the two PNG's is broken, could you repost?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-10 02:23:35
If it isn't there or working, just wait a bit.  I aim to get M004 out very soon.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-09-10 03:29:22
Alright. I'll wait. I wouldn't need it, But i forgot to back them up when i wiped mt drive (new ssd, turned old HDD into program files)
Title: Re: [REL] Menu Overhaul Project
Post by: superman on 2011-09-10 08:32:10
Menu Overhaul Project M003 (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B1JH_wU1qqN4MDUzYWE1ZjktNzA2Ny00ZWE3LWJiZDMtYTI4ZWVjNTU0ODI2&hl=en_US)

Okay, is this the download link (for the mod)?
Because if it is, then it's not working!

How does Superman download this file/mod?
Title: Re: [REL] Menu Overhaul Project
Post by: Asuka_XL on 2011-09-10 09:08:02
hi DLPB,
just wanna ask, is this mod compatible with your MO?
http://forums.qhimm.com/index.php?topic=5571.0 (http://forums.qhimm.com/index.php?topic=5571.0)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-10 13:17:51
The link should work, try again later it is google.

As for second question, read the first post.
Title: Re: [REL] Menu Overhaul Project
Post by: superman on 2011-09-10 19:15:27
I tried all day yesterday, and I also tried today but I still keep getting a "This webpage has a redirect loop" message.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-09-10 20:13:07
I tried the Google download just now and-- though a little sluggish-- it works.
Title: Re: [REL] Menu Overhaul Project
Post by: superman on 2011-09-10 21:23:41
Yeah, I  think I'm the only one that is having this problem.
-

http://imageshack.us/photo/my-images/18/unled1ar.jpg/
http://imageshack.us/photo/my-images/710/unledui.jpg/


And I tried using a different browser (IE) but still have the problem.
What do I do now?

Exactly how big is this file?



EDIT: Problem Fixed!
It was the browser alright. For some reason, Chrome and Internet Explorer kept giving me that error. Then I downloaded and installed Mozilla Firefox, and the file downloaded without any problems.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-09-10 23:37:27
You should always use FireFox. Chrome is true shit and IE is only in case of. I don't wanna go any more off-topic, so PM if you want to continue on this line.
Title: Re: [REL] Menu Overhaul Project
Post by: Tamtocs on 2011-09-11 02:31:24
This is my favorite mod on the site, the new battle interface is awesome in full screen 1080p and it complements the custom battle scenes I downloaded  ;)
Title: Re: [REL] Menu Overhaul Project
Post by: Nightmarish on 2011-09-11 13:40:33
You should always use FireFox. Chrome is true sh*t and IE is only in case of. I don't wanna go any more off-topic, so PM if you want to continue on this line.

So if i use chrome i can't download this? Heh.
I used to use Firefox but i find Chrome better, doesn't stop and crash when i open 15 tabs at least.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-11 13:59:11
It is googles fault, but don't worry next one will be in dropbox.
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-09-11 20:37:38
Eh, I'm using Chrome and had no trouble downloading it. My guess is it's an extension gone rogue, and that IE sucks.
Title: Re: [REL] Menu Overhaul Project
Post by: superman on 2011-09-11 22:40:34
^ Yeah, its probably my Chrome settings - I have it set up as to click to enable flash. I actually used FireFox for years, but had some trouble recently with it being kind of slow and crashing/freezing, so I made the switch to Chrome.

Anyway, I downloaded the Mod. However, I failed at getting it to run properly, but I believe the fault lies not with the Menu Overhaul Project MOD, but my installation of the Aali Driver update MOD. Because every time I started the MOD installation, I kept getting that "Aali MOD" not installed message - even though I had installed it.

This is my first time Modding FF7, and I'm highly irritated right now, so maybe I'll try to install it again later...
Thank's for your help.

Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-09-12 21:42:42
DLPB I was thinking of this, for M004, can you make it so we could change the maximum number of HP/MP? It's because I'm perfectionist and I like to have the maximum, which is 32 767 :P
Title: Re: [REL] Menu Overhaul Project
Post by: Nightmarish on 2011-09-14 10:33:25
Just wondering, how much coding would it demand to have a setting in options that would give us the option to select one of mutiple windows presets? Kinda like FF6 (i think)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-14 12:39:59
vgr you would have to contact the author of that mod (I am sure it is easy to change to the maximum but it isn't my job plus I think it is completely unnecessary), and nightmarish, a lot of coding and messing about :P  More than I am capable of with assembly.

For a start-off the game only loads textures that are listed at game start.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-09-14 19:40:47
I was thinking of something like this :

Regular setup screen, without the limit breaker option.

Then,

A box where we choose the maximum amount of HP, MP and everything like that. Also include a checkbox for "Do not use 9999LimitBreaking patch"
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-14 20:27:19
Not gonna happen  I'm afraid.  More work than necessary.  If you want to change the 30000 HP rule, look into changing the hex, ask the author which ones to change.  I have done all I want to do here, when I am finished I may look into a small patcher that can do that but it won't be part of my installer.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-09-14 21:26:51
Oh well... Can you tell kranmer to come around when you'll talk to him?
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-09-15 04:06:01
How Much More Is Left In % Till The M004 Release?
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-09-15 04:21:34
Microsoft recommends that the last 1% take twice as long as the other 99%.

I hope he takes just as long as he needs to make Menu Overhaul even more awesome!

There's a lot of dialogue to translate.
I'm looking forward to playing the real story.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-15 10:25:04
It is not something I can place a number on especially since there is an issue I cannot fix at present without being sloppy.  It is mostly done apart from some niggles (and obviously retranslation side of things will take ages, and that's also due to the fact 95% of Japanese speaking fanbase is lazy and can't be arsed helping).
Title: Re: [REL] Menu Overhaul Project
Post by: luksy on 2011-09-15 23:46:34
and that's also due to the fact 95% of Japanese speaking fanbase is lazy and can't be arsed helping).

 :oops:
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-15 23:47:02
 ;D  you are the 5% that IS helping
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-16 02:12:52
Anyway I aim to get this released around the time Luksy has released a pretty stable touphscript.  Shouldn't be long.

Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-09-18 11:33:35
the download link inside for the menu overhaul isnt there anymore but when i click on the fmv restoration the download link is there
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B1JH_wU1qqN4MDUzYWE1ZjktNzA2Ny00ZWE3LWJiZDMtYTI4ZWVjNTU0ODI2&hl=en_US

Edit:
Never mind its stupid googles fault  :x
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-20 05:11:39
Update:

Dziugo sorted the materia order problem with some god like assembly...  Love to tell you how he did it but I dunno.  he also explained how the item ordering system worked, so me and Luksy created a new table for the re-translated items.

What does that mean?  It means that the re translated item names will go in alphabetical order when you select to sort by name.  A right ballache all for that.

Those were the 2 main obstacles to release, now I can get to work finishing M004 off.  Expect next 3 days should be a release.

Also note there is a major bug I have just found, whereby if you own max viewable -1 items, the item menu will be broken.  For example max items in weapon, armour and acc list is 12.  So if cloud owns exactly 11 weapons, there will be a bug.
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-09-20 15:52:52
Hey just a little note could you make an option to include Felix font colour but with the avalanche materia graphics? if its too much of a hassle then don't mind me :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-20 16:24:08
Too much hassle, you will have to do it manually.  Use a photoediting suite.  Also the bug above is fixed.
Title: Re: [REL] Menu Overhaul Project
Post by: Devil May Cry on 2011-09-20 22:18:13
Registered to say thank you for an awesome project that makes FF7 live on.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-20 22:41:36
 8)  cheers. 
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-22 02:14:56
Not long now.  Things to note... the retranslation project at the moment requires certain file overwrites.  I and luksy are fixing this. Luksy will create a number of tools to completely revolutionise translating text in the game, based on a simply design. These changes will be to:

FF7.exe (I am currently documenting all offsets and text for release)
Kernel.bin (1 text and lookup table)
scene.bin
Kernel2.bin

It is our aim to make it so that along with touphscript, people will be able to edit every text and dialogue in the entire game, without the need for other tool editors and virtually eliminating problems with conflicting mods.
=================

I sent this to Luksy, it will give you an idea of what we are planning:

http://dl.dropbox.com/u/36889302/FF7/FileInfo.txt

You can follow my FF7.exe documentation here:

http://dl.dropbox.com/u/36889302/FF7/FF7exeInfo.xls
Title: Re: [REL] Menu Overhaul Project
Post by: tk on 2011-09-29 07:02:05
Hi, I found some problem that make game show item not properly and I already tried original version of FF7 1.02 exe


(http://image.ohozaa.com/i/98e/KWT33.jpg)
(http://image.ohozaa.com/i/514/pDNKZ.jpg)

(http://image.ohozaa.com/i/6d0/8xT6R.jpg)
(http://image.ohozaa.com/i/732/7M72O.jpg)

As you see when I have 9 type of armor or accessory to choose, the display show some weird item. if I choose those item and replace it with normal one then some weird accessory show in inventory and make black chocobo save editor crash when try to open that save.

I already tried u add more armor to inventory from black chocobo save editor that make more than 10 and the result is normal.

Edit: Actually more than that 15 maybe  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: Asuka_XL on 2011-09-29 07:19:11
i found many thing like that too. but i just ignore it hahaha
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-09-29 11:04:38
Quote
Also note there is a major bug I have just found, whereby if you own max viewable -1 items, the item menu will be broken.  For example max items in weapon, armour and acc list is 12.  So if cloud owns exactly 11 weapons, there will be a bug.

I stated it above.  It is fixed for next release.

Quote
i found many thing like that too. but i just ignore it hahaha

If you know of any bugs I'd like to know.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-10-01 00:51:08
Here's The Bug I Was Talking About On Mt. Gaea's Cliff
(https://blufiles.storage.live.com/y1pk5CiMd7X-oVSZVZfQWMLaxcxPY4iKAkln6QSwcVv-_En3GPC67N1ENBjrimfZn1c588rG87h9wQ/Mt%20Gaea's%20Cliff%20Error.jpg?psid=1)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-01 01:02:11
yup, that's cause the window is being re-sized and certain windows like that one shouldn't be normally.  For retranslation project, luksy's touphscript solves it with the option to change the height and width of boxes.

It is a casualty of war.

It may be a slight bit better when I deploy the option of Luksy's resizer and not my bog standard one (at moment default).  But I wouldn't bank on it because to fix those really requires manually altering the box data.

I could add it in as a fix, but that would take time as I would need to ship text files with the relevant changes. I would need to know and manually change every one of those.  So if someone can get me a full list of when those daft clocks appear in boxes?

Just look at that anyway, the state on it.  They never should have done it that way.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-10-01 01:08:48
Quote from: DLPB
yup, that's cause the window is being re-sized and certain windows like that one shouldn't be normally.  For retranslation project, luksy's touphscript solves it with the option to change the height and width of boxes but for normal menu project, i'm afraid its 100% impossible for me to fix. 
Okay Thats Fine Then.
Quote from: DLPB
Expect next 3 days should be a release.
You Do Realize That Its Been Way Over 3 Days Right?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-01 01:11:37
yup, i do, and it's prob gonna be over 3 more.  I have been working with Luksy recently to perfect his tools, and retranslation version for the next release has provided a few nasty surprises. 

It is getting there. I have changed that statement too, it isn't 100% impossible, but it does require manually adding fixes... which I will do.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-10-01 01:13:21
I'll Let You Know If i Find Any More Errors
Title: Re: [REL] Menu Overhaul Project
Post by: Salk on 2011-10-03 11:24:23
DLPB,

first of all, I'd like to thank you and your collaborators for sharing your work with the community.  ;)

My question is: I have created my own mod (Scene Redux) some years ago which requires the overwriting of the files kernel.bin and scene.bin.

Does this mean that my mod and the Menu Overhaul Project won't be compatible? Or have I simply misunderstood your 22nd Sep. post?

Thanks!
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-03 12:10:08
The MOP replaces kernel2.bin so there is no problem. PitBrat and I are working on making them work, anyway.
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-10-03 16:43:21
yup, i do, and it's prob gonna be over 3 more.  I have been working with Luksy recently to perfect his tools, and retranslation version for the next release has provided a few nasty surprises. 

It is getting there. I have changed that statement too, it isn't 100% impossible, but it does require manually adding fixes... which I will do.

take ur time..  rushing it might lead to bugs & stuff.. no1 will die for having to wait a few more days  :P

thanks for sharing ur work
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-03 17:43:10
DLPB,

first of all, I'd like to thank you and your collaborators for sharing your work with the community.  ;)

My question is: I have created my own mod (Scene Redux) some years ago which requires the overwriting of the files kernel.bin and scene.bin.

Does this mean that my mod and the Menu Overhaul Project won't be compatible? Or have I simply misunderstood your 22nd Sep. post?

Thanks!

The next installer will use touphscript, a collaboration with Luksy who programmed it.  The new tool eliminates all issues with overwriting files and was designed deliberately with this in mind.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-03 22:41:13
The menu project installer is removed.  It seems there MAY be multiple versions of FF7.exe 1.02 english.  If anyone can upload these or link to them so I can check why mine is different (in a minority of areas) I would be grateful.

It is likely that anyone who has used M003 installer has actually ended up changing their exe to the non eidos version.  I don't know how this has happened to me, I don't understand it.  All I do know is my modding exe is different in some areas to the official version and it looks likely that I will now have to move a ton of code and resort the jumps.

There is always SOMETHING.

It may be that this different exe poses no issues at all, but I do need to know why it is differerent


Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-10-04 14:59:56
A quick google search turns up three main downloads.
Unfortunately, they are all identical.

These Final Fantasy VII 1.02 patches are identical:

ff7102zx.zip           Square          Official 1.02 Patch      FILE (http://www.gamefront.com/files/2952477/Final-Fantasy-7-Retail-v1.02-Patch/)

ff7_1.02.zip                                                    FILE (http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7_1.02.zip)

ff7_102.zip                                                     FILE (http://www.megaupload.com/?d=1BSEY9KQ)

I hope you get lucky and find the bad apple soon.
I'm already grieving the loss of the Menu Overhaul link!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-04 15:02:30
yeah i checked em all...  none of the ones I can find are like the one I have been using.

Perhaps some patch I used a loooong time ago did it, but I have tested most of them and still nothing.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-05 03:49:01
Well Dziugo is looking into it...  at the moment it doesn't seem likely that this 1 difference will make any problem (despite my earlier doom and gloom) but I do want to know why my exe is different.

In other news, I coded the battle top window to resize to the action being performed.  No more big dorky window with "cure" in it.

http://dl.dropbox.com/u/36889302/FF7/resize-battle.PNG
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-10-05 11:49:26
DLPB. (i always think Down Load Peanut Butter XD) You sir, are the man :D
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-05 18:41:43
i want the ff8 battle menu back ( i just reinstalled windows  :-\ )
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-05 18:51:09
ff8?  wrong thread.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-05 19:29:08
I think he mean that he wants you to do it...
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-05 19:47:32
sorry i don't know my roman numerals, i ment FF10  :-D
Title: Re: [REL] Menu Overhaul Project
Post by: -Ric- on 2011-10-05 21:09:43
i believe u can choose which one u want during the install (FF9 or 10)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-05 21:26:20
You can.  As for adding any new battle interface I would rather drink turpentine.  :-P
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-05 22:36:43
well when will u put the mod back up?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-05 22:37:44
well when will u put the mod back up?

When M004 is out.  Which isn't going to be long now that  Dziugo has put my mind at ease.  There is little point me placing up M003 just for a few days.
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-05 22:56:00
awesome, will it still be compatible with pit's mod?
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-05 22:56:56
Bootleg will be compatible with nearly every mod out there, so there is no problem.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-05 22:57:35
See first post.  I state on there things about compatibility.   This mod should not have any issues with other mods, except TA menu overhaul.
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-10-06 05:05:38
Looks like things are going good ^-^

I randomly popped in to post this, I dunno If I did before but its the perfect example of why someone should read the read-me.

http://dl.dropbox.com/u/8138611/README.jpg

Its all been sliced to be just relating to the topic. I love the ending lol.

Hope you enjoy it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-06 09:02:05
This is what is left to do for M004:

Both:




Retranslation:



--------

Installer integrated with touphScript and all new options.

Should be done by the 7th.
=========

Changes so far:

1. Retranslation Project is now merged with this installer.  Lots of small changes to layout were also needed with this option.
2. touphScript editor is now deployed as an option for window resize and mandatory for Retranslation Project.  It is also used for non dialogue files to avoid conflicts.
3. Hand icon for the Enemy Skill Roulette is added.
4. FeliX graphics having no grey font is fixed.
5. Bloodshot's avatars are added.
6. Tutorial dialogue boxes fixed.
7. Chocobo name entry menu is fixed.
8. World Map dialogue cursor is fixed.
9. FeliX credits background added.
10. New FF7 and squaresoft logo added at end of credits.
11. Slight changes to some menu alignments.
12.  Major bug with the equipment menu fixed (wrong items appearing etc).
13. Equip menu altered so there is not a big black gap.
14. Materia arrange is fixed, thanks Dziugo
15. Option for battle action box resizer (and centre).
16. Slight tweak to field icon locator, although still does not look right because Aalis driver has issue with transparency.

M005 will be the final menu revision (apart from bug fixes), and all remaining time and ene(r)gy will then be placed into the Retranslation Project.  The Menu project is FINALLY coming to an end.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-10-06 13:48:21
Can't wait to see your finished product. One of my favorite things about you and your mods, Is you accept nothing less than perfection
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-06 14:05:05
looking forward to it  :)
Title: Re: [REL] Menu Overhaul Project
Post by: Milo Leonhart on 2011-10-06 17:07:20
Hello, i can't download the file, it says "Sorry, we are unable to retrieve the document for viewing or you don't have permission to view the document."
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-06 18:06:09
Hello, i can't download the file, it says "Sorry, we are unable to retrieve the document for viewing or you don't have permission to view the document."

The menu project installer is removed.  It seems there MAY be multiple versions of FF7.exe 1.02 english.  If anyone can upload these or link to them so I can check why mine is different (in a minority of areas) I would be grateful.

It is likely that anyone who has used M003 installer has actually ended up changing their exe to the non eidos version.  I don't know how this has happened to me, I don't understand it.  All I do know is my modding exe is different in some areas to the official version and it looks likely that I will now have to move a ton of code and resort the jumps.

There is always SOMETHING.

It may be that this different exe poses no issues at all, but I do need to know why it is differerent
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-06 21:32:16
Please wait for M004.
Title: Re: [REL] Menu Overhaul Project
Post by: Milo Leonhart on 2011-10-06 22:28:42
Oh sorry i haven't read all the posts, thanks for the great job! i'm waiting ... ()
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-07 00:45:34
There is no way to fix the change and defend boxes to make it suitable... if I place it lower the transparency means the command box interferes.  I will patch the "help" info out for defend and change.  A minor alteration, I doubt anyone needs to know what Change and Defend do.

I am gonna try my best to meet the following deadline:

Sunday 9th October.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-10-07 04:34:14
Can't wait for M004 man! Very exciting! Oh, and what to change and defend do...?  :roll:
Title: Re: [REL] Menu Overhaul Project
Post by: robolink on 2011-10-07 05:03:49
Sounds good ^-^. Take your time, dont push yourself or you will end up taking even longer on it. I will be around to test out this awesome new release as soon as it is available.

Thanks for all the hard effort!
Title: Re: [REL] Menu Overhaul Project
Post by: . : A eo n : . on 2011-10-08 23:31:54
This menu mod looks incredible!
Unfortunately I can't get your download link to work D:
Do I keep refreshing google til it works or...?
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-08 23:33:01
The menu project installer is removed.  It seems there MAY be multiple versions of FF7.exe 1.02 english.  If anyone can upload these or link to them so I can check why mine is different (in a minority of areas) I would be grateful.

It is likely that anyone who has used M003 installer has actually ended up changing their exe to the non eidos version.  I don't know how this has happened to me, I don't understand it.  All I do know is my modding exe is different in some areas to the official version and it looks likely that I will now have to move a ton of code and resort the jumps.

There is always SOMETHING.

It may be that this different exe poses no issues at all, but I do need to know why it is differerent




Learn to READ.
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-10-08 23:42:26
That really needs to be put into the first post. It is unreasonable to expect people to read through eleven pages to find out that he deliberately left a broken link in the first post.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-09 00:17:31
I'd remove that too but then they will just ask where to dl. They don't need to read 11 pages either, just 2.

It is pointless because M004 is tomorrow.
Title: Re: [REL] Menu Overhaul Project
Post by: . : A eo n : . on 2011-10-09 00:30:14
Ooooo, I'll look forward to the next update tomorrow, this mod looks brilliant, thankyou :3
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-09 00:47:44
Let's hope my deadline holds true, it will be a difficult task to integrate all this crap I have here into 1 flawless installer.
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-10-09 00:50:33
I'd remove that too but then they will just ask where to dl. They don't need to read 11 pages either, just 2.

It is pointless because M004 is tomorrow.
It was on page 28 (where the hell did I get 11). Not on the first page, nor the last (currently 29). Realistically, a person will need to read the first 28 pages to find info on page 28. That is not reasonably easy to find. The trick is to replace the link with a link to the post that said it was removed. That leaves no question about it.

If you're gonna be cynical about people, at least be sure what you're doing is tight enough that a mistake MUST be their fault and not yours.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-09 00:51:41
flawless

Main problem :P
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-09 01:53:06
That certainly isn't how I would operate, if I could not find a link I would read back 2 pages to see if it has already been asked or answered or discussed (and it had been).  I don't think it was that hard to find.  I also forgot to remove link anyway....
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-09 17:00:16
so is the update coming out today? as im not sure if its you're "tomorrow" :p
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-09 17:01:34
No for him it's still "today" :P
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-09 17:03:34
awww  :x

*sits and ponders*
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-09 17:15:07
I hate deadlines... The work is done, not I have to sit down and make it all come together.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-10-09 17:30:11
Take your time man, Don't wanna make a m004.1 release after all haha
Title: Re: [REL] Menu Overhaul Project
Post by: . : A eo n : . on 2011-10-09 18:20:49
I concur! Your work is beautiful, we are simply here to test & help you refine it every time :3
Title: Re: [REL] Menu Overhaul Project
Post by: Milo Leonhart on 2011-10-09 20:03:15
I concur! Your work is beautiful, we are simply here to test & help you refine it every time :3

J'aurais pas dit mieux mais en français :) ceci dit chez moi il est 22H, donc je pense que je testerais ce merveilleux MOD, demain, sigh :(
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-09 20:43:51
Translation : I wouldn't have said better, but in French :) That being said here it's 10 PM, so I think I'll test that awesome MOD tomorrow, sigh :(

Even if some of us speak French, this is an English forum, so please stick to English.
Title: Re: [REL] Menu Overhaul Project
Post by: Milo Leonhart on 2011-10-09 21:50:39
Oh sorry, i'll keep on speak english then :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-09 22:09:42
Expect link when you see it.  ;D  Deadline ain't being met.  let's just forget deadlines.  :mrgreen:
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-10-09 22:25:48
Expect link when you see it.  :-D  Deadline ain't being met.  let's just forget deadlines.  :mrgreen:
Thats Why People Shouldn't Make Promises They Can't Keep.
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-09 22:37:35
 :cry:
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2011-10-10 11:54:28
Expect link when you see it.  ;D  Deadline ain't being met.  let's just forget deadlines.  :mrgreen:

let's just forget deadlines.   :mrgreen:

Black Mesa: A Half-Life 2 modification (http://blackmesasource.com/)
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-10-10 12:02:56
Oh god, BM:S, might end up taking longer than Duke Nukem Forever.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-10-10 13:05:53
Team Gizka anyone? ;D
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-10-10 17:40:04
Oh god, BM:S, might end up taking longer than Duke Nukem Forever.
They truly understand the spirit of the Half-Life series. They're even operating on Valve time.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-10 17:48:31
Thats Why People Shouldn't Make Promises They Can't Keep.

 ;D  I never said promise.  I promise that there will be a release within 3 days.
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-10 18:12:56
need any testers ?  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-11 22:00:31
http://www.youtube.com/watch?v=dJ-toUi9jDc

2:08

Looks to me like they once upon a time had auto resized battle action boxes...  unless japanese version still does.

Or it could be that that little box is big enough for all game text... seems unlikely.
Title: Re: [REL] Menu Overhaul Project
Post by: Gemini on 2011-10-12 07:12:53
The japanese version resizes the box when the string is too big to fit. This is what the original box looks like:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/fixedbuster1.png)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-12 13:01:22
 8)  Niiiice.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-13 02:47:59
Time to expand the chocobo names and chocobo items to more chars. 

New chocobo names max 15, chocobo items 24

(http://dl.dropbox.com/u/36889302/FF7/DONGFANG.PNG)

Someone really needs to update this minigame with the modpath....
Title: Re: [REL] Menu Overhaul Project
Post by: Costa07 on 2011-10-13 03:29:50
sweet i always hated when a name was too long to fit thanks bro.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-13 12:13:50
What about the amount of gils?

The Chocobo minigame redoing might be something I can think of. FeliX seems to be no longer around...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-13 13:50:41
The Gil is the fault of the original game.  If someone creates a better smaller font I can probably make it all work.
Title: Re: [REL] Menu Overhaul Project
Post by: realshadow on 2011-10-14 20:01:56
Hey,

I would really love to try out this great looking mod, but I cant find any working link to download it from (trying two days now). If someone would be so kind to provide some working link, I would be really grateful.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-14 20:17:21
Quote
M004 Soon, please wait until then

First post.
Title: Re: [REL] Menu Overhaul Project
Post by: realshadow on 2011-10-14 21:52:41
I know that. I wouldnt mind older version as well, thats what I had in mind. Well, I guess I will have to wait
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-14 22:14:06
The old one is long gone unless someone wants to give you it via pm but i would just wait a bit.  I reckon tomorrow will be release day. 
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-15 18:34:07
Every time I am ready to move on it seems more things crop up :P  Turns out PHS menu changes when selecting characters.  The reform box etc need to be altered.  The chocobo names and prizes are now extended and most things are finished.

The bug testing  and new issues are what is holding this up.  Oh well worth the wait when it arrives  8)

I may also move all my custom code to the new much larger blank area in exe, and thus do away with all these smaller areas I have used up.  I will probably leave this for M005 though because it will take a while.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-10-15 18:56:25
Why is it that it takes all the difficult and tedious work just to find out that there is an easier way to get it done!
The documentation and side project that are the result of Menu Overhaul are beneficial to the community.You are the best for sticking with this project until it's completed.
You're a shining jewel.
I'm totally anticipating the retranslation.

Title: Re: [REL] Menu Overhaul Project
Post by: . : A eo n : . on 2011-10-15 20:22:58
Me too! :D Good luck :):)
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-10-15 23:14:44
^^ What they said. Take your time man. Looking forward to the next release!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-16 17:06:43
I am shifting the code now instead.  Get it out of the way :)  Takes a while.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-16 22:43:03
I have been working flat out since last post...  code has finally been moved.  Now time to get all the options working with the new area.
Title: Re: [REL] Menu Overhaul Project
Post by: eN7eRaF on 2011-10-17 23:00:32

Mr. DLPB

 I like the design of the interface.

 But, I want to use older version

 please to re-raise the files again.

upload the m003  again

i want try it.

thanks :-[

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-17 23:24:25
I don't support older versions since it is pointless.  Every single release I make is an improvement over the last or has extra options.  The old installer is gone (due to 1 major bug and 1 issue that may have proven a game crasher).  I do not have it and I cannot make it again.  Someone may give you it in PM, they may not.  Wait for the next release.

Stop asking that I upload it when I have said 3 times that I am not going to.  If I can work my arse off for 3 days to finish it, you can wait 3 days to use it.  Patience.
Title: Re: [REL] Menu Overhaul Project
Post by: eN7eRaF on 2011-10-17 23:35:53
OK OK

 I am sorry to my request

 But, I'm wait about one week.

 Without any benefit

 Will wait for 3 days

 Good luck
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-17 23:36:44
3 days. Noted down.
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-10-18 00:01:49
;D  I never said promise.  I promise that there will be a release within 3 days.
When people ask how long until the next release, you should probably just say "when it's done". Your track record for time estimations isn't very good, and it just causes noobs to start complaining when something comes up that prevents you from releasing, which you couldn't possibly have predicted.

It may not be your fault when you can't meet these estimates (I sure as hell don't blame you) and it's certainly better to wait than to release something broken, but no timeframe given is better than an inaccurate one.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-18 00:17:35
Sod that post.  Here is a better one:

Stop asking for the installer.  The new installer will be out when it is out.   Old installer was pulled down for a reason! 

I trust this makes it clear?  So when the next guy asks for it, I won;t be blamed?

==========

Everything is done.  All the code is done.  All the code is moved.  I am happy with everything as it currently is.  The problem is a.  getting the installer to work flawlessly, b. getting the installer to uninstall 100% and c. Bug testing before I release it. d.  new things keep cropping up which not even god could have predicted.

These last 4 things take time.  I do not know how much time.  I thought I did but I don't.  It seems at the moment that tomorrow it will be done, but it has felt like that for 2 weeks.

edit:  barring any more nasty surprises... it will be ready very soon.  I will leave some of the felix issues for M005 because they are small annoyances.  The installer is 50% done and everything else is now done.
Title: Re: [REL] Menu Overhaul Project
Post by: eN7eRaF on 2011-10-18 12:00:44
I Have the m003 version .

if the want this version

tell me


(http://store2.up-00.com/Oct11/RwU38904.png)

aftar install

(http://store2.up-00.com/Oct11/7zn39092.png)


I'm excited for the new version


Thanks Mr.DLPB
Title: Re: [REL] Menu Overhaul Project
Post by: IncoherentMoron on 2011-10-18 14:13:04
Will m004 work with Bootleg?  I'm trying to get bootleg to work, but it won't work without m003.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-18 14:22:58
eN7eRaF, I dunno what you have done but that screenshot looks awful.  That is not how it is supposed to look.  Your border graphic and font look very messed up.  perhaps fancy transparency is not on?

@above, I am not sure why bootleg would not work with M003?  Explain?
Title: Re: [REL] Menu Overhaul Project
Post by: IncoherentMoron on 2011-10-18 14:29:22
Oh, I'm new at this and I'm still working my way around bootleg.  I didn't realise that I could turn that off.  Nevermind.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 06:38:53
VERY IMPORTANT:  As this installer is very complex and the files used  interact with each other, there are bound to be some initial issues.   touphScript is also deployed and may have its own issues.  I will correct any issues within 1 week of today and pass any tS related ones to Luksy.  Think of this installer as a bug tester for M004b.  LASTLY: I suggest running this on a clean 1.02 exe.  If going over M003 installed exe, there may be issues.  A lot of internal changes have been made since M003 and these might not be accounted for.  In future I will account for them.

Menu Overhaul Project M004a (http://dl.dropbox.com/u/36889302/FF7/M0.exe)

ALWAYS READ THE README.

There is no password, but the 2 Readme will be forced to your desktop on installation.
=================
Code: [Select]
KNOWN ISSUES:

1. Aali's driver after v0.7.11b will fix the problems with battle fade out and critical hits etc.
2. If you use large character names (like YO BARRET), expect issues with them not fitting into menus. Use common sense.
3. Possible bug with 9999 patch and HP<-->MP Materia.  Please note any issues.
4. Possible crash when accessing magic menu.  Looking into it but cannot replicate it as yet.  Very rare.
5. FF9 graphic title bar in battle is distorted at certain resolutions.  Looking into it.

6. Installer hangs with Aerith revival or Hardcore mod.  Please wait for M004b

REVISION HISTORY:

For M005:

1. Retranslation Project Revision 002.  In particular consistency with menu descriptions.
2. Any missed bug fixes
3. End credits looked at, mainly the "500 years later" text.
4. Another look at smoother opening menu transition.
5. FeliX graphics fixed (very slight issues).
6. Possible Dzuigo fix to Materia exchange menu (original game has an annoyance where the cursor moves to 8th slot all time).
7. British spellings in ff7.exe also changed with option.

19-Oct-2011 M004a
Changes:

1.  Fixed uninstaller/reinstaller yet again.

19-Oct-2011 M004
Changes:

1. Retranslation Project is now merged with this installer. Lots of small changes to layout were also needed with this option.
2. touphScript editor is now deployed for window resize and fixes.
3. Hand icon for the Enemy Skill Roulette is added.
4. FeliX graphics having no grey font is fixed.
5. Bloodshot's avatars are added.
6. Tutorial dialogue boxes fixed.
7. Chocobo name entry menu is fixed.
8. World Map dialogue cursor is fixed.
9. FeliX credits background added.
10. New FF7 and squaresoft logo added at end of credits.
11. Slight changes to some menu alignments.
12. Major bug with the equipment menu fixed (wrong items appearing etc).
13. Equip menu altered so there is not a big black gap.
14. Materia arrange is fixed in retranslation version, thanks Dziugo
15. Option for battle action box resizer (and centre).
16. Slight tweak to field icon locator, although still does not look right because Aalis driver has issue with transparency.
17. Stuttering down-scroll in battle menus fixed (I bet you didn't even notice it).
18. touphScript can now edit Kernel.bin and kernel2.bin so no manual alteration needed.
19. Materia trash box made smaller
20. Defend and Change descriptions in battle are removed.
21. Limit menu background in battle is fixed (very small protrusion).
22. Coin menu background in battle is fixed (very small protrusion).
23. Option to allow full status effects list in the status menu.
24. Gil text when throwing gil now has a space between value and the text.
25. Menus altered to allow for 1 extra EXP digit (my old godly save from year 2000 showed that 1 extra was needed).
26. Status submenu in battle is increased in size.
27. Party Reform menu is fixed (I had no idea it was different).  I have also changed the "Press Start button" mistake.
28. Counter is now correctly Counter Attack in Chocobo prizes for the original game.
29. Chocobo and prize names are expanded. 
30. Fixed issue with Key Item menu background when player has no key items.
31. Better spacing of 2 characters ("&" and the interpunct "∙"). The interpunct is not supported and will show a space.
32. My custom code moved to 1 area and cleaned up.
33. Readme's distributed with installation to desktop.
34. I don't ever want to play the part,
      Of a statistic on a government chart.
Title: Re: [REL] Menu Overhaul Project
Post by: eN7eRaF on 2011-10-19 09:14:29
I love U  :wink:
Title: Re: [REL] Menu Overhaul Project
Post by: Timber on 2011-10-19 09:56:50
Impressive list of changes! Nice work :)
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-10-19 13:10:10
At work, But once i'm home you bet i'll be installing this baby!
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-10-19 13:20:00
The new Menu Overhaul with ReTranslation is absolutely awesome!
Now I have to figure out how to install this project with Aeris Revival and the Hardcore Mod.
Thank you!
This is obviously an immense amount of work.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 13:54:31
I am uploading M004a in a moment.  Need to really to plug a few holes in the uninstaller (and reinstaller).
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-19 14:31:31
Here's a thing worth of note :

The retranslation won't work on the Aeris Revival and/or Hardcore mods.

I'd like to have an independant installer for the Retranslation... soon...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 14:46:53
There is no point in a separate installer for Re-translation when all you are doing is ticking a box or not inside this installer. It also makes my job 100% harder and won't be happening.

This project should work with those other mods.  What happens when you use this installer with them?  How does it "not work"?  I will be trying to fix this.

Also M004a is uploaded. 
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-19 14:50:04
The Re-Translation installer got stuck in the same place and had to use the Task Manager to exit it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 14:50:39
What was the action?  "Encoding flevel" ?
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-19 14:55:14
Noticed nothing... Was stuck in the screen where it says to be patient. Also, the log.txt in the data folder has a lot of errors like "Too few text entries". Also it never encoded the flevel, while the text got dumped...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 14:57:27
Yeah it is touphscript.  With retranslation the files have to be encoded from my list, and if script has been altered in flevel it won't work.  Presumably Aerith revival and hardcore mods are changing script in flevel. 

There is a way around this, I can skip updating certain files in flevel (obv those would not be translated at all).

Does anyone have a full list of exactly which of the flevel files these 2 mods alter?  I will also notify luksy that his program hangs when this is the case.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-19 15:01:21
In the Aeris Revival thread... and in the log of the Hardcore patch.

Is it possible for us to force the encode so that it'd encode it non the less? Or is it better for us to change some things for it to encode properly?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 15:03:30
There is no way to force encode, if the person has altered script files to a certain degree in flevel then the retranslation with tS cannot work to edit text in them.  It is impossible.

The only way around this for now is to simply skip the affected files, and at the end of the Retranslation project, ship those files separately edited at encode time. 
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-10-19 15:05:26
When installing Menu Overhaul on top of the Hardcore Mod, the installer froze during the flevel.lgp modification.
Here is the toughscript log.txt file:
Code: [Select]
Error in blue_2
Too few text entries, new: 1 old: 11
Error in bugin1a
Too few text entries, new: 52 old: 53
Error in canon_2
Too few text entries, new: 45 old: 46
Error in chrin_1a
Too few text entries, new: 25 old: 35
Error in crater_1
Too few text entries, new: 13 old: 14
Error in crater_2
Too few text entries, new: 15 old: 16
Error in fr_e
Too few text entries, new: 17 old: 18
Error in fship_1
Too few text entries, new: 11 old: 23
Error in fship_2
Too few text entries, new: 53 old: 54
Error in fship_23
Too few text entries, new: 108 old: 113
Error in fship_3
Too few text entries, new: 34 old: 35
Error in gaiafoot
Too few text entries, new: 16 old: 17
Error in ithos
Too few text entries, new: 88 old: 93
Error in itown12
Too few text entries, new: 28 old: 34
Error in itown1a
Too few text entries, new: 50 old: 52
Error in itown2
Too few text entries, new: 24 old: 27
Error in junair
Too few text entries, new: 26 old: 28
Error in las0_8
Too few text entries, new: 29 old: 31
Error in las2_1
Too few text entries, new: 35 old: 39
Error in las4_0
Too few text entries, new: 87 old: 89
Error in las4_1
Too few text entries, new: 25 old: 28
Error in las4_4
Too few text entries, new: 10 old: 11
Error in lastmap
Too few text entries, new: 48 old: 50
Error in md8brdg2
Too few text entries, new: 18 old: 19
Error in md8_6
Too few text entries, new: 10 old: 11
Error in mtcrl_2
Too few text entries, new: 16 old: 18
Error in ncorel2
Too few text entries, new: 38 old: 40
Error in nivgate
Too few text entries, new: 47 old: 50
Error in nivl_b12
Too few text entries, new: 24 old: 26
Error in nivl_b22
Too few text entries, new: 81 old: 84
Error in rcktin5
Too few text entries, new: 96 old: 98
Error in rcktin6
Too few text entries, new: 36 old: 37
Error in semkin_4
Too few text entries, new: 9 old: 10
Error in semkin_5
Too few text entries, new: 14 old: 15
Error in semkin_6
Too few text entries, new: 16 old: 17
Error in subin_1b
Too few text entries, new: 103 old: 109
Error in subin_3
Too few text entries, new: 11 old: 12
Error in trnad_1
Too few text entries, new: 62 old: 64
Error in trnad_4
Too few text entries, new: 25 old: 26
Error in tunnel_5
Too few text entries, new: 9 old: 10
Error in ujunon5
Too few text entries, new: 17 old: 19
Error in zcoal_1
Too few text entries, new: 18 old: 20
Error in zcoal_3
Too few text entries, new: 28 old: 31

Aeris Revival replaces all of the scene files, but it only actually makes changes to a few of them.
Ultima Espio said there are 3 scenes that conflict between Hardcore and Revival.
Unfortunately, he didn't mention which 3 scenes . . .
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 15:06:29
The problem is as stated above.  I need to know exactly which flevel files these mods alter so I can skip them.

That log list you have there is a start.... that might be all of em but id need to know for sure.  Also, might be other issues with retranslation.... It is important I get as much feedback on that as possible.

edit:

I will also talk to luksy later tonight and get some sort of check in place so that a. does not crash b. skips problem files.
Title: Re: [REL] Menu Overhaul Project
Post by: jinkazama2k7 on 2011-10-19 15:42:40
Wow.. I can't believe this.. Its now close to perfect :-) you did a great job DLPB, Thanks :-)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 15:46:33
Note:  hardcore mod/aerith revival wont work at all with this installer (even non translation).  Use clean flevel in meantime.  I will get luksy on this.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-10-19 16:54:52
The M004a installer worked without the ReTranslation when installing on Hardcore.

I successfully installed:
Vanilla FF7
Hardcore 1.04
M004a (no ReTranslation)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 17:06:05
It may have seemed that way, but believe me tS  crashes before it finishes :)  I will be talking to luksy later about it.
Title: Re: [REL] Menu Overhaul Project
Post by: eN7eRaF on 2011-10-19 18:15:49
(https://blufiles.storage.live.com/y1p-WQfEB1E8erfqOdeRDaBaxtFj_8valrUXbT662GVATV1-ubSUfchGqT3-Y81W3BCmmn0G16N7J89MxG4v1i6KA/10-19-2011%209-02-07%20PM.png?psid=1)
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-10-19 18:33:36
Woow the re-translation changed nearly everything some sound pretty weird "mega elixer" i think sounds better than the one now (forgot wwhat it was called) is there anyway i can change certain items names myself? btw great job on this awesome work
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 18:35:10
Sure use touphscript or wallmarket :)  see tools.

Also, I haven't changed everything, I have changed everything back to how it was supposed to be mostly.
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-10-19 18:40:33
lol cant believe i didn't think  of that :o just a suggestion you should include the toughscript editor included with this menu overhaul
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 18:43:23
I do :P  It uses it to edit the game but leaving it on your comp after installation is a tad poor.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-10-19 19:20:53
eN7eRaF : We cannot see your picture. Please upload it somewhere else.
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-19 20:43:14
I take it i can't use game saves that has hardcore mode in it with out hardcore mod turned on ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-19 20:55:00
Of course you can, it just wont be hardcore mod anymore.  Wait until the issue is resolved.
Title: Re: [REL] Menu Overhaul Project
Post by: eN7eRaF on 2011-10-20 01:12:25
eN7eRaF : We cannot see your picture. Please upload it somewhere else.

(http://store2.up-00.com/Oct11/PlN73098.png)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-20 01:16:26
I do, I have explained it on 2 pages already.  Do not use installer with hardcore mod or aerith revival.  use CLEAN flevel and clean scene.bin.  In fact use clean files.  Hardcore mod and aerith will not work with this at all at moment.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-20 02:39:00
Ok so here are the reasons why the installer hung or crashed with these mods:

1.  Hardcore mod has a bug in its flevel code,  I have notified author.
2.  Hardcore mod has junk data in its kernel2 file which was crashing touphscript,  Luksy has programmed ts to clean up these problems.
3. Same issue with Aerith revival kernel2

This was not our installer's error.. it was hardcore and aerith revival.

I have also requested that a few more safety checks happen in touphscript to avoid any hangs or crashes when bad code is encountered in future.  I will place M004b up tomorrow.
Title: Re: [REL] Menu Overhaul Project
Post by: eN7eRaF on 2011-10-20 04:04:37
Good Luke Mr.DLBP

Well
 I used version 3 and I not see any error
 But in the countdown , a simple error.
 Did not affect on my game
 If there are features in the new version!
 Different from the version 3! you can say to All!
Title: Re: [REL] Menu Overhaul Project
Post by: sephilyic on 2011-10-20 06:48:56
excuse me, Mr. DLPB.
while the encoding is processing, the 'ff7 text editor' stopped..
can you gimme the solution?

I have installed :
ff7patch v1.02,
ff7 opengl-0.7.11b
avalanche high res.
Title: Re: [REL] Menu Overhaul Project
Post by: Roody on 2011-10-20 12:35:46
excuse me, Mr. DLPB.
while the encoding is processing, the 'ff7 text editor' stopped..
can you gimme the solution?

I have installed :
ff7patch v1.02,
ff7 opengl-0.7.11b
avalanche high res.

Avalanche won't work with the menu overhual.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-20 14:04:47
Quote
while the encoding is processing, the 'ff7 text editor' stopped..

Deselect canon name option and american spelling option, try M004b and see what happens.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-20 14:51:27
Menu Overhaul Project M004d: CLICK HERE (http://dl.dropbox.com/u/36889302/FF7/M004d.exe)

Notes:

Re-translation does not FULLY support Gjoerulv's hardcore mod.  Hardcore mod has made so many changes to scene and kernel2 that it is impossible to make them work together with a basic install.  It would take the collaboration of both of us at the end of both projects to meld them together.  I added an option to patch only flevel and ff7.exe with translation  (skipping the flevel files that Gjoerulv has altered).

Re-translation does not and never will support Aerith revival.  Plainly, changing the entire premise of the game and rewriting large sections of Aerith dialogue is not the aim of a re-translation project.  I guess if people want me to, I can still patch scene, kernel, ff7.exe and world map.

Hardcore mod and possibly Aerith mod, will crash the installer on a flevel encode (normal menu option).  This is due to faulty code in THEIR mods, and THEY (the hardcore/aerith authors) must address them.  Retranslation SHOULD run fine with hardcore mod.

A future touphScript will look into ways of skipping badly coded files rather than crashing.  It should be noted that the bugs present that crash touphScript, will also crash the game for these mods too.  It is NOT a touphScript issue.

I have changed the installer to show flevel encode, so that you can terminate it if it hangs or crashes. ALWAYS CHECK log.txt FOUND IN DATA FOLDER.  IF ANYTHING IS THERE LET ME KNOW.

Code: [Select]
KNOWN ISSUES:
1. Aali's driver after v0.7.11b will fix the problems with battle fade out and critical hits etc.
2. If you use large character names (like YO BARRET), expect issues with them not fitting into menus. Use common sense.
3. Possible bug with 9999 patch and HP<-->MP Materia.  Please note any issues.
4. Possible crash when accessing magic menu.  Looking into it but cannot replicate it as yet.  Very rare.
5. FF9 graphic title bar in battle is distorted at certain resolutions.  Looking into it.
6. This mod will NOT work with broken flevel files through bad code.  Hardcore mod does have such a file at moment.
7.  Retranslation is not supported for Aerith Revival.  At the very end, FULL support for hardcore mod may be added.


REVISION HISTORY:

For M005:

1. Retranslation Project Revision 002.  In particular consistency with menu descriptions.
2. Any missed bug fixes
3. End credits looked at, mainly the "500 years later" text.
4. Another look at smoother opening menu transition.
5. FeliX graphics fixed (very slight issues).
6. Possible Dzuigo fix to Materia exchange menu (original game has an annoyance where the cursor moves to 8th slot all time).
7. British spellings in ff7.exe also changed with option.

21-Oct-2011 M004 (a-d)
Changes:

1.  Fixed uninstaller and reinstaller
2.  Critical update to touphScript so that it does not crash when encountering a bad kernel2.
3.  Fix for Gjoerulv Hardcore mod and the retranslation project.
4.  touphScript update. Skips badly coded flevel files without crashing.

19-Oct-2011 M004
Changes:

1. Retranslation Project is now merged with this installer. Lots of small changes to layout were also needed with this option.
2. touphScript editor is now deployed for window resize and fixes.
3. Hand icon for the Enemy Skill Roulette is added.
4. FeliX graphics having no grey font is fixed.
5. Bloodshot's avatars are added.
6. Tutorial dialogue boxes fixed.
7. Chocobo name entry menu is fixed.
8. World Map dialogue cursor is fixed.
9. FeliX credits background added.
10. New FF7 and squaresoft logo added at end of credits.
11. Slight changes to some menu alignments.
12. Major bug with the equipment menu fixed (wrong items appearing etc).
13. Equip menu altered so there is not a big black gap.
14. Materia arrange is fixed in retranslation version, thanks Dziugo
15. Option for battle action box resizer (and centre).
16. Slight tweak to field icon locator, although still does not look right because Aalis driver has issue with transparency.
17. Stuttering down-scroll in battle menus fixed (I bet you didn't even notice it).
18. touphScript can now edit Kernel.bin and kernel2.bin so no manual alteration needed.
19. Materia trash box made smaller
20. Defend and Change descriptions in battle are removed.
21. Limit menu background in battle is fixed (very small protrusion).
22. Coin menu background in battle is fixed (very small protrusion).
23. Option to allow full status effects list in the status menu.
24. Gil text when throwing gil now has a space between value and the text.
25. Menus altered to allow for 1 extra EXP digit (my old godly save from year 2000 showed that 1 extra was needed).
26. Status submenu in battle is increased in size.
27. Party Reform menu is fixed (I had no idea it was different).  I have also changed the "Press Start button" mistake.
28. Counter is now correctly Counter Attack in Chocobo prizes for the original game.
29. Chocobo and prize names are expanded. 
30. Fixed issue with Key Item menu background when player has no key items.
31. Better spacing of 2 characters ("&" and the interpunct "∙"). The interpunct is not supported and will show a space.
32. My custom code moved to 1 area and cleaned up.
33. Readme's distributed with installation to desktop.
34. I don't ever want to play the part,
      Of a statistic on a government chart.
Title: Re: [REL] Menu Overhaul Project
Post by: sephilyic on 2011-10-20 15:03:47
So, you mean. This can be installed although I've installed "avalanche high res"?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-20 15:18:55
the only avalanche thing you cannot install is the menu overhaul they did.  It is a separate thing.  As long as you install this mod LAST it will be fine either way. The first post explains this.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-10-20 15:28:38
DLPB, i installed your m004a patch, worked flawlessly, should i update to the m004c? or is that bug fixes that are for mods? Only mod i use is Team avalanche, which i already got working with your new mod (which by the way is beautiful)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-20 15:35:44
DLPB, i installed your m004a patch, worked flawlessly, should i update to the m004c? or is that bug fixes that are for mods? Only mod i use is Team avalanche, which i already got working with your new mod (which by the way is beautiful)

M004c fixes retranslation with hardcore mod (albeit basic fix), and fixes possible crash with a "bad" kernel2.  That's about it.  Not worth it in your case.

M004c is released
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-21 17:06:42
M004d released, see first post for link (it is now in place of M004c just a little further up).  This is a fix for hangs in the installer.  touphScript will now skip bad files in flevel.  I have also updated retranslation project a little bit, cleaning up some mistakes.

There will be no more small updates with M004.  Next version is M005.


edit:

I have also fixed the red, green field arrows and locator hand.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-22 21:34:15
Can I just make a personal thank you to Dziugo.  These are the things he has done:

Gypt
Lucky Cait
Lucky Tifa
9999 break HP patch
Default Run
- Help with understanding some of the code
- Fix to Materia exchange menu
- Help with Re-translation arrange items
- Fix for Materia arrange order
- Possibly help with the menu-opening transition fix.


Title: Re: [REL] Menu Overhaul Project
Post by: ConHuevos on 2011-10-23 00:38:15
EDIT:  Nevermind.  Would probably be best to edit the first post and put the newest download there.


Thanks.  Great mod.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-23 00:59:11
It is the newest on the first post...  it links to it.
Title: Re: [REL] Menu Overhaul Project
Post by: TheYearZero on 2011-10-23 10:35:57
I installed the M004d mod and it worked but now no music plays  :-(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-23 15:23:55
I installed the M004d mod and it worked but now no music plays  :-(

I don't follow how... this mod makes no changes to music parts of code.  Are you sure you didn't put your music or ff7music etc inside the modpath?  And do you mean midi?
Title: Re: [REL] Menu Overhaul Project
Post by: TheYearZero on 2011-10-24 04:22:24
Yeah, I meant the midi. I don't use ff7music or any custom music at all.. Nevermind coz I uninstalled then reistalled the game and M004d and everything works again! :D. But the last time it didn't work I installed it with the 'Remove command box' option and the text was awful. When I reinstalled everything, I didn't use the option and now it works perfectly. I still don't know if it had anything to do with what affected the sound or the font tho..
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-24 04:42:28
More likely you installed it on some bad exe etc... out of remix patch.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-25 17:09:35
Dziugo does it again!

He has shown me the menu transition code area and optimal values, so now I have made the menu smooth like the PSX game (see here > http://www.youtube.com/watch?v=VDzDYo8OjP0  38 seconds in)

At same time, I also had a look into the waiting times, and reduced them, so the menus should open and close faster now too.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-26 03:16:59
Well my idea for that cave dude to tell you all stats is kaput.  Mem3 will let you add things from memory but the base offset is 00DC08DC and to change it would likely cause huge issues... not to mention mem3 seems to be made simply for the 3 chocobo attributes.  There are 3 different parts of code that deal with them using the base offset + dialogue value, and they only take in ff7text anyway... not values.

So without a rewrite to add the ability it is no go, and best guess that be a nightmare.

So only things cave dude can really show you are things which mem1 and mem2 display (like roller coaster scores).

We will see if I bother adding those in.  Prob a waste of time.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-30 06:37:48
Due to a slight bug in tS, retranslation option will wreck the world map dialogue.  This will be corrected in M005.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-10-30 16:12:33
DLPB, Will all the differences between the two be fixed in m005 as well? Menu transitions, and the frames between slots.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-30 16:15:36
Frames between slots?  Which things do you mean?  M005 should be the last major revision...  so everything on the todo list should be done :)  This includes opening menu transition, better magic barrier animation, fix for world map dialogue box resize, exhange menu annoyance fixed,and possibly a choice on whether the battle information stays even when sub menus are open.

Is that what you meant?
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-10-31 13:10:19
Kinda, in your video, you show on the PSX you have 8 frames between images in the slots, in the PC there are only 2, just curious if you intended to fix that or not.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-31 13:20:29
I can't fix it...  battles need to be at 60fps (this is a frame rate problem), see 60fps thread. :)  At first I thought the menu transition was some frame rate calculation error, but it wasn't... so I fixed that :)
Title: Re: [REL] Menu Overhaul Project
Post by: Asuka_XL on 2011-10-31 14:17:03
i got this..
(http://img825.imageshack.us/img825/9623/chocobug.png)
cannot see the numbers there
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-31 14:18:55
This is a known issue, and has been brought up twice already.  I cannot do anything about it without manually overriding autosize with touphscript.  I need to know every dialogue in the game with these type of number selections and then I will get to it.

So someone help me out and get me a list.  I am too busy to do it... got translation to do and got model installer to do :)

EDIT:

Luksy is going to add this script data to touphScript to make editing these numbers easier.  They have their own X and Y positions too.

If this works out like I think it can, touphscript will auto sort the lot.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-10-31 20:31:22
These are my font sheets, you will need helvetica world font.  This is for those wanting to add their own language.  YOU WILL NEED TO BE PRETTY COMPETENT IN ADOBE, FONTS, ACCURACY and MEMORY/HEX EDITING.

Table pulled from window.bin starts around 0099ddaf in memory.  This is the char spacing value.  It is matched perfectly to ff7text code (so first entry is space etc).  Edit from memory first then copy the table to window.bin's 3rd file.  You will need to know how to decode gzip archive and how to reassemble it (unless touphS adds ability to edit it)

Do not ask me any questions whatsoever about this.  I am done.  It is up to someone competent to finish what I started for the foreign characters.  If you can't do it, then you need to research stuff and work it out.  I cannot sit teaching people the basics...  For some of you this will be a doddle, and those of you that it is, should help.

Plainly, I am not interested in foreign languages, because I barely have the time to deal with my own...

These are the adobe files, get latest 7zip to extract:
http://dl.dropbox.com/u/36889302/FF7/EDIT%20FF7%20FONT.7z

You will need PIN POINT accuracy when editing... you will need patience.  You will need a very good eye for detail. 

I suggest you leave the lovehearts and U macron in place because they come in handy.  TS is designed to work with them.




Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-02 22:11:38
I am not going to do the font for foreign languages.  If it was reasonable I would.. but this is absurd.  I have never seen so much waffle and bloat in a language in my entire life. 

Ä À Á Â É È Ê Ë Ï Î Ì Í Ô Ö Ò Ó Ú Ù Û Ü Ñ ẞ Ÿ Æ Ç Œ
 
ä à á â é è ê ë ï î ì í ô ö ò ó ú ù û ü ñ ß ÿ æ ç œ ¿ ¡


When someone has added these (useless and redundant) characters to my font properly I will do the window.bin and talk to luksy about adding support in TS.

I will also get felix to finalise it with his colour.  But until I get a completed font with ALL of the above added correctly, I am not touching it with this installer.

If anyone knows of any of those that are not needed in FF7 with all languages, let us know and save some poor guy the job.

So... hop to it, whoever feels up for it.

http://dl.dropbox.com/u/36889302/FF7/EDIT%20FF7%20FONT.7z

Font:  helvetica world.

There may be 1 or 2 not represented on the graphic, if this is the case, tell me at the end.  I will work with whoever chooses to do this.  And whoever does choose to do it should say so.  It has to be someone who knows what the hell they are doing.
Title: Re: [REL] Menu Overhaul Project
Post by: Caledor on 2011-11-02 23:05:03
If someone can make all the character in photoshop, I might try to handle window.bin.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-02 23:23:01
If someone can make all the character in photoshop, I might try to handle window.bin.

The adobe files I have uploaded are more tan sufficient to do it.  You just copy and paste the ones I have listed into the copy pasted characters in the adobe file.  Again if you are not up to doing this 100% leave it for someone who can :)

It has to be done properly...  or it won't work with the work I have already done.

---------

Give me 1 hour.  I am gonna see if I am up for doing this.  I really don;t want to. 
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-02 23:35:02
I will do it.  Just leave it with me, and have sympathy for me.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2011-11-02 23:53:45
DLPB, your kindness knows no bounds. :D (thats from an english speaker and happy user of your mod)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-03 00:48:30
This isn't kindness trust me :P  It is the need to make sure my work isn't butchered.

edit:  font almost done, but you will have to wait until M005.  Gotta iron out the small details and get felix on it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-03 05:23:37
Getting there....

http://dl.dropbox.com/u/36889302/FF7/new.PNG

 tweaks needed to some of these.
Title: Re: [REL] Menu Overhaul Project
Post by: Milo Leonhart on 2011-11-03 06:16:11
Ä À Á Â É È Ê Ë Ï Î Ì Í Ô Ö Ò Ó Ú Ù Û Ü Ñ ẞ Ÿ Æ Ç Œ
 
ä à á â é è ê ë ï î ì í ô ö ò ó ú ù û ü ñ ß ÿ æ ç œ ¿ ¡


http://dl.dropbox.com/u/36889302/FF7/EDIT%20FF7%20FONT.7z

Font:  helvetica world.


Oups Dead links... :(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-03 07:15:01
Yeah that's cause I am doing it all.
Title: Re: [REL] Menu Overhaul Project
Post by: Nightmarish on 2011-11-03 12:12:51
Even tho i'm portuguese i don't find a reason to play games other than in english.
Anyhow, great that you're doing that for those who don't play it in english.

By the end of this mod, it should be included in a "must-apply" game patch :P
Title: Re: [REL] Menu Overhaul Project
Post by: sithlord48 on 2011-11-03 12:36:02
the english char map has all those chars. if you don't include them , you don't have a full char map. so its good to see your including them :D
look here:  http://wiki.qhimm.com/FF7/FF_Text

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-03 16:42:03
yup.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-04 00:22:46
The font is done and will be released with M005.  It took 6 hours to do it to the standard.  It should be near perfect now. 

The following 64 have been added:

Ä Ã Å À Á Â É È Ê Ë Ï Î Ì Í Ô Õ Ö Ò Ó Ú Ù Û Ü Ñ Ÿ Æ Ç Œ
 
ä ã å à á â é è ê ë ï î ì í ô õ ö ò ó ú ù û ü ñ ß ÿ æ ç œ

∞ ¿ ¡ » « › ‹

The 2 lovehearts are controlled by ♠ and ♥ in touphscript, loveheart appears in original Japanese game.



Title: Re: [REL] Menu Overhaul Project
Post by: AlbusJC on 2011-11-04 00:25:26
Thank you very much  :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-04 04:15:37
http://dl.dropbox.com/u/36889302/FF7/newf.PNG

Completed.  I am afraid certain of the capital I specials had to be wider but other than that it is pretty good!

Full char list supported (166):

 A   B   C   D   E   F   G  H  I   J   K   L   M   N 
 O   P   Q   R   S   T   U   V   W   X   Y   Z

 a   b   c   d   e   f   g  h  i   j   k   l   m   n   o
 p   q   r   s   t   u   v   w   x   y   z

 0   1   2   3   4   5   6   7   8   9

 !   "   #   $   %   ^   &   *   (   )   _   +   -   =   \ 
 /   |   ~   #   <   >   ,   .   ?   [   ]   { } 

 `   ♥   ♠   “   ”   ‘   ’   '   :   ;   @   ∞   ¿   ¡   »   «   ›   ‹   …

 Ä   Ã   Å   À   Á   Â   É   È   Ê   Ë   Ï   Î   Ì   Í   Ô   Õ 
 Ö   Ò   Ó   Ú   Ù   Û   Ü   Ñ   Ÿ   Æ   Ç   Œ

 ä   ã   å   à   á   â   é   è   ê   ë   ï   î   ì   í   ô   õ   ö 
 ò   ó   ú   ù   û   ü   ñ   ß   ÿ   æ   ç   œ
Title: Re: [REL] Menu Overhaul Project
Post by: Milo Leonhart on 2011-11-04 17:07:38
Thanks for us ! poor european...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-06 11:25:16
Another day, another problem fixed.

http://dl.dropbox.com/u/36889302/FF7/worried.png

Hopefully there isn't too many of these left... if any.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-11-06 12:32:35
Wow really good progress Dan!
Title: Re: [REL] Menu Overhaul Project
Post by: ShoeUnited on 2011-11-07 16:46:31
A small issue.  When installing in Linux under WINE before the install can finish the program hangs when trying to execute RET.bat (sp?) spawning hundreds of cmd.exe programs -trying to execute that .bat file- and causing the program to lock.  Killing the program (and the subsequent offending cmd.exe programs) then running the extracted individual mods (example: TifaYAMP.exe) will allow install though.  Just the main executable (m004d.exe) will hang, and if left alone, will eventually zombie. 

Running: Archlinux x86_64 with WINE 1.3.32


Other than that minor issue, this set is sexy.  Thanks a bunch. :D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-07 17:03:19
I am afraid I do not have linux and did not design this with that in mind.  I assume Linux can run bat files?  So many people use them that I assume they support that windows function?  no?

If linux has issue with bat files, linux users are knackered.
Title: Re: [REL] Menu Overhaul Project
Post by: ShoeUnited on 2011-11-07 17:58:37
Well, Wine may execute a windows bat file depending on how it is scripted.  As for that bat file, no it causes a loop.  I was adding information for those that may not use windows (mac users included) for a minor work around/dirty fix for the issue. 
Title: Re: [REL] Menu Overhaul Project
Post by: DiminishedAC on 2011-11-08 13:02:57
I am a noob to modding FFVII, but I have modded TES IV in the past. I seem to be having a problem with installing the mod. Whenever I do install, it never changes the graphics, only the menus. I am using it on a clean install, as I have reinstalled the game multiple times. And I was trying to use Felix's graphics. Thanks ahead of time guys!
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-08 13:36:11
I think i found a bug on the menu overhaul ( If was not mentioned before )

When you meet for first time aeris and you start to scape from the turks ( Yeah the part with the barrels ) you have 3 options, Wait / run / fight , that menu have a bug the cursor is out of dialog box and it cunfuse a bit because the cursor it apears to be in the last option of the menu "Fight" but in fact is in the first option "wait" if you press down ( In the kb or joystick ) the cursor goes down and "scape" from the dialog box

Hope you understand
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-08 15:36:16
First, if Menu is not installing right, you haven't read first post or the readme... so that's where to start there. 

Second... I will check the barrel option area.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-08 16:25:46
The problem is most likely touphScript.  Menu mod handles cursors perfectly.  I will  notify luksy and look further into it.

edit:

The same dialogue has 2 boxes...  so one is being updated, and one isn't.  Will need fixing in tS. Thanks for bug report.
Title: Re: [REL] Menu Overhaul Project
Post by: Nywie93 on 2011-11-08 20:14:11
you have the finish the M004 , and you works to the M005 now ?
where download the FF7  1.03 ?
thanks for the news letters DLPB ;)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-08 20:33:18
I have no idea where you can find a 1.03 exe :(
Title: Re: [REL] Menu Overhaul Project
Post by: DiminishedAC on 2011-11-09 04:37:42
I cannot figure this out.....I can't find anything that says "readme" let alone instructions. I installed Aali's custom driver first on my clean install, then installed M004d. Everything else works perfectly other than the graphics. It's not that big of a deal as I don't need it, but it's the main reason why I'm here. I thought it was because I was loading from a save, but even when I choose "New Game" everything is the same. Is there a specific way to run the game or something?
Title: Re: [REL] Menu Overhaul Project
Post by: cloud4u2 on 2011-11-09 05:19:23
hi, new to this site and modding. i just found this installer today and have a question b4 a start installing it, i just prefer some clarification.
just so you have idea of what i have installed:
i have the ff7 pc version MAX INSTALL. As for mods i have 1.aali's driver, 2.the ff71.02 thing, 3.avalanche graphic overhaul, 4.prp 5.your ff7music (thank you btw its great) 6.w/ custom cloud.
7. Last but not least i downloaded the 9999 + YAMP file i did the whole making patch folder in my directory and clicking on YAMP installer and it did the 9999 dmg patch.
I just found this menu overhaul project and wanted to install it. as far as i could tell, none of my mods should interfere w/the installer except the YAMP+9999 patch.
SO, am i already screwed on the 9999patch and it own't work w/your stuff? Is there a way w/o deleting everything and starting fresh??
I noticed the Felix patch thing and checked out his mod which looks great. just to clarify, is there some part of his MOD that i should not install (i'm assuming a map or something) after downloading this new Menu??
appreciate all the work u guys have done thanx
Title: Re: [REL] Menu Overhaul Project
Post by: ShoeUnited on 2011-11-09 06:12:30
I cannot figure this out.....I can't find anything that says "readme" let alone instructions. I installed Aali's custom driver first on my clean install, then installed M004d. Everything else works perfectly other than the graphics. It's not that big of a deal as I don't need it, but it's the main reason why I'm here. I thought it was because I was loading from a save, but even when I choose "New Game" everything is the same. Is there a specific way to run the game or something?

Re-run the individual installer files (I had to do a couple three times for it to stick), and make sure to read the ENTIRE first post.  There are settings in ff7opengl.cfg you need to modify for this to work.

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-09 13:56:00
The settings in that config file are automatically edited by the installer.  You just have to check they have been altered.

When you have run the installer, readme's are on desktop.  I suppose I can place them before hand.
Title: Re: [REL] Menu Overhaul Project
Post by: DiminishedAC on 2011-11-09 14:10:17
Well, I tried messing with the configs, but that didn't work either. I tried installing the MOP first, and then the installer, but still no luck. Maybe it matters I'm running on a 64-bit Windows 7? I also installed the game to a different directory (C:/Games/Square Soft, Inc/Final Fantasy VII) and I gave full permissions to the folders and applications. Oh, and I just looked but I have no idea if it matters, there are no files in the textures folder.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-11-09 14:25:40
DiminishedAC,
Are you using the Felix's PNG textures?
You have to make sure the folder structure is correct inside your MODS\ folder.
After Menu Overhaul installs, the mods path is DK\.
Place all of the battle scene folders containing the PNG's into the MODS\DK\BATTLE\ folder.

The TEXTURES\ folder will remain empty unless you use The Remix, Avalanche or a Limit Break mod.
Use of the TEXTURES\ folder requires additional modification of the .LGP files.

EDIT:
What 'installer' are you using?  The Felix Leonhart battle textures do not have an installer that I'm aware of . . .

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-09 14:32:41
All that info is on first post...  and make sure you are not clocking the 2 uninstall options at the bottom of the installer.
Title: Re: [REL] Menu Overhaul Project
Post by: DiminishedAC on 2011-11-09 16:07:05
Ooooh! I was under the impression that all of that was included in the installer xD I'm sorry guys. Guess I missed something when I was reading. Does his textures change the character models? If so, could you give me a link to his post? Thanks for the quick replying guys!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-09 16:09:46
This is called Menu overhaul, not model overhaul.  Read the first post.
Title: Re: [REL] Menu Overhaul Project
Post by: cloud4u2 on 2011-11-09 23:56:59
just to clarify, if i have already installed 9999 break hp patch and haven't used your installer yet, will there be any problems or interference with those patches if i download and use this menu overhaul installer?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-09 23:57:50
Read the first post.

Quote
3. Do NOT install any break 9999HP patchers.  I have now taken into account the main patch and there should be no further issues.   Do NOT use aali's driver option for 9999 patch either.  Use the one that comes with this installer.

There should be no issue, but you aren't supposed to have used it.  I make that clear numerous times.  This installer comes with the 9999 patcher.  I also make that clear.
Title: Re: [REL] Menu Overhaul Project
Post by: cloud4u2 on 2011-11-10 00:19:46
sorry, i'm new and don't know much about modding and tryin to read and understanding everything. just so u know i didn't come across your Menu Overhaul Installer and tell myself, well i should install the 9999break hp patch first... i get the point not to install a patch buuuttt (yes there's a but)
I had already installed that patch B4 i even realized YOUR installer was in existence. i couldn't find info for people that had the patch previous to this installer whether they should delete the files somehow or restart w/a fresh install.
so b4 using your menu overhaul installer, i was just tryin to clarify that specific circumstance....

thanx for quick reply and the easy-all-in-one installer. i'll give it a go and hopefully nothing goes wrong
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-10 00:26:46
If something does go wrong, you can always uninstall by file.  It is an option in installer.
Title: Re: [REL] Menu Overhaul Project
Post by: DiminishedAC on 2011-11-10 02:47:49
Well, I figured everything out. Got the graphics working, learned to use Aali's lgp tool; i'm set. Oh, and I was wondering if there was a magic mod? One that changes the appearance? I have only found ones that add new spells or just changed the names.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-11-10 03:05:09
Diminished, I think Felix is working on something. Just wait a bit and check his thread in the Graphical Mods section  :wink:
Title: Re: [REL] Menu Overhaul Project
Post by: DiminishedAC on 2011-11-10 05:19:44
Oh, ok! Thanks Kyubi! :) I just got the FMV restoration working and hopefully working on some yuffie retextures. Who knows, maybe I'll come up with something? Just need to get down to basics i guess!
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-10 13:26:34
Oh, ok! Thanks Kyubi! :) I just got the FMV restoration working and hopefully working on some yuffie retextures. Who knows, maybe I'll come up with something? Just need to get down to basics i guess!

Can you share the link to the yuffie re tex?

Title: Re: [REL] Menu Overhaul Project
Post by: DiminishedAC on 2011-11-10 14:10:27
Quote
Can you share the link to the yuffie re tex?

I haven't even started yet. It might be a while before I finish, but I'll put up some images to show you how far along I am :-D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-10 14:20:22
Take this to PM people.  8)
Title: Re: [REL] Menu Overhaul Project
Post by: norikoteiko on 2011-11-13 19:33:47
very nice work it looks still prity
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-16 17:49:41
Work is still ongoing, so don't think I have dropped off..  I have been a bit busy lately with fending off mindless automaton traditionalists with regards to a sport i like called Snooker.

Time consuming but they need a kick up the arse so I cam giving them it with a youtube video.
Title: Re: [REL] Menu Overhaul Project
Post by: Fischkopf on 2011-11-20 07:42:54
What about some Screenshots? I can't see, how your mod looks.  :o
Title: Re: [REL] Menu Overhaul Project
Post by: Milo Leonhart on 2011-11-20 09:27:46
What about some Screenshots? I can't see, how your mod looks.  :o

(http://nsa28.casimages.com/img/2011/11/20/mini_111120113603960416.jpg) (http://www.casimages.com/img.php?i=111120113603960416.jpg) (http://nsa28.casimages.com/img/2011/11/20/mini_111120113634815124.jpg) (http://www.casimages.com/img.php?i=111120113634815124.jpg) (http://nsa27.casimages.com/img/2011/11/20/mini_11112011364740114.jpg) (http://www.casimages.com/img.php?i=11112011364740114.jpg)

And DLPB, i'm not sure if you've seen this so i add this screen

(http://nsa28.casimages.com/img/2011/11/20/mini_111120122954832246.jpg) (http://www.casimages.com/img.php?i=111120122954832246.jpg)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-20 13:52:17
The ex soldier thing is fixed.
Title: Re: [REL] Menu Overhaul Project
Post by: Nightmarish on 2011-11-20 15:08:14
Making me want to replay the game again.
Wish it was instalable in smartphones, i would play in every class xD
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-20 20:37:33
[img*]http://nsa28.casimages.com/img/2011/11/20/mini_111120113603960416.jpg[/img*] (http://www.casimages.com/img.php?i=111120113603960416.jpg) [img*]http://nsa28.casimages.com/img/2011/11/20/mini_111120113634815124.jpg[/img*] (http://www.casimages.com/img.php?i=111120113634815124.jpg) [img*]http://nsa27.casimages.com/img/2011/11/20/mini_11112011364740114.jpg[/img*] (http://www.casimages.com/img.php?i=11112011364740114.jpg)

And DLPB, i'm not sure if you've seen this so i add this screen

[img*]http://nsa28.casimages.com/img/2011/11/20/mini_111120122954832246.jpg[/img*] (http://www.casimages.com/img.php?i=111120122954832246.jpg)

There is some option to see that "status" format?

Mines looks like this

(http://puu.sh/91gU)

Title: Re: [REL] Menu Overhaul Project
Post by: Milo Leonhart on 2011-11-21 15:44:04
Yup, yours is FFX Theme, you can choose FFIX or FFX theme at the installation :)
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-21 17:06:53
Yup, yours is FFX Theme, you can choose FFIX or FFX theme at the installation :)

AAAAAHHHHHH!!!!, didnt know that since the installer dont explain or show ( With pics ) What do each option...

Thx, gona try it later

DLPB, just a small suggestion, Can you add a "sample" pic of what do each option in the installer?,some times a text explanation dont help to fully understand what option in the installer do.

I dont say it "DO IT NOWWW", is just a suggestion to add in the future
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-21 17:12:49
no i can't.   8)  It is self explanatory and it is in the readme :P  Someone else can maybe?
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-21 20:57:16
no i can't.   8)  It is self explanatory and it is in the readme :P  Someone else can maybe?

I'm just saying mainly about the interface theme, the rest is "ok"..., it whould make a bit more Friendly when you have to choose a option and not have to install 2 times or 3 times to see what theme is better for own taste...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-21 21:28:04
Well, there are plenty of those pictures around, but someone else can do that.  I have never liked doing it. :)
Title: Re: [REL] Menu Overhaul Project
Post by: Asuka_XL on 2011-11-21 22:34:34
it an easy task. just upload the sample pic in photobucket and write the link in the readme.txt. ;D
haha just a suggestion.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-21 22:36:23
I ain't doin' it.  Final answer.  :evil:  :-D  Pictures are least on my list.
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-21 23:13:24
Well, there are plenty of those pictures around, but someone else can do that.  I have never liked doing it. :)

I'm not trying to pick a fight or any dull argue...

Put in my place, why i should install 2 or 3 times or find by other means ( Like happend to me some post back ) wen you can have a small sample or a link in the readme to show the "Theme" in the installer, in fact you can add a "link" in the installer at side of the 2 themes options that open or redirect you to a pic preview of what are you selecting for the theme...

it add a better quality to what are you doing to the final product




Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-21 23:21:04
1.  read the readme and you wouldn't need to.

2.  You'd have to install it anyway to really "feel" what it is about.  Or watch a video.

3.  Making a video is a waste of my time, when you can do it.  Why should I do all the work when I have done enough?  I am not doing all that when all you need to do is install it a few times.

4.  Search on youtube and you will already find people who have made videos showing the MOP.  I am not here to be the donkey, carry Mary to Bethlehem, then get the 3 wise men to make me into a roast.  I made it to Bethlehem and I am going to sleep under that star.

I install it 20 times in testing, and I do hours of work.  I am not adding more to it.  Installing 3 times is not a torture.  Nor is reading the readme, that again, took me far longer to write.

If people care so much about this issue.... simple, get me some videos/pics and I will link to them.
Title: Re: [REL] Menu Overhaul Project
Post by: Idec Sdawkminn on 2011-11-21 23:42:19
So I just did a fresh install of FF7 yesterday. I put on the official patch, installed FF7Music and the OpenGL patch. Everything worked fine. Then I installed the latest one of this. AV was disabled and I ran as Administrator. It's Windows 7 x64. It installs fine and updates Window.bin, but leave both Kernel bins, scene.bin, and world_us.lgp alone. Still modified 1998. It backs them up to Backup-MO, but doesn't patch them. I've made sure to check the retranslation checkbox. I see some Kernel txt files while it is installing and they successfully delete when it's done. Not sure what to do. I've followed the readme exactly.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-22 00:11:49
Check that those files have write access.  Right click properties.
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-22 00:19:45
1.  read the readme and you wouldn't need to.

2.  You'd have to install it anyway to really "feel" what it is about.  Or watch a video.

3.  Making a video is a waste of my time, when you can do it.  Why should I do all the work when I have done enough?  I am not doing all that when all you need to do is install it a few times.

4.  Search on youtube and you will already find people who have made videos showing the MOP.  I am not here to be the donkey, carry Mary to Bethlehem, then get the 3 wise men to make me into a roast.  I made it to Bethlehem and I am going to sleep under that star.

I install it 20 times in testing, and I do hours of work.  I am not adding more to it.  Installing 3 times is not a torture.  Nor is reading the readme, that again, took me far longer to write.

If people care so much about this issue.... simple, get me some videos/pics and I will link to them.

Woah Woah Woah

Ok man, looks like you need to win no matter what..., when i have a valid point

BTW in your readme dont say what the difference within FF IX/X battle interface...

Sorry for disturbing your majesty

**Crawl and walk away**
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-22 00:38:14
Look you are ignoring what I am saying, and I have said it 10 times.  I am not messing about spelling out what is blatantly obvious with little pictures.  Someone else can do that, maybe even you?

I really fail to see what is hard for you to understand about "FFIX" and "FFX" theme.  What isn't there to get, and why can't you just load up youtube and look?

I know why, because you are bone idle, like most.  Just accept it when a modder says he ain't doing it.  That is all I have to say on it, I do not want  a pitch battle every time something isn't spelled out in big neon lights.

I do 99% of the work, I am sorry that 1% was too much for you to do on your own (namely installing a few times to test out the different options)
Title: Re: [REL] Menu Overhaul Project
Post by: Idec Sdawkminn on 2011-11-22 00:44:12
I do 99% of the work
Shouldn't you be occupying a city, then?  ;)

Quote
Check that those files have write access.  Right click properties.

Thanks. I just figured it out. I read the log.txt file and saw it said it couldn't read world_us.lgp, saw the checkbox on it was set to read-only, unchecked it, unchecked it on the other files, reran the installer, and they all installed fine. Perhaps TSe.bat should be modified as follows to prevent such issues:

Code: [Select]
cacls ..\data /t /e /g everyone:f
attrib -r battle\scene.bin
attrib -r field\flevel.lgp
attrib -r kernel\kernel*
attrib -r wm\world_us.lgp
touphscript -f

That way it will add full access to all files in the data folder and its subfolders in case someone doesn't have write permissions, and it will remove any read-only attributes from the specified files which was my issue. Not much of an edit.

In other news, I'm really looking forward to the retranslation. I check it every so often to see what changes you made. I hate botched English translations.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-22 00:45:38
Cheers.  Also I didn't look in to other ways for 2 reasons.  First didn't know you could do that with bat files :P

2.  tS is being updated to allow writes on readonly files :)

Thanks though, I will use this if I ever need to!
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-22 02:05:24
Look you are ignoring what I am saying, and I have said it 10 times.  I am not messing about spelling out what is blatantly obvious with little pictures.  Someone else can do that, maybe even you?

I really fail to see what is hard for you to understand about "FFIX" and "FFX" theme.  What isn't there to get, and why can't you just load up youtube and look?

I know why, because you are bone idle, like most.  Just accept it when a modder says he ain't doing it.  That is all I have to say on it, I do not want  a pitch battle every time something isn't spelled out in big neon lights.

I do 99% of the work, I am sorry that 1% was too much for you to do on your own (namely installing a few times to test out the different options)

Give me a VALID answer of Why is so hard to YOU to put 2 simple images on the installed and show the diff withing the battle themes

And stop atacking in each post, you are just proving how much of a a$$ you are.


You know what i dont care any more. good night sir
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-22 02:23:16
Good night  :)
Title: Re: [REL] Menu Overhaul Project
Post by: Caledor on 2011-11-22 13:03:36
I don't know if you still have the personal messages disabled, so i'll ask here directly.
If I give to you and the others that worked on this project full credit for your work, can i release the files I edited so people here can use them for the italian retranslation that i'm doing?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-22 16:10:10
Sure, just link to this thread's first post and in the readme too.
Title: Re: [REL] Menu Overhaul Project
Post by: Caledor on 2011-11-22 16:27:04
Sure, just link to this thread's first post and in the readme too.

The readme you're talking about is the one that comes with the installation, right?
I was thinking of adding it in my repack directly so it would be easier for people to have it
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-22 16:29:44
I mean your readme.  Your project.  As long as you note the credits and link to this thread I am cool.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-22 17:12:31
http://www.youtube.com/watch?v=V9nBQFhZwog

Kranmer seems to be working on a theme switcher using the individual patches.  Uses dll so you can switch with hotkey. ;)
Title: Re: [REL] Menu Overhaul Project
Post by: Caledor on 2011-11-22 17:29:41
I mean your readme.  Your project.  As long as you note the credits and link to this thread I am cool.

Ah, sorry. Anyway, sure, all the credits will be in the readme
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2011-11-22 17:53:14
http://www.youtube.com/watch?v=V9nBQFhZwog


That's pretty awesome.
Title: Re: [REL] Menu Overhaul Project
Post by: Nightmarish on 2011-11-22 23:31:45
Hoping for a version without the "name Hp MP" etc :P
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-22 23:38:11
That's pretty awesome.

Indeed, this could be a better option from the one i'be suggested

Still dont change the fact that DLPB is kinda an ass =P
Title: Re: [REL] Menu Overhaul Project
Post by: Idec Sdawkminn on 2011-11-23 17:04:11
Ah, sorry. Anyway, sure, all the credits will be in the readme
Don't you hate how it slows the FPS down to 14 during battles when Fraps is recording? I try making videos of certain battles in this game and it always does that. It used to be down to 13. Sure I can multiply the FPS by 1.0714285714285714285714285714286 afterward, but the timer, like during the Emerald Weapon battle for example, doesn't slow down with the FPS, so it actually goes faster once I speed it up and it appears as if I took longer to defeat him.

But anyway, that's a cool feature, switching interfaces like that.
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-11-23 17:14:11
Don't you hate how it slows the FPS down to 14 during battles when Fraps is recording? I try making videos of certain battles in this game and it always does that. It used to be down to 13. Sure I can multiply the FPS by 1.0714285714285714285714285714286 afterward, but the timer, like during the Emerald Weapon battle for example, doesn't slow down with the FPS, so it actually goes faster once I speed it up and it appears as if I took longer to defeat him.

But anyway, that's a cool feature, switching interfaces like that.

You should try using Camtasia Studio 7 i get no fps loss from that at all works perfectly and yeah new Farps version has some problems. Also great work dplb
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-23 18:35:05
Fraps is one of the , if not the best.  Battles and world map for me run 100% but field runs at 27-28 and not 30.  This does not happen with FF8.

It is an internal issue that no one is addressing.  Or an issue with fraps and FF7 that doesn't seem to affect ff8.
Title: Re: [REL] Menu Overhaul Project
Post by: Tekkie.X on 2011-11-23 19:14:50
Tip for Fraps, if you have mulitple HDDs, set it to record on to the HDD that doesn't have your game/games on, improves performance while recording a bit.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-23 19:50:30
I do that.  I also set 1 CPU for it and other for FF7.  I have tried everything, even my Solid state drive.  Nothing works.  There is a problem with the game or compatibility with the game.  There are no issues with FF8....
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-11-23 20:23:16
You should try using Camtasia Studio 7 i get no fps loss from that at all works perfectly and yeah new Farps version has some problems. Also great work dplb
Camtasia Studio is general purpose screen recording software. For games that use DirectX or OpenGL, something specifically designed for them like Fraps or Dxtory is typically going to perform better.
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2011-11-23 21:09:36
Just checked again but with a much older version of Fraps seems to be much better over the latest i had before :o can upload conparisons if ya want
Title: Re: [REL] Menu Overhaul Project
Post by: Jester876 on 2011-11-24 01:23:40
8) I love this mod. Kudos to the teams that worked so hard to provide it. I'm sorry if this has been asked before, but is this mod compatible with the Phoenix Rejuvenation Project?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-24 02:04:32
Read the first post.
Title: Re: [REL] Menu Overhaul Project
Post by: Jester876 on 2011-11-24 02:50:17
Well, I know it doesn't include PRP as an incompatible mod, but last time I installed it, the font got all scrunched up... I don't think it was because of PRP, or this mod for that matter, but maybe something in my ff7_opengl.cfg?

[Edit] I already changed the specified opengl configurations  (no compressed textures, fancy transparency is on, mod_path = dk, etc) I have to choose Aali's custom driver in FF7 config again, don't I? ..... :P  nvm.. I think I understand now. It's fixed!!! :D
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-11-24 03:55:45
This thread is for discussing the many amazing features of the Menu Overhaul mod.

For detailed instructions on installing Menu Overhaul with other mods PLEASE LOOK HERE (http://forums.qhimm.com/index.php?topic=12008.msg166320#msg166320).
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2011-11-26 18:40:35
Indeed, this could be a better option from the one i'be suggested
That's pretty awesome.

I am glad you both liked the switcher, the DLL is nearly complete, it should allow the user to switch between the IX and X interface easily while in play, i have also added support for the IX and X that broke the 9999 limit so that people who use the 9999 version can also use the DLL,
all i need to do now is a tiny bit of work on it and then it should be ready for release, but i would like to ask people what button/s should be used to switch between the interface ? i currently have it set to CTRL+F7 and CTRL+F8 for normal and CTRL+F9 and CTRL+F10 for 9999 interface, but i wonder if anyone has any kind of preference on what button/s should do this (and should it be require just 1 button or 2 buttons, so should it just be F7 instead of CTRL+F7 etc).
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-11-26 19:17:58
Personnaly I think that the DLL should automatically know if we use or not the 9999 interface (or maybe 2 DLLs?)

I think the hotkey should be configurable easily, like by some command line argument or something else I can't think of right now.

Otherwise, I suggest the Control button. I thought of nearly everything the player can configure to, and Ctrl doesn't seem to be used really often. It is used by Gypt to skip FMV's but is not really used in battle. For me, I already use the F7 button to take screenshots (along with F6 and F8) so that's why I suggest it. It could also be useful for people with gamepads (such as me) because this button is really close to the edge. I don't recommend Alt because some players tent to Alt+Tab out of the game.

Here, you got my point, do whatever you like from it.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-11-26 23:40:50
Awesome, Kranmer, I'm looking forward to this DLL!   I like to change it up.
The CTRL+F7 to F10 scheme should work fine.  It fits well because FF7 already has a few CTRL+??? macros built in.
I can live without an auto detect feature.  I foresee problems if someone needs to switch to a different mode than was autodetected.
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-27 14:11:58
What about Shift + 1 / 2 / 3 / 4 ??

Since i use a gamepad i dont have problem with the keyboard
Title: Re: [REL] Menu Overhaul Project
Post by: Slade on 2011-11-28 04:11:04
When you first get use of the submarine on the field, the text box that gives you the directions on how to use it is vertical along the left side, with one letter per line- so you can't actually read 95% of it.

Doesn't actually matter, since by that point in the game I'm fairly sure everyone knows how to operate the game vehicles, but thought I'd mention it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-11-28 04:56:37
This is a known problem and has been stated a few times already.  It will be fixed for M005.  World map dialogue is broken in M004.
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2011-11-28 11:50:03
Personnaly I think that the DLL should automatically know if we use or not the 9999 interface (or maybe 2 DLLs?)
I think the hotkey should be configurable easily, like by some command line argument or something else I can't think of right now.

Otherwise, I suggest the Control button. I thought of nearly everything the player can configure to, and Ctrl doesn't seem to be used really often. It is used by Gypt to skip FMV's but is not really used in battle. For me, I already use the F7 button to take screenshots (along with F6 and F8) so that's why I suggest it. It could also be useful for people with gamepads (such as me) because this button is really close to the edge. I don't recommend Alt because some players tent to Alt+Tab out of the game.
2 DLL's sounds like a better idea then autodetect (like Pitbrat says it could cause problems if someone is using other mods etc), so i think i will make 2 versions, one will be all 4 in 1 DLL, and the other will be 2 DLL's one each for 9999 and for normal.
Well just using CTRL could cause problems if used with things like my trainer so i am gonna make it use CTRL+ALT and CTRL+SPACEBAR to switch between interfaces (which should be compatible with my trainer and hopefully with any other mod or tool)

Awesome, Kranmer, I'm looking forward to this DLL!   I like to change it up.
The CTRL+F7 to F10 scheme should work fine.  It fits well because FF7 already has a few CTRL+??? macros built in.
I had to change the control scheme slightly since CTRL+F10 seems to pause the game so i changed it to CTRL+F5-F8.

What about Shift + 1 / 2 / 3 / 4 ??
Well i did think about using Shift+1 etc but again it would interfere with my trainer (for those who still use it)

--------------

anyway here is V1 of the DLLs
To use this extract the contents of the ZIP to your FF7 folder then add this line to "ff7_opengl.cfg"
load_library = switcher.dll

Multi Interface DLL, this has all 4 interfaces (uses CTRL+F5,CTRL+F6 for normal interfaces and CTRL+F7,CTRL+F8 for 9999 interfaces)
http://www.mediafire.com/?p1zigc1qu8c5kdt

Normal DLL this only has the 2 normal interfaces (uses CTRL+ALT and CTRL+SPACEBAR)
http://www.mediafire.com/?v489px4sq2s1db3

9999 DLL this only has the 2 9999 interfaces (uses CTRL+ALT and CTRL+SPACEBAR)
http://www.mediafire.com/?740emmy5qyha274

NOTE: you still need to install the menu overhaul to use these DLL's it just doesn't matter which interface to pick while installing.
NOTE2: if you are already using a DLL and would like to use this as well you can get a program that allows you to use more then 1 DLL from my post here
http://forums.qhimm.com/index.php?topic=11564.msg161144#msg161144
NOTE3: You can switch from "normal interface to 9999" interface using this but you can not switch from "9999 interface to normal", i do intend to fix this at some point.
Title: Re: [REL] Menu Overhaul Project
Post by: Ouroboros on 2011-11-28 14:17:28
@kranmer

Working perfect, tested the CTRL+SPACE / CTRL+ALT with 9999hp

I suggest you create a new th on realeses and place your mod and everthing there, whould be more easy to see for future downloads
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-11-30 23:02:44
I did notice that when using the multi style switcher, if I rapidly switch styles by hammering the hot keys, Cloud's health number is misplaced.  The health counter moves way to the left of his name.
Switching styles like a normal person fixes the problem.

Thanks for this utility!  Now I can enjoy both styles!! SWEET!!!
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2011-12-05 17:05:11
@kranmer

Working perfect, tested the CTRL+SPACE / CTRL+ALT with 9999hp

I suggest you create a new th on realeses and place your mod and everthing there, whould be more easy to see for future downloads
Glad you got it working, i decided not to make a new topic for this since it is only a extension for this mod and not a mod by itself (i mean its useless unless used with the menu overhaul so making a new topic would confuse some people)

I did notice that when using the multi style switcher, if I rapidly switch styles by hammering the hot keys, Cloud's health number is misplaced.  The health counter moves way to the left of his name.
Switching styles like a normal person fixes the problem.

Thanks for this utility!  Now I can enjoy both styles!! SWEET!!!

Hahahahah i never even thought about pressing it rapidly quick (i suppose i should have done but the thought never crossed my mind) i may look into try to fix that thing with the names if you press quickly but i doubt it since like you say it works if you use it normally, Anyway tnx for letting me know it works.
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2011-12-09 21:27:06
Dan, contact me tomorrow on skype, I need the new font=)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-10 15:26:50
I sure will.  I have been offline last few days due to an incompetent idiot on ebay and my PSU dying on me.,
Title: Re: [REL] Menu Overhaul Project
Post by: hieutote on 2011-12-12 14:37:04
i have an question
where i can download Menu Overhaul Project install ?
i saw link in forum is dead
please answer me
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-12 16:47:18
The link is not dead.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-12-12 19:06:26
Yet, I can't get it from here either. It's most likely dropbox.
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-12-12 19:40:45
Works fine for me.
Title: Re: [REL] Menu Overhaul Project
Post by: hieutote on 2011-12-12 19:53:15
can u give me the link ?
i dont know how to install it
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-12-12 19:59:52
Well, tested it and it works now. Try again maybe.
Title: Re: [REL] Menu Overhaul Project
Post by: garruz666 on 2011-12-13 19:31:06
after reading 37 pages i couldnt find any link to donwload this awsome MOD. im gonna play the FF7 again just becouse of this MOD and i have a few questions:

1- can i install this mod and then install the "new music mod"??
2- where can i download this mod?? i dnt care if it is the 003 version :)

thanks men
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2011-12-13 19:32:49
1. You should use Bootleg for it.
2. Look at the first post.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-13 20:14:37
1. You should use Bootleg for it.
2. Look at the first post.
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-13 21:32:23
I installed version M004d of this project, but I'm getting a crash just before the game would normally display the "new game / continue" menu just after starting the game.

I have no anti-virus running, I'm using the vanilla 1.02 English ff7.exe with Aali's custom driver version 0.7.11b and FF7music.  No other mods are installed other than this menu overhaul project.  The crash ceases to occur upon uninstalling this project.

APP.LOG:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. AMD Radeon HD 6900 Series  4.1.11251 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Final Fantasy VII\Data\Movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.

set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: unhandled exception
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-13 21:59:51
Read first post do's and don'ts at the bottom, also read readme, then come back.
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-13 22:38:53
I have already read the above mentioned documentation prior to making my previous post, which should have been apparent given the information and details previously provided.  Upon superfluously reading all of the documentation a second time, I can find nothing mentioned that was not already addressed in my initial posting.  What now?
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2011-12-13 22:53:11
VonZippa,
Run the game is compatibility mode with these settings.

Try running FF7 in compatibility mode. These are the most compatible setting.
Right click on ff7.exe in the game folder.
Select Properties.
Go to the Compatibility tab.
Tick 'Run this program in compatibility mode for.'
Set the drop down list to 'Windows 98/Windows Me.'
Tick all the boxes under Settings:
Run in 256 colors
Run in 640x480 screen resolution
Disable visual themes
Disable desktop composition
Disable display scaling on high DPI settings
Tick 'Run this program as an administrator.'
Now open FF7_OpenGL.cfg in notepad.
Set the game resolution to 1280x960:
window_size_x = 1280
window_size_y = 960
Turn off fullscreen:
fullscreen = no
Disable shaders:
use_shaders = no
Disable transparence:
fancy_transparency = off
transparent_dialogs = off
Disable compression:
compre ss_textures = no
Disable PBO:
use_pbo = no
Make sure that you install a fresh maximum installation of the official US 3 CD-Rom version of Final Fantasy VII.
Title: Re: [REL] Menu Overhaul Project
Post by: garruz666 on 2011-12-13 23:23:36
im sorry, but i click where it says "m004 here" and it sends me to the page number 32. i download the item called "HexForFF7exe" and a lot of small files appear.

where should i place all this files?? please, tell me inside which folder!!! :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-13 23:27:35
Yes, that page has the link.  The huge title.
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-13 23:41:37
VonZippa,
Run the game is compatibility mode with these settings.

Try running FF7 in compatibility mode. These are the most compatible setting.
Right click on ff7.exe in the game folder.
Select Properties.
Go to the Compatibility tab.
Tick 'Run this program in compatibility mode for.'
Set the drop down list to 'Windows 98/Windows Me.'
Tick all the boxes under Settings:
Run in 256 colors
Run in 640x480 screen resolution
Disable visual themes
Disable desktop composition
Disable display scaling on high DPI settings
Tick 'Run this program as an administrator.'
Now open FF7_OpenGL.cfg in notepad.
Set the game resolution to 1280x960:
window_size_x = 1280
window_size_y = 960
Turn off fullscreen:
fullscreen = no
Disable shaders:
use_shaders = no
Disable transparence:
fancy_transparency = off
transparent_dialogs = off
Disable compression:
compre ss_textures = no
Disable PBO:
use_pbo = no
Make sure that you install a fresh maximum installation of the official US 3 CD-Rom version of Final Fantasy VII.

Thanks for trying to help.  Unfortunately none of that changed anything.  In case I wasn't clear before, the game ran flawlessly with just Aali's driver and FF7Music.  The game never crashed once in countless hours of playing until I installed this menu overhaul mod.  I've read through this entire thread as well as the readme text that gets silently dumped in whatever folder you run the mod install .exe from, but nothing I've read seems remotely related to my specific circumstances or the crash I'm getting.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-14 00:55:38
Make sure it is the menu project doing it.  Restore the old files (the files are saved in the Backup folder in the root or on game disc) and see if the game crashes immediately after the menu overhaul is added.

This will make sure nothing else has been added afterward.
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-14 01:13:23
Make sure it is the menu project doing it.  Restore the old files (the files are saved in the Backup folder in the root or on game disc) and see if the game crashes immediately after the menu overhaul is added.

This will make sure nothing else has been added afterward.

I've done as you asked, and when I restore even just the ff7.exe from the backup folder, it no longer crashes.  I can see many of the changes the mod makes, but it doesn't look right of course because the .exe is not the one from the mod.  Then as soon as I switch back to the patched .exe the mod makes, it crashes again so it's definitely the .exe causing it, and as I stated before, it's just the vanilla English 1.02 .exe that I start with before the mod patches it.  If it makes any difference I'm using the following options:  retranslation project, original cannon names, american spelling, all status effects shown in menu, FFX theme, auto size action box, standard overhaul graphics, original style new world map graphic, felix's credits background, sense limit, gypt, save and phs anywhere, lucky cait, and lucky tifa.  I have not tried different combinations of these options to narrow down which one might be causing the crash specifically, but I could experiment with that.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-14 01:31:03
It is weird that just a patched exe is doing that....  since it is doing it to no one else...  send me your patched ff7.exe in zip. Upload.
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-14 02:11:01
It is weird that just a patched exe is doing that....  since it is doing it to no one else...  send me your patched ff7.exe in zip. Upload.

https://docs.google.com/open?id=0Bz5iDlGVZqCBM2M3Njk1ZGUtZjU4MC00NThhLWFhNTAtYWIyZjk3YzRkODY2 (https://docs.google.com/open?id=0Bz5iDlGVZqCBM2M3Njk1ZGUtZjU4MC00NThhLWFhNTAtYWIyZjk3YzRkODY2)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-14 02:22:11
Your exe works fine here.  There must be another reason for it.  let me think.

edit:  I have no idea why your exe is crashing.  It works here fine... Are you sure you simply patched that exe once with the menu O.?
Send your crash dump to aali if so, see if he can shed some light...
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-14 13:57:08
Quote from: DLPB
Your exe works fine here.

I was afraid of that.


Quote from: DLPB
Are you sure you simply patched that exe once with the menu O.?

Yes, just once.

Quote from: DLPB
Send your crash dump to aali if so, see if he can shed some light...

I have done so.  Hopefully he can.  Thanks for your time.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-14 14:13:45
I can't see any issue with it...  if it was my fault it *should* crash on both systems.  I look forward to seeing what the issue is...

edit:  See if the game works fine without FMV being loaded (rename sqlogo.avi and eidoslogo.avi).  Maybe it is crashing with the FMV?
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-14 22:39:59
Turning off DEP definitely solved the crash.  Having had a chance to play around with the mod for a while now, I must say I'm impressed with it.  I can only imagine all of the hard work that undoubtedly went into it, especially considering the different combinations of options available during installation.  I used to hate how you couldn't see your party's HP values whenever you had enough materia equipped to cause the command window to change to an increased width.  That problem is solved now along with many other enhancements.  Thanks for this mod, and for your hard work and putting all of this together.  I look forward to whatever enhancements future versions might bring as well.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-14 22:45:24
yeah and sorry for my intitial attitude, I am afraid the same 100 nonsense bugt reports take their toll.  Then a genuine issue comes along...

I am still not sure why dep doesn't work for you but works for me when it is turned on....
Title: Re: [REL] Menu Overhaul Project
Post by: garruz666 on 2011-12-14 23:45:10
hi again. i have 1 more question: where must i place all this files?? please, could u tell me the exact path for them?? im reading along the this forum but cant see anything related to this.

and about the spanish version i have. must i use the "1.03". works your mod with the spanish version??

thanks a lot for your work. i saw it on youtube and it is amazing. it is the main reason why im trying to re-play this awsome game :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-14 23:48:12
The path issue is named in first post.
Title: Re: [REL] Menu Overhaul Project
Post by: garruz666 on 2011-12-14 23:54:56
use exe in root
Replace window.bin
Replace graphics in mods/menu/

do u mean this?? inside the rar i downloaded i only see a lot of files, txt to open with notepad. do u mean this files inside mods/menu/ ??
but, what about to replace the .bin and use the .exe?? they arent inside the .rar and the link below doesnt work now.

what to do??
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-15 00:01:25
The menu overhaul automatically finds the correct install place and installs.  The mods/DK folder is used/
Title: Re: [REL] Menu Overhaul Project
Post by: garruz666 on 2011-12-15 00:04:38
so it means i just place all the files inside mods/menu/ and play the game? no exe, no instalation... is it so easy?? i cant beleive it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-15 00:19:06
the installer does it all for you.
Title: Re: [REL] Menu Overhaul Project
Post by: garruz666 on 2011-12-15 00:22:33
there is no a installer inside what i DL, only txt files. where can i get the .exe man?? i DL from 1st page of this forum, where the bigg red letters appear, but the link below doesnt work. where can i find the exe??
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-15 00:25:21
    I am the very model of a modern Major-General,
    I've information vegetable, animal, and mineral,
    I know the kings of England, and I quote the fights historical
    From Marathon to Waterloo, in order categorical;a
    I'm very well acquainted, too, with matters mathematical,
    I understand equations, both the simple and quadratical,
    About binomial theorem I'm teeming with a lot o' news,
    With many cheerful facts about the square of the hypotenuse.
Title: Re: [REL] Menu Overhaul Project
Post by: garruz666 on 2011-12-15 00:48:41
i am building engeener, i speak 4 languages, i know mathematics, phisics and more ciencies, more of spanish history than you, and all the spanish kings too.

but if there isnt an exe file i cant do something. so please. is it so hard to tell where can i find the exe?? it is all what i need, an exe file who does all for me. easy, for dummies like me.

is it so hard??
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2011-12-15 00:51:33
This is what you want (http://forums.qhimm.com/index.php?topic=11649.msg173483#msg173483).
Title: Re: [REL] Menu Overhaul Project
Post by: garruz666 on 2011-12-15 00:54:26
yes yes, thanks a lot. tomorrow i will install it. thinhs arent hard when someone helps u, someone like u. thanks a lot.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-15 01:21:02
Well that wasn't especially difficult if you read the first post.  In fact it is the first link.   I didn't have a clue what you meant.
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-15 22:25:23
You might already know about them, but I've run across a couple of issues with the mod that I wanted to let you know about:

First, in the part of the game where you first meet Aeris and are prompted by her to wait, fight, run, etc, the cursor isn't lined up with those options, and when those options are displayed it acts a bit funny, as each option will show up one line at a time, and you have to press 'OK' after each one to show them all.

Second, I've noticed that when you save a game, just after picking the save slot and confirming the dialog box that asks "Are you sure you want to save" another red/pink-ish colored box comes up after that says "Saved."  In the un-modded game, that "Saved" dialog only lasts for a split second, and you can 'Cancel' out of it and resume playing or quit or whatever.  But with the mod, that red/pink-ish "Saved" box stays there for around 3 seconds regardless of pressing 'Cancel' and you just have to wait for it to go away before you can back out of the menu and continue playing, etc.  It's not really a big deal, but I was just wondering if that was done deliberately for some reason, or is it just some kind of side effect from some of the modifications made to the save screen for some reason?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-16 01:06:51
the delay is correct.  As for other complaint sorted in M005,

I am too drunk to comprehend
Title: Re: [REL] Menu Overhaul Project
Post by: cloud9 on 2011-12-16 16:35:11
the Q&A portion is kinda confusing on how to install this mod. Is there an easy way like a step by step procedure? correct me if im wrong...

1. install ff7
2. install patch 1.02
3. install  aali's custrom driver
4. install the  Menu Overhaul Project (M004d)

i've done that procedure and the only problem is everything is still the same except that the entire game screen is small like 640x480 even though I edit the width and height on ff7_opengl.cfg to 1360x768 (my native res). The last time, it worked. although there are other patched and mod that are installed so i have to uninstall and delete the mods and install it again hence this problem.
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-16 17:27:46
the Q&A portion is kinda confusing on how to install this mod. Is there an easy way like a step by step procedure? correct me if im wrong...

1. install ff7
2. install patch 1.02
3. install  aali's custrom driver
4. install the  Menu Overhaul Project (M004d)

i've done that procedure and the only problem is everything is still the same except that the entire game screen is small like 640x480 even though I edit the width and height on ff7_opengl.cfg to 1360x768 (my native res). The last time, it worked. although there are other patched and mod that are installed so i have to uninstall and delete the mods and install it again hence this problem.

Between steps 3 and 4, did you run FF7Config and select the custom driver in the 'Renderer' pull-down from the 'Graphics tab'?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-16 18:41:16
Vonzippa, I am sober now.  The delay is correct because I increased the time it appears same with ALL those types of boxes.  Reason for that is the Limit break manuals can not be read in the original PC.  Like "d-d-d-damn my head hurts" < barrett.  They are all linked.

The cursor issue is a problem with touphscript and will be fixed in M005.  As will world map dialogue which is broken.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-12-16 20:17:14
might i suggest making an option to keep the original text but make it unfiltered. many people on youtube told me that they wanted to keep the oringal text but not filtered.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-16 20:33:38
not filtered?  The original text is there if you do not use retranslation?
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-12-16 20:37:51
not filtered?  The original text is there if you do not use retranslation?
i'm refering to the cencered curse words in the orignal text that are filtered
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-16 21:06:07
I have not censored anything...  The text is unaltered.  The PC team who ported may have done it.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2011-12-16 21:15:23
The PC team who ported may have done it.
Well can you do so for the people who want it uncenserd. For example when Barret talks to Cloud on the train heading back to Sector 7 about how the people below midgar cant see the sky.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-16 22:45:31
I don't care for the original crap translation and that has nothing to do with a menu project :)  so no sadly...
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-17 02:34:37
Vonzippa, I am sober now.  The delay is correct because I increased the time it appears same with ALL those types of boxes.  Reason for that is the Limit break manuals can not be read in the original PC.  Like "d-d-d-damn my head hurts" < barrett.  They are all linked.

The cursor issue is a problem with touphscript and will be fixed in M005.  As will world map dialogue which is broken.

Ah, I see.

Is it a trivial thing to change?  I'm not asking that it be changed in the mod, but can you tell me what the offset address is in the exe that controls that delay?  I can see the value of having those messages stay longer for the limit break messages, but once I know what they say and have read them once, then it's not really needed, and honestly the delay is driving me crazy every time I save.  If it's a trivial change then I can do it myself in a hex editor if you can tell me the offset(s).
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2011-12-17 02:52:13
I am surprised that would annoy you given it happens so rarely... but the offset is :

006C49A9 memory/002c3da9 exe, where 30 = 1 second, 60= 2 seconds.  Set it to 30 and you will be cool . (I use 70).
Title: Re: [REL] Menu Overhaul Project
Post by: VonZippa on 2011-12-17 03:28:21
I am surprised that would annoy you given it happens so rarely... but the offset is :

006C49A9 memory/002c3da9 exe, where 30 = 1 second, 60= 2 seconds.  Set it to 30 and you will be cool . (I use 70).

Yeah, I'm kind of OCD about saving, so it's not as rare as you might think.  I made the change and it's working great now, so thanks a lot for the offset.  I'm looking forward to M005.
Title: Re: [REL] Menu Overhaul Project
Post by: cloud9 on 2011-12-17 21:56:43
Between steps 3 and 4, did you run FF7Config and select the custom driver in the 'Renderer' pull-down from the 'Graphics tab'?

I did run ff7 config. I'll check it again.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-01-09 12:32:30
I haven't abandoned this :P  I know a lot of you are waiting for the new font that has foreign chars.  It is just taking me time to run through FF7 up to where the translation is at, and to make corrections to localisation. 

Won't be too long.
Title: Re: [REL] Menu Overhaul Project
Post by: gugutz on 2012-01-09 13:51:58
Does anyone know how can i isolate individual mods on this pack?
I want to have the battle interface mods and a few others, like gypt.

Each folder on the DK folder is considered an individual mod? Or are they dependant of other files in the main structure?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-01-09 13:54:08
It requires the need to alter ff7.exe and add in extra graphic files. Separating it isn't a good idea or even likely.  It already comes with options.
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2012-01-11 18:29:47
Hey DLPB,you think you can add the bike minigame framelimiter like a option for m005?I don't know why all minigames work in the right fps with graphics driver 0.7.11 but the bike minigame runs too fast,and you've applied some code of dziugo like a option for menu overhaul,so i think you could make this like a option too.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-01-11 19:07:13
The bike minigame fix would have to come from aali..  If it isn't there already...  He deals with those fixes.
Title: Re: [REL] Menu Overhaul Project
Post by: samGD021 on 2012-01-16 01:31:03
I need help.

I tried to install M004d but no luck,
I have followed every step of installing Aali's but when i double click on M004 it always says I haven't installed aalis properly,
even though I installed it many times, it just wont work

I'm soooo depressed because I have been watching YouTube and saw how awesome M004 could do to FF7 and it just makes me sad how I cant get it to work, please help me


Here are some photos of what it looks like after I install M004
http://imageshack.us/photo/my-images/20/70442836.jpg/
http://imageshack.us/photo/my-images/594/56755436.jpg/

As u can see, the FFX theme just  out of place, and the fonts are like squeezed together,  I don't know what I did wrong

Edit: I went ahead and cleaned up that smiley spam and disastrous spelling/punctuation, which I presume was just a typo. It must've been, since I'm sure you read the rules and know better. This isn't a text message, it's not gonna cost extra to type things all the way out. ~Covarr
Title: Re: [REL] Menu Overhaul Project
Post by: norikoteiko on 2012-01-16 02:15:57
Have u installed Aali´s Opengl driver

Have u installed other mods ?
Title: Re: [REL] Menu Overhaul Project
Post by: samGD021 on 2012-01-16 02:24:46
Have u installed Aali´s Opengl driver

Have u installed other mods ?

sorry :(:( i was trying to PM u bt this website wont let me :( so i added u on msn also send u an email lol

bt anyways, i did, i followed watever he did in that vid
http://www.youtube.com/watch?v=BDw9zO6uEWg

and yet still when ever i run M004D, it just popped out a msg saying i havent install it prbbly, :( i have installed NPC_Reconstruction_Projec n thats it :(
am i supposed to change something in Opengl driver?
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-01-16 03:44:21
I think you have to have administrative rights to properly copy the driver into your FF7 directory (if you're using Windows 7) Here is a link to a couple ways you can gain 'Administrative Rights' http://www.tech-forums.net/pc/f127/admin-rights-vista-windows-7-a-197772/

Try that and see if it helps. Also be sure to have your anti virus turned off when you install M004.
Title: Re: [REL] Menu Overhaul Project
Post by: norikoteiko on 2012-01-16 08:53:25
I need help.

I tried to install M004d but no luck,
I have followed every step of installing Aali's but when i double click on M004 it always says I haven't installed aalis properly,
even though I installed it many times, it just wont work

I'm soooo depressed because I have been watching YouTube and saw how awesome M004 could do to FF7 and it just makes me sad how I cant get it to work, please help me


Here are some photos of what it looks like after I install M004
http://imageshack.us/photo/my-images/20/70442836.jpg/
http://imageshack.us/photo/my-images/594/56755436.jpg/

As u can see, the FFX theme just  out of place, and the fonts are like squeezed together,  I don't know what I did wrong

Edit: I went ahead and cleaned up that smiley spam and disastrous spelling/punctuation, which I presume was just a typo. It must've been, since I'm sure you read the rules and know better. This isn't a text message, it's not gonna cost extra to type things all the way out. ~Covarr


Resolved
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-01-16 09:54:41
You are obviously not installing it right, or aalis driver right.  Please place bug report there... 
Title: Re: [REL] Menu Overhaul Project
Post by: Bosola on 2012-01-16 11:12:18
sorry :-( :-( i was trying to PM u bt this website wont let me :-( so i added u on msn also send u an email lol

bt anyways, i did, i followed watever he did in that vid
http://www.youtube.com/watch?v=BDw9zO6uEWg (http://www.youtube.com/watch?v=BDw9zO6uEWg)

and yet still when ever i run M004D, it just popped out a msg saying i havent install it prbbly, :-( i have installed NPC_Reconstruction_Projec n thats it :-(
am i supposed to change something in Opengl driver?


Your txt spk makes my eyes bleed. Please stop doing it.
Title: Re: [REL] Menu Overhaul Project
Post by: keiostheory on 2012-01-16 12:23:59
im using windows 7 64 bit and i used this mod to enhance the menu of my installed final fantasy vii game. i know for a reason that there should be really no problem when i change (replace) the buster_00.png inside the mod directory e.g. "DK". i made a png file myself (2000x1500) just like the buster_00.png inside the Menu folder in the DK folder. but when i tried to run the game, it still shows the original one, did anyone experience this? what can i do to fix this. :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-01-16 12:59:18
Read the first post.  It is right there, search for cache.  I have now made it clearer...
Title: Re: [REL] Menu Overhaul Project
Post by: keiostheory on 2012-01-18 07:13:13
thanks...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-02-16 07:37:49
Time for M005 I think....
Title: Re: [REL] Menu Overhaul Project
Post by: Iecerint on 2012-02-17 00:30:15
:D
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2012-02-17 00:33:02
Ok this ain't really that important but il ask anyway is there anyway on making the menu overhaul battle gui bigger? On big screens it's well just looks too small. Nothing too major, but if there is a way of manually doing it myself i wouldn't mind
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-02-17 00:41:54
I can't do anything about the battle GUI or menus, the game is the game...  it was never meant to suport anything above 640*480 let alone 1280*1024

There's  nothing you can do about it, but I thought it would look OK.  Send me a screenshot.
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2012-02-17 03:28:24
Maybe my screen isn't "Big" but at 1080P everything looks perfect to me
Title: Re: [REL] Menu Overhaul Project
Post by: Prince Lex on 2012-02-17 21:49:14
Maybe my screen isn't "Big" but at 1080P everything looks perfect to me

Same. Doesn't the text size increase with the screen size? I play on a 47" HDTV at 1080p and the text is frickin huge.
Title: Re: [REL] Menu Overhaul Project
Post by: ajthedj747 on 2012-02-19 05:24:27
Thank you so much for M004. It works great.  :D
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2012-02-19 12:57:38
Same. Doesn't the text size increase with the screen size? I play on a 47" HDTV at 1080p and the text is frickin huge.
I played on a 32" crt tv i think everything looked small kos of the cable i used ah well doesn't matter anymore i switched back to my normal pc monitor
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-02-19 13:15:30
I played on a 32" crt tv i think everything looked small kos of the cable i used ah well doesn't matter anymore i switched back to my normal pc monitor

I'm on 32'' Samsung lcd widescreen. I use 1920x1080 resolution in opengl.cfg, videos encoded in 1280x960. DLPB's menu overhaul mod with break9999limit disabled. Looks fine ;). I wonder if there's any way to skip sqlogo.avi without skipping prelude credits. I use new prelude with Sephiroth Cloud Background.
Title: Re: [REL] Menu Overhaul Project
Post by: UGerstl on 2012-02-19 13:29:33
Hi Leonhart7413,

to skip sqlogo.avi you can use a dummy movie like this:
   http://www.mediafire.com/?eaxi86a195qabpn
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-02-19 13:38:48
Hi Leonhart7413,

to skip sqlogo.avi you can use a dummy movie like this:
   http://www.mediafire.com/?eaxi86a195qabpn

Hey thanks for replying. I thought of that. Tried renaming my eidoslogo.avi dummy file into sqlogo.avi and sqlogo.avi into eidoslogo.avi, but it skips direct to the loading screen :(
Title: Re: [REL] Menu Overhaul Project
Post by: UGerstl on 2012-02-19 14:05:14
@Leonhart7413: I have no problems to see the credits when i use my dummy movie.
                            Replaced eidoslogo.avi and sqlogo.avi with it.
                        !  Don't make any input (mouse, keyboard), just wait a little.
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2012-02-19 15:08:42
I wonder if there's any way to skip sqlogo.avi without skipping prelude credits. I use new prelude with Sephiroth Cloud Background.
You could try just deleting that video? i tried it and it works and goes straight to the prelude :)
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-02-19 16:48:35
You could try just deleting that video? i tried it and it works and goes straight to the prelude :)

Thanks for dealing with this issue. Well as you understand I use my own fmv that I renamed as sqlogo.avi. Now after following your instructions I renamed my sqlogo avi (which is apparently a non official ff video which i converted to use in the game) into eidoslogo.avi and I renamed sqlogo.avi into sqlogo_bkp.avi so the program will not be able to use it. As I formerly reported when I press A button in my xbox controller it keeps skiping the video and goes straight to the loading screen (I use the background with Crisis Core Cloud). Either I'm doing something wrong nor there's no way to reach the prelude screen without watching the whole sqlogo or eidoslogo video. Thanks for replying but I'm still searching a way to solve this. Until then I'm preparing a new fmv for sqlogo and opening from crisis core ending mixed with the technical demo which I hope to release in your forum when it's finished. Thank you!
Title: Re: [REL] Menu Overhaul Project
Post by: UGerstl on 2012-02-19 17:10:33
@Leonhart7413: You are totally right, when you make any input (keyboard, mouse,
                            xbox controller, ...) the movie ends and the prelude screen is not shown.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-02-19 17:29:53
@Leonhart7413: You are totally right, when you make any input (keyboard, mouse,
                            xbox controller, ...) the movie ends and the prelude screen is not shown.
  • Start FF7

  • Show movie eidoslogo.avi    IF any input THEN GOTO loading screen
  • Show movie sqlogo.avi         IF any input THEN GOTO loading screen
  • Show prelude screen            IF any input THEN GOTO loading screen

  • loading screen

Thanks for confirming... i wish there was a command line to skip step by step.
Title: Re: [REL] Menu Overhaul Project
Post by: Idec Sdawkminn on 2012-02-21 21:26:14
DLPB: I'm having a major problem with this mod, specifically with the battle menu switcher. I have a 55" TV in the same room as my computer. It's an old rear projection TV. The keyboard cord isn't long enough to reach where I have to sit to be in front of the TV, so I have to sit to the side and the colors look horrible when sitting to the side like that. Also the DVI-to-HDMI converter puts "black snow" all over the screen.

Can you or Aali have an option during installation that changes the color to compensate for having to play it at this extreme angle? I read the whole first post and the readme and they didn't talk about this at all.

On a serious matter, my wife told me that if I buy her a Wii, she will agree to play FF7 and FF8. This is a huge deal, as she has avoided any games I've tried to get her to play in the past (besides Facebook games and Mahjong), partly because her ex-husband was into FF7. I'm hoping this mod and maybe the retranslation one will be done by that time so she can experience FF7 the best way possible. So, M005? Yes?  :D  ;)

EDIT: This makes reply #1,000.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-02-21 21:42:53
DLPB: I'm having a major problem with this mod, specifically with the battle menu switcher. I have a 55" TV in the same room as my computer. It's an old rear projection TV. The keyboard cord isn't long enough to reach where I have to sit to be in front of the TV, so I have to sit to the side and the colors look horrible when sitting to the side like that. Also the DVI-to-HDMI converter puts "black snow" all over the screen.

Can you or Aali have an option during installation that changes the color to compensate for having to play it at this extreme angle? I read the whole first post and the readme and they didn't talk about this at all.

On a serious matter, my wife told me that if I buy her a Wii, she will agree to play FF7 and FF8. This is a huge deal, as she has avoided any games I've tried to get her to play in the past (besides Facebook games and Mahjong), partly because her ex-husband was into FF7. I'm hoping this mod and maybe the retranslation one will be done by that time so she can experience FF7 the best way possible. So, M005? Yes?  :D  ;)

EDIT: This makes reply #1,000.

lol Squall: [Whatever...]
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-02-24 07:19:42
getting there.  To make installer cleaner and compatible with the Unified Model Installer I am rewriting a lot of it. 

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-02-25 14:50:35
I know I keep saying it but... gettin' there.

Today I wrote a little program to edit any and all text at runtime, so that a few options have been added like 3-d battler fix (from tS).

So what is to do?

1.  Final graphics by felix.
2. Translation polished up to where we are at.
3. Series canon item changes reflected in menu ordering in game.
4. Testing.

I have also made it so that UMI and MOP share the same backup folder from now on and uninstall is done via selection and then manually deleting the backup folder.

I don't know how long this will take from this point, but most of the work was done today.  The changes are:

Code: [Select]
M005

1. Retranslation Project Revision 002. Up to Shin-Ra Building (and other maps are done.  34% game dialogue).
2. "500 years later" text updated.
4. Smoother opening menu transition. Thanks to Dziugo for his help!
5. FeliX magic barrier graphic fixed (very slight issue).
6. Materia exchange menu fix (original game has an annoyance where the cursor moves to 8th slot all time).
7. British spellings in ff7.exe also changed with option.
8. Full font support for foreign languages.
9. Rebirth Sephiroth battle "Worried about..." option fixed.
10. touphScript update to fix broken world map dialogue.
11. touphScript update to fix certain dialogue boxes that were not being resized.
12.  Possible "invalid colour type" error has been fixed with the mods\flevel items.
13. Various options for minigame fixes added
14. Grimmy's coloured item pictures
15. Option to change series canon item names in retranslation
16. Option to allow disabling of mouse input in game.
17. Philman's coloured FF9 battle interface

I may also add the ability to install any part of the installer rather than force certain ones as before.


Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2012-02-26 04:07:25
DLPB i have one idea to put on the next releases of menu overhaul.

Some people don't will waste time on color the battle font of FF9 style of menu overhaul,i've colored and just want show it here.

http://s809.photobucket.com/albums/zz12/philmansp/?action=view&current=MenuOverhaulbattlefont.png (http://s809.photobucket.com/albums/zz12/philmansp/?action=view&current=MenuOverhaulbattlefont.png)

the idea is pick the non colored font and make different colors,and in the releases put this like a option,for example:
Font color
Name = blue
hp = red
Mp = green
Atb = gray (original)

it's just a idea,what  you think?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-02-26 04:40:12
If people are happy with that you can send me the texture and I will add it.  I like it.

I can't put more than 1 i n though, too much messing.  The one you have above will do fine.
Title: Re: [REL] Menu Overhaul Project
Post by: philman on 2012-02-26 05:16:50
I send the texture to you,but you've blocked pm.

if you let me do,i put the link here:

Edit: included in M005
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-02-26 05:20:12
Nice :)

I will use this :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-08 23:41:19
M004d is now removed.  Please await M005 in the next few days.  Credit list on main post is updated.
Title: Re: [REL] Menu Overhaul Project
Post by: AlbusJC on 2012-03-09 08:55:39
I've been waiting for this new version. Thank you very much for your work DLPB. :)
Title: Re: [REL] Menu Overhaul Project
Post by: Jayke on 2012-03-10 12:55:01
Hey guys, don't suppose any of you could upload their M004d.exe? I know M005d is out very soon but it would be awesome to be able to play this weekend before going back to work, cheers!
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-03-10 13:46:13
Okay this is odd, your music mod DPLB has some how stoped the lucky tifa patch that i had when your mod was out. now its just back to the default setting for tifa's limit break
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-10 23:45:07
The only way that is possible is if it took the backup from the backup folder and it was an earlier version, hence me asking for people to wait for M005 and so on.


other than that I don't see a way it could have reverted it.  The audio mod does not affect ff7.exe in any way that could change those things.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-03-12 01:44:50
The only way that is possible is if it took the backup from the backup folder and it was an earlier version, hence me asking for people to wait for M005 and so on.


other than that I don't see a way it could have reverted it.  The audio mod does not affect ff7.exe in any way that could change those things.
ive had M004d since first released and had no problems with it. but for some strange reason your audio mod disabled the lucky tifa patch
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-12 01:46:15
That makes no sense at all...  There is no way it can do that...

Anxious Heart doesn't alter any of those areas.  Try again and see if you can replicate.
Title: Re: [REL] Menu Overhaul Project
Post by: cooLopke on 2012-03-12 17:40:43
When are you planning to release the new m005? Is it really soon? Or is it possible for you to upload the old m004d.exe for the time being, since I can't find the file anywhere on the internet.

Thanks.

Greetings
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-12 18:07:17
I have answered that already.  It is soon.
Title: Re: [REL] Menu Overhaul Project
Post by: cooLopke on 2012-03-12 18:46:56
Sorry, for asking.

Question:
Is it possible to rename the new m005.exe file to m004d.exe? So that it is compatible with bootleg? Or do you have to install it seperately?

Thanks

Greetings
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-12 19:49:45
It is called M005 so it is named as such.  A better idea is to probably keep to 1 name like MO.exe and have the details inside.
Title: Re: [REL] Menu Overhaul Project
Post by: Duriel on 2012-03-13 02:46:07
Hey only just found out about this today, can't wait to start testing it out. Just wondering if you kept all the versions for this mod? like M001 or even before that if there are any before, or even videos for all the versions. Would love to  see how-much its transformed up to now.

Thanks for all your hard work btw, glad there are talanted people out there such as yourself willing to put time into this.

Oh and will this be added in with the unified model installer?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-13 02:55:43
No, that is a different installer and is separate.  I also don't keep past installers since every installer is a definite improvement over the last.
Title: Re: [REL] Menu Overhaul Project
Post by: miguelfcp on 2012-03-13 10:21:39
Someone can upload the M004d.exe again please? The link on main page is broken.
Thanks for your attention.
Title: Re: [REL] Menu Overhaul Project
Post by: danstrom on 2012-03-13 13:42:59
i need the m004d as well.  I cant run bootleg without it and it should be removed from bootleg if it is not accessible to download. can anyone host it and just pm me the link? ty
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-13 13:52:14
Wait. It isn't going to be that long, and nagging is not going to help.  If you install the older one you are wasting your time, because you will only have to install the new one which uses different backup and restore procedure.
Title: Re: [REL] Menu Overhaul Project
Post by: danstrom on 2012-03-13 14:36:20
my problem is not the content itself and whether it is finished or not.  It is that I don't know what option to turn off to do the bootleg install without the file itself
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-13 14:37:32
I didn't realise bootleg worked that way, can't you just use a dummy M004d.exe?
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-03-13 15:00:25
you peeps need to realize that the more you beg him the more time it will take for him to release the next verson. rushing to finishing something leads to bad quality most of the time. now shut up and let him do his job
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-13 15:05:21
It is today sometime anyway.  And thanks.  8)
Title: Re: [REL] Menu Overhaul Project
Post by: cooLopke on 2012-03-13 15:27:43
my problem is not the content itself and whether it is finished or not.  It is that I don't know what option to turn off to do the bootleg install without the file itself
I didn't realise bootleg worked that way, can't you just use a dummy M004d.exe?

That's why I asked if it is possible to just rename the new file to M004d.exe. That should do the trick ;)

Grtz
Title: Re: [REL] Menu Overhaul Project
Post by: ssj4cloud on 2012-03-13 16:18:29
All that you need to do is open up your bootleg folder, right click BFE and open as Admin then uncheck "Menu Overhaul, Style Switcher, Colourized items" under the Game Options Menu. Then it will not ask you for m004d.exe in the mod list. On another note even if you left m00d.exe in red on the mod list and started to install all the mods using Bootleg, once it got to to the point were it is suppose to install m004d.exe it would just say "file not found" and move on to the next mod making no difference at all.

Title: Re: [REL] Menu Overhaul Project
Post by: helldrag0n47 on 2012-03-14 05:29:12
It is today sometime anyway.  And thanks.  8)

You made me wait 5 hours :( LOL.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-14 05:30:43
I apologise, but I went out and got drunk.  When I get 1 or 2 hours, it will be finished :)  When you see it, you will see it.
Title: Re: [REL] Menu Overhaul Project
Post by: helldrag0n47 on 2012-03-14 05:37:30
I apologise, but I went out and got drunk.  When I get 1 or 2 hours, it will be finished :)  When you see it, you will see it.

Went out and got drunk? Then nevermind my disapproval! LOL! All work and no fun makes a very dull modder.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-14 06:57:33
 ;D  us Brits are good at it.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-14 23:46:12
I apologise, but I went out and got drunk.  When I get 1 or 2 hours, it will be finished :)  When you see it, you will see it.

Well done loooool! Drink a Gulden Draak for me too next time ;) ;) :D :D
Title: Re: [REL] Menu Overhaul Project
Post by: dht_huert on 2012-03-15 06:10:56
can you upload any link to m004? I can't wait to the new upload, m005! please!!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-15 06:17:39
You have been told already.  No.  Wait.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-16 00:52:23
I have also decided to do the end credits... just a simple fractal / blur job.

Shouldn't take that long :) 

It is all done now anyway apart from that.  I just have to make sure of the testing.   I do not want complaints that an exe has been destroyed.
Title: Re: [REL] Menu Overhaul Project
Post by: ssj4cloud on 2012-03-16 01:09:08
I can barely contain myself  :o! This community of talented people have managed to do what SE can't, which is probably for the best. If they ever did a FFVII remake It would only end up like FFXIII swallowed a Wii and Spat out FF Crystal Chronicles Deluxe with nunchucks :/
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-16 01:11:44
Exactly.

I'd want a remake, but only if I were in charge.  :mrgreen:
Title: Re: [REL] Menu Overhaul Project
Post by: ssj4cloud on 2012-03-16 01:47:17
Oh I had a question. When your testing M005, are you testing it stand alone or along side other mods? The only reason I ask was because I wanted to install it along side Bootleg and wondered if that could cause conflicts?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-16 02:09:21
I make sure it doesn't cause conflicts.  Read FAQ first post.

edit:  not doing end credits afterall.  Upscale and blur doesnt work due to how crap the font sheet is. (end credits use another few textures for the font and badly spaced etc).  It would take manual work to get that working, and I aint doin it haha.

I will now sort the "game over" graphic and this is then ready for release.
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2012-03-16 07:13:08
Quote
1. Retranslation Project Revision 002. Up to Shin-Ra Building (and other maps are done.  34% game dialogue).

I request that this be optional, please. Strange as this may sound, I prefer the original game script.
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2012-03-16 11:02:51
The retranslation IS optional.
Title: M004d.exe
Post by: Hetsig on 2012-03-16 11:46:13
For those who can't wait for M005, here's M004d.exe (http://www.mediafire.com/?b93ava3eki0bri3)
I guess when M005 gets released, you can rename it to M004d.exe and install it using Bootleg until the Bootleg is updated.

I can't wait to see the changelog from 004 to 005 :). You guys are doing a good job on this :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-16 16:34:16
I request that this be optional, please. Strange as this may sound, I prefer the original game script.

I don't find it strange (i understand why), I find it deeply depressing and illogical.  It is the same in sport, people want to keep outdated rules simply through nostalgia and traditionalism.  If I was the original localiser, and someone else came along to improve mine, you'd argue that you didn't want mine improving.  I find the stance completely illogical...

All things are optional in this installer though :)
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2012-03-16 18:39:54
<_<

Thank you.

(Not sure how to respond to the rest. :P)
Title: Re: [REL] Menu Overhaul Project
Post by: dht_huert on 2012-03-16 22:32:00
I need help! I'm spanish, and I want to see the "tittles" (I don't know if it's the correct way to say it in english), in spanish, "tildes" in the letters of the dialogues, and the letter 'ñ'. I have the spanish version of ff7, but after the install the "menu overhaul proyect" mod, I can't see these characters, please help me!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-16 22:44:44
This is getting out of hand.

Stop demanding and READ.  The next release will have the new font which supports the letters you need.
Title: Re: [REL] Menu Overhaul Project
Post by: dht_huert on 2012-03-16 22:50:30
This is getting out of hand.

Stop demanding and READ.  The next release will have the new font which supports the letters you need.

sorry, I have been read a lot of time, but I don't read this detail. Thanks!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-16 22:51:57
1 word>>>>  Wait.
Title: Re: [REL] Menu Overhaul Project
Post by: helldrag0n47 on 2012-03-17 00:01:18
1 word>>>>  Wait.

http://www.youtube.com/watch?v=3Azz-6oT08c (http://www.youtube.com/watch?v=3Azz-6oT08c)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-17 00:15:59
http://www.youtube.com/watch?v=D7JB68sLGY8
Title: Re: [REL] Menu Overhaul Project
Post by: helldrag0n47 on 2012-03-17 00:34:40
http://www.youtube.com/watch?v=D7JB68sLGY8

Lol. Never quite understood this movie.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-03-17 00:41:45
the point of the clip is that your torturing him by asking him to release his MOO5 when he has clearly stated for us to wait
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-17 02:17:10
I suppose a more humoress one is this >

http://www.youtube.com/watch?v=BdrIVAsz_HY

The guy who played Biff Tannen, Tom Wilson, being constantly asked questions.
Title: Re: [REL] Menu Overhaul Project
Post by: helldrag0n47 on 2012-03-17 02:30:12
the point of the clip is that your torturing him by asking him to release his MOO5 when he has clearly stated for us to wait

technically wasn't asking him a question, sorry if I distracted him though, was on this forum and youtube when both of these things happened at the same time, so I decided the post the vid for fun i guess.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-17 13:40:17
I suppose a more humoress one is this >

http://www.youtube.com/watch?v=BdrIVAsz_HY

The guy who played Biff Tannen, Tom Wilson, being constantly asked questions.

Famous people always get the best live recordings!!! Interesting video :D
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2012-03-17 14:00:52
http://www.youtube.com/watch?v=D7JB68sLGY8
hahaha xD
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-17 18:55:48
(http://dl.dropbox.com/u/36889302/FF7/foreign%20ff7.PNG)

There may need to be some slight touch ups to spacing values at the very end (the closing speech for sure), but i remember mostly this being all that was possible.  Keep me informed.
Title: Re: [REL] Menu Overhaul Project
Post by: Hetsig on 2012-03-18 16:19:46
btw DLPB, if i have any English corrections for the project, is it welcome?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-18 16:21:57
You mean from retranslation, you can post it on the retranslation thread.

Is that what you mean?  In any case wait for M005 before that.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-22 04:03:42
I know you have all waited a long time, but there isn't much longer to wait.  Just got to be sure this is okay for release now :)
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-03-22 05:28:07
i dont know if this has been asked but is zero's spell patch included in the retranslation?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-22 05:40:52
Link me...

If it is an alternate translation, then answer is no.  Since retranslation project is our own work and nobody elses.

Aside from a few options, what you see on the retranslation thread is what you get.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-03-22 05:42:14
Link me...

If it is an alternate translation, then answer is no.  Since retranslation project is our own work and nobody elses.

Aside from a few options, what you see on the retranslation thread is what you get.
http://forums.qhimm.com/index.php?topic=5571.0 (http://forums.qhimm.com/index.php?topic=5571.0)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-22 05:54:14
Those changes would conflict with ours.  As part of the retranslation project all spells are retranslated from the Japanese properly... and it just so happens that Fire 2 is Fira in Japanese (or similar).  Fire 2 is what Baskett called it.  It is wrong.  Same as the rest.

Check retranslation thread, first few posts and you will see what we are changing.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-22 06:50:50
While we are at it, this release will not make minor adjustments to fix the original broken game text (Sometimes wrong characters were used).  I remember there being small issues.  The following is a guide.  If anyone works out exactly which combinations need to be fixed I will fix them with an option for M005a.


thin’ > thin'
'n’ > 'n'
shu’ > Shu'
‘bout > 'bout
s’ > s'
an’ > an'
ol’ > ol'
'Keycard > ‘Keycard
ya’ > Ya'
don’ > don'
N’ > N'
n’ > n'

As you can see, most (if not all?) of the errors I found came from them using ’ by accident instead of '

edit:

and I have just finished M005.  So... later today I will release it.  Gonna triple check first.
Title: Re: [REL] Menu Overhaul Project
Post by: Salk on 2012-03-22 14:09:15
We're all looking forward to it!  ;)
Title: Re: [REL] Menu Overhaul Project
Post by: helldrag0n47 on 2012-03-22 19:39:11
While we are at it, this release will not make minor adjustments to fix the original broken game text (Sometimes wrong characters were used).  I remember there being small issues.  The following is a guide.  If anyone works out exactly which combinations need to be fixed I will fix them with an option for M005a.


thin’ > thin'
'n’ > 'n'
shu’ > Shu'
‘bout > 'bout
s’ > s'
an’ > an'
ol’ > ol'
'Keycard > ‘Keycard
ya’ > Ya'
don’ > don'
N’ > N'
n’ > n'

As you can see, most (if not all?) of the errors I found came from them using ’ by accident instead of '

edit:

and I have just finished M005.  So... later today I will release it.  Gonna triple check first.

I could've sworn I was wearing pants when I started...
Title: Re: [REL] Menu Overhaul Project
Post by: Tsuna on 2012-03-23 01:58:22
Cant wait for this lol, so exciting
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-23 02:41:54
very close now....:)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-23 07:15:18
M005 is Here (https://docs.google.com/open?id=0B1JH_wU1qqN4c0t3ZVdEcm9USnVQMjlhUE5uTjhyZw)

Important:  Do not use Re-translation option with this installer.  Wait for M005a.  If you have already used it, simply reinstall M005 again without the R002 option.

http://www.youtube.com/watch?v=w5-KKFJ-wCI#t=1m18s

This is the final major release of the Menu Overhaul Project, bringing an end to 9 months of ongoing work and tweaks.  Future updates to this installer will consist primarily of bug fixes and re-translation updates.  The main feature of this release is foreign language support with the font.

Please remember to read the Readme which is now displayed on the license page of the installer.  Any files altered with past revisions should be replaced with originals.  It is recommended to install this project last.  After a first install, repeat installs should work fine.

I really hope I have got this all working, but there are so many things to keep check of, that it is anyone's guess as to how well I have done.


Code: [Select]
REVISION HISTORY:

23-Mar-2012 M005:

1. Retranslation Project Revision 002. Up to Shin-Ra Building
    (and other maps are done. 34% game dialogue).

2. Smoother opening menu transition.
    Thanks to Dziugo for his help!

3. Materia exchange menu fix (original game has an annoyance
    where the cursor moves to 8th slot all time. Thanks Dziugo.)

4. British spellings in ff7.exe now also changed.

5. Full font support for foreign languages.

6. Rebirth Sephiroth battle "Worried about..." option fixed.

7. touphScript update to fix broken world map dialogue.

8. touphScript update to fix certain dialogue boxes that were not
      being resized.

9. Possible "invalid colour type" error has been fixed with the
      mods\flevel items.

10. Script fixes added, minigame fixes added.

11. Philman's coloured FF9 interface added.

12. Grimmy's coloured menu icons added.

13. Disable mouse support added (Thanks Aali.)

14. Installer changed backup folder to BACKUP-dlpb to maintain
     compatibility with Unified Model Installer. Other changes made
     to the installer.

15. Retranslation series canon option added.

16. Hex documentation option added.

17. Ability to add any non menu patches separately.

18. Game Over screen higher resolution with fractals.

19. "500 years later" text updated.
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2012-03-23 17:03:12
WOOT!! HELL YEAH! ;D thanks so much for the release! and lmfao at the vid xD
Title: Re: [REL] Menu Overhaul Project
Post by: helldrag0n47 on 2012-03-23 19:33:06
M005 is Here (https://docs.google.com/open?id=0B1JH_wU1qqN4c0t3ZVdEcm9USnVQMjlhUE5uTjhyZw)

http://www.youtube.com/watch?v=w5-KKFJ-wCI#t=1m18s

This is the final major release of the Menu Overhaul Project, bringing an end to 9 months of ongoing work and tweaks.  Future updates to this installer will consist primarily of bug fixes and re-translation updates.  The main feature of this release is foreign language support with the font.

Please remember to read the Readme which is now displayed on the license page of the installer.  Any files altered with past revisions should be replaced with originals.  It is recommended to install this project last.  After a first install, repeat installs should work fine.

I really hope I have got this all working, but there are so many things to keep check of, that it is anyone's guess as to how well I have done.


Code: [Select]
REVISION HISTORY:

23-Mar-2012 M005:

1. Retranslation Project Revision 002. Up to Shin-Ra Building
    (and other maps are done. 34% game dialogue).

2. Smoother opening menu transition.
    Thanks to Dziugo for his help!

3. Materia exchange menu fix (original game has an annoyance
    where the cursor moves to 8th slot all time. Thanks Dziugo.)

4. British spellings in ff7.exe now also changed.

5. Full font support for foreign languages.

6. Rebirth Sephiroth battle "Worried about..." option fixed.

7. touphScript update to fix broken world map dialogue.

8. touphScript update to fix certain dialogue boxes that were not
      being resized.

9. Possible "invalid colour type" error has been fixed with the
      mods\flevel items.

10. Script fixes added, minigame fixes added.

11. Philman's coloured FF9 interface added.

12. Grimmy's coloured menu icons added.

13. Disable mouse support added (Thanks Aali.)

14. Installer changed backup folder to BACKUP-dlpb to maintain
     compatibility with Unified Model Installer. Other changes made
     to the installer.

15. Retranslation series canon option added.

16. Hex documentation option added.

17. Ability to add any non menu patches separately.

18. Game Over screen higher resolution with fractals.

19. "500 years later" text updated.


Uhh... I can't download the m0.exe file, it brings up a redirect error. Is is possible to add it to mediafire, or am I simply not downloading it correctly?


=DISREGARD THIS MESSAGE=

After going throw Chrome, Firefox, and IE (forgive me god) i got it to work on a portable version of FF.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-24 02:09:40
I got this log after installation

Code: [Select]
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
psdun_2 patch failed, not original script
mtcrl_9 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script

Is this bad?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-24 02:36:05
No.  That's a question I have for Luksy when he returns :)  It is his problem.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-24 02:49:13
U r right... my mistake... please delete this comment :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-24 03:10:48
Mod doesnt change that colour at all...  It has always been green for magic and red for limit.

edit:  always make sure the problem you have is to do with this mod :)
Title: Re: [REL] Menu Overhaul Project
Post by: Tarts on 2012-03-24 21:28:26
I have a problem.

When I downloaded the mod, I tried it out and a problem arose with a New Game. As I reached the screen where I need to name Cloud, I was able to type, delete and replace text for the character's name, but I can't for my life accept the name's choice and leave the screen to continue the game. It seemed that whatever button I was pressing (yes, I tried every single one!), I could only change the name and make appear the "Do you want to exit FF7?" screen, where BTW I get stuck too every time I reach it (it just freezes and the game won't answer any button). The thing is, when I go to the same "Do you want to exit FF7?" screen in a save later in the game, it works no prob and I can leave it, which makes me think that there's something wrong with the "Insert name for the character" screen.
If it helps, I'm using a laptop with the "ff7input.cfg" file.

I concede that I did do these things prior to Menu Overhaul's installation (and no more after it!):

1 - Did a clean install of the game in a new directory (of course, with the "Maximum Install" choice).
2 - Installed Aali's latest driver.
2 - Installed the latest FF7Music pack (and ran the game through the program).
3 - Installed the "Anxious Heart" music pack, in order to play it in the game with FF7Music.

DPLB, can you see if it's related to the mod or did I mess up somewhere (I don't know how those mods I installed prior to MO Project conflict with it)?

Here's my applog: http://www.mediafire.com/?njty0aml6wl2244


Nevermind, the same thing happened without the mod. And I solved it simply by pressing "Esc". How the heck could I have forgotten about that?
Still, it'd be nice if we were able to delete our own posts...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-24 22:31:52
People really need to start testing before posting.  I get so many of these :)
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2012-03-25 17:29:10
Don't suppose you know about this bug on the bit where Cloud and aerith escapes from the Shinra? and where you choose to make her run, fight, or wait?
http://www.youtube.com/watch?v=kvNq8kXQLmg&feature=youtu.be
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-25 19:58:24
That should already be fine...  should not exist anymore if using retranslated text.  It shouldn't be in the original either as long as you used a clean flevel.

also, same issue here:

I got this log after installation

Code: [Select]
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
psdun_2 patch failed, not original script
mtcrl_9 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script

Is this bad?

You need to use a clean original flevel, as stated in readme.  Place this file in the dlpb-backup folder if it exists, if not, place in normal game folder.   Once flevel has been edited, touphscript will not alter the script in these maps to prevent bugs.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-29 10:22:30
That should already be fine...  should not exist anymore if using retranslated text.  It shouldn't be in the original either as long as you used a clean flevel.

also, same issue here:

You need to use a clean original flevel, as stated in readme.  Place this file in the dlpb-backup folder if it exists, if not, place in normal game folder.   Once flevel has been edited, touphscript will not alter the script in these maps to prevent bugs.

I'm afraid of using a clean flevel from the disk will ruin my already modified one and cause trouble. I don't remember which mods did I use that have modified it. If i use  a clean flevel should i reinstall menu overhaul too? And now that my mod path has changed will grimmy's upscaled textures work if i just copy them in DK path as I did. I tested them and i can't tell any difference... I also noticed that world and condor folder for upscaled textures are missing from DK mod path and I copied them too. I also had to copy the avatars I use. Since those load fine I guess all others load too. But I don't know what to do with the flevel.lgp. I'm afraid of loosing any previus changes I made. I will back up and try again.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-29 10:26:21
As long as you dont select uninstall the DK folder and settings will remain, so the stuff you copied over it should still work.  It is not imperative that you use a clean flevel, it just means certain of the options (like minigame fixes) may not be added.

If you use a clean flevel, you will need to reinstall the menu project.  If you are planning on using  anew flevel just place it in the backup-dlpb folder before running the installer.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-29 10:31:58
And something more... I noticed that it patches ff7.exe. I usually run the mod from the music folder because if I run ff7.exe it doesn't play music,so will the mod work if I don't run ff7.exe which is patched? I will back up and try again. Thanks!

* I reinstalled and it changed my avatars, prelude background and loading screenso I needed to copy/modify my menu and cr folder again in the Dk path... but after installation the log showed some errors. Where does it keep that log? Because I closed the window and didn't copy. I chose only the R002 option. Maybe that's why it gave errors because it didn't install anything else?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-29 10:56:46
You will have to copy the exe across.  The menu project relies almost entirely on changes to ff7.exe, if you arent using it, you are going to have hundreds of issues.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-29 10:59:12
Well ff7music folder by ficedula's mod already installed by the Bootleg has a ff7launch.exe.

   C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\FF7Music\mp3\
   C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ficedula\
   .\
Files count: 95
Patch init done

Just for notes if i use the ff7.exe from the original folder it doesn't play any music.

*This is weird I tested it again and it plays music but the option for save anywhere is disabled. I guess I need to install the MO.exe again and alter my menu and cr folder again :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-29 11:00:26
if it runs the exe which is in root you are ok.
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2012-03-29 11:10:50
Hey Dan Great work, just tested this (been busy with family stuff so i haven't had time to get on), and it seems to be working great with default install options, but when i enabled Re-Translation i got this error log.
Code: [Select]
Error in startmap: Incorrect number of entries: 2/11
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21
Error in elminn_1: Incorrect number of entries: 16/17
Error in psdun_2: Incorrect number of entries: 9/10
and YES i am using the original flevel, and it works fine on a normal install just not with the Re-Translation option on.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-29 11:17:09
Re-installed with original flevel and got this again

Code: [Select]
Error in startmap: Incorrect number of entries: 2/11
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21
Error in elminn_1: Incorrect number of entries: 16/17
Error in psdun_2: Incorrect number of entries: 9/10

Game works great so I don't know how important is this error
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-29 12:08:16
yup, I know about this.  Those are my issue with re-translation.  They are due to Luksy changing ts a bit by adding support for something, and so I have to alter those maps again and make sure they have correct entry number.  Will be fixed for R003.  Nearly all of those are debug maps anyway.

Thanks for the reports!
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-29 13:46:27
yup, I know about this.  Those are my issue with re-translation.  They are due to Luksy changing ts a bit by adding support for something, and so I have to alter those maps again and make sure they have correct entry number.  Will be fixed for R003.  Nearly all of those are debug maps anyway.

Thanks for the reports!

Is this easy to fix?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-29 13:53:31
Yup.  Will take me 2 minutes, but no poin releasing whole new installer for it.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-03-29 14:13:14
Yup.  Will take me 2 minutes, but no poin releasing whole new installer for it.

Is there a way to fix it ourselves? Or release just a fix? Thanks!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-03-29 14:15:28
No you can't fix it.  Not without a lot of messing about and it is pointless.  It affects 2 maps :)  You won't even see a difference.
Title: Re: [REL] Menu Overhaul Project
Post by: realmain on 2012-04-08 18:27:55
How does the Save and PHS anywhere option work in M004d.exe? and what is PHS?

And I was wondering why I shouldn't use the Re-Translation Project [R001] with Aeris Revival
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-08 18:41:52
Second question.  Think about it.  Why would a re-translation of the original game support different dialogue from Aerith?  The whole point of a re-translation is to be faithful to the original writing.  Also, they are incompatible and will lead to problems. You would be overwriting text. If you want to use both, you can but it will be a mess.

First question, all you do is select PHS and Save option ON ITS OWN (if you only want that) and then press install.  PHS is the system that you  change other party members with ingame.

Title: Re: [REL] Menu Overhaul Project
Post by: realmain on 2012-04-08 19:06:43
Good point...

How do you use the save anywhere in game?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-08 19:09:48
You bring menu up in game and select save. The same way you save any other time...  That's what it means.  Save anywhere.
Title: Re: [REL] Menu Overhaul Project
Post by: UGerstl on 2012-04-08 19:20:16
@DLPB: Is M005 full compatible with Bootleg 0037 ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-08 19:27:57
I doubt it since new options have been added.  I don't use bootleg.
Title: Re: [REL] Menu Overhaul Project
Post by: cocoboii on 2012-04-10 03:37:45
sup DLPB. Id like to first start off by telling you how much i appreciate all the handwork u put into making dis awesome mod and that goes for all the other modders as well. Now about my issue with the MO5, my menus and dialouge boxes... pretty much all of the text boxes arent completely solid but besides tht all else seems to be working fine. So yea its not really much of a big deal but its still an eyesore so if it can be fixed id be most grateful. Btw I understand u got lots of things to do and u might have addressed dis issue already but if u can take the time to help me resolve dis issue im having it would mean a lot thx in advance  :)

In case you might not get exactly what I mean about not completely solid.. heres a link of my ss: http://s1245.photobucket.com/albums/gg584/cocoboii/?albumview=slideshow

And my (APP LOG):
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) G41 Express Chipset 2.1.0 - Build 8.15.10.2302
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: G:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 37
reading midi file: EARISLO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

And my (FF7_OPENGL 0.7.11):
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no


disable_popup = on[/img]
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2012-04-10 13:19:17
That happened to me too at 1st you have set everything correctly but this is set wrong:
window_size_x = 0
window_size_y = 0

Since you have set it as fullscreen you must set them to your screen resolution e.g. mine is like this:
window_size_x = 1024
window_size_y = 768
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-10 13:22:08
It is likely the resolution you are playing at.  Try a window mode resolution of 960*720, 1280*960 or 640*480.

If this doesn't work, turn on prevent rounding errors.

edit:
Ah it was a resolution issue, thanks for that ^
Title: Re: [REL] Menu Overhaul Project
Post by: cocoboii on 2012-04-10 15:12:36
much thx to the both of ya, changing the screen resolution back fixed the problem. Only reason I had it changed tho was because I liked it at full screen without the black borders. Is there anyway that i could have it that way without the issue i had b4.. if not thts cool i can live* with it xD. And much thx for dis brilliant, awesome looking mod DLPB
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-10 15:37:48
The black borders are normal.  To not have them with certain screens means you are playing at the incorrect aspect ratio.
Title: Re: [REL] Menu Overhaul Project
Post by: cocoboii on 2012-04-10 15:39:16
iight its cool then, i dont mind. Anyways thx for everything you guys! : )
Title: Re: [REL] Menu Overhaul Project
Post by: Sun7zu on 2012-04-10 18:25:22
First of all, thank you so much for sharing this project with the world! Love the new fresh look on my FF7 !

I've run into a few problems, however;

I'm unable to Feed or Ride chocobos (whenever I chose to Feed them, Choco Billy is telling me to select which chocobos to Mate instead. The Mating and Release Chocobos command does nothing.


I'm also unable to leave Northern Crater once the Highwind is 'docked' there (Start of disc 3 for example) Telling the Pilot to 'Go!' does nothing at all. 

Had to uninstall M005 completely to get everything above to work.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-10 18:42:27
Your problems have nothing to do with the Menu Overhaul project...?  Have you checked without the menu overhaul installed? And did you follow instructions to use a CLEAN flevel before installing M005?
Title: Re: [REL] Menu Overhaul Project
Post by: Sun7zu on 2012-04-10 19:03:12
Well, it worked fine when I uninstalled the mod, as I mentioned already  :). And I've only tried this on a clean English 1.02 exe with Aali's custom driver installed. Followed the installer carefully as well.
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2012-04-10 19:04:48
I just tested this as well (i am about to test this again in a moment) and Sun7zu is correct, it appears to be the retranslation though because my installation without the retranslation seems to work fine (but i am rechecking this now)

EDIT: Just tested this once more and if i do a clean installation without retranslation it works fine, but if retranslation is turned on (even if its turned on, on its own with no other options selected) this error happens
Title: Re: [REL] Menu Overhaul Project
Post by: Sun7zu on 2012-04-10 19:12:44
Did a recheck as well, it's the same for me, works fine with everything except Re-Translation Project [R002]
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-10 20:37:37
I will look into it.  I will place findings on this post.

edit:  I need to know the exact dialogue with the highwind.  I have already spotted a problem but I cannot be sure it relates to the exact dialogue. 

Pilot Apprentice (Lv 14 {RAINBOW}Limit Break!{RAINBOW})
“Yo,{CLOUD}!
   Whatcha gonna do?”
{CHOICE}Go!
{CHOICE}Wait

< is it that one?
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2012-04-10 21:17:09
it happens here for me
(http://img28.imageshack.us/img28/4287/retransproblem.png) (http://imageshack.us/photo/my-images/28/retransproblem.png/)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-10 21:18:37
That is weird... must be an issue with touphscript.

For some reason it doesnt do this with me, the options are fine.  I will have to look into this even further. 

edit:  I have no clue what is going on here but I will be finding out.

edit 2:  only conclusion is this is a bug in ts.  I will notify Luksy.

edit 3.  It is again the fault of the original script programmers sharing vars between different options.  This is being fixed by Luksy for ts in a script patch.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-11 00:33:14
Important:  Do not use Re-translation option with this installer.  Wait for M005a.  If you have already used it, simply reinstall M005 again without the R002 option.

The problem has been fixed in latest ts release and will be integrated with M005a. 
Title: Insert Disk 1
Post by: maon16 on 2012-04-14 00:18:10
Hello,  and thank you for this awesome mod (well at least it seems awesome).

What I did:
I installed the game, installed the 1.02 patch , installed Aali's custom graphics driver and finally installed this mod with the .exe

My problem:
After seeing the game credits and choosing "new game" I'm stuck on the "insert disk 1" screen.

Things to know:
This is the only mod I use
I installed the original version of the game
All three disks are mounted on virtual cd drives
My antivirus is off
I execute the game in admin mod

I have been looking for almost an hour to see if anyone haf the same pb without sucess...

Many thanks to the ones who'll try to help me =)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-14 00:48:26
Does your game work without menu overhaul?  This doesnt sound like a problem with my mod?
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-04-14 01:22:27
maon16,
Do you have the correct CD-ROM Drive letter set in the registry?

[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII]
"DataDrive"="E:\\"

Title: Re: [REL] Menu Overhaul Project
Post by: UGerstl on 2012-04-14 01:43:23
Hi maon16,
Title: Re: [REL] Menu Overhaul Project
Post by: maon16 on 2012-04-14 11:10:17
Thank you for those fast answers ! =)

You had it right the problem came from the registery keys !

Thank you very much game is working now ! =)

Nice Job guys ! ;)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-14 11:14:23
Can I remind people (maon) again, this is not a general help thread.   :)
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-04-14 12:13:14
Important:  Do not use Re-translation option with this installer.  Wait for M005a.  If you have already used it, simply reinstall M005 again without the R002 option.

The problem has been fixed in latest ts release and will be integrated with M005a.
In the new fix will we have to uninstal m005 and install it without the R002 option or just install it on top? Thanks?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-14 13:03:39
Just install over top.  From now on that is all you need to do, the files used are the ones placed into Backup-dlpb
Title: Re: [REL] Menu Overhaul Project
Post by: maon16 on 2012-04-14 15:23:24
Hey sorry DLPB I have one last question and I have no idea where to post it ... I tried to PM you but it seems that I can't use the PM for now (new user ?)

So here is my question:

I installed the overhaul Project and it's working nicelly but the chararcter models only changed for the combat mode. ie when I'm walking around I still have the original models...

I saw your video on youtube and the models where really nice.

Sry to post here again but I'd really like to enjoy fully your awesome project !

(My english is far from perfect, sry for that ^^)
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-04-15 00:19:44
maon16: You are looking for the FF7 Unified Model Installer. The Menu Overhaul changes just the menu. You want to go here: http://forums.qhimm.com/index.php?topic=12522.0
Title: Re: [REL] Menu Overhaul Project
Post by: UGerstl on 2012-04-16 14:14:00
@DLPB: Did you get my E-mail ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-16 14:53:45
Like PM I do not respond or read any emails from here unless they are from specific people.  I'm sorry :)  Anythign which is related, can be placed in relevant threads, anything else, I am too busy.  8-)

edit.  Found it in junkmail, I already have ff8 OST, but thanks for the heads up anyway!
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-04-16 15:51:55
Hmmhmm, I need to ask something here; is the font supposed to be so that the characters are so close to each other? I mean, I looked at the New Game/Continue menu, and the "Continue" option is nearly illegible. Is this supposed to happen or did I just mess something up? (wouldn't be any news if I did :P)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-16 16:01:39
You very likely messed something up.  Read the readme (shocker!) and the first post on this thread.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-04-16 16:35:12
Houston, we have a problem.  ???
I just noticed, when I run the installer, it displays a message on startup. It says something along the lines that I haven't installed Aali's custom driver, although I have. And it is the latest version.

On the font thing... I believe this is something related to window.bin according to the readme. I'll try a second install and see if I overlooked anything essential. Oh, and fancy_transparency was also set active in ff7_opengl.cfg.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-16 16:46:59
If it says it isnt installed, it is not installed properly.  Did you read through the first post and readme and do what it says?
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-04-16 17:45:17
...Yes, yes I did. I also tried to re-install just now, double-checked to make sure it was done on a clean set of files, but nope... the letters are still right next to each other.

Hold on, are the letters supposed to be in better shape too? All I'm seeing is the standard FFVII PC font, misplaced of course.

Just a question; how does one "properly" install the Custom driver? I always just got a zip file with an FF7Config and a few other files when I downloaded it.  ??? Then I followed the instructions and placed the stuff in FFVII main folder, replaced already-existent stuff? Isn't that a proper way, seeing as it's worked flawlessly so far?

PS. Do personal modifications to flevel.lgp interrupt the installer in any way? I see an error message about failing to convert anct1 (or something like that) into field... Temple of the Ancients clock puzzle, I presume?
Title: Re: [REL] Menu Overhaul Project
Post by: UGerstl on 2012-04-16 18:51:16
@DestroGalacticmon: Please read the PM i have send to you.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-19 04:48:32
Did anyone else realise that the 2nd number of the MPneeded box in battle has no leading numbers?

Or just me again?  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-04-19 11:31:40
Did anyone else realise that the 2nd number of the MPneeded box in battle has no leading numbers?

Or just me again?  ;D

Can you post a pic caz I think it shows fine to me...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-19 15:08:42
It doesn't.  If it doesn't to me it doesn't to you haha.

Check when character MP is below 100.  Then bring up magic menu.

edit.  That is that corrected.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-04-20 15:14:29
It doesn't.  If it doesn't to me it doesn't to you haha.

Check when character MP is below 100.  Then bring up magic menu.

edit.  That is that corrected.

below 100... I'll check about that. Never noticed anything though. Neither was there an error...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-22 05:36:49
I said wait for M05b
Title: Re: [REL] Menu Overhaul Project
Post by: DriveMeCrazy on 2012-04-22 11:00:30
can someone help me?
i install m004d and when it ask me to checklist things..
i check run as default, save anywhere, and ability to skip cutscene..
the installation process finish without any problem..
but when i play the game, i still walk as default, cant save anywhere and nothing change..
what is wrong with my setup?
thanks :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-22 15:25:19
M004d isn't supported for a start-off.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-04-22 18:11:39
M005a is Here (https://docs.google.com/open?id=0B1JH_wU1qqN4bDE1Sm1la0FjSE0)

http://www.youtube.com/watch?v=w5-KKFJ-wCI#t=1m18s

Thank you :)
Title: Re: [REL] Menu Overhaul Project
Post by: DriveMeCrazy on 2012-04-23 11:08:13
M004d isn't supported for a start-off.

does mo005a support it?
is it okay to install mo005a and clear all, and check only save anywhere, gypt, and default run instead of walk? with mo004 still installed in my computer..
Title: Re: [REL] Menu Overhaul Project
Post by: Hellbringer616 on 2012-04-23 13:52:32
You'll want to install from a fresh .exe
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-04-23 14:30:33
Kranmer's DLL's work well with the Menu Overhaul.
These hacks allow you to toggle always run and the menu style:


FF7AlwaysRunKranmer.dll                         Kranmer         Toggle Always Run                       Qhimm (http://forums.qhimm.com/index.php?topic=12008.msg180269#msg180269) FILE (http://www.mediafire.com/?f6jbwxn9udgwyz1)

Multi CTRL+F5-F8.zip                            Kranmer         Menu Overhaul Style Switcher FULL       Qhimm (http://forums.qhimm.com/index.php?topic=11649.msg175014#msg175014) FILE (http://www.mediafire.com/?p1zigc1qu8c5kdt)

Title: Re: [REL] Menu Overhaul Project
Post by: DriveMeCrazy on 2012-04-23 16:40:45
Kranmer's DLL's work well with the Menu Overhaul.
These hacks allow you to toggle always run and the menu style:


FF7AlwaysRunKranmer.dll                         Kranmer         Toggle Always Run                       Qhimm (http://forums.qhimm.com/index.php?topic=12008.msg180269#msg180269) FILE (http://www.mediafire.com/?f6jbwxn9udgwyz1)

Multi CTRL+F5-F8.zip                            Kranmer         Menu Overhaul Style Switcher FULL       Qhimm (http://forums.qhimm.com/index.php?topic=11649.msg175014#msg175014) FILE (http://www.mediafire.com/?p1zigc1qu8c5kdt)


well i found the dll a bit complicated.. so maybe i think its okay not to run as default..
about save anywhere.. can you please tell me how to activate it?
thanks by the way :D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-23 16:54:50
Run the installer.  Select the option.
Title: Re: [REL] Menu Overhaul Project
Post by: DriveMeCrazy on 2012-04-23 17:02:26
Run the installer.  Select the option.

i already install it multiple times with only save anywhere checked.. but nothing happen when i run the game.. nothing change..
is it possible that my antivirus block it? i have turn off my antivirus but still nothing happen when i install it
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-23 17:06:32
read the FAQ at the start and the readme on the license page.  Then make sure you are using original files from the CD.
Title: Re: [REL] Menu Overhaul Project
Post by: DriveMeCrazy on 2012-04-23 17:12:33
read the FAQ at the start and the readme on the license page.  Then make sure you are using original files from the CD.

well im not sure if i am using the original files or the pirated filles..
but, the other mod i selected like battle menu work fine in my game
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-23 17:17:16
well im not sure if i am using the original files or the pirated filles..
but, the other mod i selected like battle menu work fine in my game

Well then you see, you need to understand:

1.  Pirated game is illegal.
2.  Pirated game is not supported here
3.  Pirated game may not work as intended with my mod or with aalis driver.

I will add this to the first thing of my post.  I thought it was common sense, but it seems sense is not at all common.

Title: Re: [REL] Menu Overhaul Project
Post by: DriveMeCrazy on 2012-04-23 17:29:51
Well then you see, you need to understand:

1.  Pirated game is illegal.
2.  Pirated game is not supported here
3.  Pirated game may not work as intended with my mod or with aalis driver.

I will add this to the first thing of my post.  I thought it was common sense, but it seems sense is not at all common.

well.. okay
thanks for your information..
at least now i know that pirated version cant run the mod..
by the way how to know the difference between original and pirated? how to see if my game is original or pirated?
because i dont know.. i simply buy it without asking the seller
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-04-23 17:31:18
Look if you got the real copy then it will have installed properly, then you have to install aalis driver.  Then install this mod...

And you have to make sure the files like ff7.exe are the originals.  If you are unsure, start over.  Install ff7 and aalis driver again.
Title: Re: [REL] Menu Overhaul Project
Post by: DriveMeCrazy on 2012-04-23 17:53:30
Look if you got the real copy then it will have installed properly, then you have to install aalis driver.  Then install this mod...

And you have to make sure the files like ff7.exe are the originals.  If you are unsure, start over.  Install ff7 and aalis driver again.

i have installed aali's driver and it works fine.. so i assume i have the real copy..
so back to my first question about save anywhere mod..
is it possible that i already have activated it.. but to save, i must press some key? like when i change my battle screen, i press ctrl+f5-f8..

sorry.. but im newbie in this kind of thing..
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-04-23 19:51:57
i have installed aali's driver and it works fine.. so i assume i have the real copy..
so back to my first question about save anywhere mod..
is it possible that i already have activated it.. but to save, i must press some key? like when i change my battle screen, i press ctrl+f5-f8..

sorry.. but im newbie in this kind of thing..

If you have MOP installed correctly then Save Anywhere should just work. Did you disable any ant-virus software before installing MOP? Read Me's are your friend!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-03 10:58:02
Hopefully the new idea that Luksy has helped sort will fix the DEP issue, by making the area our code is at executable.  Changed the header of exe to turn that area into the correct data type.  According to Aali.. should work fine.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-05-04 23:24:56
Hey DL, just installed the newest version. I noticed my menu opens up with a slight delay, as opposed to right away like it used to. It's not really a big deal, I was just wondering if it was supposed to do that? Thanks.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-05 03:14:08
I have noticed that too but it seems to go away after the first time, so might just be that it is loading the green font.  Does it do it after the first time?
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-05-05 03:17:11
Yes it does. I thought that it might stop after playing awhile too, but it didn't.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-05 08:05:05
It might be we are talking about 2 different things.  If you mean the menu is SLOWER than it used to be and smoother.. that is intended since that is how it was intended to be as it is on PSX  (and it does open roughly same speed as original PC overall).  See the readme for changes made, it is listed there.

If you mean that it stutters as it is opening and isn't smooth, then there is an issue.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-05-05 09:14:49
Ok see I thought that it was intended. When I opened it up I thought to myself  "this is more accurate to the PSX version" I just came on here to make sure. And while I did kind of like how quick the menu used to open, anything more accurate to the original is always good!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-05 12:37:26
Ah but see that is an illusion.  The PC one still opens as fast as it did because now there is less "black fade" at the start... and more smooth opening ;)  Dziugo helped with those values!

Also the menu can be opened again before it closes which is kinda bonus.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-05-06 00:18:52
Haha, that's awesome. Hey I wanted to ask because I forget, should I have compress textures on or off?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-06 07:16:28
I place it off... there is definitely a hit on quality with font when it is on.  Have a look at it and see what you think.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-05-06 07:21:16
Just checked. I honestly can't tell a very big difference. Mine was set to off, i'll keep it off. Thanks for the input!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-06 07:23:37
Menu Overhaul might have set it to off  8)
Title: Re: [REL] Menu Overhaul Project
Post by: JokerKazucchi on 2012-05-07 19:08:59
umm..I have a small problem...not sure if it is because of this, or it has a problem with the Custom driver, but the textures on the map got weird, and everything is placed wrongly

for example in the sector 7 slums, that Beginner's Hall or what is it is messed up.. :/ and I dunno what I need to do to solve this

it looks like this: (http://i825.photobucket.com/albums/zz179/jtodaotodaker/wtf.png)
Title: Re: [REL] Menu Overhaul Project
Post by: hyrod on 2012-05-13 03:23:21
I just installed the Menu Overhaul, all i get is a black screen.

What i did was;

Installed FF7;
Installed 1.02;
Installed Aali video driver;
Installed Unified Model Installer;(Game starts up alright up to this point)

After installing Menu overhaul,
When i try to start the game all it gives me is a black screen,
Aali's video driver gave me this error;
"could not find a compatible version of FF7, make sure you have the 1.02 Patch installed!"

Did i do anything wrong there?
Title: Re: [REL] Menu Overhaul Project
Post by: Corigne on 2012-05-13 08:09:19
Can you post your opengl config file for Aali's custom driver? I have a hunch that the problem might be a conflict between settings chosen in the menu overhaul and the Aali config file.  Just a hunch.
Title: Re: [REL] Menu Overhaul Project
Post by: hyrod on 2012-05-13 10:45:51
This is the config file;

Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1600
window_size_y = 900
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no


disable_popup = on
Title: Re: [REL] Menu Overhaul Project
Post by: Squall_1904 on 2012-05-20 08:48:02
How can I use this mod to change the menu while still mantaining the original ff7 battle menu?

Posts Merged

I have only this issue left before I can FINALLY finish modding my FF7 as much as I wanted. :D
(still going to check better about summon models sometime later though)

Posts only four and a half minutes apart? Use the edit button, as per our rules (http://forums.qhimm.com/index.php?topic=11440.0). ~Covarr
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-20 17:04:04
You cannot use the original battle menu with this mod.
Title: Re: [REL] Menu Overhaul Project
Post by: Squall_1904 on 2012-05-20 17:43:39
I'm sorry bro but look at this example: http://www.youtube.com/watch?v=TTK0Pdrm0ao
The letters and numbers are perfectly aliased and the materia colors on the menu is changed while he is still preserving the original battle menu.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-20 17:45:48
That's because bro... that is not my project.  That is Team Avalanche's overhaul. 
Title: Re: [REL] Menu Overhaul Project
Post by: Squall_1904 on 2012-05-20 17:57:46
(epic fail) Oh ok, thanks. 'xD By the way, with your menu overhaul if I'm in a battle and I want to use a magic that is junctioned with an "all" materia I can't see the "arrow" indicating that the magic can be used on multiple enemies. Probably because on FF9 there were no arrows on the battle menu suggesting that, duh, but since this is a mod for FF7 is it possible to add on your next version? (if there's gonna be another that is)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-20 18:00:18
I removed the arrows because they are redundant.  The big box to the right tells you that All is applied.
Title: Re: [REL] Menu Overhaul Project
Post by: jonshaun1980 on 2012-05-21 15:05:57
Not sure if this is the right area to post. If not, move to right area please. I have used bootleg to install mods on FFVII, I am somewhat new to modding. Very new to this game. Bootleg has been easy to use. I am having a few problems though, 1) In battle after installing menu overhaul, it is not lined up correctly, the ATB appears above names, Limit guage over name, Font too big, etc. 2) I did the english translation and it is saying that some scripts are not original.
Other than these issues, the game is running great.

These are the errors I am getting in Menu Overhaul.
Normal Mode
Error in startmap: Incorrect number of entries: 2/11
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21

Hard Mode
Error in elminn_1: Incorrect number of entries: 16/17
Error in psdun_2: Incorrect number of entries: 9/10

This is the English Game Text errors:
Normal Mode
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elmin4_2 patch failed, not original script
psdun_2 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script

Hard Mode
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elmin4_2 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-21 15:12:17
The script errors are normal.  The reason the game is not working for you is because you have not read first post or readme.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-05-21 17:46:23
I discovered a minor glitch with text box collision. Again, it is minor and propably on low priority on the todo-list, but just for perfection's sake I'll show you what I'm talking about.

In the original texture, the windows would appear kindly on top of each other, but here it looks like they're going in each other?  ???

(http://i218.photobucket.com/albums/cc143/Shadow_Saix/MOPGlitch.png)

(Image has been cropped due to spoilers!)

If this has already reached your attention, then I apologize...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-21 20:55:29
That is not an issue.  It is just an optical illusion... the borders are meshing giving the appearance that they have joined. The real thing to sort that is simply to make sure the dialogue boxes are correct size and X Y position.
Title: Re: [REL] Menu Overhaul Project
Post by: oasis789 on 2012-05-22 06:56:19
When installing using bootleg, I left MSE on. This message came up.

---------------------------------------

Detected Item: Trojan:Win32/Dynamer!dtc

Category: Trojan

Description: This program is dangerous and executes commands from an attacker.

Recommended action: Remove this software immediately.

Items:
file:E:\ff7\dlpb-mods\is-G1F4C.tmp
file:E:\ff7\dlpb-mods\sense-dlpb.exe
file:E:\ff7\dlpb-mods\TifaYamp.exe

Get more information about this item online (http://www.microsoft.com/security/portal/Threat/Encyclopedia/Entry.aspx?name=Trojan%3aWin32%2fDynamer!dtc&threatid=2147638124).

---------------------------------------

I'm assuming this is the relevant mod thread - sorry if this isn't the right place. Is this an issue I need to be worried about?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-22 13:24:54
READ THE FIRST POST AND README.
Title: Re: [REL] Menu Overhaul Project
Post by: Bosola on 2012-05-22 16:09:39
Whoa, calm down. Assuming casual users will read through documentation isn't really a realistic aspiration. Whilst it would be nice, most users aren't invested enough in the service or software to make that up-front time commitment. Just saying 'Check the FAQ in the opening post' is enough.
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2012-05-22 18:01:14
wut

No, Bosola, that's not a reasonable thing to tell him. He's spent a tremendous amount of time working on the overhaul, and even more time making an easy to understand FAQ designed to service those who would use it. Someone so lazy and stupid that they can't even be bothered to read THE FIRST POST in this entire thread doesn't deserve to be treated nicely. It's not like it's hard to find information, considering the first paragraph tells you where to find the FAQ.

I understand repetitive questions popping up when the answer isn't already posted somewhere obvious. This is not one of those cases. Something stupid was asked and DLPB acted accordingly.

Anyway, it should be expected of everyone to have basic reading comprehension, common courtesy, and common sense on these boards. If they fall grossly short of those expectations because they're a n00b, the violating post should be deleted and they should be warned.
Title: Re: [REL] Menu Overhaul Project
Post by: Bosola on 2012-05-22 20:21:35
wut

No, Bosola, that's not a reasonable thing to tell him. He's spent a tremendous amount of time working on the overhaul, and even more time making an easy to understand FAQ designed to service those who would use it. Someone so lazy and stupid that they can't even be bothered to read THE FIRST POST in this entire thread doesn't deserve to be treated nicely. It's not like it's hard to find information, considering the first paragraph tells you where to find the FAQ.

They're not being a 'n00b' at all. Granted, they should have consulted the FAQ before posting, but I can see why someone might not. After all, there's no way to know what data an FAQ contains until it has been read, and that requires a commitment of time a user can't judge worthwhile. This is the reason that documentation always fails - not because people are stupid, but because they're employing unfortunate-but-necessary heuristics that win out in the vast majority of circumstances.

This, unfortunately, is why no-one reads manuals any more. And as someone who used to write software manuals for a living, and took a lot of pride in his work, it makes me as sad as anyone. Rather than railing against it, though, we just have to accept it. No forum with a 'RTFM' policy has ever stopped repeat questions before, and no-one's going to start managing it today.
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2012-05-22 21:00:27
They're not being a 'n00b' at all. Granted, they should have consulted the FAQ before posting, but I can see why someone might not. After all, there's no way to know what data an FAQ contains until it has been read, and that requires a commitment of time a user can't judge worthwhile. This is the reason that documentation always fails - not because people are stupid, but because they're employing unfortunate-but-necessary heuristics that win out in the vast majority of circumstances.

It's so rare I yell at my monitor in disbelief. But, here we are. I, too, can see why someone won't read a FAQ or a read me, or instructions, or remember to bring a coat with them to the arctic circle. That does not mean the behavior should be tolerated. Let's follow the thought process involved in this specific circumstance:

1: They won't spend five seconds searching for "virus". They won't do this even through the first paragraph of the thread mentions a FAQ.

1a: If they don't search the FAQ because they've determined beforehand their problem won't be mentioned, they're assuming things. Their problem is unique, the author hasn't made good documentation, etc.

2: They will spend several minutes composing a post asking a question that's already been answered in the FAQ they refused to check due to one of the above reasons.

3: They've determined it's easier and quicker for everyone to ask a question and make someone else spend their time and effort helping them.

This tells me the person's judgement is garbage and/or they don't value other people's time and effort. The n00b label fits. As far as I'm concerned, they don't deserve to be treated nicely. If punishment is too harsh, then they should just be ignored; they don't deserve help as they've done nothing to help themselves first.

<_<

I'm channeling the Obesebear of old, aren't I?
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2012-05-22 22:01:47
You feel like it's a waste of your time to answer a question that they could've easily found the answer to themselves? Fine. You don't have to answer. However, I would also like to take this chance to reiterate a few of our rules:

CAPS LOCK MAKES IT LOOK LIKE YOU'RE BEING AGGRESSIVE!! WE DON'T LIKE AGGRESSIVE PEOPLE!! SO DON'T USE IT!
Don't Be a D*ck
Be courteous, polite and show respect to others. Use of the forums is a privilege, not a right. Being a d*ck may get you warned. It may get you moderated. You might get banned for being a d*ck.
The fact is, I agree that oasis789 should've searched the first post, but that does not mean DLPB's response was appropriate. Even if you are absolutely right and the other person is absolutely wrong, it is important to keep things civil; "right" is not an all access pass to do whatever you want. If you feel they don't deserve help, then simply don't help and leave it at that. Throwing fits is childish and immature, creates a general air of negativity, and will not be tolerated.

On a related note, DLPB, if you want more people to read the first post, you should arrange your information in a manner more useful to the reader. I suggest:

Decades of media have trained people to assume that the credits are last (or if anything's after them, it's bonus material of some sort). The climax of a film, for example, NEVER comes after the credits. It's not unreasonable for people to get as far as the credits and assume that it's the rest of the post, without ever so much as scrolling. The information people are most likely to need should be the easiest to access (at the top).

Further, we have been trained to look for sections based on headers, and only read beneath those headers if the header fits. Why is it that you've got the progress reports (which are hardly even relevant now that the project is complete) brightly colored, and labeled with BIG BOLD HEADERS while the FAQs section is headered with a normal size font that is easily missed with a quick scan through the page?

Basically, as the post is structured and formatted right now, the most important information is the least accessible, almost to the point of seeming like it's deliberately hidden (Not to say I actually think you intentionally did that, but that really is how poorly structured it is).

One last thing:

READ THE FIRST POST AND README. [emphasis mine ~Covarr]
If you had read oasis789's post, you might have noticed that he was asking about something that came up during install. You have cleverly put the readme behind the installer. It is entirely unreasonable to expect people to solve a problem by reading something they can't access until after they have solved their problem.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-22 22:03:04
I can lead a horse to water.........

I have a better idea... I am now gonna become ignorant (like Aali, it's the best policy).  Any silly questions... no answer.  I think that will prove amusing... well, for me it will... when others have to answer questions that are answered on the very first page.

Quote
You have cleverly put the readme behind the installer

Oh, how dastardly of me!  This must me stopped! HAHhhaahahaha!
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2012-05-22 22:23:08
It'll be lulzy when some guy asks his question over and over, then starts messaging random people asking why he's being ignored. :p
Title: Re: [REL] Menu Overhaul Project
Post by: Bosola on 2012-05-22 22:45:16
It'll be lulzy when some guy asks his question over and over, then starts messaging random people asking why he's being ignored. :p

You seem to have an attitude problem, champ. Now, I'm happy to agree that Dan's response was understandable - after all, the 'strongest' thing I ever said to him was "Whoa, calm down" - and I've been as guilty of snapping at clueless newbies as anyone - but I'm not happy to accept your tone. You're trying to escalate a fairly minor exchange into a full-blown argument, and that's not something I'm going to allow as a moderator.

So drop it. Now.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-22 23:18:20
Calm down people !  8)
http://www.youtube.com/watch?v=_pGaz_qN0cw
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-05-22 23:54:22
Rainbows and butterflies. i'm going to go kill some hell spawn now in Diablo 3  :evil:
Title: Re: [REL] Menu Overhaul Project
Post by: obesebear on 2012-05-23 00:19:17
I'm channeling the Obesebear of old, aren't I?


Ah, the good ol' days.


Dan, you'll find things are much easier (on the internet) when you ignore the lazy and ignorant.  Real life may be a different story though...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-23 00:22:00
Yup.  My new ignorant approach hence forth! 
Title: Re: [REL] Menu Overhaul Project
Post by: Kemlin on 2012-05-23 00:52:40
You seem to have an attitude problem, champ. Now, I'm happy to agree that Dan's response was understandable - after all, the 'strongest' thing I ever said to him was "Whoa, calm down" - and I've been as guilty of snapping at clueless newbies as anyone - but I'm not happy to accept your tone. You're trying to escalate a fairly minor exchange into a full-blown argument, and that's not something I'm going to allow as a moderator.

So drop it. Now.

Wasn't my intent to come off as an ass. I'm sorry for giving that impression.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-23 00:59:04
Quote
5.  Do NOT run this installer without first deactivating your Anti-Virus software.


FAQ seems pretty clear to me and that isn't even the readme. Anyway enough of this nonsense.   :mrgreen:
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-05-23 02:03:40
Squall would reply... "Whatever..."
Title: Re: [REL] Menu Overhaul Project
Post by: Bosola on 2012-05-23 09:27:33
Wasn't my intent to come off as an ass. I'm sorry for giving that impression.


You didn't come off as an ass, just angry. And I can sympathise; I've taken the exact same position around clueless newbies in the past. Don't worry about it.
Title: Re: [REL] Menu Overhaul Project
Post by: jonshaun1980 on 2012-05-23 13:46:03
If this has been answered, I apologize. Retranslation project is not installing with Bootleg. Is there a fix?
Title: Re: [REL] Menu Overhaul Project
Post by: jonshaun1980 on 2012-05-23 16:57:36
I did and it messes up the field graphics.
Title: Re: [REL] Menu Overhaul Project
Post by: duarian on 2012-05-25 04:39:12
Edit: nevermind...pretty sure I was an idiot and left 9999 checked. *crosses fingers*
Title: Re: [REL] Menu Overhaul Project
Post by: popnlocke on 2012-05-26 20:18:26
The style switcher isn't working for me. I'm not sure what the problem is or how to correctly set the .dll up.

Right now I'm using bootlegger, and in the Bootloader, under "Plugins" tab, External Library is checked and has "Multi.dll" in the text box.

In the FF7 folder, I have the LOADR folder with 3 files, one of them being switcher.dll.

Also, in the ff7_opengl.cfg file, "load_library = Multi.dll" is at the very bottom.

I read the very first post, and noticed not to use Remixer. Could that be the problem? I was just following the Bootlegger tutorial. Things can get confusing with the insane amount of mods and all the tutorials, and it's easy for these mods to contradict each other and finding out which one is out of date and such. I just need some help. Also, is it possible to uninstall just the menu overhaul, or to be able to switch to the Classic FF7 menu style? Thanks

Nevermind, I thought the menu overhaul had to deal with the overall Menu system. I see now it's just the Battle menu. The switcher works. What mod is responsible for the game's overall blue menu system?
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-05-27 01:36:47
I noticed that when I install the Menu Overhaul for a second time and use the Hardcore setting, it restores the scene.bin file from backup-dlpb.
I installed Menu Overhaul the first time for a vanilla FF7.
Then I installed Hardcore and Menu Overhaul again, this time with the Hardcore setting.
Afterward scene.bin was the original version from the vanilla install.

I saw a post in the ReTranslation thread that reminded me of this issue.  It seems more appropriate to post it here.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-27 02:35:18
The problem is the scene file (and poss kernel) that his hardcore mod uses is corrupt in some way, or at the least, has a major issue.  TS will not read it because it is strict on those types of things.

Basically Hardcore mod is not compatible with translation mod without him fixing all the issues with his files.
Title: Re: [REL] Menu Overhaul Project
Post by: Cannasteve on 2012-05-29 14:27:56
Hi every one , i have discover a video of Final Fantasy VII with mods it's Amazing,the work done on it!
And i give big thanks to the modder community   and now i try to have an interface similar to DPLB
So i have download MO.exe and install it (i had already FFVII remix 1.51 installed)

The game launch normally but i have not transparency Battle Menu , there is a big black border  and in Game Menu this is not the beautifull black interface  like in this video.
http://www.youtube.com/watch?v=QOn6fnwPTcA (http://www.youtube.com/watch?v=QOn6fnwPTcA)

(http://img207.imageshack.us/img207/7854/battlen.jpg)
(http://img684.imageshack.us/img684/3833/menuuv.jpg)

Please can anyone help me?

PS: Sorry for my poor english
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-29 18:22:56
So much for altering the first post.....
Title: Re: [REL] Menu Overhaul Project
Post by: Cannasteve on 2012-05-29 18:42:31
So much for altering the first post.....

 ??? What do you mean, i'm not in the good post? sorry i'm a big noob in forum too  :(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-29 18:47:18
Read the first post and FAQ.  Then download the installer, read the readme in the license section.   Reinstall.

Everything you need is there already.  If the installer and readme cannot help you, it is unlikely I can.
Title: Re: [REL] Menu Overhaul Project
Post by: kajinsou on 2012-05-31 08:38:44
Hiya, and thank you for the much desired work.  I'm currently experiencing 1 technical difficulty which I cannot find a solution.  btl_win_b_l_12.png , the countdown and number input display graphic. If its positioned top left of the in-game screen then it displays properly. If it is displayed elsewhere, only the top section of the graphic is visible, as if it were positioned too far down. Everything else is flawless. It wasn't much of a bother until trying to open Shinra Mansion Safe. The dialog box appears and the small visible layer of numbers is displayed underneath the dialog box. Any suggestions towards what would effect this would be awsome, ty in advance. ^^
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-05-31 13:53:49
Yeah that is on the to do list :)  I will look into this stuff.  It should at least display now me and Luksy looked into it with ts.... but I give it a proper look soon.
Title: Re: [REL] Menu Overhaul Project
Post by: Ancient_Juan on 2012-06-04 01:30:16
I've been playing through my game and decided it didn't look cool enough so I tried my hand at installing the Menu Overhaul (m005a). I've been having a similar issue to Cannasteve with not being able to get the beautifully made backgrounds for the general game menu.  I have tried this with a clean install and with Aali's Custom Driver's installed and configured.  Please before just telling me to read the FAQ/Readme just know that I have several times and have not been able to find any info pertaining to my particular issue.

This is the log I get after install is complete:

Code: [Select]
Error in startmap: Incorrect number of entries: 2/11
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21
Error in elminn_1: Incorrect number of entries: 16/17

Any help would be greatly appericated!  :-)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-04 01:33:03
elminn_1 error is normal.  The other ones are caused because you have not used a clean flevel (you must have used M004?  or something...)  Those maps above will not affect anything.  There should be no problem.\

edit.  Seems that info is not in the readme anymore?  My fault this time.  I instructed to use clean files if you had used an older installer.  I will place that back in the readme and FAQ.
Title: Re: [REL] Menu Overhaul Project
Post by: Ancient_Juan on 2012-06-04 01:45:26
elminn_1 error is normal.  The other ones are caused because you have not used a clean flevel (you must have used M004?  or something...)  Those maps above will not affect anything.  There should be no problem.\

edit.  Seems that info is not in the readme anymore?  My fault this time.  I instructed to use clean files if you had used an older installer.  I will place that back in the readme and FAQ.

I thought that might be the case, but after running a completely fresh install and pulling the flevel.lpg file straight from the disc, this is the result I'm getting.  The rest of the Menu interface is working as it should according to the various youtube vids posted.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-04 01:46:25
You need to place it in dlpb-backup folder.  My installer will always use the files in there aftera  1st install to protect your game files.

Check if it still does it after that.  If it does, the error has been corrected with M05b already.
Title: Re: [REL] Menu Overhaul Project
Post by: Ancient_Juan on 2012-06-04 01:58:31
No dice.  :-(  Checked and deleted the old flevel file and replaced it with the one on my disc and error is exactly the same.  My antivirus isn't running and none of my other mods are installed yet so I can't really tell where or if i messed something up. 

I think I can get by with the rest of the Overhaul working as is for now.  Great work btw! The FFX style is boss!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-04 02:02:35
Assuming you placed the file in the dlpb-backup folder and then installed again and same issue... the problem is def fixed for next release :)  It won't affect you anyway.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-09 21:39:08
note:  I no longer recommend installing Retranslation Project from this installer.  It is missing vital updates, a huge overhaul with the localisation, and the overhaul to menu based names.  Basically in its R003 form, it was pretty shoddy. I suggest waiting for R04.  R04 will be a mostly completed localisation up to Junon and will have the bridge dialogue at  Mt. Corel reinstated and viewable for the first time in the non Japanese game.
Title: Re: [REL] Menu Overhaul Project
Post by: FeliX Leonhart on 2012-06-11 20:08:07
Dan, contact me on skype when you'll be free.

I'm finally free as a bird btw :P
Title: Re: [REL] Menu Overhaul Project
Post by: kaisle on 2012-06-15 16:29:19
sup, so before you ask I:
1.) Installed the game through the original discs
2.) Installed the 1.02 patch
3.) Installed Aali's custom driver (got confirmation it was working)
4.) Installed M005A
5.) Set modpath= DK
 yet still I encounter a problem on startup. When the Eidos logo animation passes, I am either met with a black screen, or a very dim image of the Continue/New game screen. However, when I set modpath= none, I am able to startup with no problem, the trouble with this is that when I go into battle, things become very laggy and text gets crammed together. Any advice?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-15 21:19:34
Read the FAQ first post then readme in the installer, then come back
Title: Re: [REL] Menu Overhaul Project
Post by: kaisle on 2012-06-16 00:34:56
anti virus is disabled
have no other mods installed
disabled DEP

 :? I just don't know what went wrong
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-06-16 00:44:07
Kaisle,
What video card and operating system are you using?
Windows Vista and Intel GPU's have trouble running new mods.
Title: Re: [REL] Menu Overhaul Project
Post by: kaisle on 2012-06-16 01:10:53
im using Windows XP and ATI Radeon Xpress 1150
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-16 01:14:14
Make sure your files were not set to read only. Make sure the drive you are installing on has lets say 200MB free.  Is Aali's driver also installed correctly?
Title: Re: [REL] Menu Overhaul Project
Post by: kaisle on 2012-06-16 01:19:21
I'm pretty sure it is considering I got the window popup saying that the self test passed.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-16 02:17:47
Send me the app log and  a screenshot of what you see.
Title: Re: [REL] Menu Overhaul Project
Post by: Falken on 2012-06-18 03:30:17
Where can I find a working mirror for MO.exe?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-18 04:28:19
There is no mirror, but google should work fine?
Title: Re: [REL] Menu Overhaul Project
Post by: Red46 on 2012-06-18 17:25:07
A small bug in the great glacier. When fighting some of the monsters in there, the camera sometimes positions sideways, behind a small cliff. This cliff will cover the chars HP/MP values and good part of the command menu.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-18 17:26:40
Prob not my error then...  but something Aali might have to look into.  I need a screenshot if you have one handy.
Title: Re: [REL] Menu Overhaul Project
Post by: soliduscrest on 2012-06-25 09:34:20
new to this forum
where exactly do i find the download link to this?
 just got  a copy  ff7 full version off  ebay and would like to experience this game differently, the youtube vids look awesome
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-06-25 09:45:15
Check the first post. All the necessary links are there. Pretty self explanatory.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-25 23:14:54
Check the first post. All the necessary links are there. Pretty self explanatory.

Self explanatory doesn't seem to cut it these days.  Maybe if there was some way of administering electric shocks to silly questions and mistakes?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-26 03:36:07
The installer has been updated with my new hex changing program, so there should be no false positives with virus scanners for M04b.  The changes also mean a faster install and slightly smaller installer.

Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-06-26 17:26:15
Self explanatory doesn't seem to cut it these days.  Maybe if there was some way of administering electric shocks to silly questions and mistakes?

Aye, but that would just be too much fun  :-D  And then you probably wouldn't get any work done haha.

Edit: Didn't want to double post, but I have a question. In this screenshot http://imageshack.us/photo/my-images/641/learnt.jpg/ (http://imageshack.us/photo/my-images/641/learnt.jpg/) Aeris says "learnt" Shouldn't it be learned? Learnt just isn't sitting well with me.

IDK. "I learned a lot" just sounds more correct to me than, "learnt"
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2012-06-27 01:46:49
"Learnt" is common in UK English, whereas "learned" is generally US English.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-06-27 01:56:28
Ohh ok. Well that explains it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-27 02:07:43
I will be sure to add learned to the US option.  I am looking at those fields thoroughly when I arrive there too... that section won't be for a while because Junon and Corel are before it etc. I just looked at that field and it defo needs more work.  But like I said... it is being done in order now.

edit.

Actually that field has not been translated.   For some reason the word learnt has ended up there though.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-06-27 08:12:20
I noticed that "Thundaga" rolls a bit over the border in the battle magic menu. Do you think maybe the selection box should be wider?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-27 09:43:35
I also noticed that recently.  But is that when you use translation option?
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-06-27 10:52:38
I haven't really tried the translation option yet. I've changed the spell names into more modern ones manually in the past, but since they are in this mod, I thought maybe it would be useful to point it out anyway. Although, if by any chance the translation option magically resizes the selection box, then I guess not...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-27 11:00:01
the only way to get those new spells working with this is to run the install option with translation and then use touphscript to place your own version back over the top.

Use ts to DECODE (d) the game you have now...  then use translation option in M005a.. Then go back to ts and select to encode (e).

Translation version has a larger box.  The new translation version is coming soon anyway with huge improvements.  Until then, and if you want to keep your own, use the above method.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-28 14:34:55
I am going to try and get a release of this by tonight.  That depends on if Lex is on to complete the Scottish dialect for translation version.  M005a is now unsupported and has been removed.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-29 07:28:07
I also tried to increase the Chocobo names a player can have to 8 characters.  Sadly, there is a lot more work involved in that and it would include script changes and probably save map changes.

The work certainly doesn't equal the pay off in this case.
Title: Re: [REL] Menu Overhaul Project
Post by: Gemini on 2012-06-29 18:10:44
I'm afraid increasing chocobo name length would be rather trivial as it would need an extreme reconfiguration of memory pointers assigned for those. I tried doing that once and it turned out as a nightmare.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-29 18:13:30
yup.  I had a look myself.  There were tons of pointers all over the show and then script changes needed too.  In fact nightmare is the word I used.
Title: Re: [REL] Menu Overhaul Project
Post by: Veclord on 2012-06-30 04:09:37
I thoroughly read through the first post and read the FAQ but I don't see a link to download anymore. If the latest version is not finished may I please have a link to download the best version available right now or is there some reason why we can't use them?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-06-30 10:30:43
Quote
Please wait for M05b
Title: Re: [REL] Menu Overhaul Project
Post by: Veclord on 2012-06-30 17:49:52
Alrighty then! Well thanks for the hard work, we appreciate it.
Title: Re: [REL] Menu Overhaul Project
Post by: quequotion on 2012-07-01 18:12:56
I'm having trouble with DLPB's installers.


I'd like to know if it's possible to release the mod package without the installer.

ie, just a zip file with all the modifications so I could write my own install script using lgp & unlgp

The reason being that I am trying to install in linux through WINE, and I don't think that will ever work.

Apparently, when run in WINE, the installer attempts to open an a great many file descriptors (lots of little files in lgp archives?) along with numerous X clients (multiple instances of cmd.exe); thousands of each.

In Ubuntu, file descriptors are limited to 1024 by default, and in X11 clients are limited to 255.

I was able to work around the file limit through some config file hacking, but I don't even know if it's possible to change X11's client limit.

I poked around in the dlpb-mods folder and found something interesting: most of the patchers can be run directly on linux.
In fact lgp.exe and unlgp.exe can also be run directly on linux.

If I could make a shell script to do what the installer does, there may not be any need to modify the other executables and I could probably get around WINE's difficulties.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-01 18:25:15
Wait for M05b which uses my own patcher.  As for your question, the answer is no.  The reason an installer exists is because doing it manually is a nightmare.  I certainly won't provide support for any problems when not using my installer.

There are quite a few bat files yes, but they should work fine, no? Anyway, most of them are gone now too with M05b.
Title: Re: [REL] Menu Overhaul Project
Post by: quequotion on 2012-07-01 18:50:59
A different patcher executable might help.

Is there any way to extract the files from your installers?

I think the main problem is with ulgp.exe and the batch files, which are opening too many files and too many processes.

This may not be a problem on Windows, and WINE on linux can do much of what Windows can do, but linux has more strict security restrictions.

What gets me is just how close I get to installing with your installers.
They run, even with Sephiroth and Music, and they seem to do their thing.
I can only see them fail if I run them from terminal and behold the torrential flood of errors.
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2012-07-01 19:33:33
A different patcher executable might help.

Is there any way to extract the files from your installers?

I think the main problem is with ulgp.exe and the batch files, which are opening too many files and too many processes.

This may not be a problem on Windows, and WINE on linux can do much of what Windows can do, but linux has more strict security restrictions.

What gets me is just how close I get to installing with your installers.
They run, even with Sephiroth and Music, and they seem to do their thing.
I can only see them fail if I run them from terminal and behold the torrential flood of errors.
Its a Inno Setup Installer so to extract the files from the installer you will need to use "Innounp" in WINE to extract the files (http://innounp.sourceforge.net/), that will extract all the files from the installer. Hope that helps.
Title: Re: [REL] Menu Overhaul Project
Post by: 04atkinsonc on 2012-07-01 22:32:33
Hey Everyone,

So I know that on the first post were being told to wait for M005b (Or is it M05b?), and hopefully not long after, the release of Bootleg 0039, but my question is does ANYONE have a WORKING link to M005a containing "MO.exe", it seems like every link ever mentioned is dead :'(

Trying to get Bootleg 0038 up and running and this is the only thing I can't seem to get a hold of, so if anyone could maybe upload this file and post a link, it would be greatly appreciated,

Thankyou! :-)
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-07-01 23:56:13
I second this
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-02 00:14:34
You can wait 1 day.  It is pointless downloading the other now.  Wait.
Title: Re: [REL] Menu Overhaul Project
Post by: 04atkinsonc on 2012-07-02 06:34:11
You can wait 1 day.  It is pointless downloading the other now.  Wait.

But surely someone has just 1 working link on this entire forum or could take the 5 minutes to upload it please ?? Want to get Bootleg 0038 working to compare with the soon to be released Bootleg 0039, not sure if 0038 will work with the new MO.
Title: Re: [REL] Menu Overhaul Project
Post by: 04atkinsonc on 2012-07-02 06:55:38
Got a link thanks to some kind fellow on the forum :)

For anyone else wanting to quickly find M005a for bootleg 0038 or other reasons, here is a link that works :)

M005A Working Link (http://www.mediafire.com/?oib1mg5p21ni1fj)

Thanks to AJ the DJ :)
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-07-02 14:16:31
I just want to try it out. Not that I can't wait. Just don't like a red thing in my bootleg..
Title: Re: [REL] Menu Overhaul Project
Post by: dkma841 on 2012-07-02 14:41:49
Want to get Bootleg 0038 working to compare with the soon to be released Bootleg 0039, not sure if 0038 will work with the new MO.
I can assure you you don't even need to compare it is far superior to the buggy 0038 Bootleg and yes 0039 will support the new MO..
Title: Re: [REL] Menu Overhaul Project
Post by: ajthedj747 on 2012-07-02 18:10:33
Got a link thanks to some kind fellow on the forum :)

For anyone else wanting to quickly find M005a for bootleg 0038 or other reasons, here is a link that works :)

M005A Working Link (http://www.mediafire.com/?oib1mg5p21ni1fj)

Thanks to AJ the DJ :)
You are welcome. Please let me know if you have any questions or need help with something in the future. I am here to help.  8-)

Uh, the link is not to M005a.exe, but to M004d.exe. Please use your eye balls and read what I typed next time.

Sorry @DLPB, I can not help but to hope that new people to this forum will use their capabilities to adapt and become the next intelligent members of this forum, such as I have done.

To all new people and Guests, please read the rules before you make a post in a topic. I was guilty of this and I was disciplined promptly by @Obesebear. Do not let it happen to you by being smart and obey the rules. They are easy to find on the home page.
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-07-02 18:27:44
I don't seem to have any problems with bootleg. Least not that I can see.
Title: Re: [REL] Menu Overhaul Project
Post by: kaisle on 2012-07-03 04:53:59
http://imgur.com/xoP6n

heres the screen shot.

and please forgive me for asking this but, how do i send an app log. i know this is probably the stupidest question you have come across and i will understand if you want to never speak to me again. i am so sorry.
Title: Re: [REL] Menu Overhaul Project
Post by: kaisle on 2012-07-03 06:29:41
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. RADEON XPRESS Series x86/MMX/3DNow!/SSE2 2.0.6174 WinXP Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Warning: varying pos is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in hardware.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
set music volume: 127
MIDI set master volume: 99
MIDI set volume: 127
99% of 127 = 125
set music volume: 127
MIDI set master volume: 98
MIDI set volume: 127
98% of 127 = 124
set music volume: 127
MIDI set master volume: 97
MIDI set volume: 127
97% of 127 = 123
set music volume: 127
MIDI set master volume: 96
MIDI set volume: 127
96% of 127 = 121
set music volume: 127
MIDI set master volume: 95
MIDI set volume: 127
95% of 127 = 120
set music volume: 127
MIDI set master volume: 94
MIDI set volume: 127
94% of 127 = 119
set music volume: 127
MIDI set master volume: 93
MIDI set volume: 127
93% of 127 = 118
set music volume: 127
MIDI set master volume: 92
MIDI set volume: 127
92% of 127 = 116
set music volume: 127
MIDI set master volume: 91
MIDI set volume: 127
91% of 127 = 115
set music volume: 127
MIDI set master volume: 90
MIDI set volume: 127
90% of 127 = 114
set music volume: 127
MIDI set master volume: 89
MIDI set volume: 127
89% of 127 = 113
set music volume: 127
MIDI set master volume: 88
MIDI set volume: 127
88% of 127 = 111
set music volume: 127
MIDI set master volume: 87
MIDI set volume: 127
87% of 127 = 110
set music volume: 127
MIDI set master volume: 86
MIDI set volume: 127
86% of 127 = 109
set music volume: 127
MIDI set master volume: 85
MIDI set volume: 127
85% of 127 = 107
set music volume: 127
MIDI set master volume: 84
MIDI set volume: 127
84% of 127 = 106
set music volume: 127
MIDI set master volume: 83
MIDI set volume: 127
83% of 127 = 105
set music volume: 127
MIDI set master volume: 82
MIDI set volume: 127
82% of 127 = 104
set music volume: 127
MIDI set master volume: 81
MIDI set volume: 127
81% of 127 = 102
set music volume: 127
MIDI set master volume: 80
MIDI set volume: 127
80% of 127 = 101
set music volume: 127
MIDI set master volume: 79
MIDI set volume: 127
79% of 127 = 100
set music volume: 127
MIDI set master volume: 78
MIDI set volume: 127
78% of 127 = 99
set music volume: 127
MIDI set master volume: 77
MIDI set volume: 127
77% of 127 = 97
set music volume: 127
MIDI set master volume: 76
MIDI set volume: 127
76% of 127 = 96
set music volume: 127
MIDI set master volume: 75
MIDI set volume: 127
75% of 127 = 95
set music volume: 127
MIDI set master volume: 74
MIDI set volume: 127
74% of 127 = 93
set music volume: 127
MIDI set master volume: 75
MIDI set volume: 127
75% of 127 = 95
set music volume: 127
MIDI set master volume: 74
MIDI set volume: 127
74% of 127 = 93
set music volume: 127
MIDI set master volume: 73
MIDI set volume: 127
73% of 127 = 92
set music volume: 127
MIDI set master volume: 72
MIDI set volume: 127
72% of 127 = 91
set music volume: 127
MIDI set master volume: 71
MIDI set volume: 127
71% of 127 = 90
set music volume: 127
MIDI set master volume: 70
MIDI set volume: 127
70% of 127 = 88
set music volume: 127
MIDI set master volume: 69
MIDI set volume: 127
69% of 127 = 87
set music volume: 127
MIDI set master volume: 68
MIDI set volume: 127
68% of 127 = 86
set music volume: 127
MIDI set master volume: 67
MIDI set volume: 127
67% of 127 = 85
set music volume: 127
MIDI set master volume: 66
MIDI set volume: 127
66% of 127 = 83
set music volume: 127
MIDI set master volume: 65
MIDI set volume: 127
65% of 127 = 82
set music volume: 127
MIDI set master volume: 64
MIDI set volume: 127
64% of 127 = 81
set music volume: 127
MIDI set master volume: 63
MIDI set volume: 127
63% of 127 = 80
set music volume: 127
MIDI set master volume: 62
MIDI set volume: 127
62% of 127 = 78
set music volume: 127
MIDI set master volume: 61
MIDI set volume: 127
61% of 127 = 77
set music volume: 127
MIDI set master volume: 60
MIDI set volume: 127
60% of 127 = 76
set music volume: 127
MIDI set master volume: 59
MIDI set volume: 127
59% of 127 = 74
set music volume: 127
MIDI set master volume: 58
MIDI set volume: 127
58% of 127 = 73
set music volume: 127
MIDI set master volume: 57
MIDI set volume: 127
57% of 127 = 72
set music volume: 127
MIDI set master volume: 56
MIDI set volume: 127
56% of 127 = 71
set music volume: 127
MIDI set master volume: 55
MIDI set volume: 127
55% of 127 = 69
set music volume: 127
MIDI set master volume: 54
MIDI set volume: 127
54% of 127 = 68
set music volume: 127
MIDI set master volume: 53
MIDI set volume: 127
53% of 127 = 67
set music volume: 127
MIDI set master volume: 52
MIDI set volume: 127
52% of 127 = 66
set music volume: 127
MIDI set master volume: 51
MIDI set volume: 127
51% of 127 = 64
set music volume: 127
MIDI set master volume: 50
MIDI set volume: 127
50% of 127 = 63
set music volume: 127
MIDI set master volume: 49
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
MIDI set master volume: 48
MIDI set volume: 127
48% of 127 = 60
set music volume: 127
MIDI set master volume: 47
MIDI set volume: 127
47% of 127 = 59
set music volume: 127
MIDI set master volume: 46
MIDI set volume: 127
46% of 127 = 58
set music volume: 127
MIDI set master volume: 45
MIDI set volume: 127
45% of 127 = 57
set music volume: 127
MIDI set master volume: 44
MIDI set volume: 127
44% of 127 = 55
set music volume: 127
MIDI set master volume: 43
MIDI set volume: 127
43% of 127 = 54
set music volume: 127
MIDI set master volume: 42
MIDI set volume: 127
42% of 127 = 53
set music volume: 127
MIDI set master volume: 41
MIDI set volume: 127
41% of 127 = 52
set music volume: 127
MIDI set master volume: 40
MIDI set volume: 127
40% of 127 = 50
set music volume: 127
MIDI set master volume: 39
MIDI set volume: 127
39% of 127 = 49
set music volume: 127
MIDI set master volume: 38
MIDI set volume: 127
38% of 127 = 48
set music volume: 127
MIDI set master volume: 37
MIDI set volume: 127
37% of 127 = 46
set music volume: 127
MIDI set master volume: 36
MIDI set volume: 127
36% of 127 = 45
set music volume: 127
MIDI set master volume: 35
MIDI set volume: 127
35% of 127 = 44
set music volume: 127
MIDI set master volume: 34
MIDI set volume: 127
34% of 127 = 43
set music volume: 127
MIDI set master volume: 33
MIDI set volume: 127
33% of 127 = 41
set music volume: 127
MIDI set master volume: 32
MIDI set volume: 127
32% of 127 = 40
set music volume: 127
MIDI set master volume: 31
MIDI set volume: 127
31% of 127 = 39
set music volume: 127
MIDI set master volume: 30
MIDI set volume: 127
30% of 127 = 38
set music volume: 127
MIDI set master volume: 29
MIDI set volume: 127
29% of 127 = 36
set music volume: 127
MIDI set master volume: 28
MIDI set volume: 127
28% of 127 = 35
set music volume: 127
MIDI set master volume: 27
MIDI set volume: 127
27% of 127 = 34
set music volume: 127
MIDI set master volume: 26
MIDI set volume: 127
26% of 127 = 33
set music volume: 127
MIDI set master volume: 25
MIDI set volume: 127
25% of 127 = 31
set music volume: 127
MIDI set master volume: 24
MIDI set volume: 127
24% of 127 = 30
set music volume: 127
MIDI set master volume: 23
MIDI set volume: 127
23% of 127 = 29
set music volume: 127
MIDI set master volume: 22
MIDI set volume: 127
22% of 127 = 27
set music volume: 127
MIDI set master volume: 21
MIDI set volume: 127
21% of 127 = 26
set music volume: 127
MIDI set master volume: 20
MIDI set volume: 127
20% of 127 = 25
set music volume: 127
MIDI set master volume: 19
MIDI set volume: 127
19% of 127 = 24
set music volume: 127
MIDI set master volume: 18
MIDI set volume: 127
18% of 127 = 22
set music volume: 127
MIDI set master volume: 17
MIDI set volume: 127
17% of 127 = 21
set music volume: 127
MIDI set master volume: 16
MIDI set volume: 127
16% of 127 = 20
set music volume: 127
MIDI set master volume: 15
MIDI set volume: 127
15% of 127 = 19
set music volume: 127
MIDI set master volume: 14
MIDI set volume: 127
14% of 127 = 17
set music volume: 127
MIDI set master volume: 15
MIDI set volume: 127
15% of 127 = 19
set music volume: 127
MIDI set master volume: 16
MIDI set volume: 127
16% of 127 = 20
set music volume: 127
MIDI set master volume: 17
MIDI set volume: 127
17% of 127 = 21
set music volume: 127
MIDI set master volume: 18
MIDI set volume: 127
18% of 127 = 22
set music volume: 127
MIDI set master volume: 19
MIDI set volume: 127
19% of 127 = 24
set music volume: 127
MIDI set master volume: 20
MIDI set volume: 127
20% of 127 = 25
set music volume: 127
MIDI set master volume: 21
MIDI set volume: 127
21% of 127 = 26
set music volume: 127
MIDI set master volume: 22
MIDI set volume: 127
22% of 127 = 27
set music volume: 127
MIDI set master volume: 23
MIDI set volume: 127
23% of 127 = 29
set music volume: 127
MIDI set master volume: 24
MIDI set volume: 127
24% of 127 = 30
set music volume: 127
MIDI set master volume: 25
MIDI set volume: 127
25% of 127 = 31
set music volume: 127
MIDI set master volume: 26
MIDI set volume: 127
26% of 127 = 33
set music volume: 127
MIDI set master volume: 27
MIDI set volume: 127
27% of 127 = 34
set music volume: 127
MIDI set master volume: 28
MIDI set volume: 127
28% of 127 = 35
set music volume: 127
MIDI set master volume: 29
MIDI set volume: 127
29% of 127 = 36
set music volume: 127
MIDI set master volume: 30
MIDI set volume: 127
30% of 127 = 38
set music volume: 127
MIDI set master volume: 31
MIDI set volume: 127
31% of 127 = 39
set music volume: 127
MIDI set master volume: 32
MIDI set volume: 127
32% of 127 = 40
set music volume: 127
MIDI set master volume: 33
MIDI set volume: 127
33% of 127 = 41
set music volume: 127
MIDI set master volume: 34
MIDI set volume: 127
34% of 127 = 43
set music volume: 127
MIDI set master volume: 35
MIDI set volume: 127
35% of 127 = 44
set music volume: 127
MIDI set master volume: 36
MIDI set volume: 127
36% of 127 = 45
set music volume: 127
MIDI set master volume: 37
MIDI set volume: 127
37% of 127 = 46
set music volume: 127
MIDI set master volume: 38
MIDI set volume: 127
38% of 127 = 48
set music volume: 127
MIDI set master volume: 39
MIDI set volume: 127
39% of 127 = 49
set music volume: 127
MIDI set master volume: 40
MIDI set volume: 127
40% of 127 = 50
set music volume: 127
MIDI set master volume: 41
MIDI set volume: 127
41% of 127 = 52
set music volume: 127
MIDI set master volume: 42
MIDI set volume: 127
42% of 127 = 53
set music volume: 127
MIDI set master volume: 43
MIDI set volume: 127
43% of 127 = 54
set music volume: 127
MIDI set master volume: 44
MIDI set volume: 127
44% of 127 = 55
set music volume: 127
MIDI set master volume: 45
MIDI set volume: 127
45% of 127 = 57
set music volume: 127
MIDI set master volume: 46
MIDI set volume: 127
46% of 127 = 58
set music volume: 127
MIDI set master volume: 47
MIDI set volume: 127
47% of 127 = 59
set music volume: 127
MIDI set master volume: 48
MIDI set volume: 127
48% of 127 = 60
set music volume: 127
MIDI set master volume: 49
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
MIDI set master volume: 50
MIDI set volume: 127
50% of 127 = 63
set music volume: 127
MIDI set master volume: 51
MIDI set volume: 127
51% of 127 = 64
set music volume: 127
MIDI set master volume: 52
MIDI set volume: 127
52% of 127 = 66
set music volume: 127
MIDI set master volume: 53
MIDI set volume: 127
53% of 127 = 67
set music volume: 127
MIDI set master volume: 54
MIDI set volume: 127
54% of 127 = 68
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
set music volume: 127
MIDI set master volume: 53
MIDI set volume: 127
53% of 127 = 67
set music volume: 127
MIDI set master volume: 52
MIDI set volume: 127
52% of 127 = 66
set music volume: 127
MIDI set master volume: 51
MIDI set volume: 127
51% of 127 = 64
set music volume: 127
MIDI set master volume: 50
MIDI set volume: 127
50% of 127 = 63
set music volume: 127
MIDI set master volume: 49
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
MIDI set master volume: 48
MIDI set volume: 127
48% of 127 = 60
set music volume: 127
MIDI set master volume: 47
MIDI set volume: 127
47% of 127 = 59
set music volume: 127
MIDI set master volume: 46
MIDI set volume: 127
46% of 127 = 58
set music volume: 127
MIDI set master volume: 45
MIDI set volume: 127
45% of 127 = 57
set music volume: 127
MIDI set master volume: 44
MIDI set volume: 127
44% of 127 = 55
set music volume: 127
MIDI set master volume: 43
MIDI set volume: 127
43% of 127 = 54
set music volume: 127
MIDI set master volume: 42
MIDI set volume: 127
42% of 127 = 53
set music volume: 127
MIDI set master volume: 41
MIDI set volume: 127
41% of 127 = 52
set music volume: 127
MIDI set master volume: 40
MIDI set volume: 127
40% of 127 = 50
set music volume: 127
MIDI set master volume: 39
MIDI set volume: 127
39% of 127 = 49
set music volume: 127
MIDI set master volume: 38
MIDI set volume: 127
38% of 127 = 48
set music volume: 127
MIDI set master volume: 37
MIDI set volume: 127
37% of 127 = 46
set music volume: 127
MIDI set master volume: 36
MIDI set volume: 127
36% of 127 = 45
set music volume: 127
MIDI set master volume: 35
MIDI set volume: 127
35% of 127 = 44
set music volume: 127
MIDI set master volume: 34
MIDI set volume: 127
34% of 127 = 43
set music volume: 127
MIDI set master volume: 33
MIDI set volume: 127
33% of 127 = 41
set music volume: 127
MIDI set master volume: 32
MIDI set volume: 127
32% of 127 = 40
set music volume: 127
MIDI set master volume: 31
MIDI set volume: 127
31% of 127 = 39
set music volume: 127
MIDI set master volume: 30
MIDI set volume: 127
30% of 127 = 38
set music volume: 127
MIDI set master volume: 29
MIDI set volume: 127
29% of 127 = 36
set music volume: 127
MIDI set master volume: 28
MIDI set volume: 127
28% of 127 = 35
set music volume: 127
MIDI set master volume: 27
MIDI set volume: 127
27% of 127 = 34
set music volume: 127
MIDI set master volume: 26
MIDI set volume: 127
26% of 127 = 33
set music volume: 127
MIDI set master volume: 25
MIDI set volume: 127
25% of 127 = 31
set music volume: 127
MIDI set master volume: 24
MIDI set volume: 127
24% of 127 = 30
set music volume: 127
MIDI set master volume: 23
MIDI set volume: 127
23% of 127 = 29
set music volume: 127
MIDI set master volume: 22
MIDI set volume: 127
22% of 127 = 27
set music volume: 127
MIDI set master volume: 21
MIDI set volume: 127
21% of 127 = 26
set music volume: 127
MIDI set master volume: 20
MIDI set volume: 127
20% of 127 = 25
set music volume: 127
MIDI set master volume: 19
MIDI set volume: 127
19% of 127 = 24
set music volume: 127
MIDI set master volume: 18
MIDI set volume: 127
18% of 127 = 22
set music volume: 127
MIDI set master volume: 17
MIDI set volume: 127
17% of 127 = 21
set music volume: 127
MIDI set master volume: 16
MIDI set volume: 127
16% of 127 = 20
set music volume: 127
MIDI set master volume: 15
MIDI set volume: 127
15% of 127 = 19
set music volume: 127
MIDI set master volume: 14
MIDI set volume: 127
14% of 127 = 17
set music volume: 127
MIDI set master volume: 13
MIDI set volume: 127
13% of 127 = 16
set music volume: 127
MIDI set master volume: 12
MIDI set volume: 127
12% of 127 = 15
set music volume: 127
MIDI set master volume: 11
MIDI set volume: 127
11% of 127 = 13
set music volume: 127
MIDI set master volume: 10
MIDI set volume: 127
10% of 127 = 12
set music volume: 127
MIDI set master volume: 9
MIDI set volume: 127
9% of 127 = 11
set music volume: 127
MIDI set master volume: 8
MIDI set volume: 127
8% of 127 = 10
set music volume: 127
MIDI set master volume: 7
MIDI set volume: 127
7% of 127 = 8
set music volume: 127
MIDI set master volume: 6
MIDI set volume: 127
6% of 127 = 7
set music volume: 127
MIDI set master volume: 5
MIDI set volume: 127
5% of 127 = 6
set music volume: 127
MIDI set master volume: 4
MIDI set volume: 127
4% of 127 = 5
set music volume: 127
MIDI set master volume: 3
MIDI set volume: 127
3% of 127 = 3
set music volume: 127
MIDI set master volume: 2
MIDI set volume: 127
2% of 127 = 2
set music volume: 127
MIDI set master volume: 1
MIDI set volume: 127
1% of 127 = 1
set music volume: 127
MIDI set master volume: 0
MIDI set volume: 127
0% of 127 = 0
set music volume: 127
MIDI set master volume: 1
MIDI set volume: 127
1% of 127 = 1
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
song is already playing...
MIDI play: 2
reading midi file: OB.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
MIDI play: 2
song is already playing...
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 324
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
WM_CLOSE
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

nevermind, found it
Title: Re: [REL] Menu Overhaul Project
Post by: 04atkinsonc on 2012-07-03 10:26:13
Uh, the link is not to M005a.exe, but to M004d.exe. Please use your eye balls and read what I typed next time.

Actually, both of us are wrong because the link is to MO.exe (yes, which I believed was M005a, bah humbug), but its not M004d.exe as you provided me a different link for that.
Title: Re: [REL] Menu Overhaul Project
Post by: leostrife on 2012-07-03 20:12:46
Link for Menu Overhaul project M005a.

http://www.mediafire.com/?l3kel5xxn4fh3k4 (http://www.mediafire.com/?l3kel5xxn4fh3k4)

I waiting for M005b... Thanks!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-03 20:14:22
No more links or requests here please.  Post them elsewhere if you have to :)  The next installer will be out tonight anyway at the current rate. 
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-07-03 20:44:06
Sweet. New menu overhaul. Love your work!
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-07-03 20:53:18
some reason the tifa patch thats included in the MO verson 4 delta some reason it works on that and wont work on the MO verson 5 alpha and having difficult to figuring out why that is
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-03 20:57:08
the a does not stand for alpha :P  It is just a letter to show there is change.  Wait for M05b and then tell me if there is still a problem.  There have been some large changes in the installer.  All questions and bug reports should wait.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-07-03 21:01:56
the a does not stand for alpha :-P  It is just a letter to show there is change.  Wait for M05b and then tell me if there is still a problem.  There have been some large changes in the installer.  All questions and bug reports should wait.

i know i just thought i use greek for once lol
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-03 21:03:10
oh!  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-03 22:29:43
Release will be in next 2 hours...  I am just doing some tests and having a curry  :evil:
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-04 01:27:25

THIS INSTALLER IS NO LONGER SUPPORTED.  Please wait for the Reunion.
Title: Re: [REL] Menu Overhaul Project
Post by: luksy on 2012-07-04 01:35:15
Awesome work as always 8)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-04 02:00:26
This toast is for you and qhimm's  8)

(http://dl.dropbox.com/u/36889302/Marc%20and%20Dan.jpg)
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-07-04 02:45:56
Cheers!  :evil:
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-04 02:47:14
All right who is gonna be first to show me a huge error I have missed.  :P
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-04 04:02:35
Invincibility will be ON all the time with the installer until I fix it.

A work around is to untick invincibility and gypt.  Don't use those 2 options.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-07-04 04:16:17
You're going to be the first one to find bugs! Congratulations, you win!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-04 04:18:16
Actually Luksy won....  But I will have the fix up soon.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-07-04 04:20:02
I was just getting ready to download the new release too. I shall wait till the fix is up. Fantastic work as always mate!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-04 04:24:53
Ok check back at release link... It is updated to M05c
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-07-04 13:05:28
Before Touphscript begins encoding, I always receive these errors:
    .\Final Fantasy VII\dlpb-mods>move text2\0_kernel2.bin.txt text
    The system cannot find the file specified.

    .\Final Fantasy VII\dlpb-mods>move text2\0_kernel.bin.txt text
    The system cannot find the file specified.

I had ReTranslation with canon names and items selected.
Title: Re: [REL] Menu Overhaul Project
Post by: GeekRichieUK on 2012-07-04 14:10:16
Hi there,

Going to look at installing this but is there any way to 'pick and choose' things from the translation to include/exclude?    I'm really not fond of some names like Marlene, Choco Bill, Reno, Teioh, Moogle/Mog, Nibel/Mideel, etc being changed...  It would really grate on me enough to avoid installing it.

I would have expected changes such as Aerith and Shin-Ra, both are commonly accepted mis-translations - but alot of the other ones are just too different to what they were in English.

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-04 14:53:59
Hi there,

Going to look at installing this but is there any way to 'pick and choose' things from the translation to include/exclude?    I'm really not fond of some names like Marlene, Choco Bill, Reno, Teioh, Moogle/Mog, Nibel/Mideel, etc being changed...  It would really grate on me enough to avoid installing it.

I would have expected changes such as Aerith and Shin-Ra, both are commonly accepted mis-translations - but alot of the other ones are just too different to what they were in English.

You haven't read the installer or the translation thread.  There is an option to allow that.  Appropriately named "for fanboys"  no offence (although I intended to offend with that option).  They are "different" because they were wrong originally.  The aim of a translation project is to correct any and all mistakes.   If you accept Aerith is wrong, you have to accept the others are.  I have wrote about that here:

http://forums.qhimm.com/index.php?topic=11867.msg164692#msg164692

Quote
Since this project is changing English canon of the series and of FF7 it has obviously drawn major criticism from some fans.   Generally, these criticisms tell me they haven't read this thread properly because then they would realise that the installer offers a choice to keep the original canon. 

Choose the 2 fanboy options in the installer, this will also keep Phoenix Down etc.

Before Touphscript begins encoding, I always receive these errors:
    .\Final Fantasy VII\dlpb-mods>move text2\0_kernel2.bin.txt text
    The system cannot find the file specified.

    .\Final Fantasy VII\dlpb-mods>move text2\0_kernel.bin.txt text
    The system cannot find the file specified.

I had ReTranslation with canon names and items selected.

That is normal.  The 2 files in question are only used on non translation or with hardcore mod.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-04 20:47:13
Bug reports:

translation:  when at disc swap screen, the save option cursor will go on the wrong line.  I have fixed this.

Menu Overhaul:

when at temple of ancients and saving via the mage-like character who runs a shop, the menu title area will be messed up.  This is because the save menu from inside script is not same as from in menu... it does not share all the same values.  This is easy to fix and will be soon.  Obviously all save menus that are not from an actual save point will have this issue for now.

Title: Re: [REL] Menu Overhaul Project
Post by: GeekRichieUK on 2012-07-04 21:54:59
You haven't read the installer or the translation thread.  There is an option to allow that.  Appropriately named "for fanboys"

Hehe cheers, sorry about not reading thoroughly, I tend to 'skim' alot, and I have the attention of a knat.  You however have the patience of a saint so I applaud and thank you :)

Also - Fanboy, Its funny because its true *derpface*
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-07-05 01:37:14
happy to say the tifa patch works in this release
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-05 11:51:52
It's always worked for me.  I guess the new patcher helped.  8-)
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-07-07 16:50:21
Hi there.
I'm trying to install this mod on a 1.02 french version. I have the Aali's custom driver and it works.
At the end of the installation, I've this on a new tab ("log.txt") : "flevel read/write failure: basic_ios::clear". I don't know if this is normal or not.
After that, ff7.exe is crashing when I try to launch it.

Here is my app.log :

INFO: Auto-detected version: FF7 1.02 French
INFO: ATI Technologies Inc. ATI Mobility Radeon HD 4500 Series 3.3.11400 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
GLITCH: Unable to turn on vsync
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 41
reading midi file: BARRET.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 41
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD


Any solutions ? :-\
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-07 16:58:30
Yeah, how about reading the readme in the license part of the installer?
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-07-07 17:02:42
Do you mean "Do *not* install this mod on any non English 1.02 Exe. The differences mean the result will be a corrupted game file which cannot be corrected." ?
I have read this, yeah. But what about "This has been designed for use in the English game, but the font set supports foreign languages." on the first page ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-07 17:06:59
Well it seems clear me to....  Do not install it on a non English version of the game.  The font is the character set... the letters.  It is up to others to take our work and make it usable for foreign games.

Your game has crashed because you did exactly what it tells you not to do. Run the installer again and select uninstall at the bottom.
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-07-07 17:10:16
Yep, it seems clear now. :(
So I'll see if I can have an english version... Will you make it usable for foreign games someday or not ?

Thanks.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-07 17:17:28
With the newer patcher I created, it may be easier now to do it... but the problem is I don't have a foreign game to test it with and I am already bogged down with multiple projects.

Others worked with my last releases and got it working on foreign games.  I dunno how.  I don't recall it being French... may have been that they were using spanish ff7.exe 1.03... which is basically same as the English ff7.exe

I can have a quick look into the feasibility of adding foreign support... but you will need to send me your FRENCH 1.02 ff7.exe Or a link to where I can find it.  I am a bit busy at mo.
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-07-07 17:29:57
I'm uploading the french ff7.exe 1.02. I'll send you this file by private message.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-07 17:33:16
I have enabled you for access ... send when ready.
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-07-07 17:37:53
"An Error Has Occurred!
You are not allowed to send personal messages."

Huh.
I've sent you the .exe by e-mail, apparently.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-07-07 17:44:15
The ff7.exe file is included in the 1.02 patch.


ff7_1.02f.zip                                   Square          Official French Patch                         FILE (http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7_1.02f.zip)

ff7_1.02g.zip                                   Square          Official German Patch                         FILE (http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7_1.02g.zip)

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-07 17:53:22
Thanks.  I also got the one he sent me :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-07 18:10:31
nah, plainly this ain't gonna work.  All the jumps in our version and so forth would need hours of work to correct.  The best thing that can be done is someone making a 1.03 for French and German versions of the game.

Did titeguy document what he did for 1.03 Spanish?

edit.  Nvm... as kranmer reminded me, we can find out by comparing files  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-07 18:44:22
Looks to me like the only real differences are the names of the files in the exe?
Title: Re: [REL] Menu Overhaul Project
Post by: SETEM on 2012-07-07 18:44:43
Hi guys, I'm new here :)
First of all, thanks to everyone supporting the ff7 mod community - it's great.
Been trying out mods to play through ff7 with updated graphics and the original PS1 music... I sort of got it to work by installing quite a bit separately, but that was with the Saint's hi-res patch, and the sound got messed up. So, I did some more research, but there was so much back and forth with "oh, I can do this.. But then I can't do this or that, so I'll have do choose this one... And what the heck does this thing do?" :P

I ended up here and found out about the "Bootleg" tool... And there are so many great mods for this game! :D
But I want to use DLPB's Menu Overhaul, and a few other things, and I may need some help ???

Now I've:
1. Uninstalled FF7 with all patches/mods and deleted all the registry stuff I could find relating to it (backed them up though).
2. Installed FF7 (NOT ultima)
3. Applied 1.02 official patch
4. Chosen my set-up in the Bootleg tool, and downloaded all files necessary
5. Run the file TestFiles.exe with fast version of checksums.exf

Now, I was just getting ready try the Bootleg, but then ONE file came out with checksum failed: MO.exe.
So I went here to find out some more about it, and downloaded again from another link, but it still fails...

A: Does anyone know if MO.exe's checksum failure matters?

B: I also read about not mixing DLPB's Menu Overhaul with Remix and alot of Team Avalanche. Is there any safety built into the bootlegger for this, or do I have to know what stuff NOT to pick when I'm going to use the MO?

(I haven't read all 52 pages in this thread, so if the answers have already been posted, or if this thread is the wrong place to ask, I apologise!
I am using Windows 7 Ultimate Edition 64-bit, btw.)

Thanks in advance for any any help :)
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-07-07 18:49:01
nah, plainly this ain't gonna work.  All the jumps in our version and so forth would need hours of work to correct.  The best thing that can be done is someone making a 1.03 for French and German versions of the game.

Did titeguy document what he did for 1.03 Spanish?

edit.  Nvm... as kranmer reminded me, we can find out by comparing files  ;D

I really expect that it'll be possible to make french and german 1.03 version. ;D It would be really awesome.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-07 18:50:09
It should be possible....  very possible.  It might even be very simple, looking at this.
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-07-07 18:53:33
Well, good luck.
Title: Re: [REL] Menu Overhaul Project
Post by: SETEM on 2012-07-12 09:39:40
A: Does anyone know if MO.exe's checksum failure matters?

B: I also read about not mixing DLPB's Menu Overhaul with Remix and alot of Team Avalanche. Is there any safety built into the bootlegger for this, or do I have to know what stuff NOT to pick when I'm going to use the MO?
Yeah, so to answer my own questions (in case anyone else wants to know):
A: Doesn't seem to matter. (The game could crash later on because of it, though. Who knows..? ???)
B: Bootleg0039 seem to have any built-in safety to guard against this, but I've had no problems yet.
Title: Re: [REL] Menu Overhaul Project
Post by: ajthedj747 on 2012-07-13 08:30:21
This toast is for you and qhimm's  8-)

(http://dl.dropbox.com/u/36889302/Marc%20and%20Dan.jpg)
Cheers to the recent completion and success of the ReTranslation Project for Final Fantasy VII PC.
(http://img801.imageshack.us/img801/6950/cheers01.png)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-13 12:12:02
Oh my god, what's happened to your face!  :o  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-07-13 13:02:12
Oh my god, what's happened to your face!  :o  ;D

Samara (http://www.youtube.com/watch?v=Xw70E71G8Z8) is coming for you mate!  ;D ;D
Title: Re: [REL] Menu Overhaul Project
Post by: ajthedj747 on 2012-07-13 20:09:48
Oh my god, what's happened to your face!  :-o :-D
LOL, I smeared my face with the Smear Tool from Adobe Photoshop CS6. Why? So the government of the United States of America will not take my image and use it to thwart me from getting this new Graphic Design job I am about to get an interview for, that's why.

Is Samara coming for me? Good, I know how to defeat her easily. I enjoyed that film, The Ring. It seemed to scare a few women from Japan.

Update: Only my sexy fiance can see my face. Sorry everyone else, you will just have to wait until I replace Justin Bieber as a celebrity.  ;-)
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-07-13 20:56:23
I know it's off topic... but the government has an algorithm to undo much of the smear effect.  They can also identify exactly which camera took the photo using it's digital signature.
You've been logged.

...much like Menu Overhaul has the ability uninstall itself and return the game to it's previous state.
(I tried to tie it back into the topic there)

I do have a Menu Overhaul question.
After installing ReTranslation, I noticed that the ReTranslated scene.bin is no longer compatible with the vanilla kernel.bin.
Is this simply due to the text changes made in scene.bin?
Or is it related to some of the other switches in Touphscript?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-13 21:00:22
When you have changed scene.bin, the kernel also needs changing.  The scene lookup table is in kernel.
Title: Re: [REL] Menu Overhaul Project
Post by: ajthedj747 on 2012-07-13 21:39:47
I know it's off topic... but the government has an algorithm to undo much of the smear effect.  They can also identify exactly which camera took the photo using it's digital signature.
You've been logged.
You are right, I forgot to turn off the Third Generation Network when I downloaded the photograph. Oops. Oh whatever, it is not like I am typing certain key words on Facebook.com that would have them report me to local Law Enforcement. I am a goody goody two shoes.

Oh, and I just got my butt zapped by Emerald Weapon. I am stupid enough to load up on Materia to the point of him frying my party with Aire Tam Storm. Aire Tam Storm deals damage to the entire party equal to the amount of materia that character has equipped * 1111. Only used when the eyes are present and after two Emerald Beams, or one after Revenge Stamping ten times; or as a counterattack at any point in the battle after taking 500,000 damage, to Knights of the Round.

Luckily, I did not have Knights of the Round. Wait, that does not matter. Anyways, looked great with the Menu Overhaul Project plus the ReTranslation project. No, I am not going to submit a screenshot of my butt getting zapped.  :cry:
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2012-07-17 02:53:28
idk why, but the retranslation mod doesn't seem to be applying when I install it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-17 03:02:16
That's a puzzle since it installs much the same way an ordinary install does.  It uses touphscript and the text files.

Are you running M0.exe on its own?  Without bootleg?  And without hardcore mod.  Hardcore mod will prob have some issue.
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2012-07-17 03:49:25
Ah, that's it. I had a feeling it was the hardcore mod, but I wasn't sure.

So is the only way to use it to remove the HC mod?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-17 04:43:51
Just basically got to not install hardcore mod.  The problem with hardcore mod is, his files are broken.  ts cannot modify them until he fixes them.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-07-17 19:40:59
What happened to FeliX's tweaked graphics? I can't see those pretty Materias anymore, the installer only gives me the standard ones regardless of what I choose...  :'(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-17 19:48:57
They should still be there... I will look into that if you havent worked it out by tonight.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-07-17 20:08:47
I just installed again. Ran it as administrator, even disabled my annoying anti-virus, and double-checked to make sure that I wouldn't accidentally have clicked the standard graphics option. No, FeliX's tweaked graphics option was checked, so I hit the install button, but I still see the standard materia graphics in-game.  ??? The funny thing is, I have never actually even tried to install the standard graphics, so they shouldn't be in my /../mods/Menu folder in the first place, right?  :-\
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-17 20:38:02
The same file name will exist there always.  The graphic will change depending on option.  I will make sure I have not messed up later.
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2012-07-17 22:14:01
Are there any difficulty mods as complete as the HC mod that work with the MOP?
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-07-17 22:32:10
The ReTranslation works with the Hardcore mod with the exception of a few scenes and most of the battle text.
If you're just using Menu Overhaul without the ReTranslation, then there isn't a conflict with the Hardcore mod.

If you install the Hardcore Mod AFTER installing Menu Overhaul, make sure to delete the BACKUP-dlpb folder before REINSTALLING Menu Overhaul.
Otherwise you'll have mismatched kernel and scene files and monsters will appear in the wrong scenes.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-17 23:12:02
I doubt it.   Although I am working on one soon enough.

Any case, it is Luksy who needs to do some work.  Turns out tS has a problem with scene bin's that have added AI text.  I am sure this worked once over but there you are.

As soon as luksy has fixed it up, I will add complete and total support.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-07-18 22:06:50
Found a weird glitch inside the ice caves. http://imageshack.us/f/859/ff72012071814573351.jpg/

no means yes, yes means no lol
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-18 22:31:55
I did wonder about that before. Does this issue exist in original?
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-07-19 00:13:54
I don't know. I'd have to check.

Edit: Without the Menu Overhaul it is working correctly.
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-07-19 02:15:44
Yes it does actually. It did even on the PSX version.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-19 12:19:09
I don't know. I'd have to check.

Edit: Without the Menu Overhaul it is working correctly.

When you used a fresh flevel, did it do the same thing?  Guy below you says it does.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-19 14:44:43
I just installed again. Ran it as administrator, even disabled my annoying anti-virus, and double-checked to make sure that I wouldn't accidentally have clicked the standard graphics option. No, FeliX's tweaked graphics option was checked, so I hit the install button, but I still see the standard materia graphics in-game.  ??? The funny thing is, I have never actually even tried to install the standard graphics, so they shouldn't be in my /../mods/Menu folder in the first place, right?  :-\

I have looked into this, the installer and files are fine.  Clear cache folder manually and see what happens. Has anyone else had this issue?
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-07-19 23:22:38
When you used a fresh flevel, did it do the same thing?  Guy below you says it does.

Does uninstalling the Overhaul give you a fresh flevel from backup? What I did was uninstall the overhaul and just try again without it installed and the yes/no options weren't reversed. If i have to reinstall the game itself, I haven't tried that.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-20 02:22:23
Yeah assuming you used fresh flevel to begin with, it will have pulled it out of backup and placed it back.  Is the text the correct way around btw?

i.e

YES
NO

on both?  In other words, is the fault the text is the wrong way around or that the option is broken.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-07-20 14:29:17
I have looked into this, the installer and files are fine.  Clear cache folder manually and see what happens. Has anyone else had this issue?

The cache folder was empty already, but I deleted and re-created it in case there are hidden files in it. I'm going to try to install one more time and see what happens.

Argh, no result. It still gave me the standard graphics. I'm running low on options, it seems.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-20 15:29:51
Check the actual folder after installation and verify that the files are the standard graphics when you select felix, or felix when you select standard.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-07-20 17:29:13
Well, I'll be darned. The installer did give me FeliX's graphics when I chose the standard ones instead.  :o

Uhh... just to make sure, the shiny & dark materias are FeliX's work, right? And the grey ones are the standard, aren't they?
If I'm the one that mixed them up in my thoughts, I'm gonna cry.  :oops:
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-20 17:39:17
Send picture, but I am sure the mistake lies with you.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-07-20 17:50:19
I chose standard graphics and got this:

(http://i218.photobucket.com/albums/cc143/Shadow_Saix/ding.png)

Please don't tell me that's precisely what was supposed happen? I'm starting to feel like I should jump off a cliff if I've done something stupid again.  :cry:
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-20 17:54:26
I chose standard graphics and got this:

(http://i218.photobucket.com/albums/cc143/Shadow_Saix/ding.png)

Please don't tell me that's precisely what was supposed happen? I'm starting to feel like I should jump off a cliff if I've done something stupid again.  :cry:

Those are standard.  Romeo's Materia. TA's slots.
Title: Re: [REL] Menu Overhaul Project
Post by: KaidenJames on 2012-07-22 07:00:53
Yeah assuming you used fresh flevel to begin with, it will have pulled it out of backup and placed it back.  Is the text the correct way around btw?

i.e

YES
NO

on both?  In other words, is the fault the text is the wrong way around or that the option is broken.

Ok just checked again without Overhaul installed. The text is still the same No first and then Yes. But selecting the options are correct. No is No and Yes is Yes. Here is another screen shot showing the word positions. http://imageshack.us/f/198/ff72012072123542399.jpg/

So with the Overhaul installed the options are in the same position, but are reversed in choosing yes or no.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-22 12:37:06
#o 2 3
“Jump down to
   the room below?”
{CHOICE}No
{CHOICE}Yes

Confirm that is the text?  This one is weird if what you say is true, because it is the only option on that map and should not be going wrong.  Assuming that this isn't a fault in TS that urgently needs plugging, I can just reverse the text to compensate.

edit: yeah something has gone tits up here... Luksy looking into it.
Title: Re: [REL] Menu Overhaul Project
Post by: Isuldor on 2012-07-22 16:46:51
Here are some oddities that I noticed, so far. 

The cursor is out of position when talking to the guy who stole from you on the train: http://imgur.com/xYci6

"But you can't trust those Aventure, either." (Avalanch?): http://imgur.com/Xfu9Y

Maybe this is just a British thing, but the guy outside the Honeybee Inn says, "Do one!!" What does that mean? http://imgur.com/pwGLQ

"It's no aboot the room again, is it?" (not?) I read 'not' when you first posted this dialog (http://forums.qhimm.com/index.php?topic=11867.msg183166#msg183166) http://imgur.com/oS8qS

This was just freakin' hilarious, had to share http://imgur.com/ZvmXr

"Say, how does you feel... HERO?" (do?) http://imgur.com/T4zET

I love the work you're doing on this game, so please keep it up!  I've got to take a break, but I'll be back with any more oddities if I catch 'em.

Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-22 22:40:47
Quote
The cursor is out of position when talking to the guy who stole from you on the train: http://imgur.com/xYci6


Will fix it.

Quote
"But you can't trust those Aventure, either." (Avalanch?)

He doesn't know what they are called.  He gets mixed up.  Aventure is fine.  There is no way I could make the mistake of mixing Aventure with Avalanche.  I am not that stupid.

Quote
Maybe this is just a British thing, but the guy outside the Honeybee Inn says, "Do one!!" What does that mean? http://imgur.com/pwGLQ

It is a British thing, and I make an effort not to use British.  It means "Fuck off" and is as offensive really.  I will amend it in the American option.

Quote
"It's no aboot the room again, is it?" (not?) I read 'not' when you first posted this dialog (http://forums.qhimm.com/index.php?topic=11867.msg183166#msg183166) http://imgur.com/oS8qS

"no" in this context is "not" in Scottish dialect so that is fine.

Quote
This was just freakin' hilarious, had to share http://imgur.com/ZvmXr

Yup, I am keeping that !

Quote
"Say, how does you feel... HERO?" (do?) http://imgur.com/T4zET

he does say Hero. However, Luksy did have a problem with me using that there and I thought I had changed it in that particular scene.  I will review it. 

edit. Ah...  you mean that awful sentence? Jesus....  fixed. That grammar is awful.



Also, translation stuff belongs on translation thread.
Title: Re: [REL] Menu Overhaul Project
Post by: Valamyr on 2012-07-24 02:10:00
Im not sure if this is a known issue or what but I have a odd glitch with the Junon taxi-helicopter. Asking it to take me out of town takes me to the other district, while asking it to take me to the other district makes the game go black screen until Alt+f4'd.

Using an otherwise apparently glitch-free bootleg, Full preset besides some manual portrait changes, current version.

PitBrad suggested that I repost this here, and I agree that this would most likely be related to this mod. Anyone can check to see if its reproductible?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-24 02:46:09
There are going to be a number of these problems since they are linked with touphscript and how it handles options.  I will get Luksy to have a look here too.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-24 02:51:49
Yup.  Another case of var sharing in the script.  Not our fault...  But a fault poor Luksy will have to correct using workaround script fix.  It is a bit annoying really.  Until M05d you will not be able to use the taxi.
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-07-24 20:22:27
Yeah found that out the hard way myself with the taxi. Didn't save for 3 hours and did that.. Saved way before the end of disc 1 and just fought Diamond weapon. That sucked going through it again..
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-24 20:23:50
These errors can only come to light by you guys, I don't have time to go through every option making sure they work.  So as and when they come to light they will be fixed.
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-07-24 20:54:08
Not blaming you man. Just me being dumb and not saving for so long.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-24 21:06:23
It's cool :)  Just be prepared for a few more of these surprises....
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-07-24 21:41:13
Well it is my second time through it. Just doing hardcore mode now. Did the new game+ option in black_chocobo save editor so I chalked it up to that not resetting some flag somewhere.
Title: Re: [REL] Menu Overhaul Project
Post by: Valamyr on 2012-07-30 03:06:27
Similar to the Taxi Junon issue I reported above, I want to report a second similar issue: in the Gaia Cliffs area where you fight ice spikes and bats and get the option to jump down or keep going leftwards to reach a chest that contains a Megaelixir, the choice to jump down or not that you get is inverted.

Saying you dont want to jump makes you jump and vice versa. Thanks!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-07-30 03:08:12
Similar to the Taxi Junon issue I reported above, I want to report a second similar issue: in the Gaia Cliffs area where you fight ice spikes and bats and get the option to jump down or keep going leftwards to reach a chest that contains a Megaelixir, the choice to jump down or not that you get is inverted.

Saying you dont want to jump makes you jump and vice versa. Thanks!

That has already been reported above.
Title: Re: [REL] Menu Overhaul Project
Post by: Valamyr on 2012-07-30 04:46:43
Oh, good then :)

Keep up the good work.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-02 03:48:17
M06 will include the Submarine minigame reprogram and a few extra options including this:

http://www.youtube.com/watch?v=DGTHJibnAvA
Title: Re: [REL] Menu Overhaul Project
Post by: Azminday on 2012-08-04 23:48:05
Thanks so much for this, I like to keep the original game models and such but having such high quality menus is fantastic!  ;D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-05 12:42:02
So what is new in M06 (should be released tomorrow... but I always say that and then fail).  All of these are options.

- Submarine minigame restored to international version
- Option to have new designed submarine games I have made includes new colours for bombs and so forth.
- Options for some other colours in game.

-Installer cleaned up a little.

- Autosize battle action (top of the screen box) added for those who want it with the original game.

- Faster character animation (speeds character animations up by 2x, this does not speed the battle up 2x, so other things like enemy attack times and so forth stay constant).

- faster enemy death.  Ever get sick of 4x cut taking years to complete?  The reason is it is waiting for the enemy death animation to complete.  I have sped up the enemy death by 3x.

- Less Character animation.  For nostalgia junkies or those who want a super fast battle when it comes to attacks.  I will be trying to bypass those long drawn out summon moves soon too and maybe other things.

- Faster onscreen numbers.  I have sped up the time the numbers stay on screen by around 2x. 
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-08-05 13:26:02
One question... are there any changes in the mod folder because I usually back the one I have up and replace it after installing MO. For example the colors will be in the mod folder as pngs or changes are only in field.lgp?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-05 13:30:27
All changes are to ff7.exe
Title: Re: [REL] Menu Overhaul Project
Post by: sithlord48 on 2012-08-05 14:37:26
Well it is my second time through it. Just doing hardcore mode now. Did the new game+ option in black_chocobo save editor so I chalked it up to that not resetting some flag somewhere.

the only data from your save that is put in to the new save is char data, item data, materia data and your chocobos. other then that is a completely new save, so there are no flags that don't get reset.
Title: Re: [REL] Menu Overhaul Project
Post by: JobeStroud on 2012-08-10 01:47:55
Didnt know that at the time. Thanks for the info.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-11 20:34:36
I have already prepared for the new FF7... the program will patch the new exe the same as the old.  Problem is I am expecting checksum protection on the new exe which would make it impossible without some form of hack to exe.  Doh.
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-08-12 10:35:04
Hey. :)
What's new about making this mod work on foreign versions ? :-D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-12 13:36:39
Nothing yet, the problem is I do not have foreign game.   So when I try something, I will need people to test to see if what I have done works.

Also, looking back, the person before was right.  Cait's "no" is confusing when meaning not.  I have made it no'  which I suppose is more correct grammatically.
Title: Re: [REL] Menu Overhaul Project
Post by: Nesis on 2012-08-12 14:03:53
Well, I can help you to test, if you want.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-12 14:06:19
Please send me the 1.02 french again.  I will be back here within 2 minutes to try something with you.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-12 17:52:05
What I am thinking is just rename the files you have and then use 1.02 exe.  We can worry about the translation later.

So the files that need to be corrected are:


menu_us.lgp
snowboard-us.lgp
high-us.lgp
cr_us.lgp
disc_us.lgp

try changing to those and see if 1.02 loads.  I am not sure if that will work, if not I can just alter exe.  But this would be easier.
Title: Re: [REL] Menu Overhaul Project
Post by: PitBrat on 2012-08-12 18:32:44
Using a foreign version of FF7 with the English 1.02 .exe requires renaming the .lgp's and also renaming some textures within the .lgp's.

For the French version:
Code: [Select]
Rename the files to their English equivalents:
"data\cd\cr_fr.lgp" "cr_us.lgp"
"data\cd\disc_fr.lgp" "disc_us.lgp"
"data\menu\menu_fr.lgp" "menu_us.lgp"
"data\wm\world_fr.lgp" "world_us.lgp"
"data\field\fflevel.lgp" "flevel.lgp"
"data\minigame\fchocobo.lgp" "chocobo.lgp"
"data\minigame\fcondor.lgp" "condor.lgp"
"data\minigame\fsub.lgp" "sub.lgp"
"data\minigame\high-fr.lgp" "high-us.lgp"
"data\minigame\snowboard-fr.lgp" "snowboard-us.lgp"

FIX Condor.lgp
"fhelp.tim" "ehelp.tim"
"fhelp_1.tim" "ehelp1.tim"
"fmes00.tex" "emes00.tex"
"fmes00a.tex" "emes00a.tex"
"fmes00b.tex" "emes00b.tex"
"fmes00c.tex" "emes00c.tex"
"fmes00d.tex" "emes00d.tex"
"fmes01.tex" "emes01.tex"
"fmes01a.tex" "emes01a.tex"
"fmes01b.tex" "emes01b.tex"
"fmes08.tex" "emes08.tex"
"funit00.tex" "eunit00.tex"
"funit00a.tex" "eunit00a.tex"
"funit00b.tex" "eunit00b.tex"
"funit00c.tex" "eunit00c.tex"
"funit00d.tex" "eunit00d.tex"
"funit01.tex" "eunit01.tex"
"funit01a.tex" "eunit01a.tex"
"funit01b.tex" "eunit01b.tex"
"funit01c.tex" "eunit01c.tex"

These files are present in the English Condor.lgp but missing from other versions:
"ehelp_pal.tga"
"ehelp1_pal.tga"

FIX Snowboard-US.lgp
"fa.tex" "ea_k.tex"
"fb.tex" "eb_k.tex"
"fc.tex" "ec_k.tex"
"fg.tex" "eg_k.tex"
"fita_k.tex" "eita_k.tex"
"fstamp0.tex" "estamp0.tex"
"fstamp1.tex" "estamp1.tex"
"ftime1.tex" "time1.tex"
"ftime2.tex" "time2.tex"

FIX Sub.lgp
"fhud.tex" "hud.tex"
"fhuda.tex" "huda.tex"
"fhudb.tex" "hudb.tex"
"fhudc.tex" "hudc.tex"
"fhudd.tex" "hudd.tex"
 "ftext.tex" "text.tex"
"ftexta.tex" "texta.tex"
"ftextb.tex" "textb.tex"
"ftextc.tex" "textc.tex"
"ftextd.tex" "textd.tex"

FIX Disc_US.lgp
"fdisk1_a.tex" "disk1_a.tex"
"fdisk1_b.tex" "disk1_b.tex"
"fdisk1_x.tex" "disk1_x.tex"
"fdisk2_a.tex" "disk2_a.tex"
"fdisk2_b.tex" "disk2_b.tex"
"fdisk2_x.tex" "disk2_x.tex"
"fdisk3_a.tex" "disk3_a.tex"
"fdisk3_b.tex" "disk3_b.tex"
"fdisk3_x.tex" "disk3_x.tex"
"f_over_a.tex" "e_over_a.tex"
"f_over_b.tex" "e_over_b.tex"
"f_over_c.tex" "e_over_c.tex"
"f_over_d.tex" "e_over_d.tex"
"f_over_e.tex" "e_over_e.tex"
"f_over_f.tex" "e_over_f.tex"
"f_over_la.tex" "e_over_la.tex"
"f_over_lb.tex" "e_over_lb.tex"

Other languages are similar except for the beginning letter of the texture file name.
German = d
Spanish = s
French = f
Italian = i
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-12 20:47:11
In other words, it is best I just change the exe details themselves so it can work WITH the foreign files... rather than rename foreign files.

That is stupid what they have done.  Why on earth didnt they just keep the same names anyway!

I guess I could just make a new installer that converts. 

http://ffsf.aaron-kelley.net/patch.html

While we are at it, where is the Italian?

edit:  probably best changing files anyway, exe isnt as simple as I thought, data isnt exact area and I am guessing that be a problem.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-13 04:16:27
This is continued here: http://forums.qhimm.com/index.php?topic=13419.msg186852#new
Title: Re: [REL] Menu Overhaul Project
Post by: BloodShot on 2012-08-13 05:25:50
A friend asked me to help him set up the PC version of FF7 on his laptop, but he didn't want the hardcore mod so I installed the re-translation for him.

Got to Aeris/Aerith and saw Reno was named Leno, and I couldn't stop laughing, every time we saw Reno talk we thought of Jay Leno.
Title: Re: [REL] Menu Overhaul Project
Post by: dziugo on 2012-08-13 07:31:00
While we are at it, where is the Italian?
Italian translation is not the official one.
Title: Re: [REL] Menu Overhaul Project
Post by: Kranmer on 2012-08-13 09:28:11
Italian translation is not the official one.
Yeah the Italian translation was a fan translation you can find info on it here
http://www.sadnescity.it/traduzioni/ff7/ff7.php
also indrema made a Italian reloaded version which may help with what filenames it uses
http://forums.qhimm.com/index.php?topic=10829.0
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-13 15:30:16
he has just used the spanish template.  So it won't really matter. 

I am now developing the installer and will soon need testers.
Title: Re: [REL] Menu Overhaul Project
Post by: Antonia on 2012-08-14 21:05:15
So what is new in M06 (should be released tomorrow... but I always say that and then fail).  All of these are options.

- Submarine minigame restored to international version
- Option to have new designed submarine games I have made includes new colours for bombs and so forth.
- Options for some other colours in game.

While reading various readme files and other diversions intended to keep me from hari kari while trying to get a shiny upgraded FF7 working..  I stumbled over this in the original installation readme.

Code: [Select]
SUBMARINE GAME WIRE FRAME
In the Submarine minigame, you may toggle the wire frame background
ON and OFF by pressing F2.  The wire frame slows down the game
considerably, so the default has been set to OFF.

Were we at all aware of this?  Because as many times as I've played in the past, I don't think I knew or ever tried it.

Anyways, just wanted to point that out.  Figured if it's not useful information, at least it might be amusing.  At the minimum, if I was the only one unaware of this, you can all point and laugh to your contentment.   ;)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-14 21:20:05
The wireframe issue has been sorted already and is now default to on.  See the minigame fix thread :)
Title: Re: [REL] Menu Overhaul Project
Post by: Antonia on 2012-08-14 21:43:12
Yeah, I saw you mention you were doing that.  Which was sorta what I was confused about.  I never knew (at least, I don't ever remember knowing) you could switch them to begin with.

So basically, the PC version got an "extra" mode, which for some reason was made default, and then they made the game extra crappy with slower controls and whatnot?  heh.  Once we mod it up, can we still switch between modes, just they actually work like they're supposed to now?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-14 21:50:45
It will work exactly like the psx game.  I have corrected it to work exactly the same.  IN every way...
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-15 00:46:30
Just a note. The main bulk of this installer will never support the new FF7 PC game.  I may add ability for the other patches (like invincibility) to work with it, but that's all that is doable.

Kranmer is working on a converter from old to new PC which would allow you to fully mod your game.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-18 03:47:09
That was a nice diversion. 

Full attention is now back here for M06 :)
Title: Re: [REL] Menu Overhaul Project
Post by: Mako on 2012-08-19 04:24:30
DLPB,This mod (at least for me) seems to overwrite something that effects FF7 Music, if you install FF7 Music after this mod everything seems to work. But if you install it after no matter what config you choose you get no sound. Evidence seems to be popping up in the increase in "my music is not playing threads."


EDIT: Scratch that Ficedula's music is just being wonky. It just clears its setting for no reason.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-19 17:34:57
My mod couldn't possibly affect ff7music.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-22 04:09:46
Yeah I was supposed to have had the submarine game release for you ages ago...  but then there were the diversions.

Any case, I am making good progress now.  I've been tweaking a few things I always found annoying [like how long the score screen stays]... and updating others. I think I am ready now to start main work on the actual AI of the enemy subs and then it is ready.

The international minigame conversion is already done :) and so is the massive bulk of the work overall.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-08-22 10:50:45
Someone in my video (http://www.youtube.com/watch?v=9glds-dn6wI&list=PL0C2F221EAC133D04&index=1&feature=plpp_video) mentioned that "some attacks miss the legend (top screen thingy)". Is it because the menu overhaul or did I do something wrong? Can I reinstall the menu overhaul over the one i already have or I need to do a fresh install? Thanks!
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-08-22 15:32:23
Did you touch the Submarine minigame camera data at all? I feel very annoyed when switching between top-down view/first person mode and the 3rd person mode; the camera seems to lag behind normally, and if it was in a different angle due to not resetting, the angle will freeze when switching to top-down/1st person. It feels very stupid to try and navigate like that, and I certainly haven't had that happen on PSX.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-22 16:18:17
Someone in my video (http://www.youtube.com/watch?v=9glds-dn6wI&list=PL0C2F221EAC133D04&index=1&feature=plpp_video) mentioned that "some attacks miss the legend (top screen thingy)". Is it because the menu overhaul or did I do something wrong? Can I reinstall the menu overhaul over the one i already have or I need to do a fresh install? Thanks!

I'd say that is something wrong with your files.  No one else has reported this issue, and I have never seen it, meaning it is almost certainly you.  Don't guess.  Go back to original files (scene and kernel and kernel2) and see what happens.
Quote
Did you touch the Submarine minigame camera data at all? I feel very annoyed when switching between top-down view/first person mode and the 3rd person mode; the camera seems to lag behind normally, and if it was in a different angle due to not resetting, the angle will freeze when switching to top-down/1st person. It feels very stupid to try and navigate like that, and I certainly haven't had that happen on PSX.

I have restored the International PSX version almost completely.  Everything.  The initial data is the same (copied entire table across from PSX int), so the camera is the same.  You can switch camera like before already, but the camera will be defaulted to the EXACT SAME as PSX.  The whole point of the project was to restore the game to the newer PSX version.  So you are in luck.  8)
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-08-22 18:09:49
Should I copy the scene and kernel and kernel2 from the original disk? Thanks!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-22 18:12:58
yup.
Title: Re: [REL] Menu Overhaul Project
Post by: DestroGalacticmon on 2012-08-22 18:16:04
I have restored the International PSX version almost completely.  Everything.  The initial data is the same (copied entire table across from PSX int), so the camera is the same.  You can switch camera like before already, but the camera will be defaulted to the EXACT SAME as PSX.  The whole point of the project was to restore the game to the newer PSX version.  So you are in luck.  8)

Cool, no problem then.  :D I guess I'll see what it's like when it's released.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-08-22 18:38:15
I loaded the first save i had made at the beginning of the game. Not solved and I experienced a game freeze after 2 battles while loading for the third battle... hmmm weird. Should I install menu overhaul on top again?

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 550 Ti/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 10200x6240
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; h264/aac 1280x960, 25.000000 FPS, duration: 153.685333, frames: 3842
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
ERROR: GL_OUT_OF_MEMORY
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
GLITCH: missed palette write to external texture field/md1_1/md1_1_15
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\mkup.avi; h264/null 1280x896, 15.000000 FPS, duration: 9.000000, frames: 135
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
ERROR: GL_OUT_OF_MEMORY
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 303
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
ERROR: GL_OUT_OF_MEMORY
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 306
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
ERROR: unhandled exception

*Ok I tried to reinstall the MO and this came up after installing using the original kernel scene kernel2. Is it normal?

Code: [Select]
fship_4 patch failed, not original script
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
frcyo patch failed, not original script
psdun_2 patch failed, not original script
mtcrl_9 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-22 18:54:05
Try using original 1.02 and see if that helps.  I have no idea why ERROR: GL_OUT_OF_MEMORY

I can't see this being an issue on my side either.  I'd start again with new files.  Check backup-dlpb  folder and see if those are the originals.
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-08-22 19:02:09
Maybe memory is out because of magochocobo's huge pngs in combination with asmodean's shaders.

Ok Deleted all backup DLPB with fresh kernel scene kernel2. Re-installed M005a and then the latest one on top (but still came up with the errors mentioned above) and now it runs smoother than ever. Which menu is better overhaul or Felix's?

Code: [Select]
fship_4 patch failed, not original script
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
frcyo patch failed, not original script
psdun_2 patch failed, not original script
mtcrl_9 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-22 22:03:44
I like felix's.  The error's you see there are already documented 100 times in this thread and are normal when using a used flevel.

You didnt need to delete the backup folder, you need to delete it AND restore ALL files to be originals.  Then test if the error is there above.  If it is still there even when using totally clean files AND backup file deleted before you install, then send me the save file.

I am almost guaranteeing this is a problem on your end.  The battle crashes I dunno about, they look like memory issues you are having.,
Title: Re: [REL] Menu Overhaul Project
Post by: LeonhartGR on 2012-08-22 22:58:03
It's solved for the moment but if something that I didn't notice occurs I will follow your instructions. Thank you DLPB!
Title: Re: [REL] Menu Overhaul Project
Post by: Doonge on 2012-08-25 19:34:18
Hello,

I recently discovered that Square-Enix (re)released FF7, and, excited, I wanted to check what's new in that release.  I was disappointed big time, but some comment gained my attention and I discovered qhimm.com (only now, damn me).
At that time, it was 01:00 AM, I should've gone sleeping to be in good shape, but the shock was too great and I downloaded everything following, and tested the Bootleg with various mods.

The result is really great, and is really an improvement.


Few things though :
- How could I control the padding of the dialog boxes?  I feel there's not enough padding.
- I own the PSX game in french.  I think I've read somewhere you need help for french translation : here I am.  I could also fix french translation based on your work and this website  : http://ff7.fr/neo-midgar/ (I'm talking with the owner).
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-25 19:48:15
Show me a picture of what you are seeing.
Title: Re: [REL] Menu Overhaul Project
Post by: Doonge on 2012-08-25 21:12:41
http://p.dandoy.free.fr/images/dialog_psx_french.JPG
http://p.dandoy.free.fr/images/dialog_bootleg.JPG

The original border is thicker, but the padding is also bigger.
The padding with your menu overhaul is thinner, and the padding seems thinner too, both giving an "oppressive" feeling, as if the text is hard-pressed in the box.

So, how could one control the dialog boxes properties like padding and border?


By the way I have a suggestion (that I don't event want nor like by the way, but I'm just throwing ideas) : optionnal incorporation of the speaking character avatar to the dialog box.
Like this (first image found on googleimage with dialog box) : http://www.firingsquad.com/games/chronocrosspreview/images/luccia.jpg
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-25 22:35:33
character speaking is too difficult to implement and would be a nightmare.

As for the other, look through our hex documentation.  Select to place it on desktop from the installer.  To be honest, I haven't looked over dialogue in ages so I cannot tell you which values to use.  It isnt padding really.. it is a number of things.

The placement of text, the resizing by touphscript etc.
The chances you are going to be able to change that are slim to none.
Title: Re: [REL] Menu Overhaul Project
Post by: Doonge on 2012-08-26 00:26:51
Selecting hex documentation in the MO installer is ineffective, return error 'cannot launch Hexteditor.exe, reason : file missing'.
I tried to download it from here, and create a directory dlpb-mods where I noticed the directory appears (in 'ff7/'), to see if doing this would be enough.  But, same way the directory is deleted after the MO.exe process, I suspect it is cleaned and deleted at the beginning too (so even if I create myself the directory, and put the Hexteditor in there, it will be deleted).


Do you have any source code that I could see so I could try to modify it and add some 'padding' option?  If yourself are able to evaluate the size of the box, and fix some left-margin/top-margin, adding a padding of 5px is just width + 10px, height +10px, margin +5px; and positioning the box -5px top and left (not going in the negative).
Maybe I'm completely out of it, and I don't understand at all how it could have been coded, but I'd like to see some source to see if I can do anything.
Thank you.


edit:
plus, I could see how I could change the combat menu, and the general menu too.  I'd like to code, if possible, a templating system for those things.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-26 00:40:33
I am afraid I personally don't have the time to help.... but the hex documentation should have gone to your desktop regardless in MO-Hex folder. 

I will correct that other error you got for next installer.  If it still doesnt work, wait for M06 in next few days and it should work fine :)
Title: Re: [REL] Menu Overhaul Project
Post by: Doonge on 2012-08-26 01:06:19
Okay
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-08-30 17:00:53
DLPB just make sure you check to make sure that all dioluges that use the btl_win_b_l_12.png are postioned correctly and not cut off or hidden. one of the main reasons i cant continue my ff7 gameplay
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-08-31 20:55:09
We fixed that in touphscript but you have to use clean flevel (placed in backup-dlpb) and reinstall.  Should work then?

If not which maps?  The Shinra safe definitely works now if you install right.
Title: Re: [REL] Menu Overhaul Project
Post by: Distractor_Beam on 2012-09-01 17:35:07
I just loaded up the game for the first time in about 3 years.  I'm one of those guys that downloads absolutely every single mod and then tries them out.  I currently have over 20 gigs from qhimm.com.  This, to me, is the best new enhancement to the game I've seen.  Well done.
Title: Re: [REL] Menu Overhaul Project
Post by: Caledor on 2012-09-05 21:33:00
I just tried M05c on a clean FF7 install but the game crashes right after opening. As a side note, i noticed that with this version the size of the exe changes from 5.882.880 byte (as for untouched 1.02 exe up to M04d) to 5.820.416 byte... I don't think is that relevant since the "not being a Win32 valid application" error message doesn't pop up, but it's the only clear difference i can see right now. Has it ever happened with this version before?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-05 22:21:48
The size of the exe should not change (it is impossible).  If you are using bootleg I suggest you don't and see if the problem exists with the menu installer itself.

use latest installer.
Title: Re: [REL] Menu Overhaul Project
Post by: Caledor on 2012-09-05 23:03:03
My bad, it figured out what was happening. It seems that the backup folder created by the installer contaned the original cd exe and not the 1.02 one. So every time I was reinstalling your mod, the file loaded was the one in the backup folder no matter how many times I replaced the exe in the main folder.
Thanks anyway
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-05 23:05:29
Yeah best thing to do is place the original files in the backup folder, they are then always used :)
Title: Re: [REL] Menu Overhaul Project
Post by: ryukaiser on 2012-09-06 00:57:09
Hi, DLPB,
I want to ask you about this patch,

This Patch will it work Final Fantasy 7 Re-release edition http://finalfantasyviipc.com/en ?
Thanks in advance :D
Title: Re: [REL] Menu Overhaul Project
Post by: Isuldor on 2012-09-06 11:34:21
This Patch will it work Final Fantasy 7 Re-release edition?
This mod was created for the original version of the game, so it will not work with the 2012 re-release out of the box.  But there has been some development on a patch to revert (http://forums.qhimm.com/index.php?topic=13429.50) the rerelease version back to the original. Someone else can confirm whether or not this mod works with that patch.

I miss the progress updates from DLPB.   :'(
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-07 00:03:00
That patch changes the new game into the old game and this works with the old game.  Therefore this will work with the new game that  became the old game because it is in effect, the old game.  The menu project will not work with the new game unless it becomes the old game.
Title: Re: [REL] Menu Overhaul Project
Post by: freshness82 on 2012-09-09 21:49:46
Hey guys! I've run into a bit of a snag. I've been slowly playing through the game for the first time with mods, and I finally reached the shinra safe where the safe numbers were cut off. I finally got past that issue after combing through the threads for awhile and found a lot of the Q and A regarding that particular issue, but my translation has changed, and I cannot for the life of me find, or figure out how to get it back to what I started with.

For example, before I started working on fixing the safe issue, my save file said I was in the "Nibel" area, and now says "Nibl," "elemental" materia has been changed to "force," "Fire" is now "Flame," "Cure2" is now "Cura," etc. etc.

I've tried just about every combination I can think of with the latest MO installer from this thread, and I can't seem to get it back to what it was. I've tried replacing my ff7.exe with the original, then adding the 1.02 patch over that, blowing out the "backup-dlpb" folder, replacing my flevel.lgp file in my field folder with a fresh file from the CD, THEN re-running the installer and de-selecting the translation project all together, and it doesn't seem to fix it. I'm starting to wonder if its some kind of a cacheing issue, but I've blown away every cache folder I can find as well. Is there another LGP file I need to replace to the original, or some file I'm missing?

I don't think the re-translations are necessarily bad, but up until this point I've gotten so used to how everything was already, its really jarring with everything named differently. Can anyone give me the right options to get the text back to how I've had it initially? Or if it was that way because of certain options I choose from the re-translation from a previous install, or what?

Any advice, links to solutions, processes, would be immensely appreciated! Thanks in advance!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-09 22:03:55
The change to names are part of retranslation project, which is how the game should have been (which you must have selected), the safe problem is documented elsewhere, use search.

Run the installer again without the translation option to restore settings.  And read the readme in future. Do not use bootleg for the above.  Run this installer.
Title: Re: [REL] Menu Overhaul Project
Post by: freshness82 on 2012-09-09 22:09:52
Like I said, the safe problem is a non issue, and as I said, I already found the answers, BY SEARCHING. I shouldn't have even brought that part up, the real issue is the re-translation, which I can't seem to get rid of. I love everything else about the overhaul, I just can't seem to get back to the original translation, even after replacing all my files and then running the MO installer again, AND deselectiong every part of the re-tranlsation. So at this point, I'm just trying to figure out if there is a file I havnt yet deleted or replaced to then be able to re run the installer, deselect translation, and have it back to normal?

In a nutshell:
- start with translation problem
-original exe was replaced with exe from install CD
-exe patched to 1.02
-flevel.lgp in "field" replaced with clean flevel from CD
-BACKUP-dlpb folder deleted
-cache folder in root deleted
-cahce folder in mods/DK was deleted
-MO re-installed AND deselected re-translation
-translation problem persists

? - where did I go wrong?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-09 22:29:07
You deleted the backup folder, where all your original files were.  Now you need to start over by getting the original files off the ff7 disc. Had you just run the installer again and unticked translation, it all would have gone fine.  It is too late now since your original untouched files are GONE.

Read the readme in future (and read it again now to learn which files you need to bring back).  To uninstall/reinstall you have to use the installer first, not delete the backup folder.
Title: Re: [REL] Menu Overhaul Project
Post by: freshness82 on 2012-09-09 23:15:58
I was totally at fault on that one, and I appreciate you making that edit to your post. I went through the readme from the installer much more carefully this time and replaced all mentioned files and everything is back to normal, minus a few needed tweaks to the world-us file again, but thats no big thing.

Problem fixed, and sorry for the frustration. I really try not to ask for help unless I really can't figure it out on my own, and your little nudge in the right direction cleared it up. So thank you again for that! I'll quietly disappear again..
Title: Re: [REL] Menu Overhaul Project
Post by: EQ2Alyza on 2012-09-10 02:13:02
I was totally at fault on that one, and I appreciate you making that edit to your post. I went through the readme from the installer much more carefully this time and replaced all mentioned files and everything is back to normal, minus a few needed tweaks to the world-us file again, but thats no big thing.

Problem fixed, and sorry for the frustration. I really try not to ask for help unless I really can't figure it out on my own, and your little nudge in the right direction cleared it up. So thank you again for that! I'll quietly disappear again..

Don't disappear. There are constantly new or updated releases. Be apart of the community :)
Title: Re: [REL] Menu Overhaul Project
Post by: freshness82 on 2012-09-10 02:46:50
@EQ2Alyza No worries there, I think I check these forums around 20 times during the day since I started modding, at least. More so meant, disappear quietly from frustrating DLPB. No one likes to be "that guy/girl with all the annoying questions." At least I try not to be! =)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-11 03:23:35
So I took Kranmer up on his challenge to make menu overhaul work entirely from a dll and from memory changes.  Sounds easy?  Just convert values from exe to mem yes?

No.

I must've been on drugs when I changed half of this shit.  I was using some modified ff7.exe and so a lot of these values are simply in the way and worthless.  The game simply won't load trying to change these at run time.

Luckily, I think I know the range I have to get rid of!
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-11 04:04:09
I was replacing the ENTIRE .rdata section of the exe for no reason at all.  Dear lord.  Slashed the values edited from 12591 to 7808 and the game now loads the values into memory without a hitch.

edit.  A few hundred more have been culled.

There is 1 problem left but I can't trace it yet.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-12 04:33:58
Good news:  Menu Overhaul M06 will support memory only editing, meaning no more FF7.exe editing. 

Good news 2:  I located the problem.  When I was using that dodgy exe before (which everyone who uses this mod will now have (since M005 changes the normal 1.02 into dodgy 1.02) it changed a lot of entries in the .rdata section of the exe.  1 of those is a floating point value that is used in menu text formatting.  This code starts 006f55c8.

fmul dword ptr [007B7CF8] 

This picks up the floating point value default is  55 55 d5 3f (1.67).  Dodgy 1.02 has it as 00 00 00 40 (2.0). 

Bad News:  I worked the menu overhaul around the dodgy 1.02 value... so if I don't change it, it means changing 20 odd other values to get it back to where it should be.  It IS possible that at some stage I altered that 1 value... but I certainly didnt alter the rest!

So now it is question time.  What the hell is this 1.02 I have here?  Why is the rdata section altered?  Where did I even pick this thing up from???? And what was I smoking when I made all those patches with this junk in there?  I will upload the rdata section later on and see if any of you can work it out for me.


edit.

I changed the value above so that's more good news because I know where I am now.  It is the scaling value for text, and originally the menu used smaller text than dialogue so was scaled down.  I am using same font size for both so had to change menu to be 2.0 like dialogue.  That still doesn't answer why this exe is completely different structure wise too.
Title: Re: [REL] Menu Overhaul Project
Post by: Covarr on 2012-09-12 04:43:00
Bad news: Memory editing will trigger the heuristic detection in most of the shittier antivirus software around. MSE and NOD32 should probably be okay, but you will get a huge increase in support requests from people using Norton and AVG.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-12 04:45:27
That's just tough luck I guess :)  I have made this so that dep won't have an issue at least and I am not sure how aali has implemented his dll support.  It may treat the memory edit as benign.
Title: Re: [REL] Menu Overhaul Project
Post by: Alby87 on 2012-09-12 05:31:56
Good news:  Menu Overhaul M06 will support memory only editing, meaning no more FF7.exe editing. 

May I ask a question? So it means that M06 will work with a spanish/italian FF7.exe?

If not, it's possible to load the values from spanish ff7.exe and place in english ff7.exe with toughscript? Thank you :D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-12 05:51:02
The only way to get foreign games working with this is for them to be manually edited into ff7.exe and using ts.  Menu Overhaul does not support foreign games and won't do for a while.   Blame Square porting team who decided to code and implement different exes for each language.

See the game converter thread.
Title: Re: [REL] Menu Overhaul Project
Post by: falsomail on 2012-09-12 22:57:15
Hello, is it possible to apply this mod and play it in Spanish?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-12 23:41:07
Did you read the post above yours?  :o
Title: Re: [REL] Menu Overhaul Project
Post by: falsomail on 2012-09-13 01:49:17
I really do not speak English, and more than a question of mine, is someone who asked me preuguntara the forum, and I'm too lazy to actually read both xD
Sorry if it bothers you, you may or may not play this mod in Spanish? applies to the "new" version of square ff7 pc?
Apologize one more time.
Title: Re: [REL] Menu Overhaul Project
Post by: EQ2Alyza on 2012-09-13 04:19:23
It does not work with the Spanish version.

It may work after this: http://forums.qhimm.com/index.php?topic=13419.0

Keep an eye on it.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-13 05:00:13
There is little point asking a question if you cannot understand the reply.  Perhaps someone can translate the above for you.
Title: Re: [REL] Menu Overhaul Project
Post by: DEFIANT on 2012-09-13 18:20:30
How do I use the re-translated dialog but keep the usa localized items, spells, ect.
Forgive my ignorance but I poured over the faq and pages but could not find an answer.

I only want the re-translated dialog, no other changes. Is this possible?

And just to point out If I was new to the whole magic scheme of final fantasy (this isn't going to go over well but I just have to point it out)

How is blizzard, blizzara, blizzaga...ect (and other spells of this nature)
...better than ice, ice2, ice3? (and other spells of this nature)

I can easily point out higher numbers, stronger magic or next versions with the latter. Also ice is a basic, descriptive word and the opposite of fire. Blizzard is an atmospheric condition. Thunder is the sound that lightning makes, lightning or bolt would be much better identification don't you think?
If I wasn't already familiar with Japanese versions of said magic I'd be a little confused. But as you are already aware it's just nitpicking I suppose.

Case in point: http://clockworkbard.com/ff-spell-names-rant/

But it's your conversion and I totally respect it, but my logic won't let me be till I pointed it out. Hope that doesn't burn my chances of getting help.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-14 00:59:07
The spells are part of the translation.  It would be pointless creating a translation project and then letting you use the original spell names, wouldn't it?

I left character names and canon items in only as a concession and these can be accessed from the installer.

To answer that blog's question, they are japanese quirks for noting differences between the spell strengths (ru-ra-ga-ja).  Ru can be ignored (actually I am sure I heard it was part of Japanese grammar, but Luksy will explain). And to me, they sound better than Bolt 1 and Bolt 2 etc.  If you want to create your own then use Wallmarket and name them yourself.  It is easy to remember the order.  It is 3 suffixes.  Ra-Ga-Ja  surely you can remember that?

FF7 did not iron it out, it ignored the Japanese.  8 and later titles did not.  A localisation is well within its rights to use numbers but it looks and sounds crap to me and moreover, the Japanese don't use number for them. As for Thunder, Japanese has no th, so it has to use s (like aerith does), which is why it comes out in kana as sounding totally wrong.  Japanese people do not scream "wtf is kearu"  they know it is Cure because it is kana for cure (at least it can be).  Just like Desu is Death and Behiimosu is Behemoth. They understand their own language and English.  FF7 is largely in English converted to kana.  Kana is just symbols that make a sound.  The sound in this case is the English words.  Like Barrett being Baretto.

Also  サンダー
sandaa

Not sando.  aa is the er part.  Sand is Thund.  I am not sure why sa and not su, that's one for Luksy, but bottom line is it is simply kana for Thunder.


https://docs.google.com/spreadsheet/ccc?key=0AlJH_wU1qqN4dHBMSk9PUDZWVWdVaENobzBkSXlhVFE#gid=0
Read that.

http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi?1C
Use that.

サンダー (n) thunder
Title: Re: [REL] Menu Overhaul Project
Post by: Akira Sendoh on 2012-09-14 14:07:30
Why change the name of the character?
For example ..
Elena Change to Yrena ..
Zack Change to Zax ..
Reno Change to Leno ..

Can anyone know how to fix this problem ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-14 14:21:13
Why change the name of the character?
For example ..
Elena Change to Yrena ..
Zack Change to Zax ..
Reno Change to Leno ..

Can anyone know how to fix this problem ?

Why change it?  Because you clicked Retranslation option.  Do you know what a retranslation is?  The character names are WRONG.  So they got CHANGED.  You can put them back to how they were by reading the readme and by using the installer.  The fanboy option is for you.
Title: Re: [REL] Menu Overhaul Project
Post by: Akira Sendoh on 2012-09-14 14:23:49
Why change it?  Because you clicked Retranslation option.  Do you know what a retranslation is?  The character names are WRONG.  So they got CHANGED.  You can put them back to how they were by reading the readme and by using the installer.  The fanboy option is for you.

Ohh sorry .. i did wrong :)
So all i have to do is reinstall MenuOverhaul
And Click Original Names by Fanboy ?
Title: Re: [REL] Menu Overhaul Project
Post by: DEFIANT on 2012-09-14 14:32:44
I thank you for explanation and info DLPB, and by no means think you are wrong. It was just more of a mechanical design flaw then translation one for me. I can Identify numbers faster than letters.

Since FF8 I had to relearn the spell names, I have since committed them to memory. Please continue and don't mind me. If at some point would you add the original spell names as an option? For now I will edit them to my liking. Thanks for the tip.

Sorry to bother you, Carry on.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-14 14:50:05
If ff7 had done the same, then you'd have been all right... wouldnt have had to learn anything new.  But you are best off learning them because every ff after 7 has used them :)
Title: Re: [REL] Menu Overhaul Project
Post by: Akira Sendoh on 2012-09-14 18:28:36
while im installing MO5 .
suddenly Appear a Notepad and say .

fship_4 patch failed, not original script
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
frcyo patch failed, not original script
psdun_2 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Couldn't encode world_us.lgp: Incompatible filename

what is the meaning of that ?

sorry for my bad english :p
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-14 18:30:39
This has been documented earlier in the thread.  It is normal.  It means you are not using clean flevel but it should not pose a problem.

You need to use search more.  Questions like that are answered numerous times.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-15 03:17:09
Bad news:

1.  Because changes are now in memory ts will not update flevel properly so I am waiting to see if Luksy will add something that will fix this.  Otherwise, some values will still need to be edited in ff7.exe and I am hoping to avoid that if possible.

2.  Related to above.  Because I am trying to avoid all changes to ff7.exe, the entirety of text changes will be made by Hext.dll, meaning I need to add every byte of change to my translation memory text file.  Doable, just gonna take time.  For example "Continue?" and other entries would need to be added in byte changes.  There are a lot of txt in VII.





Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-15 06:39:40
Good news:

1.  I am going to bed.

2.  I have now successfully separated the code from text and worked out a way to make this all work with foreign games assuming some people put some serious effort into helping out with their languages.  It is looking good.

3.  When M06 is done, I will concentrate on the foreign languages and also my last job as far as this project is concerned:  An option for allowing battle to have the new font and graphics WITH the old battle interface layout.
Title: Re: [REL] Menu Overhaul Project
Post by: Lex Tertia on 2012-09-15 12:48:20
Is there a download link to your translated .txt files or do I have to extract them from the installer?
Title: Re: [REL] Menu Overhaul Project
Post by: Caledor on 2012-09-15 13:02:15
2.  I have now successfully separated the code from text and worked out a way to make this all work with foreign games assuming some people put some serious effort into helping out with their languages.  It is looking good.

I'm trying to retranslate the whole game to italian and I already have a ff7.exe patched with M05c totally translated and hex edited to alter windows sizes and whatever. So if you need something about italian feel free to PM me. :wink:


PS. Agli Italiani del forum / To fellow italians

Per favore non rispondete a questo post chiedendo informazioni sulla ritraduzione che sto facendo, perchè non è questo il thread per farlo. Finché non creerò un thread su questo mio progetto chi è interessato può farmi le sue domande via PM.

Don't answer this thread asking for the retranslation i talked about, cause this is not the right thread to do this. Until I create my own thread about that project, you can ask me everything about it with PMs.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-15 18:46:18
Is there a download link to your translated .txt files or do I have to extract them from the installer?

Extract, and please credit me and Luksy if you are using them and send link to the translation thread.

Dei 92, I need all the text placed in a 1.02 exe.  From there I can extract to hex and place in my new text file which uses dll to inject at run time.  Meaning it will work without editing the 1.02 exe.  Do you have a fully converted 1.02 exe there?  if so send it me in pm.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-16 06:00:20
If you want to help and cannot be bothered reading this yet, read the bottom of this post only. Starting after
the ======= divider.

OK people listen up.  This is what I am doing and this is what needs to be done.

I am adding support for foreign games by a.  Converting the file names to the US counterparts.  b.  Making people use the 1.02 English exe.  c.  using my hext.dll to change the exe addresses at RUN TIME. 

This means that although you will have a fully functioning 1.02 English exe that can be modded as normal, the MO values and text will be changed when the game loads and won't come from the actual file.  How is this accomplished?

I created Hext.dll, which takes memory addresses and values from ordinary text files and injects them into ff7 memory.  Aali's driver supports dll.  So what are the issues? 

The issues are:

1.  The 1.02 exe has limited text space as it was designed for English.  Certain foreign words or phrases will not fit.  In these circumstances someone will have to CUT the words down so that they work with a 1.02 exe.  The best way to make sure this is working is to use touphscript which will automatically work out if your text is ok. 

But hang on I hear you say.... that would be editing a file?  Well yes it would.  The thing is, I have created a tool that extracts the text in hex format into a text file that can be used with hext.dll.

2.  because GAME text is changing, the GAME boxes will need editing.  Sometimes GAME text itself will need moving.  What can be done?  Like Dei92 above, you have to MANUALLY alter hex to resize and reposition text and the boxes.  Luckily due to hext this is now much easier!  All you need to do is list the memory addresses with values in a plain text file in the following format

Address = Value or Address = Value1 Value2 Value 3
So like this for example  00700000=22 00 90 90 90

This would change those 5 values in memory starting at that address.

So what do I really need?



So if you want to help this is what you do:

1.  Use touphscript to place the correct text into a 1.02 exe. When the exe text is PERFECT you SEND ME THE Touphscript file (see the very bottom of this post).  I extract the hex and give you a TEXT file.  That file is placed in hext folder in game root. This file is YOUR MAIN GAME FILE.  Everything else you edit like box sizes are placed into this file at the top above the values that are already there. 

2. You then load the game and rearrange text, boxes, and anything else not working.  Everything you change is added to the top of the text file- a memory address and value.

When everything looks perfect, your job is done.  You then send me the Hex compliant text file and I add it to the MO project.

To get started, as said, you need to change the actual text by altering my US template text file that is then encoded by ts.  Basically, if you want to help you start HERE >>>>

==============================================================
Italian is done.  German is being worked on.  So don't start working on these.

Download THIS (http://dl.dropbox.com/u/36889302/FF7/0_ff7.exe.txt) file if working on French or other languages.

And download the 1.02 exe HERE (http://ffsf.aaron-kelley.net/downloads/ff7_1.02.zip).  You will need some way of testing this which means you will need
a working English game.  I will place up a small converter here soon.  For now get to work changing the text.



If the touphscript log reports that the text in 0_ff7.exe.txt is too large, you will need to work around the offending entry by reducing its size.


When you have done, send me your 0_ff7.exe.txt.  Please check and check and check again to make sure that there are no errors or typos.  After you have sent me the file, I will go into PM with you about what to do next.



Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-16 06:40:07
I know the above sounds like Brain Surgery, but the end result will be the most simple thing you can imagine.  Modding games will be as simple as editing text files and installing MO to the exe will be as simple as placing  a text file into the Hext Folder. 
Title: Re: [REL] Menu Overhaul Project
Post by: ManuBBXX on 2012-09-16 09:47:49
Perfect job ! I go for the fr version  :)
Title: Re: [REL] Menu Overhaul Project
Post by: Lex Tertia on 2012-09-17 08:46:34
I am not sure why sa and not su, that's one for Luksy, but bottom line is it is simply kana for Thunder.

su is pronounced like the word soo[n] only shorter.


I need an opinion: If I start a retranslation, should I translate the english verison so most mods are compatible? Or am I overseeing something? Since the 2012 rerelease is multi I kinda have the choice.
Title: Re: [REL] Menu Overhaul Project
Post by: spy__dragon on 2012-09-17 10:31:20
Hello, sorry me ignorance, but I want to modify in spanish the FF7.exe, I should add some
characters, for example arrows, and this character " — ", should I edit the font?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-17 15:49:19
If you want to :) To add chars you will need to do that and to change window.bin values to accommodate it.   As for other question regarding translation, that is offtopic, but yes, changing English game is beneficial because everyone mods for it.
Title: Re: [REL] Menu Overhaul Project
Post by: Kompass63 on 2012-09-18 03:40:12
Hi DLPB

I can not send you PM, is blocked...
Instead, a few pictures

Original German exe
(http://www7.pic-upload.de/18.09.12/b1waoo2nu8.png)

Convertet English exe
(http://www10.pic-upload.de/18.09.12/evw7fh9vk678.png)

Original German exe (gold saucer)
(http://www10.pic-upload.de/18.09.12/jvz61ow2hqey.png)

Convertet English exe (gold saucer)
(http://www10.pic-upload.de/18.09.12/4rapubop67iq.png)



Snowboard in snow village will crash.

Greetings Kompass63
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-18 05:15:42
PM is now open to you, forgot to add you.

The reason your graphics are messed up is because the names of your files have not yet been changed to match the english game names for files.  Wait until I release a nice batch file to fix that.  I will get on that in a moment.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-18 05:25:28
Download Here (http://dl.dropbox.com/u/36889302/FF7/GC.zip)

Place Convert.bat  AND the "dlpb-convert" folder in the game root (same place as ff7.exe)

Then run convert.bat

There are no guarantees.  This has not been tested.

BACK UP YOUR ENTIRE DATA FOLDER.
=========

The above should allow ALL foreign game owners to play the game with 1.02 English exe.
Title: Re: [REL] Menu Overhaul Project
Post by: EQ2Alyza on 2012-09-18 14:02:38
I don't have anyway to test this, so would it be good or bad, at this point, to add this to my Bootleg Tutorial?
Title: Re: [REL] Menu Overhaul Project
Post by: Kompass63 on 2012-09-18 14:37:37
Hi EQ2Alyza

I don't have anyway to test this, so would it be good or bad, at this point, to add this to my Bootleg Tutorial?

Not yet, is not finished yet ...(I think)



@ DLPB
Your bat file worked at first attempt  ;D (I should have come behind that by myself :()
I will check, if they were already all the files that need to be renamed
The German FF7 seems to work now with the English exe.
Inclusive CD change, Submarine and snowboard game :)

A question, can you put more text in memory than in the exe?
I had to drastically cut in some places, so the game looks not good (but it works).

greeting Kompass63
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-18 23:07:24
The text can be put in memory and will be but it doesn't matter, memory IS the same as exe for space limitations and most other stuff.

What I need from you is a final version of the 1.02 text file.  We cannot increase text and as I said before, there is nothing I can do about that.  8)
Title: Re: [REL] Menu Overhaul Project
Post by: ManuBBXX on 2012-09-19 00:26:08
Can I give you soon my 1.02.exe.txt fr file too DPLB ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-19 00:34:29
If you have checked it 4x beginning to end, made sure that there are NO typos and other problems (like where you have made a mistake with my name) and that where possible it is 1:1 to the original French version.  Yes.  Send to PM.  It has to be perfect.  Do not give me a half job.  I don't do half jobs.

Also use my converter above so you can use the English 1.02 exe and can test your version.

I don't have anyway to test this, so would it be good or bad, at this point, to add this to my Bootleg Tutorial?

You can add this converter there if you want but for people to play the game with the menu text translated they will either have to create their own edits or use Menu Overhaul.  The above converter will automatically be deployed by Menu Overhaul project.
Title: Re: [REL] Menu Overhaul Project
Post by: ManuBBXX on 2012-09-19 12:24:38
Of course I will re read and test again and again. So I use toughscript to reencode the exe with my 1.02.exe.txt and then launch your bat file converter and it's all I have to do to can test my game with fr menu translated menus ?

Edit : Tried to encode my ff7.exe file with the 1.02.exe.txt in fr, and tested with this exe but, still in english in menus.. Where am I wrong for you DLPB ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-19 15:21:21
You have to place the 1.02 exe in the game folder then run ts with the e option.

Before that, run ts with D option to decode all files.  Then place the NEW french 1.02 in the text folder (in ts folder).  Overwrite the one that is there.  Then use option E.

Send me your 1.02 text file so I can be sure you are doing it right.
Title: Re: [REL] Menu Overhaul Project
Post by: ManuBBXX on 2012-09-19 16:27:58
Re. Thanks a lot first DLPB for taking time trying to explain me. Thanks a lot. Here is what I did :

Here is my ff7 game folder, with the famous FF7.exe :
(http://imageshack.us/a/img607/491/captureyc.jpg) (http://imageshack.us/photo/my-images/607/captureyc.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Then, I went to toughscript folder, ran the exe and selected 'D' as you mentionned, for creating the files in text folder :
(http://imageshack.us/a/img844/4483/capture2jd.jpg) (http://imageshack.us/photo/my-images/844/capture2jd.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

After that, I tried to modify some texts in the '0_ff7.exe.txt' in FR, and of course saved it( I dont finished this file entirely, it's coming soon ) :
(http://imageshack.us/a/img29/849/capture3es.jpg) (http://imageshack.us/photo/my-images/29/capture3es.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

And at the final, re-encoded the file with the 'E' option in toughscript :
(http://imageshack.us/a/img31/4217/capture4mv.jpg) (http://imageshack.us/photo/my-images/31/capture4mv.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

I launched the game, but my modifs to the '0_ff7.exe.txt' didn't appear in game, no changes visible.
I think I did as you said to me, doesn't it ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-19 16:30:20
Your ff7 exe text file there is not the french one.  Change it for the french version then press e. 
Title: Re: [REL] Menu Overhaul Project
Post by: ManuBBXX on 2012-09-19 16:38:28
Yes I know, it's text etracted from the ff7.exe, who is the english version, wich is 5745 KO, after all bootleg patches.
I have some ff7_fr.exe, ff7_de.exe, etc.. which are 14006 KO( they are not exe patched )
So I put the ff7_fr.exe in the toughscript folder, renamed in ff7.exe for having toughscript dump working with it. It creates a '0_ff7.exe.txt' in the text folder, but this file is totally blank : 0kb. ( When it's created with ts from the ff7 french exe.
So I thought that I have to replace the english texts in this file with the french texts, and then encode 'E' with ts. But doesn't work

PS : I would mention that I installed FF7 from the new release 2012 in english language, not french, in order to have bootleg patching work.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-19 16:41:58
No.  You have to use the ENGLISH 1.02 exe.  1998 version only with 1998 game.  The whole point of this project is to use the ENGLISH 1.02 with foreign games.  You didn't read what I wrote at the start.  I will be back later.  Send me your translated 1.02 text file.

If you have any further trouble with this after this, someone else is going to have to take over the french conversion.  This has to be done properly by someone who knows what they are doing.  No offence, but that is how it has to be.  Otherwise I am running about all the time trying to explain things and correct things that shouldnt need correcting.
Title: Re: [REL] Menu Overhaul Project
Post by: ManuBBXX on 2012-09-19 16:46:19
It's not that, the fact is I don't understand well english and so, all of the discussions, but I read all.
Sorry for taking of your time, really..
I'm wondering : the English 1.02.exe file, is NOT the FF7.exe I showed to you in my first screenshot ?( wich is about 6mo )

Edit : Okay, no problem, I undesrtand. Thanks again
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-19 16:48:26
Clearly you lack the understanding of where I am coming from and the language barrier is a problem.

Send me your ff7 text file that you have made.  Send me it in PM.  I will get back to you later.
Title: Re: [REL] Menu Overhaul Project
Post by: ManuBBXX on 2012-09-19 16:51:22
I not finished yet all this file, I'll send you when it's done. I still have texts in english. Thanks a lot
Title: Re: [REL] Menu Overhaul Project
Post by: EQ2Alyza on 2012-09-19 18:09:59
You can add this converter there if you want but for people to play the game with the menu text translated they will either have to create their own edits or use Menu Overhaul.  The above converter will automatically be deployed by Menu Overhaul project.

Okay, then I'll make notes that the Foreign versions must install Menu Overhaul for mods to install correctly AND have properly translated menu text. Is this correct?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-19 23:34:33
I guess that's about right.  It won't work right without a translated 1.02.
Title: Re: [REL] Menu Overhaul Project
Post by: ZL325 on 2012-09-25 01:50:29
Hey, sorry to bother you. I'm not sure if anyone else had this problem, or if it was just me, but I just wanted to let you know that your installers for both the MO and UMI aren't exactly Netbook friendly... lol

Issue seen here: http://imageshack.us/a/img831/2041/issuer.png

It goes off of my screen... So it's kinda hard to install it, as it is. I couldn't re-size it, so I'm kinda at a standstill from using the compilation of mods.

Thank you for your time. ^_^
Title: Re: [REL] Menu Overhaul Project
Post by: whitERaven on 2012-09-25 12:21:26
I had same problem, but you  can still install the mod except for the options way below the screen which you wont be able to select.. I dont think there's a way around this, (at least none that I know) hope the the next version wont have this same issue..
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-25 13:02:30
I increased the size of the window because I didn't think anyone would be using a resolution less than that. And, in fact you are in a massive minority. 

Realtime resizing by user is not possible.

I can program the installer to know the current screen resolution and adjust if it falls below this.  I will look into it for M06
Title: Re: [REL] Menu Overhaul Project
Post by: whitERaven on 2012-09-25 14:08:17
ff7 is quite popular for netbooks, since netbooks are slow.. and ff7 pc don't need fast computers.. I actually have a laptop now but a fix on that issue will really help a lot (even if considered a minority).. my previous netbook has a 1024x600 res, making the window size 800x600 might be better..

Btw..Thanks a lot DLPB for this awesome mod really improved the ff7 gaming experience..
Title: Re: [REL] Menu Overhaul Project
Post by: FF74EVER on 2012-09-27 23:11:06
I downloaded your Menu Overhaul project and seriously...It's totally amazing. It brings new life back into the game for sure. So I just wanted to say thanks! :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-29 12:46:17
Cheers :)

also a note:

Where are the translators?  I need your ff7 text documents sooner or later :P  Are you still working on this?
Title: Re: [REL] Menu Overhaul Project
Post by: spy__dragon on 2012-09-29 15:31:28
If you want to :) To add chars you will need to do that and to change window.bin values to accommodate it.   As for other question regarding translation, that is offtopic, but yes, changing English game is beneficial because everyone mods for it.

Sorry for later, DLPB. But I don't have the FF7 1998 version, I have 2012. I think I couldn't modify the "mod font", right?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-09-29 15:56:15
This mod is for 1998 only, you would need to convert 2012 to 1998 with kranmer's converter.
Title: Re: [REL] Menu Overhaul Project
Post by: tihico on 2012-09-30 16:21:08
I really want to use the menu overhaul but some errors because of ff7 is my pirate would love your help DLPB :cry:.

if you want to add me on skype

Skype: tihico
Title: Re: [REL] Menu Overhaul Project
Post by: omega res novae on 2012-09-30 16:26:51
this forum does not support piracy in any form. you wont receive any help here.
Title: Re: [REL] Menu Overhaul Project
Post by: tihico on 2012-09-30 16:32:11
DLPB but said it would help even those who use pirated ff7 and I really want to use this mod
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-01 12:41:44
I never said anything of the sort....?  And we don't support pirate version for a very good reason.   Please don't post here unless you have a bug report or request that is legal.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-09 13:57:10
Where are the French and Spanish text updates? I am going to be releasing M06 soon with or without.  The work on foreign support is in your hands.
Title: Re: [REL] Menu Overhaul Project
Post by: Asshiah on 2012-10-09 21:03:03
Maybe I can help with french translating.

What do you need exactly?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-09 21:20:58
http://forums.qhimm.com/index.php?topic=11649.msg191027#msg191027
Title: Re: [REL] Menu Overhaul Project
Post by: Sugiura on 2012-10-09 22:39:35
I almost done the French translation text Asshiah, but i have no time to finish this :/

I can share my txt with you tomorrow if you want :p
Title: Re: [REL] Menu Overhaul Project
Post by: Asshiah on 2012-10-10 06:57:30
OK, you can send me the file and I'll see if I can finish it.
Title: Re: [REL] Menu Overhaul Project
Post by: Mirrorman95 on 2012-10-15 01:53:04
Quick question, does this overhaul/retranslation include all the unused lines/events from the japanese version of the game, such as the summon explanation seen at http://www.glitterberri.com/final-fantasy-vii/unseen-text/temple-of-the-ancients/ ?
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-15 02:44:27
The only scenes restored are those that were accidentally left out dye to script errors like the Gongaga dialogue with Barrett.  I have sometimes placed in unused dialogue as an extra but the main translation will be finished before I assess what else, if anything, to include.  We are not up to that area anyway, we are currently up to Junon village. 

I am awaiting Luksy's input, he is currently AWOL with work and life.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-21 21:05:15
I need to clarify something here.  I am not programming the foreign games myself.  I have created the tool to put edits into memory at game start (hext) and I and kranmer created the MOP.  I have also created a tool to place the hex of the TEXT areas of exe into hext compatible files.

But the changes to MOP that are needed (larger boxes for example) have to be done by others.  M06 will be released soon, and if I don't have a working memory file at that time, it gets shipped without foreign support.

I have not the time or desire to do all the work alone.  This is up to other people.  I and Luksy have supplied the tools, you have to supply the will.

At the moment, I have spanish translated text (unconfirmed if working) and that's it.   Until someone competent is working with me on this and doing exactly what I ask for, I am not going to bother.  If this carries on, I will release a tutorial instead and I will opt out of foreign support until I am given the final product. 

My work load is simply overwhelming at the moment and will continue to be for at least 6 months.   The final product will mean that the end user can select his game (i.e. french) and then that is it.  No edits to ff7.exe required at all.  All done by dll at run time.

This is already working for American version due to the massive amount of time I have put in, others will have a much easier time.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-21 22:33:08
Italian version is now finished and supported.  Dei92 has been given the final hext file and is making finishing touches to his tweaks.
Title: Re: [REL] Menu Overhaul Project
Post by: AgentX on 2012-10-27 06:44:48
Greetings,
Great work by all, love the FFX style battle menus and interface.

Just have one problem with certain dialog boxes.
I am finding there are many "choice" dialog boxes that are misaligned, meaning the finger points to the "lower" option then when I move the finger it goes off screen for the other option.

Some examples include when the team is leaving Midgar for the first time:
Ask Question "{AERIS} “You know what? This is the...dangerous. You sure you want to go?
Ask Question "{TIFA} “…I guess this is the start ...dangerous. You sure you want to go?

Was this already a known issue?  Is there something simple I can do to make a sure all choice dialog boxes are displayed correctly?
Thanks again for the hard work.  8)

Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-10-27 19:41:40
i told him about the same issues your mentioning that he claims he fixed but hasn't
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-27 20:12:30
This is in Luksy's hands...  I am not sure if M06 has fixed this issue (I THINK luksy fixed it) but if not this is a touphscript issue and I can do nothing about it for now or for M06 if Luksy has not returned in time.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-10-27 23:14:43
i checked his profile and it states he hasnt been on since last month
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-27 23:21:51
I spoke to him yesterday but he is very VERY busy with work.
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-10-28 04:04:06
ah the life of an adult. sometimes i wish i were a kid again but yet again thats part of growing up
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-10-28 14:48:17
I'm 29 (My pic is me age 27-28) but part time work, soon full.  And when it is full I will have less time.  Until then I have a mammoth back log to fix.  I must be getting old because I have to think about what age I am....
Title: Re: [REL] Menu Overhaul Project
Post by: EQ2Alyza on 2012-10-28 17:02:22
I'm 28, and I don't think we're old. Sometimes we like to think it because of how much we look backwards. It's natural to think so here since everything is centered around games from 15 years ago. But I realize I'm not old when I begin to look forward. There is lots of road ahead of us, with lots of goals and accomplishments along the way.

I admire your work ethics DLPB. Keep going forward with it  :)
Title: Re: [REL] Menu Overhaul Project
Post by: whitERaven on 2012-10-28 22:16:35
Yup, growing up means more obligations and less time for games and such, I'm 23, a lot younger than you guys/gals and I'm working full time now even at saturdays .. LoL but I think I'll still be playing games til I'm 40, LoL ;D ;D ;D
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-03 10:50:54
I had hoped to get this released soon but I have started a large section of my Pong game again... the code was a mess.  So it will have to wait.

I am still waiting for Luksy to return also.
Title: Re: [REL] Menu Overhaul Project
Post by: apio on 2012-11-09 00:08:23
Well, I already translated 0_ff7.exe.txt to spanish according to your documentation and some of other installments in the saga from both official and fantranslation versions. Also translated the whole kernel2 to fit it using wallmarket and touphscript. I'm currently checking for consistency and improvements without any crashes at all.

I'll need people with the experience and free time to help me with:
-The alignment/box resizing stuff, don't know how to do it. (But know some hex edition so I can help)
-Checking the overall translation. (Spanish speaking tester using the english 1.02 version of the game who have played other FF spanish versions).

Then we can send you the rearranged ff7.exe you'll need for Hext usage.

Great project and best regards!
Title: Re: [REL] Menu Overhaul Project
Post by: kman1981 on 2012-11-09 07:08:27
Greetings,


I'm trying to get an assist with this amazing mod :-) I've used it in the past on an old machine that is now long gone, had the urge to play through this game again, but I'm having some issues getting the game to run with the mod installed.

I started with bootloader 0039. Did the whole process, and each time I would run my game, I would get the Eidos logo, then the Square/Chocobo logo, and the opening credits. However, pressing ANY button would cause my game to crash. I repeatedly received an error:

Oops! Something very bad happened
Wrote crash.dmp to FF7 install dir.
Please provide a copy of it along with APP.LOG when reporting this error.
White emergency save to save/crash.ff7?

FF7.exe would also crash, end of story. I did numerous re-installations of the game and bootloader, but every time it kept doing this.

So I decided to start with a fresh install of the game, and start adding mods 1 by 1, testing for playability in between each mod. I installed the game (2012 re-release), used Kranmer's conversion mod, followed by the 1.02 patch, Aali's driver, FF7 Music, FMV restoration. Okay, up until this point, I'm good. Next I did the menu overhaul (don't recall exactly which options I chose) but this now caused my game to crash with the exact same error as before. I ran the mod again, chose to uninstall, and the game ran fine again.

Worth note, is that when I couldn't get this mod to work, I tried Team Avalanches mod. This, too, causes my game to crash. It seems to be something about loading anything from the Mods/DK/Menu folder. If there are any mods to the menu, the game just won't play. With the Team Avalanche mod, I could get the game to load, but if I opened up the menu in-game OR after any battle (at the EXP and Gil screen) the game would crash.

Another item is that my "Security Essentials" picks up a file each time I load the game and quarantines it. To be sure it was safe, I looked at the file in question and it is called:  HackTool:Win32/Keygen. Scary lol.

Anyways, after numerous failed attempts, I thought maybe there just wasn't compatibility with the re-release, so I tried the 1998 version of the game, went through the exact same process, and again, the menu overhaul crashed the game. I know the mod works, I've used it before, and since it has caused 2 different releases of the game to crash, I'm thinking it may be something with my system?

Windows 7 Pro x64 / NVIDIA video card / Intel CPU

In any case, I want to say thank you for even bothering to create this mod. It really is amazing  :)

Any and all information is greatly appreciated!

Shaun

*Edit to add APP.LOG*

INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 590/PCIe/SSE2 4.2.0
INFO: Found swap_control extension
GLITCH: Unable to turn on vsync
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Final Fantasy VII\movie\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
INFO: slow output format from video codec h264; 0
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: unhandled exception
Title: Re: [REL] Menu Overhaul Project
Post by: kman1981 on 2012-11-09 09:30:39
I wanted to add an update with a few more steps I've taken to narrow things down:


* Did a full re-install of FF7 (1998)
* Completely removed the directory it was in (C:\FF7) prior to installation
* Installed the 1.02 patch and Aali's driver only. Game played fine (looked like arse)
* Turned of Security Essentials and disabled Windows Firewall
* Ran MO.exe as Administrator (also logged into an Admin account)
* Chose to install ONLY the retranslation (no menu changes, no graphical changes, etc)
* Game still crashes in the exact same fashion.
* Re-running MO.exe and uninstalling the mod causes the game to run normally.

So I thought it was an issue with loading the .png files that go in the mod/dk/menu directory, but I'm guessing the actual issue is the modification that MO.exe makes to FF7.exe. I don't know (in my extremely limited knowledge) what else it could be. I'm going to try this same process with the 2012 release (adding only the conversion patch to the aforementioned list of mods) and see if that works.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-09 09:53:51
Please post your bug report on Aali's driver thread or bootleg.  This does not seem to be specific to my mod.
Title: Re: [REL] Menu Overhaul Project
Post by: Gordon228 on 2012-11-11 05:58:31
got me self a problem  with the menu overhall in that it crashes i know you want the app.log so here it is
Code: [Select]
INITIALIZE DD/D3D START
DIRECT DRAW 2
TOTAL -1108156416 FREE -1116450816
DD MODE: W 640 H 480 P 640 RGB 1 BPP 8
DD MODE: W 720 H 480 P 720 RGB 1 BPP 8
DD MODE: W 720 H 576 P 720 RGB 1 BPP 8
DD MODE: W 800 H 600 P 800 RGB 1 BPP 8
DD MODE: W 1024 H 768 P 1024 RGB 1 BPP 8
DD MODE: W 1152 H 864 P 1152 RGB 1 BPP 8
DD MODE: W 1280 H 720 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 768 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 800 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 960 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 1024 P 1280 RGB 1 BPP 8
DD MODE: W 640 H 480 P 1280 RGB 1 BPP 16
DISPLAY MODE MATCH
DD MODE: W 720 H 480 P 1440 RGB 1 BPP 16
DD MODE: W 720 H 576 P 1440 RGB 1 BPP 16
DD MODE: W 800 H 600 P 1600 RGB 1 BPP 16
DD MODE: W 1024 H 768 P 2048 RGB 1 BPP 16
DD MODE: W 1152 H 864 P 2304 RGB 1 BPP 16
DD MODE: W 1280 H 720 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 768 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 800 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 960 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 1024 P 2560 RGB 1 BPP 16
DD MODE: W 640 H 480 P 2560 RGB 1 BPP 32
DD MODE: W 720 H 480 P 2880 RGB 1 BPP 32
DD MODE: W 720 H 576 P 2880 RGB 1 BPP 32
DD MODE: W 800 H 600 P 3200 RGB 1 BPP 32
DD MODE: W 1024 H 768 P 4096 RGB 1 BPP 32
DD MODE: W 1152 H 864 P 4608 RGB 1 BPP 32
DD MODE: W 1280 H 720 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 768 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 800 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 960 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 1024 P 5120 RGB 1 BPP 32
Ramp Emulation
  Microsoft Direct3D Mono(Ramp) Software Emulation
RGB Emulation
  Microsoft Direct3D RGB Software Emulation
Direct3D HAL
  Microsoft Direct3D Hardware acceleration through Direct3D HAL
EXCLUSIVE MODE
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 1:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: F:\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
the crash only happens when your FF7.exe is loaded now before i say it's your mod it could be my ATI card witch is a Radeon HD XFX 7900 Series. i should also note that i am useing Win 7 X64
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-11 09:07:20
Do all the things listed on the first post and see if that makes a difference.
Title: Re: [REL] Menu Overhaul Project
Post by: Gordon228 on 2012-11-11 15:21:05
i try everything first before i post anywhere. also windows tells me the game has had an error and needs to close
Title: Re: [REL] Menu Overhaul Project
Post by: apio on 2012-11-11 19:16:46
Well, I already translated 0_ff7.exe.txt to spanish according to your documentation and some of other installments in the saga from both official and fantranslation versions. Also translated the whole kernel2 to fit it using wallmarket and touphscript. I'm currently checking for consistency and improvements without any crashes at all.

I'll need people with the experience and free time to help me with:
-The alignment/box resizing stuff, don't know how to do it. (But know some hex edition so I can help)
-Checking the overall translation. (Spanish speaking tester using the english 1.02 version of the game who have played other FF spanish versions).

Then we can send you the rearranged ff7.exe you'll need for Hext usage.

Great project and best regards!

AlbusJC is going to help me testing the spanish translation, now we need an Hex-pert for aligning and resizing stuff
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-11 20:54:25
i try everything first before i post anywhere. also windows tells me the game has had an error and needs to close
It is almost 100% likely the error is at your side.  Start again with clean ff7 exe.
Title: Re: [REL] Menu Overhaul Project
Post by: Gordon228 on 2012-11-12 01:35:20
i have done this several times and it ends up crashing the game. question dose the menu overhaul require the custom gfx driver? i could test with out it with a fresh install of FFVII?
Title: Re: [REL] Menu Overhaul Project
Post by: ProtoX on 2012-11-12 02:27:08
its most likely your graphics driver thats causing the issue. try changing your graphics setting to application controled
Title: Re: [REL] Menu Overhaul Project
Post by: Gordon228 on 2012-11-12 02:46:50
nope that did nothing :( i blame my ATI card my old compy had an nvidea but was a crap vista but everything worked the first time.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-12 08:14:13
It may have.  But of you swap the exe for an original 1.02 and it still doesn't work, it cannot be the fault of MO.  if that's the case, place your bug report elsewhere.
Title: Re: [REL] Menu Overhaul Project
Post by: Gordon228 on 2012-11-12 15:09:42
i can play fine with out MO
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-12 15:49:09
I need to know for sure what you mean by "without".  When you replace the 1.02 exe with the old one, it works fine?

If so, try reinstalling on that clean exe and let me know what happens.
Title: Re: [REL] Menu Overhaul Project
Post by: Gordon228 on 2012-11-13 01:40:41
by reinstalling you mean the 1.02 exe? in that case it dose work now i also need to test to see if the game works with out the custome driver. note i need to find out how to install FF7 agen as some how i can't load the installer after i did a somewhat crappy uninstall by not using the uninstaller.

 edit: it works now after a botched uninstall and registry cleaning of everything FF7 and a restart it finally works and btw i can play the game with out the driver but stuck with old gfx
Title: Re: [REL] Menu Overhaul Project
Post by: kman1981 on 2012-11-13 19:47:30
i can play fine with out MO

Same here.

For DLPB - I can certainly understand not wanting to work out everyone's issues, but you more or less told me the exact same thing a few days ago.

I installed only the 1.02 patch and Aali's driver. I can play the game fine. Then I install MO, and my game crashes. I uninstall MO, and my game plays just fine again.

How exactly is that NOT caused by MO? Lol. Not trying to 'sound' like an arse ya know?

Gordon's issue could be something completely different than mine, but it sounds like we both can play FF7 without MO, and we cannot play it with MO. Your mod kicks ass dude, we all want to use it :-) There is just something occurring with the install that is preventing the game from working properly.

Shaun
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-13 19:56:07
The other guy has virtually admitted (and changed his story) that the problem is his gfx card.  How his original conclusions were reached is beyond me, but it is obvious his problem is not MO related.  And then posted this

Quote
edit: it works now after a botched uninstall and registry cleaning of everything FF7 and a restart it finally works

This has nothing to do with this mod and obviously if he had no issue after  a reinstall, he must have fucked something up the first time, like you probably have.

If it is MO related, it is 99.9% your fault or your systems fault.  I know this because 99.9% of people have no issue with this mod.  It isn't arrogant, it is simply common sense.  If you have used my installer (not bootleg) and you have done what I said on first post, and you have tried everything you can think of, and if this error is definitely the fault of MO (i.e. when you use an original 1.02 it works and when you don't it doesn't) then I will look into it.

It simply isn't very likely that the error is on my side.  Especially since it works for me.  If it works for me, it will work for everybody given they have done the exact same thing as me.  To be blunt, the problem being my fault is extremely unlikely if at all possible.

Given Gordon's change from "MO doesn't work" to "Reinstalled, now suddenly works" , is it any wonder I chose not to take these bug reports seriously anymore?  Especially since I know that my mod cannot pick and choose who to work for.  And I was right to mistrust Gordon's original bug report because it was false.  It was not my fault.  I will trust yours when I see you have done everything I list on first post including a full reinstall.

Title: Re: [REL] Menu Overhaul Project
Post by: Gordon228 on 2012-11-13 22:59:08
in the end tho DLPB you did help me as i was not sure if an uninstall was necessary at the time as it was a fresh install now i am thinking that all i needed was a restart but reinstalling couldn't help ether so i thank you also to anyone who has the same issues i have please either reinstall FF7 or restart also one thing i forgot to say was that the gfx driver was giving errors when selecting the custom driver. so to thos that think i need to report a problem DO EVERYTHING be for hand even if you think it will not work.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-23 18:28:24
Ok, I am officially ending support for foreign titles.  This is because of lack of progress and the fact I hope to finalise my installer soon.  I am also getting too busy these days.  What I will do is create a tutorial so that others may create working foreign games using the english 1.02 executable.  The Italian version has been done already more or less.

The new MO project is memory based and so changes are much easier to make. I will get back to you all nearer the time.
Title: Re: [REL] Menu Overhaul Project
Post by: MoustiqueClad on 2012-11-25 12:55:26
Hello,
Excuse me disturb you,
I use a translator. Because I am French, and I have trouble with English
I wonder if it would be possible to make a tutorial for the software, because I have the 2012 version I switch to 98.
And I try to change the game as I can, which I still quite difficult, because there is nothing in French.
I install MO.exe and I do not know what to do next or even what to change here for the menu.
Hoping you can help me. I translate your tutorial myself.
I use windows seven
thank you
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-11-25 14:25:14
I do not have the time.  Someone else might have the time.  :)
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-12-01 06:29:11
heh, getting there.....  More and more things to add to game but it is getting there.  :-D Then I will get back to this.

http://dl.dropbox.com/u/36889302/pong%20options.PNG
Title: Re: [REL] Menu Overhaul Project
Post by: SRACon17 on 2012-12-06 11:11:42
i think i've found a bug on the retranslation. on the Inside Cliff in the crater area(the one where you fight the four huge living icicles), when you defeat each one of them, you'll get an option to jump down to the room below. if you pick the top option ("No"), you would jump down. but if you pick the bottom option ("Yes"), you wouldn't jump down :)
Title: Re: [REL] Menu Overhaul Project
Post by: Vgr on 2012-12-06 18:27:40
I would totally play that! Also which language is that in? </offtopic>
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-12-06 22:37:12
i think i've found a bug on the retranslation. on the Inside Cliff in the crater area(the one where you fight the four huge living icicles), when you defeat each one of them, you'll get an option to jump down to the room below. if you pick the top option ("No"), you would jump down. but if you pick the bottom option ("Yes"), you wouldn't jump down :)

This has already been noted a few times
Title: Re: [REL] Menu Overhaul Project
Post by: quequotion on 2012-12-19 02:44:29
Found a funny one, when riding the truck to Nibelheim with Sephiroth:

Cloud (projecting himself on Zack): "So, how does you feel, HERO?"
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2012-12-19 03:35:55
That has already been fixed by the looks of it (using hero less now than before since it sounds a little weird.  "Great" is used more often).  Thanks for the report though!

my files show

CLOUD}
“Say,how does it feel… HERO?”
------------------------------
Sephiroth
“…I thought you
   wanted a briefing?”
------------------------------


Are you using the latest Menu Overhaul too? *though this may have been corrected after that)
Title: Re: [REL] Menu Overhaul Project
Post by: Wharenn on 2012-12-27 16:30:43
Hi,
I just discovered the huge work that was done to improve this awesome game. Since I brought the 2012 version of the game I was searching a way to improve it and it led me there. I saw there was some work to do about the french translation. I had the same problem using bootleg and Menu Overhaul : it made my menu in english. I saw the explanations on previous messages about the use of touphScript and tried to make the text files in french.

I have the full 0_ff7.exe.txt file translated and the others txt files in french too if needed (because after using thoughScript, my whole game was english, but not the menu, lol). I also have a ff7.exe english 1.02 applied with this translated text. I tested it, and it seemed ok as far as I tested. As you said, the text is ok but the alignments on boxes and with the cursor are not :p May I send these files to you by MP ? Is there a way to fix alignments ? I did not understand previous posts about it...

Ah, also, to make it work, I had to use the bootleg on the 2012 FF7 release without Aeris Revival, without Retranslation and with translation set to French.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2013-01-04 02:47:06
So back to work for me... Still finishing off my tools that will make editing memory for this game (and any game/program) as simple as pie.  Mostly done.  What I am not happy about is the rather "here there" job I did with the value changing.  To explain, imagine that this was memory:

E8 77 4D 24 00

When I did a comparison between the original exe and the changed exe, the 00 was same in both so was not added to the list.  So now in the list of changes the ones there would be E8 77 4D 24

It is very sloppy.  I don't like it.  But it's way too late now to do anything about.  The worst case scenario is that if someone else has modified certain memory that I also have (excluding text because I made sure ALL of those are added), game will crash.  But given I and kranmer were editing things no bugger else seems to, I'd say we are safe...

It's just sloppy.  Ah well... you learn by mistakes see.  I did make sure to correct this when using Dziugo's edits... so at least his work and my modern changes have been properly done. 
Title: Re: [REL] Menu Overhaul Project
Post by: quequotion on 2013-01-12 00:23:58
So back to work for me... Still finishing off my tools that will make editing memory for this game (and any game/program) as simple as pie.  Mostly done.  What I am not happy about is the rather "here there" job I did with the value changing.  To explain, imagine that this was memory:

E8 77 4D 24 00

When I did a comparison between the original exe and the changed exe, the 00 was same in both so was not added to the list.  So now in the list of changes the ones there would be E8 77 4D 24

It is very sloppy.  I don't like it.  But it's way too late now to do anything about.  The worst case scenario is that if someone else has modified certain memory that I also have (excluding text because I made sure ALL of those are added), game will crash.  But given I and kranmer were editing things no bugger else seems to, I'd say we are safe...

It's just sloppy.  Ah well... you learn by mistakes see.  I did make sure to correct this when using Dziugo's edits... so at least his work and my modern changes have been properly done.
You should really get these things into a version control system, like git or svn. It makes it very easy to compare your work with a colleague's, and keep track of it's history.
Title: Re: [REL] Menu Overhaul Project
Post by: slevinqs on 2013-01-14 22:04:01
i have a problem with installation: error--> Error in fship_1: converting to field failed, Attempted to read ff0000 bytes from 8dd

Error in fship_12: converting to field failed, Attempted to read 4c000000 bytes from 261c
Title: Re: [REL] Menu Overhaul Project
Post by: Kaldarasha on 2013-01-15 06:05:03
You need a untouched english flevel.lgp. No modifications, no other languages.
Title: Re: [REL] Menu Overhaul Project
Post by: DLPB_ on 2013-01-15 06:16:40
Menu Overhaul will work with a touched flevel, languages and all (Assuming retranslation isn't being selected).  But not if the flevel is from the 2012 version (so far) and not if it's got broken code.  Your problem isn't related to the Menu Overhaul.  You have something wrong with flevel.
Title: M06 - Info Update
Post by: DLPB_ on 2013-01-15 10:45:35
Update:


Now that my tools are created I have resumed work on MOP.  All executable edits have been transferred to memory edits and I guess we will see how that works out.  I am currently updating the installer.  Exciting times :)

The one problem at the moment is Luksy is still busy and touphscript needs an urgent update to work with the new installation.  So when I can release M06 is largely dependent on that.  I also want to finish the increased difficulty Submarine minigame I have been programming.

Title: Re: [REL] Menu Overhaul Project
Post by: Salk on 2013-01-15 10:53:25
Thanks for the update!

Really hope Lusky'll be back to modding soon.
Title: The Reunion
Post by: DLPB_ on 2013-01-16 07:34:54
This post needs deleting.
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-17 05:29:17
The Reunion is complete... but I will wait until the forum is said to be stable before I go about adding links and sorting this thread.

A lot of other updates have been annihilated thanks to the host crash.
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-21 04:28:26
I am going to be overhauling this entire thread soon and all other threads...  so keep your eyes peeled.  Got an action plan now on how to proceed.

Also this thread should really be moved to gameplay because it is much more than graphical updates now.
Title: Re: The Reunion
Post by: xshobux on 2013-02-21 21:15:47
Another quick question for when this mod is released... how will I go about installing it? I use the BFE, will it work with that? Or will I be able to install it on an already modded FF7 and it will just overwrite the old mod?
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-22 02:35:42
All information will be placed in this topic and the readme at the time of release  8-)

And what is BFE?>
Title: Re: The Reunion
Post by: xshobux on 2013-02-22 04:56:58
BFE is the Bootleg Front End, that thingy that installs all of the mods and what not.
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-22 04:57:39
It will only work with Bootleg if Pitbrat adds it.
Title: Re: The Reunion
Post by: xshobux on 2013-02-22 06:33:21
Hmm...so what should I do then?
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-22 06:42:14
Reunion is not even released... you can do nothing until it is.  It will be installable at first using the installer I create.
Title: Re: The Reunion
Post by: ProtoX on 2013-02-22 10:34:41
im just waiting on the word that the forum is stable again so I can release my spell patch that is compatable with your mod and since your about release a new verson im going to hold off the release until I find out whats been updated kernel wise
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-22 10:49:23
In this release, Kernels have not been touched (apart from translation option which changes all text).  Once I start going into my difficulty mod more, scene and kernels will also be changed by the Weapon option.


Translation:

This one was a bitch to do...  It still sounds crap, but it did in the Japanese too.  I still made it an improvement though:)  The one problem I have at moment is the translation project clashes with the ordinary script when I change things for Weapon.  Means more work.

original
Code: [Select]
“This attraction is the
Shooting Coaster.”{NEW}
“While your ride's going ZOOM, you're
going BANG BANG, and things are going
PHEW PHEW and you destroy them with a
big BOOM. Pretty simple, isn't it?”{NEW}
“Oh, to shoot, hit {PURPLE}[OK]{WHITE}.
The bar on the
left side of the screen is
your Power Meter.”{NEW}
“When it's full, it'll go BROOOOOM and
when it's empty, it'll only go
…brm…and putter out.
So be careful.”{NEW}
“If you make it to the Top 3,
you'll get on the Wall of Fame.”

new
Code: [Select]
“This attraction is the
Shooting Coaster.”{NEW}
“The ride goes ZOOM,you go
BANG BANG,things go PHEW PHEW,
and then you destroy them with
a big BOOM. Pretty simple,eh?”{NEW}
“To shoot,hit {PURPLE}[OK]{WHITE}.
The bar on the left side of
the screen is your power meter.”{NEW}
“When it's full,it'll go KABLAM,
but when it's empty,it'll only
go "psh" and putter out,so keep
an eye on it.”{NEW}
“The girl at the counter will
keep a record of your top three
scores. Try your best♥.”
Title: Re: The Reunion
Post by: ProtoX on 2013-02-22 13:08:39
only thing with that text that conserns me is the KABLAM and psh. KABLAM sounds like something exploding destruction loudly and psh sounds like someone using brakes of a car
Title: Re: The Reunion
Post by: mystery_editor on 2013-02-22 13:15:51
Also, I imagine lasers going "PEW PEW" not "PHEW PHEW". They aren't sighing from relief at all...

Other then that, seems to be making the absolute best of some shonky dialogue!
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-22 13:17:34
psh I have no probem with because it sounds crap which is the intent... there's no way to write what that sound is.  kablam possibly needs amending, but the person who is describing it does not have to be talking accurately when they are explaining a ride's noises for the purpose of getting a message across.

Pew, I agree on.
Title: Re: The Reunion
Post by: knightsoftheround on 2013-02-23 16:23:15
Oh, nevermind on my question on the Beacause thread, I found it! I'll continue to stalk the progress from here!

I have a question - we're going to be able to install only parts of this mod pack, right? I'm only going to want the Retranslation when it's complete (I assume that will need the menu overhaul with it to actually work right) and not the others.
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-24 02:04:44
For now you can install any of the mods separately.  If it becomes hassle for me, it will end up being certain ones merged *for example weapon + translation.  For now it is separate.

The Iscar mod will very likely be part of the translation project as an optional add on.
Title: Re: The Reunion
Post by: Covarr on 2013-02-24 23:00:53
I'm gonna go ahead and move this to Other Mods, since it's quite a bit more than just graphics at this point, and it can't really be classified to any one category anymore.
Title: Re: The Reunion
Post by: knightsoftheround on 2013-02-25 17:46:03
For now you can install any of the mods separately.  If it becomes hassle for me, it will end up being certain ones merged *for example weapon + translation.  For now it is separate.

The Iscar mod will very likely be part of the translation project as an optional add on.

Cool! I'm mainly just after an accurate translation myself, and the bonus bosses are far from an essential part of the story (if I recall correctly, they weren't even in the Japanese games until the International version). As long as the removal of Cait Sith remains wholly optional I'll be happy!
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-25 19:41:18
Weapon is the name I give to my difficulty mod , which changes minigames, scripts and what not 8-)
Title: Re: The Reunion
Post by: knightsoftheround on 2013-02-26 07:46:21
Ooooh. I hope you don't end up having to combine it then. XD
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-26 07:50:38
Hopefully I won't... it's just a real nightmare though.  Whenever I add an item to the script text it means I have to create 2.  one for the translation version and one for without.  So it's a duplication of effort, and then if theres a problem with one of the texts, I have to edit 2.

This is the reason I don't support the other hardcore mods around here with translation option... because then it would be even more work.  It's also why Cait option is an add on to translation and not a separate.  There are numerous mods around here...  it might be sensible in time for people to simply install full setups and be able to select them, rather than endlessly fighting with various changes.
Title: Re: The Reunion
Post by: ProtoX on 2013-02-27 00:59:33
how much in % is done till the next installer is released
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-27 06:35:17
Wonder square is almost done.  Coaster is done so is script. 
Submarine is half done but I will leave that for now.
Installer is almost done.

It won't be too long.
Title: Re: The Reunion
Post by: knightsoftheround on 2013-02-27 08:38:50
Hopefully I won't... it's just a real nightmare though.  Whenever I add an item to the script text it means I have to create 2.  one for the translation version and one for without.  So it's a duplication of effort, and then if theres a problem with one of the texts, I have to edit 2.

This is the reason I don't support the other hardcore mods around here with translation option... because then it would be even more work.  It's also why Cait option is an add on to translation and not a separate.  There are numerous mods around here...  it might be sensible in time for people to simply install full setups and be able to select them, rather than endlessly fighting with various changes.

Man, I feel for you. I'm no programmer, so I can't really empathize, but I super respect what you guys are doing. I mean, I've spent years being pretty certain I was going to have to learn Japanese to play this game right and you guys are here being awesome!
Title: Re: The Reunion
Post by: ProtoX on 2013-02-27 11:30:51
good to hear just wish Aali would give us a status report on his new driver
Title: Re: The Reunion
Post by: DLPB_ on 2013-02-27 20:15:55
good to hear just wish Aali would give us a status report on his new driver

So do I.
Title: Re: The Reunion
Post by: insidious611 on 2013-03-09 12:29:39
I suppose this is probably the place to post this: In an FF7 PC install with this mod and nothing else installed (with the retranslation enabled), when I get to the bit in Gaia Cliffs where you're supposed to make the giant icicles fall, and it asks you "Do you want to jump down to the room below?" it presents you with these options:

No
Yes


except, picking No makes you jump
and picking Yes makes you not jump.

So I think something got mixed up a bit!

I've also noticed some minor spacing errors and other things, but I'm just assuming these are either known or are due to the retranslation having not touched these scripts yet, etc.


On an unrelated note, could we eventually have a list of monster, item, materia, etc names and what they mapped to in Square's 'original' english translation? Mostly for the purposes of being able to look things up on the internet while playing your retranslation?

Even a mapping to what it was in the japanese would also be useful as what I generally use to look up stuff (finalfantasy.wikia.com) generally has both.

Also this is going to be horribly unhelpful because I don't remember the exact line (having made a note of it happening but continued to play past it), but you used "you're" where you should have used "your" at some point in Midgar at the beginning of Disc 1.
Title: Re: The Reunion
Post by: DLPB_ on 2013-03-09 12:49:50
All of that is known (aside from your, which may have changed by now).  The translation changes for items and weapons etc are in a database. See Beacause - The Retranslation thread, main post.  It is not here yet.  The installer on the first post is not supported anymore.

Grammar and spelling mistakes can wait until the translation is finished.  It is currently 60%.
Title: Re: The Reunion
Post by: insidious611 on 2013-03-09 14:51:59
Awesome, and thanks. Sorry for reporting duplicate issues, am simply trying to be a help to the project by pointing out things I've noticed so far!


All told I really love this retranslation. The best way to put it is that every line thats been retranslated flows far better, and it all feels like real conversations.
Title: Re: The Reunion
Post by: DLPB_ on 2013-03-09 15:21:43
And it isn't done yet, either ;)  At the end it gets another going through and improvements are being made all the time.

 8-)


Stick around for when it is completed, I will surely need people to go through it all.
Title: Re: The Reunion
Post by: DLPB_ on 2013-03-10 17:22:09
http://www.youtube.com/watch?v=UWQfGck0Lzw

I believe this has been refined slightly since this.  But more or less this is it.
Title: Re: The Reunion
Post by: ProtoX on 2013-03-10 18:34:27
Fie! dont you mean Lie! at 9 min mark on the vid
Title: Re: The Reunion
Post by: DLPB_ on 2013-03-10 22:06:18
No, Fie!

http://www.thefreedictionary.com/fie

The people of the pagoda (apart from Shake) have an older way of talking.  Especially Staniv.  They are all named after famous writers (Although Godot is from http://en.wikipedia.org/wiki/Waiting_for_Godot)

Shake from Shakespeare

Staniv is from Stanislaw
http://en.wikipedia.org/wiki/Stanis%C5%82aw_Lem

Gorky
http://en.wikipedia.org/wiki/Maxim_Gorky

Chekhov
http://en.wikipedia.org/wiki/Anton_Chekhov

I think it is a deliberate move to make Shake a slangy kid, whereas in real life, Shakespeare was the worst with the older use of language.
Title: Re: The Reunion
Post by: ProtoX on 2013-03-10 22:25:21
Never knew "fie" was a word thats why i kinda thought that way. any who keep it up
Title: Re: The Reunion
Post by: DLPB_ on 2013-03-10 22:29:18
It's one of those things...  they are supposed to talk with the olde speak.  8-)
Title: Re: The Reunion
Post by: mystery_editor on 2013-03-11 02:07:59
There is something about the "Yes" or "No" options that don't make what they represent immediately clear.

Eg: "Stop your yappin'!" vs "I'll forgive you... this time" - it takes a few seconds to decide which one is in the affirmative, and which one is not. Intentional?
Title: Re: The Reunion
Post by: DLPB_ on 2013-03-11 02:10:52
It's what it says :)  The line is virtually same in Japanese meaning wise, although I had no problem working it out.  Also, the second option is always the negative in the pagoda.
Title: Re: The Reunion
Post by: ProtoX on 2013-03-14 15:17:03
any updates to tell us
Title: Re: The Reunion
Post by: DLPB_ on 2013-03-14 19:06:28
No update would help.  I am very busy at the moment, but I will get this released soon enough.,   It has been almost done for some time now.
Title: Re: The Reunion
Post by: Rundas on 2013-03-14 21:01:40
Having a completely updated game where every area also matches in form and art style is very difficult because not everyone's work looks exactly the same. This may make it easier.
Title: Re: The Reunion
Post by: Acro on 2013-03-31 11:56:47
Hello DLPB,

I'm writing to you because I have been retranslating FF7 in French from Japanese (Project "Neo Midgar") for three years, and I have one urgent problem remaining. I thought you could have the answer, as you worked on this aspect for the Menu Overhaul Project.
As you know, the real names of FF7 item are large, and it's difficult to find a compromise between the japanese name and the size of the name in English. It's even worse in French, where names take more place due to the possessive pronoun "de". I was wondering if you knew how to move the number of exemplary of the items (for example ": 99") on the right, because there is a big useless space in the Item menu on the right. Is it in the FF7.exe?
I would be very grateful to you if you could help me on that subject, because I have been tearing my hair out for so much time now.

Thank you for all, and congratulations for all your work on FF7!

Acro
Title: Re: The Reunion
Post by: DLPB_ on 2013-04-01 05:46:23
Download the Hex documentation in Menu Overhaul installer.  Our notes on things like that are there.  You will have to manually alter the menu item positions etc so that they fit.
Title: Re: The Reunion
Post by: DLPB_ on 2013-04-03 18:20:44
I decided that I will get the sub game to a near finished state before releasing this update.  It is a lot of messing about to get 4 decent levels done.  I will leave the story version of the sub game until the next update.  A lot of this is trial and error since no one knows how the AI of the subs works.  The 4th level is already quite taxing because I have made the subs faster and better, and it is a 1 hit kill should you contact missile or mine.

Much more fun.

edit.  Level 4 is complete.  It took ages because I have no idea what these values actually do so I just trial and error until I like what I see... not efficient to say the least haha.  But I have added other code to change enemy sub speed/missile speed etc, so I do have control over a lot of stuff.  Just not the enemy sub movement.  It still works pretty good.

Level 3 2 and 1 remain, then the mako reactor battle for story.


Level 1

mine strength: 2 bars (out of 16)
enemy missile: 1 bar
Enemy missile speed: slow
Enemy missile rate: low
Enemy missile distance: small

Level 2

Mine strength: 4 bars
enemy missile: 2 bars
Enemy missile speed: medium
Enemy missile rate: medium
Enemy missile distance: medium

Level 3 (and mako battle in story)

Mine strength: 8 bars
enemy missile: 4 bars
Enemy missile speed: high
Enemy missile rate: high
Enemy missile distance: high

Level 4

Mine strength: 16 bars
enemy missile: 16 bars (1 hit kill)
Enemy missile speed: Extreme
Enemy missile rate: high
Enemy missile distance: high

For example... this is the kind of thing I have done.
Title: Re: The Reunion
Post by: Aavock on 2013-04-08 05:00:41
Hi DLPB,

Sorry for askin' but I downloaded the hex documentation for my french ff7.exe which came out extremely handy for box and text resizing of the main menu but now, I have some trouble with the black box located behind the main battle menu, I already managed to change the y position of the menu and I need to find the y value for this black bottom bar. I thought it was "battle width 0091e7fc" but doesn't work... My goal is to place the main menu at the bottom of the screen. Thanks.
Title: Re: The Reunion
Post by: DLPB_ on 2013-04-08 09:27:50
I don't have the time to help anyone with the hex documentation itself, I am sorry :)
Title: Re: The Reunion
Post by: nobuyuki on 2013-04-09 10:57:14
thank you... 
but where I can download Menu Overhaul? in thread [Tutorial] Bootleg Configurator and FF7 Mod Installation  invalid link...
Title: Re: The Reunion
Post by: DLPB_ on 2013-04-10 13:51:30
First post.
--------

Also special thanks to MJ (not placing his full name).  Not sure who he is here, but he made a nice donation :)  Much appreciated.  I may add an appreciation section to the first post also.  Makes it worthwhile when you know you have made people happy, and that they appreciate your hard work.
Title: Re: The Reunion
Post by: DLPB_ on 2013-04-12 21:51:28
I am gonna release this for my 4000th post.  Heh.  Another deadline I will mess up.  :evil:  I am just finishing sub and testing.  4000 is a nice number. In hex, it is the health of the ally sub.  :-o
Title: Re: The Reunion
Post by: Isuldor on 2013-04-19 16:44:11
Well i'm looking forward to another playthrough.  been working _alot_ lately and this will be a really nice treat for myself :)

I'm going to try playing without cait and see how it is!

i've read the first and last few pages of the beacause thread and this thread, but I'm missing a couple details still:
- what's the current progress on dialog?
- why was it called beacause? lol
Title: Re: The Reunion
Post by: DLPB_ on 2013-04-19 19:01:31
Beacause was a mispelling in the original game (Jenova's only line: "Beacause....  you are a puppet", therefore I have used it as the name for Retranslation Project.

Cait dialogue is being started after translation is finished.  Luksy has gone AWOL again, and there is nothing I can do about it.  However, it should not be up to 1 translator to do this job (and Luksy has done far more than his fair share, as well as being a citizen of Japan in full work), and others (especially the 2 I asked numerous times) should have joined in to help but haven't.  I am good at localising.  I cannot understand Japanese.  So it is a 2 man job at the very least.

The status of translation, and all further details will be placed on first post when I release this project (my 4000th post). 

Edit.  Up here haha

Luksy is back and has worked his ass off...  so this is gonna be delayed a while until I catch up.  We are now up to Rocket Village.  I still need to update the Submarine game as well.  It will be prob another 2 weeks.

Title: Re: The Reunion
Post by: Dracconis69 on 2013-04-21 16:40:58
I would like to say, that as a first time visitor to this forum and a long time fan of FF7, that you guys have done some AMAZING work.  I love it all.  I have FF7 installed and running perfect due in fact to everyone's tuts and issue resolutions.  I have started to compile a list of what may appear to be mistakes and glitches, but I am waiting for this project to be completed and installed.  That way I know any conversational and other such glitches/mistakes have been fixed.  I hope you guys and ladies keep up the fantastic work that yall are doing.


To think his next post will be the release.  WOOT!!!
Title: Re: The Reunion
Post by: eXistenZe on 2013-05-01 20:42:44
Hey there...

Is there a read me for install options?
Also, is there a list of known compatible or incompatible mods?

Best regards,
xz
Title: Re: The Reunion
Post by: Rundas on 2013-05-01 21:31:46
1 more! Quick, someone fuck something up so he has to help you!
Title: Re: The Reunion
Post by: ProtoX on 2013-05-08 19:27:39
(http://i394.photobucket.com/albums/pp22/Jamey876/GokuFacePalm.png) (http://s394.photobucket.com/user/Jamey876/media/GokuFacePalm.png.html) come on DLPB wuts the hold up
Title: Re: The Reunion
Post by: dkma841 on 2013-05-08 23:51:17
Hey there...

Is there a read me for install options?
Also, is there a list of known compatible or incompatible mods?

Best regards,
xz
The readme should be with the download of MO, some instructions on first post too, dlpb can't respond back yet as he will release his new MO at his 4000th post :D i suggest you wait for this version :)
Title: Re: The Reunion
Post by: EQ2Alyza on 2013-05-09 02:58:39
(http://i394.photobucket.com/albums/pp22/Jamey876/GokuFacePalm.png) (http://s394.photobucket.com/user/Jamey876/media/GokuFacePalm.png.html) come on DLPB wuts the hold up

It will be released as his 4000th post. I don't know the significance behind doing that, but he's made it clear that is what will be done. He's probably dying to respond to this hehe
Title: Re: The Reunion
Post by: cmh175 on 2013-05-09 14:56:40
I actually do have a small issue that maybe worth noting. The retranslation looks good, but I have the canon items and names, and american spelling options checked. The only one that seems to work though is the canon items. The only time names are really noticeable are with the Turks, with Reno called Leno, Elena called Yvelna (or something close) and I forget Tsengs new name. It's not a big deal but Elenas name just looks like a typo, and for some reason I immediately think of Jay Leno when I see Renos name, which is totally weird. I understand if these maybe closer translations from the Japanese versions, but Japanese doesn't translate directly to English very well and requires some interpretation. And with other FF7 installments to the series using the canon names it's just better to stay consistent. The American spelling doesn't seem to work either as I've seen "colour" and "mum". Is this something that's addressed in the next release?
Title: Re: The Reunion
Post by: ProtoX on 2013-05-09 15:53:18
he actually pm me saying that it could be up to week or longer due to the submarine mini game among othings as well. but im gonna be honest I rather have menu overhaul and battle interface alone and have the rest as a seprate download
Title: Re: The Reunion
Post by: cmh175 on 2013-05-09 16:53:11
PM from DLPB about Canon names and spelling.


---

There is no interpretation needed from Japanese to English in the case of names, since they are generally in English already converted to kana. The names were incorrectly named because it is often impossible to get the correct spelling back once it has become kana.  The Official Establishment File makes it clear that Leno, Yrena are correct.  The writers showed the correct spelling in English in that documentation (which was obviously not given to Michael Baskett, the English localiser).  The next release will fix the options so you can maintain the incorrect names (the options are broken at the moment).  This has been asked numerous times.  I will be making a full FAQ when this is finished, to stop these repeated questions being asked.

Leno is from latin meaning pimp/seducer, and is deliberately there to contrast with "Rude" the English word.

Leno and Yrena are correct.  They have been verified through the main official source.
Title: Re: The Reunion
Post by: LeonhartGR on 2013-05-09 20:28:10
C'mon that's cheating! This is supposed to be his 4000th post :P :P
Title: Re: The Reunion
Post by: Rundas on 2013-05-09 20:43:11
^ Dan you sneaky bastard.
Title: Re: The Reunion
Post by: LeonhartGR on 2013-05-10 02:22:24
"Wait you scaly bastards" (http://www.youtube.com/watch?feature=player_detailpage&v=Y5gWZU97DHU#t=40s) :P :P  :evil:
Title: Re: The Reunion
Post by: EQ2Alyza on 2013-05-10 16:02:23
I will be making a full FAQ when this is finished, to stop these repeated questions being asked.

Some of the commonly repeated Bootleg questions are impossible to fizzle out, despite having a written guide AND a video guide AND an FAQ AND a Search bar AND an entire thread with others asking. I've actully had a few send me PMs stating that they downloaded the mods and need to know what to do next...... Luckily I'm a patient gal lol. Plus, I do find it somewhat easy to get lost in transition considering how much there is to read/download for new users.

So anyways...expect the expected because "those questions" will still be repeatably asked. I think you know this  :evil:
Title: Re: The Reunion
Post by: ajthedj747 on 2013-05-19 06:28:04

Luksy is back

Welcome back, @Luksy. We have all missed your presence. :-D
Title: Re: The Reunion
Post by: Rundas on 2013-05-19 14:52:53
Every time someone posts here it raises my hopes only to immediately swat them down and crush them in the dirt.  :'(
Title: Re: The Reunion
Post by: knightsoftheround on 2013-05-20 17:53:52
Oooh, Luksy is back? Heck yeah, that's always helpful for the retranslation part of this project! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: ManuBBXX on 2013-05-26 17:53:00
A little question : I'm french, but I try playing ff7 in english. And it's possible to check the retranslation box in bootleg in english. What's the goal ? Some parts of texts are better traduced than original US ?
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-05-26 18:37:25
Damn it Dan, editing your posts you crafty bastard.
Title: Re: The Reunion [IN PROGRESS]
Post by: ProtoX on 2013-05-28 13:38:14
how much percentage is done on the Reunion? and no more editing your post because some people on youtube are contsantly pm say they want you stop editing your post. im only asking you to do so so that I can focus on my spell and item name patch. I already getting pms on Mugen screenpack edits as well as my X1 Omega Zero Hack for the Megaman Zero 3 Japan verson  that I just cant do due to my 3 year old laptop finally  taking its toll on me. so plz start doing actual posts so I can have less to worry about.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Rundas on 2013-05-28 20:06:35
You have reached the voicemail of Dan, I'm not here right now but I will get back to you as soon as possible. BEEEEEEP
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: dkma841 on 2013-05-29 13:28:28
Lol chillax give him some time it's done when it's done, im just hoping for aalis new driver to be released along with the final mo now that would be awesome :D or maybe i should stop dreaming..
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: ManuBBXX on 2013-05-29 14:20:23
What would bring new this new Aali's driver ?
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-05-29 17:34:07
It's been TWO YEARS. He used to update it regularly. I wouldn't hold your breath.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: dkma841 on 2013-05-29 17:42:57
What would bring new this new Aali's driver ?
A bunch of fixes and ogg support are likely as DLPB mentioned, but yeah don't get your hopes up it's taking forever for his driver to be released, meh.. :/
yeah 2 whole years lol jesus...
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Kaldarasha on 2013-06-01 12:18:04
does this mean you've fixed the transparency bug?

Yep. Cloud can be full transparent now. I will recreate Sephiroth the same way. For the rest, fix them through the script with the light shader solution, please. It starts getting hard when a part have a texture or is able to use a texture - and I knew some which I really don't want to repaint again.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Alby87 on 2013-06-02 15:07:42
May I ask just a little thing? It's lost in the forum, there were many voices about yes and no, and I don't know the last state of this information, and the search engine of the forum is disabled.

The Reunion, when it will be released, will support foreign languages? I remember about yes before, then no after, then problems about the EXE...

What's the last state? And, about the retraslation project, do you mind releasing a log of all you changed, or a tutorial on how we should obtain it, so we can retraslate the phrases you traslated in Italian in order to release an updated Italian Traslation? Thank You!  :)
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Kaldarasha on 2013-06-02 15:36:05
Quote
The Reunion, when it will be released, will support foreign languages? I remember about yes before, then no after, then problems about the EXE...

No, it will not support foreign languages. But DLPB has written some tools, which allow you to make changes to the text of the English exe without to modify the exe directly: look here (http://forums.qhimm.com/index.php?topic=13574.0).
The Games Converter (http://forums.qhimm.com/index.php?topic=14047.0) by Kompass63 make use of these tools and translate it in other languages (there is no Italian right now, but maybe you could help him to add it). However, The Reunion is based on these tools, too. So there is a very high chance that the Converter and The Reunion will conflict with each other. But I guess it will be nothing hard to fix.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: knightsoftheround on 2013-06-04 14:12:49
Quote
I have officially ended any support for 2012 version.  It's just a mess.  kranmer has made a good converter so you can change the game into the 1998 version, which has everything meaningful that 2012 does and more.

I purchased a copy of the game specifically for this project, but it's not the original PC release nor is it the 2012 rerelease. Will the mods work on the Eidos Platinum release of the game? I don't know if it was a difference in box only or if there were some coding differences...
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Covarr on 2013-06-04 15:28:35
The Platinum release is just the original with a different box and different labels on the discs. Watch out for the numbers, they got them all wrong (they labeled install disc as disc 1, disc 1 as disc 2, etc), but the actual data on the discs is identical to the original PC version.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: knightsoftheround on 2013-06-04 20:26:23
Cool, thanks a bunch for the response!
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Isuldor on 2013-06-05 04:58:15
If you want to show him how much you are anticipating the release of his work, use the donate link in the first post to tip him.  I did so a couple days ago. I know I will get at least one, if not several full play throughs out of this retranslation and modifications.  I don't know about you, but that's worth quite alot to me!
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Kaldarasha on 2013-06-10 21:42:56
Do these transparency fixes fix the temple of the ancients?

Every scene where they are transparent.

I also have a question or more an idea: it would be very cool to have the limit command independent (as seen in FFX). The defend and the row command could share one box with the default selection on defend.
It would make the game a bit more tactical and it would make it harder to reach the next limit level, because of the lesser use of them.
The ultimate would be, if we could divide the limit bar in Limit1, Limit2, Limit3 and Limit4. You will get access to the limits if the section for it is full (and if you have unlocked it).
Example: The character has Limit3 unlocked. So the limit bar is divided for this character in three sections. It's full up to Limit2, so you be able to choose between four skills (Limit1 and Limit2). Limit3 is inaccessible, because the bar isn't full enough.

I don't think it's easy to realize, but I hope it's a good idea for your Weapon difficulty mod.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Rundas on 2013-06-10 22:27:54
That sounds like a lot of work, but that sounds like it would make the game easier not harder. You would still be able to attack and store your limit. You also wouldn't have to choose between the one you want because you would have them all simultaneously. Good idea though :-D
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: knightsoftheround on 2013-06-13 09:43:26
I'm liking the decision to add real borders in the newest edit.  I remember not liking the barely if there at all borders (fuzzy memory is wonderful sometimes *eyerolls at self*) i some of the earlier screenshots and info!
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-13 15:51:32
 :o

I didn't want my 4000th post to be a failure!  Sorry.  I am going to wait until the last 41 maps are translated before releasing this (yup only 41 maps left, we are now at 90% completed in the translation project), and in the meantime, I can fix up the borders, the battle boxes, the menu tweaks, the installer, readme, and finally finish the submarine game.

I thought I had this in the bag weeks ago, but there you are :P  I know when I am beaten.  :'(


(https://dl.dropboxusercontent.com/u/36889302/FF7/new%20interface.PNG)

edit
As you can see, I've updated the borders, and made magic 2 columns.  The info also now stays on the screen even when sub menu is open.  Enemy skill is 1 column.  I am still fixing all this up.  Main info is also going to be a few pixels higher like it is in ff8/9

If anyone wants to try and improve the hud for ff9, and is competent enough to do  a good job, let me know.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-06-13 21:21:14
Hey DLPB, welcome back. Was just gonna mention one thing about MO things, and if its a known issue and been looked at, sorry to beat a dead horse. It's the graphics for the materia in the menu system. I couldn't figure out how to get Grimmys materias with Felix framing etc for a while... was always getting felix materias (which are gorgeous... but they cause that pixel issue or exaggerated line after last slot is filled and single).

Finally pulled the 5 b_l files from menu mod folder, cleared menu cache and reloaded game to no materias, then switched em back in, no cache clear this time... and for whatever reason, got Grimmys materias in game... even tho they weren't in the mods folder. I'm puzzled by that one. I repeated that experiment at least once with same results. I suppose they must have been loading from the menu lgp because reclearing the cache would give me back Felix's materias. I did eventually realize that by installing the original MO graphics option with grimmys materias, would install grimmy's materia frames and his materia textures.

In the end when I saw Grims mats I really liked them (they aren't quite as pretty as the felix ones, but they don't really cause much of a graphic glitch on that last single slot mat), but due to slight colorblindness I had trouble distinguishing between the yellow and green ones. So I brightened the yellow one up a bit. Since then I pretty much felt like that last release of MO was perfect... Is this something you might look into if it hasn't been addressed already? I'm not married to those Grimmy textures, though they have a certain dark charm to them, but that graphic glitch on that last slot mat trips my OCD every time. My absolute ideal would be the Felix materias with no glitch... the texturing on them is just beautiful. Sorry for the long post about something so minute... 
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-13 21:34:57
Is there a link to Grimmy's Materias?  I don't plan on adding them, but if they are good, we will see.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-06-13 21:52:02
Is there a link to Grimmy's Materias?  I don't plan on adding them, but if they are good, we will see.

Well, I hope it's cool to rerelease them, they are his but the yellow is carefully smudged brighter and the green is smudged darker a lil. Otherwise I dunno how to get them by themselves without his frames. There's a link to a menu .lpg of his on the big list but the following files in the link are just a slight alteration of the 5 .pngs I got from Menu Overhaul. https://docs.google.com/file/d/0B1g3qSVwwtNBQjBPbUNUMENma1E/edit?usp=sharing (https://docs.google.com/file/d/0B1g3qSVwwtNBQjBPbUNUMENma1E/edit?usp=sharing)

(http://i647.photobucket.com/albums/uu193/electrotoyou/GrimmyBrightMateria_zps05d10192.jpg)(http://i647.photobucket.com/albums/uu193/electrotoyou/GrimmyBrightMateria2_zps72491116.jpg)
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: knightsoftheround on 2013-06-14 08:02:48
90%! I am so psyched! :D

Not the most constructive post here, sorry about that. XD
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-14 12:34:59
Are you sure those aren't Romeo's Materias?  I edited them from his release a long time ago.

Any case, no, I've retired Romeo's Materias simply because Felix's suit a game menu more.  If you want me to place up a link to your replacement textures I will :)

To make his Materia work with different frames, you have to place the correct frame textures in the menu mod and clear cache.  If that didn't work, also disable cache option in aalis config.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-06-14 13:56:05
Aha, they may be, in which case, isn't Romeo Felix? lol... they have their own little issue which is an almost imperceptible flickering around them almost like static but you gotta squint to see it. I just can't figure out where the little pixel sized line is coming from after the single materia in last slot on the really nice looking Felix ones. That's never bothered you? It's there in those on the screenshot, too, but much much less. If you put the yellow one in the last slot, you can see a little tiny yellow dot just after. I was secretly (cat's out of the bag) hoping for a new set of the materias for the upcoming release that didn't have that issue, but haven't the foggiest notion of what's causing it.   

Edit: I really think these are Grimmy's. I was looking around for the original Romeo14 menu materias and just plain couldn't find them.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-14 13:59:23
No Romeo is not Felix as far as I am aware :)  FeliX made his own slots and Materia.  Is your problem limited to Romeo's?  If so it may just be how they have been drawn, or more likely it is to do with transparency.  You see, as Aali told me you need to actually make the transparent layer black.  Adobe can't do it, but Gimp can.  If your transparency layer isn't fixed up, it interferes in game.  That's very likely why you see it, and I don't.  I fixed it.

Send me your textures.

edit: also I am pretty sure those are Romeo's.  Unless Grimmy edited his own from Romeo's, but they do look exactly as I remember Romeo's.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-06-14 14:54:56
Well, actually the issue is greatly exaggerated with Felix's nice textures included with MO. I'd really prefer to use those. The moire effect or whatever its called is brilliant. I'm guessing you already fixed this glitch or haven't run into it. It's always been that way since they were made as far as my own experience. Let me make a screenshot of it, will take me a minute to fix one up. The ones from my screenshot above are included in the link with that post, the yellow one has a funny little spot at the bottom I wanted to fix, also.

Edit: OK this is from a fresh install of Menu Overhaul. Nothing new. Just figured was a known issue. Probably is. But you can pretty clearly see the little lines after the last materias. I mean this is not earth-shattering stuff we're talking about here... I'm just particular is all.

(http://i647.photobucket.com/albums/uu193/electrotoyou/FelixMateriaGlitch_zpsdf71a8bd.png)

Also, I see now the little flickering I saw is my TV's Bravia chip having a tiny silent fit for some reason. Does it on the screenshot, even.
 

 
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-14 15:32:42
I had not noticed that... the reason you can is because of the black background.  I did use black background in testing but not with Felix.  It's likely caused by something on the texture.  All I will do is delete it :)  Thanks for that.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: ManuBBXX on 2013-06-14 20:11:05
Sorry for my noob question, but when I replace the 5 b_l files from your .rar file to the bootleg/menu folder, everytime I launch the game, they are owerwritten and replaced by the original files.
Is it the normal behaviour ?
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-06-14 22:33:30
Clear the files from the Mods/Cache/Menu folder :)
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Caledor on 2013-06-15 00:38:37
Glad to have you back here Daniel!  :lol:
And you brought great news back with you too! (Beacause at 90%!!)
Here's my 2 cents:
New borders and 2-coloumn magic look very good, and IMHO the FF9 interface is fine as it is.
By the way, do you plan to add a FF7-like interface in the future?
Oh and, tinkering here and there with your mod (again) I noticed that the "coin toss" window just overlaps the command window, while every other sub menu like item or magic makes the command window vanish. Is there a way to extend this effect to the coin toss window?
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-15 00:47:25
To make the coin toss window remove the previous window takes a bit of messing...  im not sure if it can be done with code already there but to be honest, i wasnt taking any chances originally.  To make the main window disappear can be done, but it takes coding, and im not sure its that much of a priority.

FF9 interface needs some tweaks to the hud imho...I will let felix decide.  I am nowhere near his level with graphics, and in fact, my weakness is graphics.

As for translation project, yup, not long now... and then I have to

a. run through 700+ maps and making changes
b. run through entire game and make changes
c. get luksy to run through all maps and see if he is happy
d. maybe get SOMEONE else out there to look through and see if they are happy
e. Get covarr to proof chec

Release.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: ManuBBXX on 2013-06-15 00:55:02
Clear the files from the Mods/Cache/Menu folder :)

My cache folder in ff7 folder is empty.. so of course no effect deleting it. Materia's textures always return back to originals installed with bootleg
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Caledor on 2013-06-15 01:28:59
To make the coin toss window remove the previous window takes a bit of messing...  im not sure if it can be done with code already there but to be honest, i wasnt taking any chances originally.  To make the main window disappear can be done, but it takes coding, and im not sure its that much of a priority.
It isn't a priority at all. I was just curious because i had to enlarge the command window and now it can be seen when you're using coin toss, but I couln't find the values to make the coin toss box larger as well. I'll just have to look better.  ;-)

As for translation project, yup, not long now... and then I have to

a. run through 700+ maps and making changes
b. run through entire game and make changes
c. get luksy to run through all maps and see if he is happy
d. maybe get SOMEONE else out there to look through and see if they are happy
e. Get covarr to proof chec

Release.
I won't ask how much will it take. I fear it might shatter my idea of "90%".  :-D
So just keep up the good work man, we'll all be waiting for it to be complete!  ;-)
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-15 01:37:22
I'll check coin toss... but I don't see the issue.  Got a screen shot?
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Caledor on 2013-06-15 01:56:21
PM sent
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-06-15 02:28:54
My cache folder in ff7 folder is empty.. so of course no effect deleting it. Materia's textures always return back to originals installed with bootleg

FF7/mods/bootleg/cache/menu

any time you make changes to the mods folder you will need to clear this cache.

there is also a cache is the main ff7 directory, not entirely sure what the difference is, most things are cached to the mods folder, but some things will go to the main cache.

There is another thing you should try also please, Manu>>>go to bootloader and uncheck compress textures, clear cache. Load the game up and open the menu system, go to materia menu, close game, recheck compress textures. Now you will have the other Materias or you can throw an egg at me. Same process to go back. I forgot about that step...
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-15 02:36:13
Or disable cache option in aalis config file until you are ok.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: knightsoftheround on 2013-06-15 04:07:01
Quote
a. run through 700+ maps and making changes
b. run through entire game and make changes
c. get luksy to run through all maps and see if he is happy
d. maybe get SOMEONE else out there to look through and see if they are happy
e. Get covarr to proof chec

The sad thing is that is probably the easy part. XD
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: ManuBBXX on 2013-06-15 09:10:45
FF7/mods/bootleg/cache/menu

any time you make changes to the mods folder you will need to clear this cache.

there is also a cache is the main ff7 directory, not entirely sure what the difference is, most things are cached to the mods folder, but some things will go to the main cache.

There is another thing you should try also please, Manu>>>go to bootloader and uncheck compress textures, clear cache. Load the game up and open the menu system, go to materia menu, close game, recheck compress textures. Now you will have the other Materias or you can throw an egg at me. Same process to go back. I forgot about that step...

Thanks a lot to you for your answer but.. still don't work anyway !  ;D
Tried your method with unchecking compress textures, launch the game, open materia menu, close the game, copy the files to the bootleg/menu folder, check compress texture, launch the game. No changes at all.
Second thing, I never had a cache folder in the bootleg folder ! I just have the cache folder in the main ff7 folder, as you can see in this screenshot.

(http://img822.imageshack.us/img822/6959/am9g.jpg) (http://imageshack.us/photo/my-images/822/am9g.jpg/)
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-15 11:17:05
The sad thing is that is probably the easy part. XD

Haha, it really is too....
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: DLPB_ on 2013-06-16 17:50:48
http://forums.qhimm.com/index.php?topic=11649.msg161355#msg161355

26 maps to go wheeeewww!
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Kaldarasha on 2013-06-16 18:13:32
(http://pics.lolme.org/2012/12/the-end-is-near.jpg)
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-06-16 22:48:10
Hahaha! That was a really creative way to describe the devotion level to this project!
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-06-17 11:08:24
Kaldarasha, I love you right now. XDDD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-17 17:56:51
Luksy has discovered a problem with the original Japanese too...

Code: [Select]
------------------------------
The chocobo looked like it enjoyed the Greens.
------------------------------
{CHOICE}Tickle the soles of its feet
{CHOICE}Tickle its tummy
{CHOICE}Tickle its neck
{CHOICE}Tickle its belly button << belly button?? Chocobos are mammals?
{CHOICE}Tickle it behind its ears << ears??
{CHOICE}Tickle its armpits << wingpits?? :D

Someone obviously failed to note that this was a bird.  I will take a liberty and change these to work with a bird.  The notes above are from Luksy.

Quote
------------------------------
The chocobo put the Materia away. << and where exactly??

Haha, I have a good idea hahaha
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-06-17 18:17:32
English translation Fixed: Check
Next level: Fixing original japanese.
Final Fantasy VII Script. The neverending story nightmare.
LOL  :-P
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-17 18:30:08
So let's see (I am sat here looking at Ostrich anatomy.. that's how crazy this game has made me) >

Code: [Select]
{CHOICE}Tickle its head
{CHOICE}Tickle its neck
{CHOICE}Tickle its belly
{CHOICE}Tickle its feet
{CHOICE}Tickle its tail
{CHOICE}Tickle its wings

Let's hope the Japanese fanboys don't find out that a Chocobo now likes having its tail tickled and not its ears... I have enough on my plate with the English fanboys hahaha
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-06-17 19:07:33
Everyone knows chocobos love to be scratched behind their ears... of course they have ears... and very sensitive hearing at that. Some of my best friends are chocobos.

Soles of its feet is funnier than just feet... but I agree belly is funnier than tummy. I personally would have put behind its ears instead of head, though. Not important. Tail is classic. Really swimming in minutia here...
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-17 19:20:25
The person who wrote this section was obviously under the impression that a chocobo was a mammal of some sort... it even sounds like it was written to apply to a human kind of being haha Soles of feet!  Birds dont have ears like mammals, you can't "tickle behind them" in the same way.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-06-17 19:31:29
Maybe they had planed to use little versions of Nanaki ...
Then the text would make sense, also his ominous children in the end FMV would make sense, too...
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-06-17 20:57:20
Ostriches, and I think most other large flightless birds have distinctive "ears". You could indeed tickle one behind them if it weren't for the likeliness of it pecking you. But chocobos are nicer. If you piss one off though... not pretty. (http://i647.photobucket.com/albums/uu193/electrotoyou/ostrich-head_zpsd80bf36a.jpg)just sayin'...
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-06-17 21:14:15
And now it's bunny. :-P
(http://img33.imageshack.us/img33/9078/m3xg.jpg) (http://imageshack.us/photo/my-images/33/m3xg.jpg/)

This post is the proud winner of my prestigious "post of the day" award. ~Covarr
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-17 22:47:29
:P  Kaldarasha.

Well, I am not happy with the Battle Interface as it is, so I am redesigning part of it to be more professional, using the ff9 template.  It won't be THAT much different from before, but it will be an improvement.  Sadly some of this has to be coded from scratch to make it happen.  I am on it though! This is a work in progress view.

(https://dl.dropboxusercontent.com/u/36889302/FF7/ff7.PNG)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-18 01:00:01
I guess not many of you got the Lucky 7's?  I just did and the names change places :P  Glad it happened now.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-06-18 04:14:56
Researching ostriches for this? Dan, you're my kind of anal-retentive. I've done similarly crazy stuff for roleplays and fanfictions. XD I think the ears should stay though based on what Kaldarasha found.

I've never managed Lucky 7s in all the times I've played Final Fantasy VII, actually. XD Glad it happened to you so you could catch it!
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-06-19 09:51:16
Screech owls can also have prominent ear tufts:
(http://i.imgur.com/csa6R2C.jpg)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-20 20:04:07
I am not sure Chocobo's do, but even then "behind the ears" is definitely  mammal term. 
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-06-20 22:08:07
Yeah. I was thinking more along the lines of 'tickle its ear tufts'.. but Chocobo models and concept art don't really show they have those :P
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-06-21 05:58:11
It seems I was under the wrong impression that a chocobo is an invented animal race and, as such, doesn't need to follow anatomical traits of any bipedal.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-06-21 12:09:06
Look!

Clearly we've tapped into a hot button social issue. I am gonna start a petition to have the code changed to "tickle the chocobo behind its ears". :roll:

My stance was that Dan should make it cute and go for the ears over tickling its head. Dan feels it's better to be precise, and it's his mod so that's how it should be. Certainly the option he has chosen isn't any less accurate, and the gratuitous posting about chocobo anatomy should now end as far as this thread is concerned. If it's worth joining the site over to talk about, we can make a new thread in the completely unrelated sub-forum. I apologize officially for derailing the thread. Still. All hail the Ostrich-Bunny. In honor of the new page:
(http://i647.photobucket.com/albums/uu193/electrotoyou/m3xg_zpsaf26b78e.jpg)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-21 13:34:26
Given that the writer was likely under the impression that this was a mammal (soles of feet, belly button) it is also clear he chose the behind the ears for the same reason.  There is no way anyone goes up to a bird and even remotely thinks about tickling it behind its ears.  It is common sense :) I have been to the zoo many times and seen birds there, and I've thought about stroking their feathers, but not once did I think, "Gee... let's tickle it behind its ears."  I have done that to a dog though.

This is a completely trivial matter anyway.  :-P  Birds, fiction or otherwise, have a defined biology and they certainly don't have belly buttons.  :-o

It's not the accuracy that matters here really, it's whether or not it is natural for a character to think or behave this way in the situation.  It's a small liberty I have taken in correcting the original writing. Moving on.....
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-22 14:49:29
Let's have an on-topic post about The Reunion.   :-D

This will be looked at further, but it seems pretty good as it is now.  The "clones" issue is a problem.  The writers use the word "copy" and they don't seem to mean it literally, they kinda mean it as in "contains genetic material"...  At least that is what I heard elsewhere... Luksy believes they do mean clone, but that in the end, they aren't clones at all.  It's a bit weird really....  See the "copies" are just ordinary humans that have been irradiated with Mako and had Jenova cells implanted.  They are nothing more than that... they are not clones or copies in the usual sense (as far as we can see, and from what the official sources say). Sephiroth considers the clones kind of like his brethren, because he too was created using the same processes.  But they are just walking freaks created by Mako and Jenova.

Old
Code: [Select]
Hojo
“You see, even if Jenova's body is dismembered,
it will eventually become one again.
That's what is meant by Jenova's Reunion.”
------------------------------
Hojo
“I have been waiting for the Reunion to start.
Five years have passed, and now the clones
have begun to return.”
------------------------------
Hojo
“I thought the clones would begin
to gather at Midgar
where Jenova is stored.”
------------------------------
“But my predictions were not entirely correct.
Jenova itself began to move away
from the Shinra Building.”
------------------------------
Hojo
“But being the genius that I am,
I soon figured it out.
You see it was all Sephiroth's doing.”{NEW}
“Sephiroth is not just content
to diffuse his will
into the Lifestream. He wants
to manipulate the Clones himself.”
------------------------------
“Yes, that was how it got started.”
------------------------------
Hojo
“I wondered where the clones were going,
but I was never able to figure it out.”
------------------------------
“I couldn't figure it out either.”
------------------------------
Hojo
“The one thing that I did know was that
Sephiroth was at their final destination.”
------------------------------
“I wasn't pursuing Sephiroth.”
------------------------------
“I was being summoned by Sephiroth.”
------------------------------
“All the anger and hatred I bore him,
made it impossible for me to ever forget him.
That and what he gave me.”
------------------------------
“Sephiroth? Sephiroth?
I'm here.
And I brought you the Black Materia.”
------------------------------
“Show yourself to me.
Where are you?”
------------------------------
“Sephiroth…
So we finally meet again.”
------------------------------

New
Code: [Select]
Hojo
“You see,even if Jenova's body is divided,
all of the parts will eventually converge on
a single location,restoring her to life.
This is Jenova's "Reunion".”
------------------------------
Hojo
“I have waited patiently for the Reunion.
Five years passed before the clones
began to move.”
------------------------------
Hojo
“I thought that they would gather
in Midgar,where I was holding Jenova…”
------------------------------
Hojo
“But I was mistaken…
Jenova itself began to move away
from the Shin-Ra Building.”
------------------------------
Hojo
“…My genius provided the answer…
It was Sephiroth.”{NEW}
“His will had not been dispersed
into the Lifestream.”{NEW}
“He was manipulating the clones…”
------------------------------
“Yes,that's how it all started.”
------------------------------
Hojo
“But where were the clones going…?
That,I was unable to discern.”
------------------------------
“I couldn't figure it out either.”
------------------------------
Hojo
“I was sure of one thing…
Sephiroth would be at their destination.”
------------------------------
“So,I wasn't pursuing Sephiroth…”
------------------------------
“I was being summoned by him.”
------------------------------
“All of the anger and hatred I bore Sephiroth
made it impossible for me to ever forget him.
That was his gift to me…”
------------------------------
“Sephiroth? Sephiroth?  I'm here.
I've brought you the Black Materia.”
------------------------------
“Please show yourself to me.
Where are you?”
------------------------------
“Sephiroth…
I have finally found you.”
------------------------------

[ Prob better as "We meet at last." / "I have found you at last"  We'll see.]
Title: Re: The Reunion [IN PROGRESS]
Post by: Isuldor on 2013-06-22 19:29:57
I get it.  It's KAHN!  They aren't clones, they're genetically modified. Mutants?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-22 19:37:40
Yeah, that's pretty much what they are. The strong willed are enhanced by Jenova cells and Mako, but the weak willed (like Cloud) go off their heads.  Sephiroth (at the Great Crater for most of the game) manipulates the clones and Jenova to do his work.   The process used on members of Soldier and to create "the clones" is essentially the same.  But Hojo for some reason calls them "Copies"...  I am not sure if this is deliberate and has some sort of relevance to the plot, or whether the original writers just chose a really lousy word for the process. Maybe there is some mention of this in some official works?

Also, maybe an oversight on the writers' part but at the Temple of the Ancients, Cloud refers to the black cloaked people as Sephiroth's doubles (intended as such like that of Mitosis, and originally laughably translated as "flunkies"), as in, they are linked genetically because of the process they have been through.  However, I  cannot remember any prior exposition that would tell Cloud that....  Maybe I am just missing something thinking back.  The only mention of copies that I can remember prior to this is the report by Hojo which you can choose to read.  I will have a good look into this when I go through the game again when this is done.

ps 16 maps left.  Should have this done in a week.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-06-22 23:55:23
Quote
The experiment's procedure -- which involved injecting cells taken from the
headless body of Jenova into the subjects and exposing them to mako -- doesn't
differ from the manufacturing procedure for SOLDIERs. The largest difference
is that SOLDIERs are selected from a prime field, being strong of mind and
body and able to withstand the experiment uninfluenced by Jenova's cells,
whereas the Clones' fragile minds leave them as "portions" of Jenova. The
subjects of the Sephiroth Clones Project were the survivors of the Nibelheim
incident, with absolutely no thought given to sorting them as with SOLDIER,
and -- being unable to maintain their egos -- they lose the ability to live a
normal human life
.
from 'Final Fantasy VII: Ultimania Omega', Translations by Ryu_Kaze

It's the same with Sephiroth, he was an embryo when they inject the Jenova cells in his body, so he was unable to resist to the influence of the Jenova cells.
If we see the happening with the point of view of Hojo, the theory is follow :
If a psychological unstable person, who bears cells of Jenova in his body, this person seems to be attracted by Jenova (because Jenova wants to be one again). That means ,if you put the cells in a persons body which never could reach the requirements of being a SOLDIER, this person should be attracted by Jenova after a certain time. (The theory of the Reunion, rebuilded by Kaldarasha  :-D)

So, creating Sephiroth Clones means actually making a Sephiroth alike persons. Remember Hojo wasn't there, so he assume that Sephiroth has lost his mind and wants to join with Jenova. That's where he has made the mistake. The embryo part has made Sephiroth more or less to another (god like?) life form, which surpasses Jenova.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-06-23 07:55:11
I think 'Clone' is a misnomer, in fact if I'm not mistaken the Japanese only ever uses 'Copy'. Sephiroth himself calls them his 分身 (something like 'other self' / 'alter ego') at one point, as does Rufus, although it might be poetic license or the characters themselves that are unaware.

I think the name derives from the process used to create Sephiroth, hence they are Sephiroth Copies to the extent that they were created in a similar way, but are certainly not outright clones of Sephiroth. In fact not even the process was identical, seeing as Sephiroth had the Jenova cells injected while he was still in Lucretia's womb, whereas AFAIK the clones/copies were all like Cloud and injected as adults.

In other news,  10 5 maps left :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-23 13:43:46
The problem is, the word copy implies that they are clones. If you are right, and the word just refers to the process, then "Sephiroth Copy" gives the completely wrong impression...

Would a Japanese person also have the same problem understanding the use of that phrase?
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-06-23 13:50:41
No there isn't really any ambiguity in the name even for a Japanese person, the first impression would be that they literally are copies of Sephiroth IMO.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-23 14:01:30
So basically, it's used deliberately to confuse matters and make it some sort of a reveal in the story :)

5 maps left, eh ;)   8)  That means the translation side of things will probably be done within 2 days.  The localisation will probably be done also in that time.  Then comes the next stage.  End game.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-23 22:15:14
https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdHFKVjF1SVY2RjlKUGNzSU1Db0tzenc&usp=sharing

Can you all access this document?  Someone I know it says they need to sign in to view despite the fact it is set to allow sharing properly.
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-06-23 22:17:34
I need to sign in but that really isn't a big deal because I assume everybody has a google account. Also, what is this file? I didn't download it yet.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-23 22:27:00
It's the non dialogue documentation for Beacause.  Problem is you should not need to sign in... useless Google.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kompass63 on 2013-06-23 22:32:36
The document asks me if I want to sign out ...???
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-06-23 22:36:59
I just use public on the web setting when I link to google drive. Haven't tried anyone with link.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-23 22:46:48
Public on web is what I have set, and it still asks for sign in when the link is pasted from share box.  Something is wrong at their end...

https://docs.google.com/spreadsheet/pub?key=0AnKl04es5qkqdHFKVjF1SVY2RjlKUGNzSU1Db0tzenc&output=html

This is a published one.  Does this one work?
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-06-23 23:03:19
yes. goes right to the document
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-06-24 10:06:04
I could access both without any problems.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-24 13:07:14
Why is it asking some to sign in and others can just enter it?  Unless you were signed into google already.

Other news, the translation of all maps will probably be complete tomorrow.  I may need another day before the localisation first draft is complete.   So that's it... translation completed finally, June 2013.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-06-24 16:48:19
When do you suggest we play it/install it? I've been holding off because I would like a complete game with the amazing new translation. Slight typos here and there won't bother me (and I'll be happy to report them!), so I was just curious. Or are you holding off the final release of Beacause until you do another proofread check?

So excited though! Thank you so much for all your work on this!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-24 18:17:16
It is hard to say... I have a few things that need to be done before I consider it worthy. 
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-24 23:07:36
 8) 8) 8)FINAL FANTASY VII HAS NOW BEEN RETRANSLATED BY LUKSY FROM BEGINNING TO END. 8) 8) 8)  Well done that man.

Now I have to complete the localisation of these maps, and then the first draft will be completed.

This update brings to an end over 3 years of updates by Luksy.  It's hard to believe that the text has now all been translated, and that the project is coming to an end.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-06-24 23:49:00
:D HELL YES! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-06-24 23:52:34
:lol: HELL YES! :lol:
Thank you guys, can't wait for the release.
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-06-24 23:56:42
Achievement unlocked! :P
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-06-25 01:04:12
If i wasn't so broke i'd buy ya a beer! remind me to later this week :P Me and my friends can't wait to try this out, Seriously i have about 10 of em lined up to run through it :P
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-06-25 01:30:23
Well that took entirely too long  :D

So you up for VIII next eh Dan? ::)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-25 01:32:16
Well that took entirely too long  :D

So you up for VIII next eh Dan? ::)

lmao in ff8 fans' dreams!   :-D :-D :-D  I'm never doing this with a game of 7s size again ever.  No way.  Only 7 gets this treatment from me and I am still a bit miffed that no one else bothered to do this.  Although, maybe they were just sane.  :P

I wonder how 8 text compares to 7 overall?  I am guessing 7 is the larger.
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-06-25 04:02:37
Well that took entirely too long  :D

So you up for VIII next eh Dan? ::)

I'd love some help with my Greek fonts (http://forums.qhimm.com/index.php?topic=13050.msg197313#msg197313) though  :|
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-06-25 04:27:47
You could go for IV or VI and I wouldn't complain? And they have less text! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-06-25 14:05:30
Wow, you guys are really asking more of him? lol
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-06-25 16:23:25
This is an incredible achievement. Definitely among one of the most needed modifications, and three years is an impressive commitment. With so many abandoned projects it's great to see something like this completed. Really looking forward to seeing your completed release when it's ready. 
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-06-25 16:30:37
IV could definitely use a new translation. The SNES translation was okay, but had the occasional sign of "done by a non-native English speaker" sprinkled throughout. The PS1 translation was a piece of crap that made stuff up at every opportunity. The GBA and PSP translations are modified from the PS1 translation, generally for the sake of fixing some of the more serious mistakes, but also for the sake of adding unnecessary internet jokes and references:

(http://img38.imageshack.us/img38/6937/u49.png)

Mato's been doing a whole series of articles (http://legendsoflocalization.com/final-fantasy-iv/) on the various localizations (in fact, reading this is the only reason I know the existing localizations are less than stellar), and I highly recommend giving it a read if you're interested in what they've all got wrong.

That said, I wouldn't even consider asking Dan and Luksy. While I'm sure they're up to the task, they need a break.
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-06-25 17:52:27
How is the dialogue in DS IV?
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-06-25 18:16:38
I don't know. Mato didn't look into it in his writeup, and I didn't really get far enough to see for myself (I gave up pretty early, because the voice acting was so awful, and frankly the PSP version was far prettier and included FFIV: The After Years).
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-06-25 18:33:01
I was mostly joking around, so sorry if it sounded like I was really asking! You and Luksy have done an amazing thing Dan, and I'll always appreciate it even if you vanish off the face of the internet for some reason after it's total completion!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-25 19:30:08
 ;D I knew you werent being that serious.  Any case, I don't have any passion for any other ff in the same way, and the ffs i love second best (10, 8, 9) are all translated pretty damn well from what I can see.  8-)  I'd consider doing Bof3 in like 5 years time hahaha
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-06-25 23:55:35
Do you accept paysafe? I'll send you one but it's in euros I'm not sure if it's the same...
Title: Re: The Reunion [IN PROGRESS]
Post by: Xialoh on 2013-06-26 03:01:47
Does Bootleg use the updated retranslation from this mod, or is it using an outdated version? I ask because the link in the package thread points to the original retranslation thread, so just curious. I'm at the end of endlessly testing and uninstalling things all the way through via bootlegger and am considering doing some individual bits if anything needs to be smoothed out..

Edit: Oh wait, this was just officially completed yesterday I see, nice! That being said, that makes it doubtful that the bootlegger is up to date through to the very end. I'll have to look into finally installing a mod for this game on my own looks like =O.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-27 16:05:44
I always hated this part as a kid even, because I knew something was wrong.  This part really is wrong.  I remember reading "I lost the last time, too" thinking "wtf, where did that come from??"

Old
Code: [Select]
------------------------------
{CLOUD}
“I can't believe you're
the one who did this…”
------------------------------
{CLOUD}
“Illusionary crime against Sephiroth…”
------------------------------
{VINCENT}
“…”
------------------------------
Hojo
“Heee, hee, hee!
No you're wrong!”{NEW}
“It's my desire as a scientist!
Heee, hee, hee!”
------------------------------
{VINCENT}
“I was…wrong.
The one that should have slept was…”
------------------------------
{VINCENT}
“…You, Hojo!”
------------------------------
Hojo
“I…was defeated by my drive
to become a scientist.”{NEW}
“I lost the last time, too.”
------------------------------
Hojo
“I've injected Jenova's cells into my own body!”{NEW}
“Heee, hee, hee!”{NEW}
“Here are…”
------------------------------
Hojo
“Heee, hee, hee!”{NEW}
“…the results!!”

New
Code: [Select]
{CLOUD}
“I can't believe you
would do such a thing…”
------------------------------
{CLOUD}
“So this is your way of atoning
for what you did to Sephiroth…”
------------------------------
{VINCENT}
“…”
------------------------------
Hojo
“Hee,hee,hee!
Oh,you're mistaken!”{NEW}
“I am simply following
my instincts as a scientist!
Hee,hee,hee!”
------------------------------
{VINCENT}
“I was… wrong.
The one who should have slept was…”
------------------------------
{VINCENT}
“…you,Hojo!”
------------------------------
Hojo
“I have been… ughh…
overwhelmed by my
drive as a scientist.”{NEW}
“Just as I was back then.”
------------------------------
Hojo
“I have injected Jenova cells
into my own body!”{NEW}
“Hee,hee,hee!”{NEW}
“Allow me to…”
------------------------------
Hojo
“Haw,haw,haw!”{NEW}
“…show you the results!!”
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-06-27 16:18:02
I can see where "lost" came from, when put side by side with "defeated", but it doesn't really work.

That said, is "back then" really the best way to put this? That expression only really makes sense when you've already got a contextual timeframe mentioned beforehand (i.e. "I remember when I was younger. Back then, I...").  In this case, "before" might work better.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-27 16:23:38
“I…was defeated by my drive
   to become a scientist.”{NEW}

is completely wrong to begin with...  He wasn't defeated by his drive to become a scientist.  He is saying his scientific curiosity got the better of him in the past when he injected Sep with Jenova cells, and that it has done so again by injecting himself.  He does what he does on impulse and on drive.  He is basically a FF7 Mengele.

Defeated by my drive to become a scientist is totally bogus.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-06-27 17:33:36
Quote
“Illusionary crime against Sephiroth…”

This line alone is just "lolwtf" I NEVER understood this.  I don't remember being too bothered by it because I chalked it up to one of VII's odd... 'quirks', but it's just like "Cloud you're supposed to be sane now what are you talking about".
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-27 17:47:09
Yeah that made absolutely no sense at all... and I remember it well.  I remember also thinking "What is he on about??  What illusionary crime??"

Code: [Select]
Hojo
“Hee,hee,hee!
Oh,you're mistaken!”{NEW}
“I am simply satisfying
my scientific curiosity! <<
Ha,ha,ha!”

I am going to run that by Luksy as well.  A lot of things will be needing tweaks in the days to come.  I have only 4 maps left now to localise.  Things are subject to change for a while, and I will be needing another Japanese speaker to run through all the maps at some point (just skimming over the new localisaion v japanese).  I am gonna need luck with that hahaha.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-06-27 18:48:09
I am interested in beta testing your installer when it is ready. I am prepared to play through the entire retranslation and I want to test to make sure the Americanized versions and fanboy options work as you originally intended. Thanks for your consideration. Are your PMs blocked for everyone?

Edit: Not wanting to critique your dialogue for the retranslation, per se. I just like obsessively testing installers that are complex and interesting. I would, however, be prepared to give feedback about idiomatic or localization issues for the Americanized version. I have seen it working in the MO05 translation and it's pretty good.   
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-27 18:50:48
Mostly everyone.  We can work here anyway, when it is done.  I call the options "incorrect" now as opposed to "fanboy" :P  The American option will certainly have a few niggles. :)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-28 15:11:26
http://www.youtube.com/watch?v=aNCnP1Eyhy4

FF7 has now been relocalised and retranslated.   8)

Status

Around 150,000 words.  This is comparable to The Two Towers, and more than Return of the King.

It seems fitting to show you where the project began its life...
Right here:  http://forums.qhimm.com/index.php?topic=8230.msg101265#msg101265
 
And here we are years later, finally it has been realised.  The following things now need to happen for the Reunion release:

1. touphscript recoded and fixed, with additional changes made. [Luksy has already started on this]
2. Check through all 676 text maps. Fix any grammar errors, spelling errors, and awkward dialogue.  This will then be the first draft.
3. Send the remaining Cait Sith parts, and other Scottish parts to Prince Lex to update.
4. Finish Submarine minigame
5. Finish updates to Menu Overhaul

After that I can release it.  The translation will still not be finalised at this point.  It still requires Luksy to go through 676 maps and see if he is happy, Covarr (and perhaps others) to do the same, me to go through entire game making corrections, and if possible, another fluent Japanese speaker to go through all maps.  After this is done, I will consider it completed.  Although other changes could always be made after this point should people find them.



Title: Re: The Reunion [IN PROGRESS]
Post by: nfitc1 on 2013-06-28 20:06:20
Ya know, this may actually motivate me to play through the game again AS A GAME! :O I never liked the script and I'm eagerly anticipating a new take on it.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-06-28 22:31:28
http://www.youtube.com/watch?v=aNCnP1Eyhy4

FF7 has now been relocalised and retranslated.   8)

Status
  • Debug (Maybe not being edited): 13
  • No text: 17
  • Non dialogue: 122/122
  • Dialogue (by maps): 554/554
  • Dialogue (by size): 1363KB of 1363KB (100%)
  • ff7.exe: Completed
  • Kernel.bin: Completed
  • kernel2.bin: Completed
  • scene.bin: Completed

Around 150,000 words.  This is comparable to The Two Towers, and more than Return of the King.

It seems fitting to show you where the project began its life...
Right here:  http://forums.qhimm.com/index.php?topic=8230.msg101265#msg101265
 
And here we are years later, finally it has been realised.  The following things now need to happen for the Reunion release:

1. touphscript recoded and fixed, with additional changes made. [Luksy has already started on this]
2. Check through all 676 text maps. Fix any grammar errors, spelling errors, and awkward dialogue.  This will then be the first draft.
3. Send the remaining Cait Sith parts, and other Scottish parts to Prince Lex to update.
4. Finish Submarine minigame
5. Finish updates to Menu Overhaul

After that I can release it.  The translation will still not be finalised at this point.  It still requires Luksy to go through 676 maps and see if he is happy, Covarr (and perhaps others) to do the same, me to go through entire game making corrections, and if possible, another fluent Japanese speaker to go through all maps.  After this is done, I will consider it completed.  Although other changes could always be made after this point should people find them.

I can't wait! :D Finding another Japanese speaker might be rough. I only know a few, but they'd want to be paid, even for a proofreading job (especially given the scope of this). None of them are VII fans to my knowledge, either, so no luck there. XD It'll probably be easier than finding a translator turned out to be, though! Good luck!

I'll probably play the initial release and note any awkwardness, grammar, and spelling problems for you, though. It's not much, but it seems the thing I'm most capable of doing. I'm getting several friends to play it, so they can keep an eye out for you as well.
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-06-30 05:12:03
I had not noticed that... the reason you can is because of the black background.  I did use black background in testing but not with Felix.  It's likely caused by something on the texture.  All I will do is delete it :)  Thanks for that.

I have since tested this with other background colors and they have no effect. Including white.

Edit: Yah, that is true. I just can't figure out how to fix it on my own and it's pissing me off lol :?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-30 12:26:44
Black would show it up easier.  I find it much harder to see those specs on lighter colours
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-06-30 16:07:44
The game continues to throw up surprises.  Today one I thought we had translated right turned out to be wrong.

https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdHFKVjF1SVY2RjlKUGNzSU1Db0tzenc#gid=0

千年霜柱の洞窟
Original translation:  Frostbite Cave
New Translation: Cave of Ice Needles

"Lit. Cave of Ancient Shimo Bashira
[Cut due to space limit. 霜柱 is the
Japanese term for Needle Ice.  This can
also be Cave of the 1000 Year Old Shimo
Bashira]"

http://en.wikipedia.org/wiki/Needle_ice
Title: Re: The Reunion [IN PROGRESS. Read first post for updates.]
Post by: Template on 2013-07-01 08:12:13
Sorry for my noob question, but when I replace the 5 b_l files from your .rar file to the bootleg/menu folder, everytime I launch the game, they are owerwritten and replaced by the original files.
Is it the normal behaviour ?

I believe the reason for this behavior is because Bootleg installs Avalanche GUI, which conflicts with the Menu Overhaul 05c. The alternate materia (https://docs.google.com/file/d/0B1g3qSVwwtNBQjBPbUNUMENma1E/edit?usp=sharing) files I uploaded will only work if you use Menu Overhaul and you haven't installed avalanche GUI.
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-07-01 14:02:58
Consider of Type-0 translation if this is in any way possible...  :|
Title: Re: The Reunion [IN PROGRESS]
Post by: dkma841 on 2013-07-01 14:09:37
Consider of Type-0 translation if this is in any way possible...  :|
There is a english patch for it in the works here:
http://skybladecloud.wordpress.com/projects/final-fantasy-type-0-english-translation/
That reminded me to get this game for my psp which i recently fixed :)
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-07-01 14:15:46
No freaking way! How the heck wasn't I aware of this earlier!!! Type-0 stands for the predecessor of the FF's new age battle system! I'm going to look through it right away! Please keep me updated about this project! Thank you so much!!!

For anyone willing to help:
http://gbatemp.net/threads/final-fantasy-type-0-romhacking.340183/
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-01 21:17:54
I'm now goign through all maps proof reading and correcting.  Can't help but notice how much better the translation is now, even if I am throwing bouquets at myself  ;D  Not sure if I already shared this one...

Old
Code: [Select]
------------------------------
{RED XIII}
“I can't leave you like this,
Grandfather!”{NEW}
“It's the duty of…
Seto's son, to guard this
canyon and her people…”
------------------------------
Bugenhagen
“…listen, Nanaki.
I think you may already know.”{NEW}
“If you have any mission in life,
it is not to defend this valley.”
------------------------------
Bugenhagen
“Look at the withering mountain grass.
Listen to the warble of
the new born chocobo's.”{NEW}
“Look always to the eternal flow of time
which is far greater than
the span of a human life.”{NEW}
“It will teach you more,
than staying here in the valley…”{NEW}
“What you will see will eventually
become a part of the Lifestream.”{NEW}
“For my children…
And for your children…”

New
Code: [Select]
{RED XIII}
“I can't leave you like this,
Grandpa!”{NEW}
“My duty… my duty as the son
of Seto is to protect everyone in
this valley… Everyone in Cosmo
Canyon!”
------------------------------
Bugenhagen
“…Listen to me,Nanaki.
And I think you may know this already…”{NEW}
“If you have any duty at all,
it is… not to defend this valley.”
------------------------------
Bugenhagen
“Look at the trees withering on the mountain.
Listen to the warble of a new born Chocobo.”{NEW}
“Fix your eyes upon a span of time… far,far
longer than that of a single human life.”{NEW}
“These can teach you much more than
staying here in the valley ever could…”{NEW}
“Before long,all that you see around you
will become one with the Lifestream,and
will be succeeded…”{NEW}
“…by our children.
And by your children,Nanaki…”
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-07-01 21:26:41
Quote
Listen to the warble of the new born chocobo's.
THIS SERIOUSLY MADE IT IN?! I can't believe nobody caught that in the original translation.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-01 21:27:44
Yup. But then, no one caught Beacause.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-07-01 21:32:25
Quote
And by your children,Nanaki
I ever wondered where they come from. :?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-01 21:33:20
They come 500 years later, he's talking about the future.  He obviously believes Nanaki will find more of his race. Actually, thinking about it, 500 years is too great a number in a way.  He is around 15 or 16 by his tribe's standard when he is 48.  That would mean 500 years later he is 167 by human standard.  Oh well.  Maybe humans err... live longer on Gaia haha

I don't usually nitpick that sort of thing with a plot...  but there it is.  :P
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-07-01 22:14:07
Yup. But then, no one caught Beacause.

That remains a classic!
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-07-02 00:14:12
THIS SERIOUSLY MADE IT IN?! I can't believe nobody caught that in the original translation.

On a scale of 1-10 of what's wrong with the original translation, this ranks at maybe a 2  :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-07-02 01:08:29
On a scale of 1-10 of what's wrong with the original translation, this ranks at maybe a 2  :D
Maybe overall, but it's a hell of a lot more visible to someone who isn't familiar with the original than mistakes with the translation itself.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-02 01:12:23
They come 500 years later, he's talking about the future.  He obviously believes Nanaki will find more of his race. Actually, thinking about it, 500 years is too great a number in a way.  He is around 15 or 16 by his tribe's standard when he is 48.  That would mean 500 years later he is 167 by human standard.  Oh well.  Maybe humans err... live longer on Gaia haha

I don't usually nitpick that sort of thing with a plot...  but there it is.  :P

Not that I accept a damn bit of the Compilation as canon, but apparently in one bit of extra material a female of his race is talked about? Vincent and him have a chat about how they'll both be alive in the future in one of them too, and I think it directly references the ending as Nanaki coming to visit Vincent in the Midgar ruins.

I've always held a fan theory that something about Holy's influence at the end depetrified Seto and maybe there were other stones too or something?

As for the age thing, it's possible that the rate of aging between human and fireliondogs changes as the fireliondogs get older.  I know that the rate of age equivalency varies on dogs, the seven = 1 year thing only applies to part of the lifespan, and I think they age quicker when they're younger so that would apply here too.

Not that I think this much real thought was put into it by the writers, it just sort of worked out. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 01:38:15
Yeah truth is, writers fucked up.  :P
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-07-02 02:06:35
Maybe overall, but it's a hell of a lot more visible to someone who isn't familiar with the original than mistakes with the translation itself.

Well visible to you beacause your a literate individual, possessive's and plural's are easily overlooked by you're average Joe.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 02:10:31
Well visible to you beacause your a literate individual, possessive's and plural's are easily overlooked by you're average Joe.

Haha, also, there is some dialogue that sounds plain bad and wrong to anyone... that Yuffie dialogue on the main post is one good example.  That is far far worse than a misplaced comma or apostrophe.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-07-02 02:12:16
Well visible to you beacause your a literate individual, possessive's and plural's are easily overlooked by you're average Joe.
10/10 would read again.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 02:20:16
you missed a your that should be you're :P  and I say a comma after the well.  :evil:
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-07-02 04:01:18
Just goes to show how easy it is to overlook these kind of misteakes, especially if you're reading quickly.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-07-02 04:05:44
misteakes

Great now I'm hungry.
Title: Re: BEACAUSE - Final Fantasy VII Retranslation Project
Post by: Yarow12 on 2013-07-02 08:21:41
Guess who's back.
The information presented has been copied from the BEACAUSE - Final Fantasy VII Retranslation Project (https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdHFKVjF1SVY2RjlKUGNzSU1Db0tzenc#gid=0) Non-dialogue documentation.

Names to consider changing.

Row 60: Elmyra > Elmina
Row 84: Mr. Coates > Coates // [There are hundreds of possible influences]
Row 111: Village Headman > Mayor
Row 270: Rocket Launch Pad Area > Launch Pad Area // Lit. Rocket Port Area [Likely some sort of misunderstanding with how the English works]
Row 273: Woodlands Area > Woodland Area
Row 301: 4th Street Plate Int. > Inside Plate // Lit. District 4, Inside Plate
Row 305: Aljunon > R-Junon // [Not seen in play due to menu access being disabled on Junone2/3]
Row 387: Gate of Naught  > "Useless Door" // Lit. In front of "Useless Door"

Names that could have been a simple attempt by translator(s)/developers at being subtle, but since it's a mod you can choose the opposite path and make the references more obvious. Personally, I find subtlety to be precious.

Row 63: Gast Faremis > Gusto Faremis // [Gusto is a restaurant, Faremis comes from anagram of ファミレス Family Restaurant]
Row 64: Godo Kisaragi > Godot Kisaragi // [Very likely from http://en.wikipedia.org/wiki/Waiting_for_Godot]
Row 66: Hart > Hut // [Likely named after Pizza Hut according to Ultimania]
Row 69: Holzoff > Holzhoff // [It is possibly German.  Holz and hoff. Both are related to surnames]
Row 118: Yamski > Yamaski // [Yama is Mountain in Japanese. Ski, the English word.  Giving Mountain Skier]
Row 115: Zack Fair > Zax Fair // [Zax, old English for Knife]
Row 362: Da-chao Statue > Da Zhao Statue // [Pinyin romanisation http:\\en.wikipedia.org/wiki/Da_Zhao_Temple]

Reasoning.

Row 60 - Elmyra was changed to Elmina instead of the way it would (probably) be spelled in English, "Elmira". I'm not asking about Row 59 because it was apparently "Verified by the Official Establishment File."
Row 69 - Would you really combine both words exactly without making any attempt at being creative or less obvious?
Row 84 - Why remove "Mr."?
Row 111 - If the location is a city, then you did well. If it is more of a village, then I'd recommend giving the NPC a villager's title like "Chief".
Row 270 - Or "Launch Zone".
Row 273 - Or "Woodlands".
Row 301 - Or "Interior Plate".
Row 305 - Explanation?
Row 387 - Gate of Naught is a lot funnier and non-generic.

Nice call on everything else, though. Hard works pays off eventually.

I left off on Row 387 and will continue down the line at some later time.

By the way, the Gorkii error may have been a joke.

misteakes
Great now I'm hungry.
FFFUUUUU~
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 10:30:59
The names can be changed back to their incorrect forms via the installer options. Since they are incorrect, they won't be changed in our official release.  The installer allows you to keep the original names. Coates won't be changed to Mr. Coates, it isn't necessary.  If the dialogue demands a title then it will be used :)  The Japanese makes no reference to mister in his box title.  Elmina is a Japanese sounding name, and it really is likely Elmina, same with Mina. It is still possible that something else was intended, but certainly not Elmyra.  There is no myra sound in the character's name, it is definitely meena, mina).  A place where rockets are launched from is a Launch Pad.  Holzhoff is possible, but given it is a snow mountain area, it may be a russian thing, Holzhov.  One name here is as good as another since there is no way to know. The mayor thing is probably best as chief, you're right.  I didn't know what to use here in place of it, but Luksy told me that villages don't have mayors.  Gate of Naught is flat out a very bad translation that misses the whole point of Bugenhagen's door (which is not a gate anyway in any sense).  The gorkii error was not a joke, and was translated correctly outside of battle.  In any case, it is Gorky, from Maxim Gorky.

Thanks for your input.  I have to tell you though, that the vast vast majority of that document is permanent.  Things that need real input are the entries marked in red or green, those are the only ones that are likely to be incorrect/possibly incorrect.
Title: Re: BEACAUSE - Final Fantasy VII Retranslation Project
Post by: Template on 2013-07-02 12:24:42
[things] that could have been a simple attempt by translator(s)/developers at being subtle

I really think this sort of gets at the heart of why I couldn't "feel" the Retranslation when I tried it. It was like the dialogue, though technically fixed in a ton of places (which is good), had also been robbed of a good deal of its spontaneity and charm. Many of the changes seem unnecessary to me. People rarely speak in grammatically proper forms if they have not prepared for the situation. I really almost enjoy the obvious mistranslations beacause they make the game more HUMAN.

The emphatic weirdness, ambiguity, animism and reverence towards all things "cute" are what made the entire ff series so enjoyable for me; so far, the Retranslation seems to resist these things, imo. I've seen too little of it to be so general, and I've been rude to Dan in the past so I really hope he won't take my criticism as hostility; I'm actually a big fan of his now, but nobody is perfect and no translation is perfect...

I'm going to play it with the translation on and I won't be surprised if I change my mind about it afterwards. I'm super impressed at what you've done with this one Dan, I kinda wasn't sure you'd be able to finish it when you started, considering how many other millions of things you also did during this period... I wish I could do what you can with the 0s and 1s buddy. If I had the dedication and focus I would love to try my hand at fixing the dialogue myself, using your translation as a guide. Not just to fix the big gaping problems like everyone's beloved Scorpion battle confusing warning--don't you think that might have been a deliberate tactic for the game to mess with you? That's something they got really into later... But yeah, also I would want to try to preserve the original style and feel of the dialogue, wherever possible, as an option.

There's something good about being mystified sometimes (like the movie Akira, right? What the hell is going on there... nvm I don't want to hear it I'll watch it again next year) and I'll admit to being pretty confused by ff7 the first time I played it, but it wasn't really because it was badly translated. It was Japanese and weird--like Akira, like Lost in Translation. Wtf just happened? Idk, I'm not Japanese. But let's do it again.   
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 13:04:01
Remember that the localisation that's currently in the installer is grossly out of date, and nowhere near finished :)  It is currently having its second revision now, then it needs some other people to go through it, before finally the input of 1 additional Japanese proof reader.  So a lot has already changed, and will continue to :)  8-)  I agree that some of the charm of the original has been lost due to nostalgia for the old lines and ambiguity, but the gains that have been made far outweigh that.  Remember also that the Japanese writers intended the story this way, and where they desired ambiguity, I have left ambiguity.

As for the scorpion battle, it is definitely an error in translation.  Even if you don't know Japanese and think about it logically, Barrett would not be telling Cloud to attack while the tail's up.  Not if he values his own life, at any rate.  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-07-02 13:40:03
Man, sincerely, that was a really good response. I am way more excited about the Retranslation part of The Reunion than I expected to be...  :)

I know you know this but in that opening boss fight it's Cloud talking to Barret! I'm sure of that, Cloud just shouts Barret's name so it almost looks like it's Barret talking. I am almost positive you are completely correct and it is purely a mistranslation. But Barret is not the brightest guy in the world (we know this because it takes him a while to follow the group on where to go next sometimes... and yet he wants to be leader) and I could just see the scene as if it were in a movie where Cloud is yelling to Barret because there's a crap ton of mechanical noise and it's hard to hear, "Be careful! Attack with it's tail up and it's gonna use it's laser" but between the words "up" and "and" Barret shoots the thing without thinking too much, and BAM. I think it's funny. I always did. It seemed like they did it to me on purpose... and even if not, that's just another quirky thing I like about this old badly translated game: the unintended sillyness. Involuntary slapstick, if you will. 
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 13:41:47
Well, that's always going to be there... you can always play the original game.  Same with the old borders, the old nostalgic feel of the menu, old lego models... I mean all of it is still there if you want to play it that way.  So nothing is lost, but much is gained.  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-07-02 13:56:34
Yah, I hear you 100%. I wouldn't and didn't (for like 10 years) play the game because their port was so buggy. I much prefer to use your mods, thanks! I guess if I didn't know better my request would just be an option for a super dumbed-down version of the Retranslation that only fixed the obvious mistakes and mistranslations in the script and nothing else. But I know how much of a pain in the ass it would be, and I know you won't do it, and I know it's not just because its me that would be asking lol, so I wont. :wink: I'm grateful for the work you've done.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 16:16:20
I need a graphic designer, or someone who can find me decent graphics. What I need is the buttons of the playstation control pad so that in dialogue I don't need to use Press [X]  (which is what I am doing with the playstation option)

FFX would be a good place to look to see how they did it.  I would probably need a graphic for X Triangle Square Circle R1 R2 L1 L2 Select and Start.  If someone can get me these to a professional standard like FFX, I will add them to the main font.
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-07-02 16:33:25
I need a graphic designer, or someone who can find me decent graphics. What I need is the buttons of the playstation control pad so that in dialogue I don't need to use Press [X]  (which is what I am doing with the playstation option)

FFX would be a good place to look to see how they did it.  I would probably need a graphic for X Triangle Square Circle R1 R2 L1 L2 Select and Start.  If someone can get me these to a professional standard like FFX, I will add them to the main font.

I have access to the buttons that i have permission to use for another project i'm working on, Let me ask them if it's okay to use it here.

It is however missing they L1 button (since gamecube only has z)
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-07-02 16:35:24
Some shitty ass Mad Catz gamecube controllers had an m button above left trigger :p
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-02 16:35:55
Well, that's always going to be there... you can always play the original game.  Same with the old borders, the old nostalgic feel of the menu, old lego models... I mean all of it is still there if you want to play it that way.  So nothing is lost, but much is gained.  :-D

This is why the rabidness against the mod (not you Template, at least from what I've seen and if it was you you're obviously better about it now so it doesn't matter!) confuses me. It's not like it's changing anything.  Luksy said ages ago that 'it's a mod and changes nothing' (paraphrased) and that has always amused me.

Even if it WAS shit (which it sure ain't), it doesn't effect anything. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-07-02 18:47:27
Stop it. Both of you. ~Covarr

edit: To be clear, this was in reference to Template and DLPB's little argument.

Edit 2: "Stop it" doesn't mean keep going. One more post from either of you on this matter will result in a 40% warning and temporarily revoked posting privileges. ~Covarr
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 19:24:55
I am currently going through all maps again as you know, but I've also decided to log the worst of the mistakes.  I'll pop them up here at the end.  Should take 2 or 3 days to finish this :)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-02 20:08:17
I am currently going through all maps again as you know, but I've also decided to log the worst of the mistakes.  I'll pop them up here at the end.  Should take 2 or 3 days to finish this :)

By 'finish this' do you mean first release or just logging the worst of the mistakes? :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-02 20:15:00
this is the second revision :)  Then I have to wait for Prince Lex to do the Scottish dialect.  After that, I have to go through entire game, that's the third revision.  After that it will be ready for release, but won't be "finished" officially until it has had other people proof check it, and another Japanese speaker run through it.
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-07-02 20:16:43
Compared to waiting for three years, that's a relatively short time away :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-02 20:21:25
Ooh, okay. Can't wait to see the comparisons, then! I've honestly always loved reading comparisons of those types!

And totally agreed, Clever. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 02:58:13
A few from today.

Old then new.

Code: [Select]
{CLOUD}
“I couldn't finish 'em.
This is gonna get complicated.”

{CLOUD}
“I couldn't finish him off.
This is gonna get complicated.”

Code: [Select]
{BARRET}
“Shoulda noticed it earlier, you…”

{BARRET}
“It's too late for you.”

Code: [Select]
{CLOUD}
“This is the first time I've actually ever seen him.
So…that's what he looks like…”

{CLOUD}
“It's the first time I've
actually seen him.
So… that's who…”

Code: [Select]
“Someone has switched the machine
over to mainframe operation!”{NEW}
“We can't operate it from here.”

Reeve
“Somebody has overridden
the mainframe controls!”{NEW}
“We can't operate it from here.”

Code: [Select]
Heidegger
“The Peace Preservation force
will do their best
to beat the enemy!”

Heidegger
“Public Order's combined
forces will repel the enemy!”

Code: [Select]
“{AERIS}?
How did you know that name?
You must be…”{NEW}
“{AERIS},
you mean that kid.
The receptionist? I was
startin' to worry about her, too.”{NEW}
“And so another rival
appears on the scene, eh?”{NEW}
“You mean, she's not?
It's someone else?”


“{AERIS}?
If you know about that,
you must be…!?”{NEW}
“{AERIS} is that girl,right?
The one who was at reception?
Thing is,I've kinda taken to her myself.”{NEW}
“So I guess you're the rival
making his appearance,eh…?”{NEW}
“Huh,it WASN'T her you meant?
…Well,never mind then.”

Code: [Select]
In my veins courses the blood of the Ancients.
I am one of the rightful heirs to this planet!

The blood of the Ancients flows within me.
 I am the rightful heir to this planet!

Code: [Select]
Am I…human?
------------------------------
I didn't really understand
what Sephiroth meant then.
------------------------------
I was even more surprised that
Shinra was producing monsters.
------------------------------

‘Am I… no different?’
------------------------------
I didn't understand
his words at the time.
------------------------------
More than anything,I was
shocked that Shin-Ra
were creating monsters.


Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-07-03 06:09:12
Code: [Select]
{CLOUD}
“I couldn't finish 'em.
This is gonna get complicated.”

{CLOUD}
“I couldn't finish him off.
This is gonna get complicated.”

Perfect example of how your translation could be called a sterilization. Was no purpose to the change you made, other than to make Cloud sound less authentic. You aren't even consistent about it... You change "''em", I guess because phonetic abbreviations bother you? But you leave "gonna". 'Em isn't necessarily just for "them" it's also the way it sounds when you leave the h off him because you're in a hurry while you are speaking.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-03 12:21:19
Dan, I was thinking about it and I might actually be able to do those button images for you.  If you could give me the dimensions you'd want for the raw files, whether or not you'd want it vector, the final file type*, and maybe examples of the nice ones used in Final Fantasy X I could definitely give it a shot! That's a lot of info so over PM would be fine if you'd prefer.

*It would have to be an image filetype, so if there's an extra step to convert it I wouldn't be able to do it. I have Photoshop and Sai as well as access to Inkscape though so I can do pretty much any image filetype.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 12:51:30
128*128 would do.  I can resize myself :)  I'll see whose is best between you and hellbringer and use those!  8)  I don't have anything to start you with though..
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-03 14:17:41
I'm actually almost done with the shape buttons, but I can't seem to find your original post on this so could you remind me what other buttons you needed?

And I can edit these as much as you like so you're happy with them, as well. ^_^
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 14:28:45
All of them :)  To look like the playstation counterparts.

X, Triangle, Circle, Square, L1, L2, R1, R2, Select, Start. 

The L1, L2, R1, R2 will probably need writing on top of the graphic.  Select and start may need to also.  How did the original PSX game deal with these?
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-03 14:41:47
I do believe the cases of the 'writing' buttons I've seen just included the writing as part of the graphic. In any case, I've got the shape buttons done and I'd like to see what you think before I continue this method with the others.  I've thrown the png versions up on photobucket so you can look at them:

http://i747.photobucket.com/albums/xx112/mugenginga/PSXCircleButton.png
http://i747.photobucket.com/albums/xx112/mugenginga/PSXTriangleButtonV2.png
http://i747.photobucket.com/albums/xx112/mugenginga/PSXSquareButton.png
http://i747.photobucket.com/albums/xx112/mugenginga/PSXXButton.png
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 16:16:08
They aren't bad at all.  Show me a R1
Title: Re: The Reunion [IN PROGRESS]
Post by: nfitc1 on 2013-07-03 16:52:06
Quote
More than anything,I was
shocked that Shin-Ra
were creating monsters.

Shin-Ra in this context is singular so "was" is appropriate. Otherwise it makes Shin-Ra sound like a race (e.g. the Cetra).
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 16:54:17
You're right... but people don't always speak properly.  That's part of the problem I have here.  Do I always go with perfect grammar in speech?

I suppose in a case like that I have to?  Yeah I can't really see a need to keep were there.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-07-03 16:56:11
It really depends on who's talking. In Cloud's case, good grammar is in character. In Cid's case, not so much.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 16:58:40
You see it's these kind of things a second or third person irons out.   8)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-03 17:25:37
'Were' throws me, so I'd go with was, unless the speaking character frequently makes that kind of grammatical mistake. Then it would become a character quirk. And pretty sure Cloud isn't messing up grammar all the time. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 18:01:21
I dunno you know... in normal speech people make those mistakes all the time.  Listen to a normal convo sometime, you'd be surprised.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 18:56:49
Another classic:

Code: [Select]
Bugenhagen
“Reaching up into the heavens, threatening
to snatch the very stars from the great
city of Midgar. You've seen it, haven't you?”
------------------------------
Bugenhagen
“Well, that's a bad example.
Looking up too much makes you
lose perspective.”

Bugenhagen
“You've seen it,haven't you?
The great Mako metropolis which reaches
up to the heavens,built to grasp at the very
stars themselves.”
------------------------------
Bugenhagen
“It sets a bad example.
Looking up all of the time
makes you lose perspective.”

Code: [Select]
{RED XIII}
“They have come here on a journey
to save the planet.”{NEW}
“Why don't you show them
your apparatus?”
------------------------------
Bugenhagen
“Ho Ho Hoooo.
To save the planet? Ho Ho Hoooo!”

{RED XIII}
“{CLOUD} and the others are on
a journey to save the planet.”{NEW}
“Why don't you show them
your machine?”
------------------------------
Bugenhagen
“Ho,ho,hoooo.
Save the planet!? Ho,ho,hoooo!”{NEW}
“I'm afraid that's impossible.
What could mere humans hope
to accomplish?”

Code: [Select]
Elder Hargo
“I hope great Bugenhagen will take care and
not overexert himself.”{NEW}
“'Ho Ho Hoooo.'
I may be light,
But I'm not as young as Nanaki.”{NEW}
“Oops. That will only get you angry.
You're just like me.
Ho ho ho.”

Elder Hago
“Please take care not to
overexert the great Bugenhagen.”{NEW}
“He might laugh it off with a
"Ho,ho,hoooo",but he's no spring
chicken like Nanaki…”{NEW}
“Ah,he'd probably get cross at me
for saying that. We're not all that
different,you know. Ho,ho,ho.”
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-03 20:03:38
I dunno you know... in normal speech people make those mistakes all the time.  Listen to a normal convo sometime, you'd be surprised.

While that IS true, was there anything non-standard about the original Japanese?  If not, then it's something you're adding and takes away from accuracy, which you're REALLY striving for. Grammar does work quite differently between the languages, but there are still enough differences to be comparable to inaccurate speaking in English.

Writing dialogue is tricky because while you're allowed to make mistakes you wouldn't in non-dialogue writing, you have to ask if it fits the character. If someone speaks proper (be it super proper which sounds stiff/stuck-up (a common problem of second language speakers) or casual proper which is what I imagine Cloud speaks) the rest of the time, it doesn't work to screw them up just once or twice. ...unless the original Japanese did and then while its grammatically incorrect doing it would be faithful to the source material.

People also pause, stutter, and repeat themselves constantly in real conversation, and you can't really transfer that to writing without annoying the hell out of the reader.  There's a trope or something for this I've seen discussed in writing books...

Do know I'm not fighting here, merely stating my side.  I do believe its wrong (again, unless there's something off about the original Japanese), but hey, it's just one sentence. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 20:12:37
No, you're making perfect sense.  I'd like to see a proper expert explain things like this somewhere as well, clarify a lot of my questions.  There are a lot of things that differ in script and in real life.  Sometimes I wonder whether films that strive for realism would be best leaving those kinda quirks in.

And more:

Bugenhagen
“You are using Shinra Materia,
   as weapons?”{NEW}
“Materia is highly dense spiritual energy.
   A shred of the Planet's life.
   It should not be used as a weapon.”{NEW}
“We must stop using it…
   or the Planet will be weakened.”

Bugenhagen
“Was Shin-Ra trying to use these…
   as weapons?”{NEW}
“A Materia is concentrated spiritual
   energy… a shard of the planet's life.
   It is not to be used in that fashion.”{NEW}
“We must stop them…
   The planet is far too weak as it is…”
Title: Re: The Reunion [IN PROGRESS]
Post by: nfitc1 on 2013-07-03 21:11:11
That changes the entire theme of the last statement. Is that intentional? It does seem more in character.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 21:14:58
Luksy translated as:

Code: [Select]
Bugenhagen
“Were Shin-Ra trying to use Materia,
as a weapon?”{NEW}
“Materia are concentrated spiritual energy,
shards of the planet's life.
They are not to be used as weapons.”{NEW}
“We must stop them…
the planet is already too weak as it is…”
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-03 21:43:56
That changes the entire theme of the last statement. Is that intentional? It does seem more in character.

Gosh no kidding, and it fits the story much better.

It's so amazing what one line can do, isn't it?

PS - Totally off topic but I love your icon/signature. :D
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-07-03 21:53:33
That changes the entire theme of the last statement. Is that intentional? It does seem more in character.

Yeah it's absolutely intentional.

Quote
ブーゲンハーゲン
「神羅はマテリアを武器として
 使おうとしているのか?」{NEW}
「マテリアは高密度な精神エネルギー。
 星のいのちのかけらじゃ。
 武器になどするものではない」{NEW}
「なんとかやめさせなければ……
 ただでさえ星が弱っているのに……」

Whoever originally translated the above for some reason skimmed over "はマテリア" (Materia) in the first line, and also missed the "させ" (causative) part in the second to last line, they were probably reading too fast.

As for the company plural /singular thing I didn't think either was necessarily wrong, although after having a look online it looks like plural is by far more common, unless it's a very small company, which Shin-Ra obviously isn't.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-03 23:24:39
Should Materia be capitalised?

I am guessing not.  As Luksy has just clarified to me, we don't do the same for diamonds etc.  We don't say "Hey it's a Diamond!"

It's not  a proper noun.

edit

in fact, wikipedia and most other places don't capitalise materia.  Only when it is part of the name like "Black Materia"  as that is specific and unique.

Lightning materia. 
Black Materia.

edit 2

I am going to use materia in sentences like we use diamond.  Both are precious rocks, and the grammar is probably correct that way.
Title: Re: The Reunion [IN PROGRESS]
Post by: Suzaku on 2013-07-04 00:10:27
Hey, registered just to talk a bit. Was considering replaying FFVII and wondering if a fan retranslation had happened yet, glad to see someone is working on it.

I've just got a few general suggestions and comments, and I don't have time to play through the entire game with the latest script or read this entire 70 page thread, so bear with me if any of these points have already been addressed.

1. Formatting: I'm not sure if there's a technical reason for indenting the second and third lines of dialogue, but I would suggest eliminating the indent if possible. Likewise, the use of quotation marks within dialogue windows is a convention that has been dropped from modern Final Fantasy localizations, and I would suggest removing them as well. These changes would serve to make the dialogue quite a bit more readable.

2. Grammar: As a general rule, always use proper grammar. Even illiterate people are usually able to speak with some semblance of correct grammar. If a character is dumb, carefree, backwoods, etc., portray it through unique dialect, idiolect, slang, or jargon. Intentionally including bad grammar can distract the reader, especially when it's not obviously intentional.

3. Canon / non-Canon: I understand that, in many ways, you want to produce your very own localization, ignoring the shoddy original translation and any resulting adopted canon, while referring to the official English translations available in Japanese guidebooks -- and I totally respect that. I also really like that you're including options to retain official English terminology.

For me, the ideal translation would be an attempt to create the modern translation that Square Enix itself would make, taking into account the conventions established in in the more recent Compilation titles.

For example, staying true to the idiolects established for characters like Barret, Cid, Cait Sith (and Reeve's parents), and Reno, cross-referencing terms with those appearing in the new titles, and retaining perhaps just a handful of iconic terminology, while correcting/changing everything else as needed. Skimming the thread it looks like you intend to do that, so kudos!

I bring this up only because I'm not sure of exactly what the differences between your localization and the "localization but with original/canon names" are.

4. General localization notes/suggestions while looking at your non-dialogue spreadsheet:

SOLDIER - Should probably be rendered all-caps, as has been the staple in both English and Japanese, to help clarify its status as a named organization and to distinguish it from other possible uses of "soldier," with the exception of the Golden Saucer event where it ties in with Cloud's job.

グリン / グリングリン / クリン - Likely puns on "Gysahl Greens." I'd suggest naming the Guy, Saül, and Chloé. They're all French; Guy and Saül together sound like "Gysahl" and Chloé means "green sprouts." That's just my own pun; yours are also fine.

長老ブーガ - I'd suggest leaving this one as Elder Bughe, partially because "Buga" doesn't do a very good job of conveying the likely connection to Bugenhagen, and it's also one of the few names that was changed between English versions.

悪竜王 ヴァルヴァドス - Vorvadoss is pretty likely given its description, and that's the Japanese transliteration of the Mythos entity.

黒マントの男 - Simplify to "Man in Black," as per the English translation used for the reissued soundtrack.

神羅兵 - Officially localized as "Shinra Troop(s)" in Crisis Core, likely to help distinguish them from SOLDIER by avoiding the word "soldier" altogether. Shinra's Security Department troops are also referred to as infantry, in general.

モス - I'd go with Moss over Moth. Moss makes more sense as a Chocobo name, even if only slightly.

テクニカ - Should be Technica, not Technique.

ブイ, エックス, ゼット - I'd suggest "Vee," "Eks," and either "Zee" or "Zed," perhaps depending on American/British English. Just for fun, y'know.

ピッツァ2000 - I'd suggest P-ZA 2000, to give it more of a "mechanical parts number" look while keeping the "pizza" reference.

General formatting suggestion for locations: use "Area - Sub Area" instead of "Area, Sub Area," as per modern Final Fantasy conventions.

ロケットポートエリア - I'd keep this as Rocket Port Area. My assumption is that this is a callback to airship technology, since ships dock in ports. In this universe I could see people thinking of the launch pad as a port for rockets. "ロケットポート" is also a term that's unique to FFVII.

番街 - Jumping ahead a bit here: I'd strongly suggest keeping it as "Sector." Not only does it sound iconic, but it's already synonymous with district and is a mathematical term referring to a portion of a circle dived by two radii and connected by an arc, which is how the Midgar Sectors are actually divided up (like pieces of pie).

4番街プレート内部 - I'd suggest using "Sector 4 Plate Interior." When you're referring to architecture, the term "interior" sounds a bit more professional, and besides, "Plate Interior" is used in Crisis Core.

コンドルフォートふもと, 絶壁のふもと - "Base of Fort Condor" and "Base of the Cliff."  Base is the more frequently used term when referring to the base of a cliff or mountain. It also sounds more technical and less literary, which better suits the function of a "map" / "location information" header.

大空洞火口 - "Great Cave Crater." This is not specifically referring to the Great Northern Cave, and is also referred to as the Northern Crater (北のクレーター), or simply the Crater (クレーター) at various points in the story. According to Crisis Core, the crater contains another, even larger network of caves, called the Great Cavern of Wonders (驚異の大洞窟) -- note the clever localization of different "cave" kanji as cave/cavern that they did in CC.

大空洞 - "Great Cave," sometimes also called the Great Northern Cave (北の大空洞). A cave is by definition a cavity in the earth, particularily one with a network of tunnels, and as outlined above, this refers to a specific cave within the Northern Crater. So, there's no need to change "cave" to "cavity" or "crater." You could also consider just following suit with the official English localizations, which drop the "Great" rather than the "Northern" (北の) when referring to it by shorthand, leaving you witht the more iconic "Northern Cave".

_番街駅ホーム - Simply "Sector _ Station," as referred to in Crisis Core.

ロケット村 - Village is more accurate, but if I'm being honest, I like Rocket Town way better as a localization.

番街 - Keep as "Sector." See above explanation.

_番街スラム - Keep as just "Sector _ Slums," without the comma. That's the name of the are, not a sub area within the "Sector _" area, if you get what I mean. There are areas within the slum that would be the sub areas.

ミッドガル8番街地下 - "Midgar - Beneath Sector 8" would be my suggestion for this, not sure if there's room.

シルドラ・イン - "Syldra Inn," a likely reference to Syldra (シルドラ), Faris's pet sea monster from FFV. How it relates to an inn in Cosmo Canyon, though Nomura did work on the monster designs for FFV.

神羅ビル・1階ロビー - Formatting should probably be "Shin-Ra Bldg. - 1F Lobby" instead of "Shin-Ra Bldg. 1F, Lobby," and same with the other locations within the building.

古代種の道具屋 - A 道具屋 is actually a "Second-Hand Shop" or "Curio Shop," which I suppose implies that the old man is reselling goods that were sold to him, rather than it actually being any sort of "general store." I personally prefer "Curio Shop," though he isn't selling any curios.

時の大穴 - I feel like there has to be an English pun that would better convey this. I'm leaning towards "Time Sinkhole."

愛の巣箱, 恋人の巣箱 - "Lovers' Hive" and "Honey's Hive," instead of "Love Nest" and "Lover's Hive," maybe?

おしおき部屋 - I'd suggest maybe simply "The Dungeon," evoking the obvious BDSM connotation.

武器屋 - Splitting hairs here, but I suggest using "Weapon Shop," as per Final Fantasy conventions. If you want to break conventions, I'd suggest "Arms Dealer."

ウータイ五強聖の塔 - The official localization for the group in Crisis Core is "Five Saints," which I think better conveys the original name. If you have to choose, I think "Pagoda of Five Saints" looks bette than "Pagoda of the 5 Saints," and gives off a touch of that Asian mysticism vibe, but that's just me.

十字手裏剣 - In FFXI this is localized as "Juji Shuriken."

突撃ラッパ - "Battle Trumpet" or "War Trumpet," both have been used in official localizations now. Battle Trumpet was used the most recently, in Airborne Brigade, but that just cribbed the translation from the original FFVII. I might lean towards "War Trumpet."

不倶戴天 - This is an intersting one, being a yojijukugo. It has two meanings, one being "Nonconformist" and the other being "Mortal Enemy," while the literal kanji meaning is "Never Together Under Heaven." I don't think there could ever be a perfect translation for this, but "Eternal Nemesis" sounds badass.

ギヤマンヘアピン - This could probably have a more accurate translation. It refers to faux diamonds, IE glass cut in the style of a diamond. "CZ Diamond Hairpin" might be closer to what this is trying to convey, though less literally accurate.

方天畫戟 - This is apparantly referred to as "Sky Piercer" in contemporary translations of The Water Margin, from which the name originates. Worth consideration.

グローランス - "Radiant Lance," this is a recurring lance in the Final Fantasy series and is pretty consistently translated as such in modern localizations, though "Glow Lance" is used a few times.

天の叢雲 - Rendered with hyphens as "Ame-no-Murakumo" in FFXII. Worth consideration.

風魔手裏剣 - Just "Fuma Shuriken" in modern translations, Hepburn be damned.

ミスリル - "Mythril" is the established English translation across the entire franchise. I say keep it that way, regardless of Tolkien.

オーガニク - "Ogrenix" / "Organyx" -- there is absolutely no consistency here in localization and the latter is more recently used (FFXIII). The Japanese fans have no idea of exactly what it's supposed to mean, either. I've always thought that it's supposed to be "Ogrenix," as a parallel to the recuring "Ogrekiller" axe (as opposed to Nyx, which is the name of a Greek goddess).

パルチザン - "Partisan," another one of those recurring weapons with consistent translations and is the most commonly used variant of the word in general use. Just because the Japanese uses ザ doesn't mean you need to follow suit.

円月輪 - "Moonring Blade," it's now pretty consistently localized as such across the Final Fantasy series.

青龍偃月刀 - Like Sky Piercer, you could opt for English. "Green Dragon Glaive" or "Dragon Glaive," possibly if that fits. Probably doesn't.

Wマシンガン - Might not be enough room, but "Dual Machinegun" instead of Double might work. They're using "Dualcast" as the official localization of W-Magic these days.

軍手 - Yes, made out of cotton, but the term refers to work gloves (made of strong cotton). I'd suggest keeping "Work Gloves."

蛇矛 - If you go Chinese, "Shemao," otherwise "Snake Lance" or "Serpent Lance." It was weilded by Zhang Fei in RotTK.

And with that, I've run out of time to go through stuff.

I may post more suggestions when I have more time.
Title: Re: The Reunion [IN PROGRESS]
Post by: nfitc1 on 2013-07-04 00:21:50
I like the retranslated intention. Adds some urgency to the situation (which I always thought FFVII lacked).

Corporate entities are always singular when referring to the corporation (e.g. Shin-Ra's activities). Employees, or groups of employees, are always plural. Then it can be short-handed as "the Shin-Ra" meaning the people associated with the Shin-Ra corporation.

It's the same as:
The team was successful!
Vs.
The players were successful!
Title: Re: The Reunion [IN PROGRESS]
Post by: Suzaku on 2013-07-04 00:26:09
Then it can be short-handed as "the Shin-Ra" meaning the people associated with the Shin-Ra corporation.

It's the same as:
The team was successful!
Vs.
The players were successful!
That doesn't sound right to me. That would mean that people would be saying, "the Apple sure do design great products!"

It's either "Apple sure does design great products," or "the Apple employees sure do design great products!"
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-07-04 00:29:17
Suzaku - won't quote the entire thing but I can see plenty of valid suggestions in there, I'll go over them this evening with Dan.

And yeah, the original translation used "the Shinra" all the time, which always sounded off to me.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 00:43:15
Quote
SOLDIER - Should probably be rendered all-caps, as has been the staple in both English and Japanese, to help clarify its status as a named organization and to distinguish it from other possible uses of "soldier," with the exception of the Golden Saucer event where it ties in with Cloud's job.

I can add this to the "cannon names" for installer.  It is very bad grammar to use SOLDIER.  No other work out there would do that, and it was obviously a bad localisation decision that has stuck.  For the official translation, I am definitely sticking with Soldier for the organisation and soldier for the main usage, as is proper grammar.

Quote
グリン / グリングリン / クリン - Likely puns on "Gysahl Greens." I'd suggest naming the Guy, Saül, and Chloé. They're all French; Guy and Saül together sound like "Gysahl" and Chloé means "green sprouts." That's just my own pun; yours are also fine.

Are you saying this is a likely origin for the name?

Quote
長老ブーガ - I'd suggest leaving this one as Elder Bughe, partially because "Buga" doesn't do a very good job of conveying the likely connection to Bugenhagen, and it's also one of the few names that was changed between English versions.

Correct, but the Japanese name doesn't either.  It specifically ends -a.

Quote
黒マントの男 - Simplify to "Man in Black," as per the English translation used for the reissued soundtrack.

At times it may be wiser to do this, sometimes however the dialogue specifically calls for a description of the man.

Quote
神羅兵 - Officially localized as "Shinra Troop(s)" in Crisis Core, likely to help distinguish them from SOLDIER by avoiding the word "soldier" altogether. Shinra's Security Department troops are also referred to as infantry, in general.

That's a clever move, and I may use it sometimes.  The way I look at Soldier is like the Marines.  "I was a marine"  "The Marines"

Quote
モス - I'd go with Moss over Moth. Moss makes more sense as a Chocobo name, even if only slightly.
Agreed.

Quote
テクニカ - Should be Technica, not Technique.
I thought was French?  Any case, if so I will change the documentation.


Quote
ピッツァ2000 - I'd suggest P-ZA 2000, to give it more of a "mechanical parts number" look while keeping the "pizza" reference.

The meant pizza so I have to keep it.  They prob did this as a joke on the fact Midgar looks like one.
Quote
General formatting suggestion for locations: use "Area - Sub Area" instead of "Area, Sub Area," as per modern Final Fantasy conventions.

The difference is small, and it would mean introducing 2 more chars.  FF7 has a limit of 23 and this would be a problem.  I will have to stick with comma.

Quote
ロケットポートエリア - I'd keep this as Rocket Port Area. My assumption is that this is a callback to airship technology, since ships dock in ports. In this universe I could see people thinking of the launch pad as a port for rockets. "ロケットポート" is also a term that's unique to FFVII.

There is no such thing as a rocket port and it seems very unlikely that the writers really intended that.  I understand your point on it being unique, but it sounds wrong.  I will discuss this.

Quote
番街 - Jumping ahead a bit here: I'd strongly suggest keeping it as "Sector." Not only does it sound iconic, but it's already synonymous with district and is a mathematical term referring to a portion of a circle dived by two radii and connected by an arc, which is how the Midgar Sectors are actually divided up (like pieces of pie).

Sector is kept in installer option, but is definitely wrong and cannot be included in what we consider the new localisation. The whole point about midgar was that they were districts with names... they were not merely sections, and the Japanese makes that clear, regardless of the retcons that happened later.


Quote
4番街プレート内部 - I'd suggest using "Sector 4 Plate Interior." When you're referring to architecture, the term "interior" sounds a bit more professional, and besides, "Plate Interior" is used in Crisis Core.

I haven't finalised the plate business yet, and it will probably be changed to plate interior at end.  I need more info on the precise architecture of Midgar.
Quote
コンドルフォートふもと, 絶壁のふもと - "Base of Fort Condor" and "Base of the Cliff."  Base is the more frequently used term when referring to the base of a cliff or mountain. It also sounds more technical and less literary, which better suits the function of a "map" / "location information" header.

I thought foot of was quite good, and the Japanese uses foot.

Quote
大空洞火口 - "Great Cave Crater." This is not specifically referring to the Great Northern Cave, and is also referred to as the Northern Crater (北のクレーター), or simply the Crater (クレーター) at various points in the story. According to Crisis Core, the crater contains another, even larger network of caves, called the Great Cavern of Wonders (驚異の大洞窟) -- note the clever localization of different "cave" kanji as cave/cavern that they did in CC.

Crisis core is talking bollocks, and this is the original game.  I don't take any other material except the current original on board except in some circumstances.  The original game makes it clear that the translation is "Northern Great Cavity"  Or Great Cavity of the North.  I have used Crater for localisation.  It certainly is not cave.  Crisis Core would have made use the word "Gaia" as the planet's name, but I can't do that.  I don't even recognise any of these spin offs as part of the FF7 universe, I think they are bad money making schemes that produced a ton of inconsistencies with the original story.  I won't take on board anything that was not there originally :)

Quote
ロケット村 - Village is more accurate, but if I'm being honest, I like Rocket Town way better as a localization.

It's not a town, so it can;t be called one.


Quote
シルドラ・イン - "Syldra Inn," a likely reference to Syldra (シルドラ), Faris's pet sea monster from FFV. How it relates to an inn in Cosmo Canyon, though Nomura did work on the monster designs for FFV.

It is definitely Schildra fro, the German "shield".  The Japanese is clearly not a syl sound.
Quote
神羅ビル・1階ロビー - Formatting should probably be "Shin-Ra Bldg. - 1F Lobby" instead of "Shin-Ra Bldg. 1F, Lobby," and same with the other locations within the building.

I had a long think about this, but there are not 3 lobbies.  There are 3 floors.

Quote
古代種の道具屋 - A 道具屋 is actually a "Second-Hand Shop" or "Curio Shop," which I suppose implies that the old man is reselling goods that were sold to him, rather than it actually being any sort of "general store." I personally prefer "Curio Shop," though he isn't selling any curios.

The name sounded... crap.  General works best. I will add that note to documentation.

Quote
時の大穴 - I feel like there has to be an English pun that would better convey this. I'm leaning towards "Time Sinkhole."

Disagree  :-P

Quote
愛の巣箱, 恋人の巣箱 - "Lovers' Hive" and "Honey's Hive," instead of "Love Nest" and "Lover's Hive," maybe?

That would be a massive stretch and not in line with what was intended.

Quote
おしおき部屋 - I'd suggest maybe simply "The Dungeon," evoking the obvious BDSM connotation.

disagreed.  :-P

Quote
武器屋 - Splitting hairs here, but I suggest using "Weapon Shop," as per Final Fantasy conventions. If you want to break conventions, I'd suggest "Arms Dealer."

Not necessary.

Quote
ウータイ五強聖の塔 - The official localization for the group in Crisis Core is "Five Saints," which I think better conveys the original name. If you have to choose, I think "Pagoda of Five Saints" looks bette than "Pagoda of the 5 Saints," and gives off a touch of that Asian mysticism vibe, but that's just me.

Saint is a bad translation.  We discussed this at length and it became clear..  the masters inside are not saints for one thing.

Quote
十字手裏剣 - In FFXI this is localized as "Juji Shuriken."

It is a proper weapon? in real life?  Do you have a link?


Quote
不倶戴天 - This is an intersting one, being a yojijukugo. It has two meanings, one being "Nonconformist" and the other being "Mortal Enemy," while the literal kanji meaning is "Never Together Under Heaven." I don't think there could ever be a perfect translation for this, but "Eternal Nemesis" sounds badass.

Glad you like it, that was one of mine.

Quote
ギヤマンヘアピン - This could probably have a more accurate translation. It refers to faux diamonds, IE glass cut in the style of a diamond. "CZ Diamond Hairpin" might be closer to what this is trying to convey, though less literally accurate.

Ultimania says specifically glass, and there's no reason to change it really...
Quote
方天畫戟 - This is apparantly referred to as "Sky Piercer" in contemporary translations of The Water Margin, from which the name originates. Worth consideration.

That's an english translation of a foreign weapon.  Same as Murasame and Masamune has their own.

Quote
グローランス - "Radiant Lance," this is a recurring lance in the Final Fantasy series and is pretty consistently translated as such in modern localizations, though "Glow Lance" is used a few times.

The Japanese is glow lance.

Quote
天の叢雲 - Rendered with hyphens as "Ame-no-Murakumo" in FFXII. Worth consideration.

Discussed with Japanese speakers and it can be rendered without.

Quote
風魔手裏剣 - Just "Fuma Shuriken" in modern translations, Hepburn be damned.

Probably because they don't have the u with the macron on font.  I added it.,

Quote
ミスリル - "Mythril" is the established English translation across the entire franchise. I say keep it that way, regardless of Tolkien.

It's an erroneous translation and should be changed in all ff media.

Quote
オーガニク - "Ogrenix" / "Organyx" -- there is absolutely no consistency here in localization and the latter is more recently used (FFXIII). The Japanese fans have no idea of exactly what it's supposed to mean, either. I've always thought that it's supposed to be "Ogrenix," as a parallel to the recuring "Ogrekiller" axe (as opposed to Nyx, which is the name of a Greek goddess).

I am feeling pretty sure of Ogrenix or Ogrenyx.  Both are possible and likely.  I went into it a lot, and those are the ones I came up with.

Quote
パルチザン - "Partisan," another one of those recurring weapons with consistent translations and is the most commonly used variant of the word in general use. Just because the Japanese uses ザ doesn't mean you need to follow suit.

A partiz(s)an is a real weapon 

Quote
円月輪 - "Moonring Blade," it's now pretty consistently localized as such across the Final Fantasy series.

and it's incorrect.

Quote
青龍偃月刀 - Like Sky Piercer, you could opt for English. "Green Dragon Glaive" or "Dragon Glaive," possibly if that fits. Probably doesn't.

It's a chinese weapon and has to be kept that way, fictional or otherwise.

Quote
軍手 - Yes, made out of cotton, but the term refers to work gloves (made of strong cotton). I'd suggest keeping "Work Gloves."

Work gloves are not made of cotton?  Also ultimania shows crappy cotton gloves. 

Quote
蛇矛 - If you go Chinese, "Shemao," otherwise "Snake Lance" or "Serpent Lance." It was weilded by Zhang Fei in RotTK.

Hmm  I will check the chinese. But it does look like Snake Spear is a real named weapon, and Shemao is not as such.



Thanks for those.  I am sorry if much of that isn't being changed, but as I have noted previously, that document and the translation / localisation is pretty much solidified and not being changed.  I have gone through all these items and names 100 times, and rationalised the decisions for each.  8)  I will discuss these with Luksy as well.  Nevertheless, some of your suggestions will be used, so it's been worth while.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-07-04 01:31:44
Regarding 'was' versus 'were', this might actually be an AmE versus BrE difference (not necessarily in that order). Here's the relevant part of the Wikipedia article (https://en.wikipedia.org/wiki/Comparison_of_American_and_British_English#Formal_and_notional_agreement) - with all the usual warnings about using Wikipedia as a source (but this one does cite sources at various points, at least).
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 01:37:52
Regarding 'was' versus 'were', this might actually be an AmE versus BrE difference (not necessarily in that order). Here's the relevant part of the Wikipedia article (https://en.wikipedia.org/wiki/Comparison_of_American_and_British_English#Formal_and_notional_agreement) - with all the usual warnings about using Wikipedia as a source (but this one does cite sources at various points, at least).

Yes it does seem as though both was and were can be used in the context of Shin-Ra, esp when it comes to characters speaking about it....  Even outside brit/amer issues.  There doesn't seem to be any real black card for such usage in script from what I can see.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 02:34:44
However... another reason it may sound ok to me and Luksy more than others is this >

http://en.wiktionary.org/wiki/were
Quote
(Northern England) was.

 :-D

See where I live, we can use were and was totally interchangeably, and it occurs all the time in speech.

edit

OK so I've done a bit of reading, and "was" is used far more with a company  like Microsoft (although were is also used). 

BBC has many instances of were.

http://news.bbc.co.uk/dna/place-lancashire/plain/A692750

Quote
was precisely that Microsoft were damaging innovation by using monopolistic practices.

Again, use of was and were, and this time by professionals.


Title: Re: BEACAUSE - Final Fantasy VII Retranslation Project
Post by: Yarow12 on 2013-07-04 02:51:22
I speak for myself in all of this.

When "Shin-Ra" is referring to a single entity (company or person) then it is singular and "was" should follow when needed.

Materia is like the word "fish".

Remember that Final Fantasy VII is it's own world. It has its own ways.

I've checked the remaining red and green names in the document.
On some of them, y'all seemed to have made the right call. On the rest of them, I have no idea.

Code: [Select]
{CLOUD}
“I couldn't finish 'em.
This is gonna get complicated.”

“{AERIS}?
How did you know that name?
You must be…”{NEW}

{RED XIII}
“They have come here on a journey
to save the planet.”{NEW}
“Why don't you show them
your apparatus?”

Bugenhagen
“Reaching up into the heavens, threatening
to snatch the very stars from the great
city of Midgar. You've seen it, haven't you?”

Elder Hargo
“I hope great Bugenhagen will take care and
not overexert himself.”{NEW}

About Cloud's. That's the way he talks. To me, it's relaxed English. Proper enough to understand, but chilled out at the same time.
About Aeris's. Though I don't know the context nor what was said beforehand and afterward, I see nothing wrong with what she said.
About RED XIII's. How would that character speak in that moment? Would he say "they" or "Cloud and his friends"? If "apparatus" fits the context, you mightest well leave it in.
About Bugenhagen. That seems speech worthy. Just do something about the comma in the first line. Replace it with a "..." perhaps?
About Elder Hargo. “I hope the great Bugenhagen will take care not to overexert himself.”

Code: [Select]
Bugenhagen
“Was Shin-Ra trying to use Materia,
as a weapon?”{NEW}
“Materia are concentrated spiritual energy,
shards of the planet's life.
They are not to be used as weapons.”{NEW}
“We must stop them…
The planet is far too weak as it is…”

I combined both translations into what seemed to work best.

It really depends on who's talking. In Cloud's case, good grammar is in character. In Cid's case, not so much.

^This.
Be careful to preserve character personalities. If their styles of speech (Barret) are removed then they'll all sound exactly the same.
Voice differentiation. Keep it.
Ever read Foresight by EJ McBride? The Russians, man. They all sound the same. Even the only three important Russian characters sound exactly the same. There were times when I wasn't sure which one was talking. They weren't even in the same chapters.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 02:56:41
The reason "'em" doesn't work in the other sentence is because Cloud is referring to Rufus.  "Couldn't finish him" works, and "'em" means "them".  There is no set standard to how the grammar works from Japanese to English... the languages are totally different (the localiser for Crisis Core / BC etc just used their own fixed standard, and I am not bound by it).  I have decided to do what wiki and others seem to have done and treat materia as the word diamond.

Thus

"Diamonds are expensive"
"Materias are expensive"

"Diamond is expensive"
"Materia is expensive"

"I want that diamond"
"I want that materia"

Title: Re: BEACAUSE - Final Fantasy VII Retranslation Project
Post by: Yarow12 on 2013-07-04 03:06:56
Though I don't agree with your Materia decision, I still look forward to using Beacause when it's officially released.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-07-04 03:07:34
SOLDIER - Keep in mind the original Japanese font only had upper case chars, event if they intended the name to be in caps it really doesn't look that great in casual conversation, it makes it sound like the characters are walking press releases. Try TURBOLAX today!

Schildra - Japanese can't naturally express the sound "si" (or not without some acrobatics like セィ), so Suzaku could be on to something.

Cross Shuriken - The reason for keeping Japanese names in Japanese is because there is no equivalent in English, hence Shuriken makes sense, but 十字 is adequately translated as "cross".

Hairpin - Keeping it as diamond is confusing, and in any case ギヤマン is used to refer to a variety of "olde-style" glassware.

Ama no Murakumo - As a side note, English translations of the Kojiki always hyphenate everything and it's INCREDIBLY annoying imo.


Cotton/work glove - It's just a name for work gloves, yes they're usually made of cotton but work gloves might make more sense.

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 03:10:49
I'll discuss the materia issue with Luksy more, but it certainly seems better grammar to treat it as a precious stone (which is what it is) than to make up my own grammar (which will then end up being criticised too, and have loads of inconsistences).   The same could be said of Chocobo.  I don't like Chocobos plural but it works and is proper grammar.

The vast number of usages won't need altering anyway simply because they start "Materia is" in the same way that we use "Diamond is" to refer to all diamonds.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 03:13:22
Quote
シルドラ・イン - "Syldra Inn," a likely reference to Syldra (シルドラ), Faris's pet sea monster from FFV. How it relates to an inn in Cosmo Canyon, though Nomura did work on the monster designs for FFV.

The problem is, FF5 probably translated it wrong as well....  Using ff5 as a source doesn't provide any concrete proof, it just asks the question whether that too got it wrong.

What we do know is that Syld is not a common word(?), and Schild is (albeit common in german). Although why the ra is anyone's guess in that case (maybe to make it sound like a name, or contrast with Shin-Ra).  Need some hard evidence from somewhere as to intended word.  Syldra/Sildra is possible, but so is Schildra / Shildra.

Seems I was wrong on the sil thing as Luksy said, it certainly can be derived from that kana.


edit.

Quote
She is Faris Scherwiz's childhood friend.

Maybe no coincidence
Title: Re: The Reunion [IN PROGRESS]
Post by: Suzaku on 2013-07-04 05:23:34
Quote
Are you saying this is a likely origin for the name?
As likely as any other, given the relationship of Gysahl Greens and Chocobos.

Quote
Correct, but the Japanese name doesn't either.  It specifically ends -a.
I guess this might be an issue of personal pronunciation, then. When I see Bughe think "Boo-guh."

Quote
At times it may be wiser to do this, sometimes however the dialogue specifically calls for a description of the man.
Understandable, though that does bring up the question of using multiple translations for a single term within a single localization.

The re-localization of FFIV for the DS / Complete Collection comes to mind. Though they adopted Eidolon for Genjū as a key term, they still occasionally refer to them as phantom creatures, IE "Eidolons are phantom creatures."

The technique has also been occasionally used in a few manga I've read, and so long as it's used sparingly, I feel like it's usually a pretty good alternative to external documentation.


Quote
That's a clever move, and I may use it sometimes.  The way I look at Soldier is like the Marines.  "I was a marine"  "The Marines"
Sure, and there really just needs to be enough clarity for the player to understand the basic twist: Cloud was a soldier, but he wasn't a Soldier.

Of course, I think what I really like about "SOLDIER" is that it goes further in making it sound like a corporate-owned name brand -- which it is. I know it almost certainly wasn't intended as such by the original translator, but I sort of dig the idea that it's stylized in all-caps like many real trademarks (heck, even the FF brand is officially stylized as "FINAL FANTASY" in all official English materials).

And honestly, the Japanese name sort of gives the same vibe, right? They opted for a foreign word rendered in katakana, when something like 魔特部(神羅魔晄特殊部隊) would have probably been par for the course.

But I digress. "Soldier" is perfectly valid.

Quote
I thought was French?  Any case, if so I will change the documentation.
Well, Technique is pronounced the same in French, English, and Japanese: テクニック, as opposed to テクニカ, which would be Technica (Latin, I suppose, if they put that much thought into the name).

Quote
The meant pizza so I have to keep it.  They prob did this as a joke on the fact Midgar looks like one.
Yeah, I agree. I'm just saying that you don't have to make the punchline quite so obvious. A bit of subtlety might serve the joke better.

Quote
There is no such thing as a rocket port and it seems very unlikely that the writers really intended that.  I understand your point on it being unique, but it sounds wrong.  I will discuss this.
So, you're basically thinking that they meant ロケットパッド instead of ロケットポート? Quite possible.

I'm certainly not going to pretend like I know what was going through the creator's mind... I've seen enough intentional uses of Engrish from Japanese authors to know better. Hoshino Katsura had Viz change their translation of アレイスター・クロウリー from Aleister Crowley to Arystar Krory, for example. Maybe she didn't know what she was doing, or maybe she did.

Quote
Sector is kept in installer option, but is definitely wrong and cannot be included in what we consider the new localisation. The whole point about midgar was that they were districts with names... they were not merely sections, and the Japanese makes that clear.
Mind pointing me to some more context on this?

I mean, I know that districts and sectors aren't technically the same thing when referring to city planning, but I always assumed that the use of "sector" was a play on Midgar's circular shape. And damned if it doesn't create some lovely alliteration ("Sector Seven Slum" has such a great ring to it).

Quote
I thought foot of was quite good, and the Japanese uses foot.

The foot / the base / the bottom (of a mountain) are synonymous. My dictionary lists all three as translations for 麓.

Doing some google-fu, it appears that "base" is used more technically, IE "base-to-summit vertical rise," whereas "foot" might be used poetically, IE "a sleepy town at the foot of a mountain."

"Foot of the Cliff" has a nice ring to it, but I don't know if it would be at home on, say, a topo map.

Quote
Crisis core is talking bollocks, and this is the original game.  I don't take any other material except the current original on board except in some circumstances.  The original game makes it clear that the translation is "Northern Great Cavity"  Or Great Cavity of the North.  I have used Crater for localisation.  It certainly is not cave.
Not gonna get into CC too much, as it certainly borders on retcon several times, but Kazushige Nojima, Yoshinori Kitase, and Tetsuya Nomura all worked on Crisis Core, and could well be considered the primary creative forces behind FFVII. Naturally, that doesn't preclude from changing their minds to expand the story years later, but still.

As for localizing Great Cavity as Great Crater -- my point is that in technical terminology, caves are "underground cavities large enough for a person to fit through," and thus "cave" works as a more appropriate localization than Crater, which is merely a depression in the Earth.

My interpretation of this location, and correct me if I'm wrong, is that it's comprised of two parts (three if you include Crisis Core's superboss area). On the surface you have an impact crater (クレーター), most likely created when Jenova slammed into the planet. In-universe, this is frequently misidentified as volcanic crater (火口), another example of the limited understanding of Jenova and the Ancients. Then beneath the crater you have a subterranean cave, which serves as the actual final dungeon and leads into the core of the planet.

Quote
It is definitely Schildra fro, the German "shield".  The Japanese is clearly not a syl sound.
Why definitely? The Japanese fandom seems to believe it's a reference to シルドラ from FFV (presumably a portmanteau of silver+dragon or silver+hydra).

And if it's not a "syl" sound, explain シルエット, シルク, and シルバー.  :-P

Quote
The name sounded... crap.  General works best. I will add that note to documentation.
Man, I don't know. When I think of "General Store," I think of a run down store in a dusty western where the protagonist goes to stock up on hard tack before joining a wagon train.

How 'bout "Ancients' Emporium?" The word Emporium is associated with the markets of ancient Greco-Roman cities.

Quote
That would be a massive stretch and not in line with what was intended.
Aww, c'mon. A massive stretch? Really?  :P

The "intent" of all these locations is that they're places where people go to have sex, right? I mean, it's not very subtle. A love nest is a place people use for "illicit rendezvous," so "lovers' hive," as in a hive for two lovers, plays into that just fine.

The later, 恋人, is the Japanese term for "significant other," IE a lover, boyfriend/girlfriend, a sweetheart. Here I'm evoking "honey," the term of endearment, as it means roughly the same thing as "sweetheart" or "sweetie" or "love." Plus, it has the added connection to honey bees and bee hives... because, you know, Honey Bee Manor.

As for おしおき部屋... Punishment Room works just fine, but I'd probably opt for the double entendre of "Dungeon."


Quote
It is a proper weapon? in real life?  Do you have a link?
http://ja.wikipedia.org/wiki/%E6%89%8B%E8%A3%8F%E5%89%A3

They even have a picture of a collapsible, Edo-period juji shuriken. It's just one of many different design variations of the shuriken.


Quote
It's after a name of a clan and so it cannot be translated away from that.  The clan name has to be there.
Again, not proposing you remove the clan name, just that the convention in Final Fantasy localizations is to use Fuma instead of Fūma.


Quote
It's an erroneous translation and should be changed in all ff media.
Eh. Ork, orc. I've got absolutely no problem with allowing permutations of these made up fantasy words.


Quote
and it's incorrect.

Well, it literally means "Full Moon Ring." While it refers to the same basic type of weapon, it's a seperate word from チャクラム with a different etymology.

More importantly, チャクラム and 円月輪 refer to two seperate recurring weapons in the Final Fantasy series. There are even a few games in the series where both are obtainable as distinctly seperate weapons.


Quote
Work gloves are not made of cotton?
Sure they are, there are plenty of work gloves made out of cotton.

Looking into the origins of the word 軍手, the term comes from Edo-period military-issued cotton gloves, later encompassed all military-issued work gloves, and work gloves in general after mass production made gloves available to the general public post-WWII.

Quote
Hmm  I will check the chinese. But it does look like Snake Spear is a real named weapon, and Shemao is not as such.
Shemao (or She Mao, if you prefer) is the romanization from Chinese. The full name is Zhang Ba She Mao. It may simply refer to a specific type of spear used from horseback, but it pretty much always seems to be referenced as Zhang Fei's personal weapon, even when shortened to just She Mao.

Quote
I am sorry if much of that isn't being changed
That's fine. It's always good to have a multiple sets of eyes when deciphering this stuff, in my experience.

Also, I typed this all up before the 9 previous posts were posted, so pardon any repetition.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 08:41:46
I edited some of the answers I gave to those, if you run back to them.  For example, Fuma probably misses the u with macron because they don't have it on the font, but I added it.  You're right that since I change Hojo with macrons to Hojo without, I should probably do same with Fuma, but I look online and it seems to be the norm to come with Macron, plus it gives it a nice feel.


The schildra thing, I was wrong on too, if could well be syldra.  See previous post.  I did not realise that the sil sound could be derived from it (and I am too used to seeing these things brought up that ARE wrong.  I apologise).

Quote
シルドラ・イン - "Syldra Inn," a likely reference to Syldra (シルドラ), Faris's pet sea monster from FFV. How it relates to an inn in Cosmo Canyon, though Nomura did work on the monster designs for FFV.

The problem is, FF5 probably translated it wrong as well....  Using ff5 as a source doesn't provide any concrete proof, it just asks the question whether that too got it wrong.

What we do know is that Syld is not a common word(?), and Schild is (albeit common in german). Although why the ra is anyone's guess in that case (maybe to make it sound like a name).  Need some hard evidence from somewhere as to intended word.  Syldra/Sildra is possible, but so is Schildra / Shildra.

Seems I was wrong on the sil thing as Luksy said, it certainly can be derived from that kana.


edit.

Quote
She is Faris Scherwiz's childhood friend.

Maybe no coincidence.

----------------------------

Work Gloves sound more correct.... I had a look at Ultmania again:
http://images2.wikia.nocookie.net/__cb20090708122109/finalfantasy/images/b/b7/FF7_Work_glove.jpg

That's a picture of Tifa's weapon...  is it probably a joke, along the lines of Umbrella / mop?
Is that picture a work glove?

-------------------

http://zhongji.wikia.com/wiki/File:Zhan_Ba_She_Mao.jpg

That is not the same weapon as the Snake Spear, which looks a bit like this:
http://superiormartialarts.com/images23/weapons-chinese-weapons-wushu-t-wushu-snake-spear%5B1%5D.jpg
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-07-04 09:16:38
Quote
Not gonna get into CC too much, as it certainly borders on retcon several times, but Kazushige Nojima, Yoshinori Kitase, and Tetsuya Nomura all worked on Crisis Core, and could well be considered the primary creative forces behind FFVII. Naturally, that doesn't preclude from changing their minds to expand the story years later, but still.

Expand the story later? They have done an irreversible damage to the story. These stupid creative made Tseng familiar with Cloud in CC and because of that
Tseng's is acting strange in FF7 like "Who is this mysterious SOLDIER (with this, never seen of me, big fat sword of his back)."
We Must assume that the Caverns of wonders and the great norther cave are entirely different places. Anything other would mean Shin-Ra has already detected the place (where the promised land is, at last for Shin-Ra). Even if they meant that both are the same, they obviously dosen't know how to create a
complex and correct story.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 13:08:17
There is no mention of any of that in FF7 original, nor mention of the world being called Gaia.  All of these are later additions, and there's no way I will accommodate them.  I am with Kaldarasha that the preq and seq have pissed all over ff7.  Luckily, I have only read about them and never played them :)  I dread a remake of FF7 because I just know they will add all these silly changes to make it fit better with the preq seq, like Lucas did to Star Wars.  I can see it...   I wish I could have 60 minutes with the creative team behind ff7 and get to the bottom of a lot of the questions I have once and for all.  It's so lazy of them to leave so much to the localiser, and in a lot of cases there is no chance.

This is why sequels and prequels hardly ever work if it wasn't thought through beforehand. FF7 was a self contained story and was never meant to be expanded.  Because of this, the writers thought "Geeeeeeeeeeee  hMMMMmmm  we need to carry this on now.  How do we do it?" They did it the most basic way possible.  Character resurrection etc. So we have had Hojo come back to life, Sephiroth come back to life, Rufus come back to life, Cloud revert to an even worse psychological state than previously, despite his clear character growth in FF7.  Don't even get me started on that Genesis thing. Let's sum it up:  The preq seq are badly written money makers.  The only people who try to rationalise this mess are the deluded fanboys.  The simple fact is, it is bad writing.  FF7 isn't real.  I was on a particular forum not long back bashing my head against a brick wall because all of these clear errors were being explained away with the most twisted , crazy, self delusional reasoning I have ever seen.  Rufus clearly wasn't killed by that fireball because we didn't see his dead body (no seriously, that's what the concensus was).  It doesn't matter that the game ended and that 2 or 3 characters stated he was dead.  No.  He was clearly a super human.  Advent Children shows him being bombarded by fire lmao , it also shows Cloud being rammed into a building at 200 mph with not a scratch, and the pièce de résistance, being shot right in the face and only losing his sunglasses.  Aerith must be really weak, I mean only 1 stab and she was dust.  Or perhaps she just wasn't wearing AntiBigAssSword armour.  Rufus was probably equipped with some sort of fire elemental defence.  Yes, it all makes sense after all.  I am going to have to stop here before I have a coronary!

Seriously, I just wish people like that could go to a different internet.
[Here (http://www.gamefaqs.com/boards/925138-crisis-core-final-fantasy-vii/47823551?page=0) is an example I just googled. "Don't criticise bad writing, because I am too dumb to care."

http://www.ff7citadel.com/compilation/comp_retcon.shtml


End rant.

While it is true that the Cavity has a cave system inside it, the original Japanese is referring specifically to the hole.  If you think about it logically, the NPCs don't know what it inside the crater, no one has been there.  Why would they be calling it a cave system if they don't know that there are caves there?  Clearly, the translator didn't realise it was a big hole that was being talked about and chose cave (which the kanji can also mean).  It's a stone wall mistake, caused by lack of context.  No one told Baskett it was a big crater...  He likely thought "Well... cavity sounds unlikely" and chose cave.  I would have done the same if I didn't know there was a huge motherfucking hole up north.   :P :P :P  The exact same issue occurs in Tifa's Seventh Heaven, where Baskett wasn't told it was a bar and ends up calling it a shop.

Lastly, Caverns of Wonders is absolutely ridiculous.  There is nothing special about that cave system, and they are simply giving it a name for the pure sake of making it sound cool. Also, they prob ripped off Aladdin.

I am sorry if I appeared a little cranky in that other post too, you have to realise that it was like 4 AM here, and I get a lot of people bringing up the same points I have dealt with 100 times.  I am also a very stressful person, with good reason.  Your points were put across well and have helped.  Despite how aggressive I sound, I can assure you I appreciate it, and I sit here nice and calm while typing.  Perhaps Luksy should be the person to answer questions, he seems to be a far better people person than I ever could be.  :P  Actually, that's definitely for the best.  I understand full well that my approach does not help matters in the long run, but that is who I am.   I will leave most questions to Luksy.  I'm retiring!  :o
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-07-04 16:37:00
I hope you don't stop answering to people, DLPB.

You might be a little rough around the edges in your answers but they show great passion and care. I like to read each reply of yours to people's questions and concerns so please keep it up.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-07-04 19:06:21
While it is true that the Cavity has a cave system inside it, the original Japanese is referring specifically to the hole.  If you think about it logically, the NPCs don't know what it inside the crater, no one has been there.  Why would they be calling it a cave system if they don't know that there are caves there?  Clearly, the translator didn't realise it was a big hole that was being talked about and chose cave (which the kanji can also mean).  It's a stone wall mistake, caused by lack of context.  No one told Baskett it was a big crater...  He likely thought "Well... cavity sounds unlikely" and chose cave.  I would have done the same if I didn't know there was a huge motherf*cking hole up north.   :P :P :P
Great Northern Crater Cave? :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-04 21:41:39
I hope you don't stop answering to people, DLPB.

You might be a little rough around the edges in your answers but they show great passion and care. I like to read each reply of yours to people's questions and concerns so please keep it up.

^This :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 21:52:16
Great Northern Crater Cave of Wonders That Transcend the Greatest Minds and the Gods of Mount Olympus? :-D

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-04 22:38:30
http://en.wikipedia.org/wiki/K.O.3an_Guo

Quote
Zhang Fei’s weapon is “Zhan Ba She Mao” (戰八蛇矛 / Battle Eight Snakes Lance).
 

Been doing some research on those points, and seems Suzaku is right...  they have taken the last 2 hanzi of this Chinese weapon for the name of Cid's weapon.  蛇矛

So correctly, as Suzaku said, the name in FF7 should be "She Mao" or Snake Lance / Snake Spear.  Given that the snake weapons are well defined and this is specific to Zhang Fei, I will use She Mao.  Thanks very much for spotting this, Suzaku.
Title: Re: The Reunion [IN PROGRESS]
Post by: nfitc1 on 2013-07-05 00:40:07
That doesn't sound right to me. That would mean that people would be saying, "the Apple sure do design great products!"

It's either "Apple sure does design great products," or "the Apple employees sure do design great products!"

I rarely write my posts in one sitting and usually it's an hour or two between them. So if I didn't fully explain something you can turn to that as the explanation for why it doesn't make sense.

As you point out it doesn't work in all contexts. However, Shin-Ra also includes a military aspect. "The Army, The Navy, The Secret Service" are all valid singular entities that that works for.

You wouldn't say "Navy is developing a new battleship" or "The Navy are developing a new battleship." It would have to start with "The Navy is".

So both the sentences "Shin-Ra provides us with power." and "The Shin-Ra invaded our town." are completely valid and are referring to different organizations.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-05 01:13:30
This is one of my favourite changes.  This event occurs immediately after Tifa leaves the Punishment Room (she has kicked the guy's arse in there).

More literal:
{TIFA}
“Duh!
   Don't take me seriously
   and you'll end up in a world of pain!!”

Old:
{TIFA}
“Of course!
   If you take me lightly,
   you're gonna pay for it!!”

New:
{TIFA}
“Well,he learned a lesson…
   Not taking me seriously will
   introduce you to a world of pain!!”
Title: Re: The Reunion [IN PROGRESS]
Post by: nfitc1 on 2013-07-05 04:21:21
Speaking of Tifa, what is her new dialog with Scarlet after Sapphire attacks Junon and cuts open the gas room? Specifically Tifa's line that originally read something like "First you lock me in here, now you want me to come out". That line has always bugged me for reasons I could never quite put into words.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-05 04:26:54
Luksy:

Scarlet
“What'd you do?
   Hey! Open up!”
------------------------------
{TIFA}
“First you lock me in this weird place,
   and now you're telling me to come out?
   Make up your mind!”

Old:
Scarlet
“What'd you do?
   Hey! Open it!”
------------------------------
{TIFA}
“First you lock me in this weird place,
   and now you're telling me to come out?
   Make up your mind!”


New:

Scarlet
“What have you done?
   Hey! Open up!”
------------------------------
{TIFA}
“First you lock me in this weird place,
   and now you want me to come out.
   Make up your mind!”
Title: Re: The Reunion [IN PROGRESS]
Post by: sonickenshin on 2013-07-05 18:53:00
Don't know if this was asked yet, but do you know if the translation mod will work with the other PC releases, or will it not?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-05 20:50:19
Don't know if this was asked yet, but do you know if the translation mod will work with the other PC releases, or will it not?

Virtually the first line on the first post answers your question.  You will need to convert any other non 1998 game using Kranmer's converter. 
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-05 21:07:50
Sorry, just amusing myself.  Back to work now.  :P

New
“But with Rufus dead,
   the army is in disarray.
   Heidegger and Scarlet don't have
   what it takes to hold Shin-Ra together…”{NEW}

FF7 Remake
“But with Advent Children on its way,
   the army has a chance again.
   Heidegger and Scarlet might be
   dead,let's just wait and see,but
        at least Rufus is cool!”{NEW}
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-06 15:19:38
Actually it ended up being much the same this one.  The accuracy has had to take a hit here v slightly because otherwise Barrett sounds far too articulate.  The only real difference is the last lines, where originally they've been translated as if the previous lines and 2 options didn't exist.  Barrett is responding to Cloud's questions when properly translated.

Old
{BARRET}
“Yo, {CLOUD}!
   Let's get a move on!”
{CHOICE}Wait a sec
{CHOICE}Right
------------------------------
{BARRET}
“{CLOUD}, what's wrong?
   You just gonna stand there while
   Sephiroth heads for the Promised Land?”{NEW}
“I ain't lettin' Sephiroth or
   Shinra get to no Promised Land.
   If they do,
   then we're all screwed.”{NEW}
“Y'know what I'm sayin'?”
{CHOICE}Beautiful, just beautiful!
{CHOICE}Is that all?
------------------------------
{BARRET}
“Jus' leave it to me!”
------------------------------
{BARRET}
“Fine!
   That's good enough.”

New
{BARRET}
“Yo,{CLOUD}!
   Let's get a move on!”
{CHOICE}Wait a sec
{CHOICE}Right
------------------------------
{BARRET}
“What're ya waitin' for?
   You just gonna stand there while
   Sephiroth heads for the Promised Land?”{NEW}
“I ain't lettin' Sephiroth OR
Shin-Ra get there. If they do,
we're all screwed.”{NEW}
“I know that much!”
{CHOICE}Beautiful!
{CHOICE}Is that all?
------------------------------
{BARRET}
“No problem!”
------------------------------
{BARRET}
“C'mon,it was perfect!”
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-07 11:03:02
Not sure if I ever shoved this one up...  This one is an example of missing dialogue.  This dialogue is needed more than most too, because it tells the player that a monster up ahead can turn you into stone.

old:
------------------------------
“Say, aren't you bored?”
{CHOICE}Not that much
{CHOICE}Yeah, we fight a lot
------------------------------
“Isn't that good?
   You're just expecting too much.”

new:
“Do you ever get bored?”
{CHOICE}Not really
{CHOICE}Yeah,we fight all the time
------------------------------
“Well,that's a good thing.
   You shouldn't take it for granted.”{NEW}
“Just look at me…
   stuck here like this.”{NEW}
“Must be amazing fighting dragons,
   and weird monsters.”{NEW}
“Come to think of it,they say there's
   a giant bird-like monster at Mt. Corel,
   whose attacks turn you into stone.”{NEW}
“You'd best be prepared.
   Anyhow,it's back to work for me!”

==========

Another one that changes things...

OLD
{YUFFIE}
“Huh?”{NEW}
“How would you even know?
   You don't know how tough
   it is…getting sick on boats and rides…”{NEW}
“So, please…just leave me alone.”
------------------------------
{CLOUD}
“I really do understand, {YUFFIE}.
   When I get sick on a flight, it's a real killer.”{NEW}
“When I was in SOLDIER,
   I completely forgot about my motion sickness.”

NEW
{YUFFIE}
“…urk…”{NEW}
“How would you know?
   …Airsickness… motion sickness…”{NEW}
“I'm begging you…
   please just leave me alone.”
------------------------------
{CLOUD}
“…I really do understand,{YUFFIE}.
   My motion sickness is a real killer.”{NEW}
“Although,for some reason,when I
   told the tale about how I was in
   Soldier,I forgot all about it.”
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-08 00:44:28
2nd revision ongoing.

386 of 690 done.  Another day or two.  Much easier to proof read and make amendments than it was to localise it.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-08 02:15:22
Sorry about the wait, I had some deadlines go "HI YOU DON'T GET TO DO OTHER THINGS" on me.

Here we go! If you want changes, I have the raw files! Although tell me which variants you prefer so I can only edit one set, it'll make my life way easier. Also, these all work on all the background colors I've tested, although the text suffers a bit on pure black or pure white. I'm not positive on the text is gonna be clear upon resizing. tl;dr whatever you're not happy with let me know I can fix!

Top Buttons Set #1
R1: http://i747.photobucket.com/albums/xx112/mugenginga/R1Button1.png
R2: http://i747.photobucket.com/albums/xx112/mugenginga/R2Button1.png
L1: http://i747.photobucket.com/albums/xx112/mugenginga/L1Button1.png
L2: http://i747.photobucket.com/albums/xx112/mugenginga/L2Button1.png

Top Buttons Set #2
R1: http://i747.photobucket.com/albums/xx112/mugenginga/R1Button2.png
R2: http://i747.photobucket.com/albums/xx112/mugenginga/R2Button2.png
L1: http://i747.photobucket.com/albums/xx112/mugenginga/L1Button2.png
L2: http://i747.photobucket.com/albums/xx112/mugenginga/L2Button2.png

Top Buttons Set #3
R1: http://i747.photobucket.com/albums/xx112/mugenginga/R1Button3.png
R2: http://i747.photobucket.com/albums/xx112/mugenginga/R2Button3.png
L1: http://i747.photobucket.com/albums/xx112/mugenginga/L1Button3.png
L2: http://i747.photobucket.com/albums/xx112/mugenginga/L2Button3.png

Top Buttons Set #4
R1: http://i747.photobucket.com/albums/xx112/mugenginga/R1Button4.png
R2: http://i747.photobucket.com/albums/xx112/mugenginga/R2Button4.png
L1: http://i747.photobucket.com/albums/xx112/mugenginga/L1Button4.png
L2: http://i747.photobucket.com/albums/xx112/mugenginga/L2Button4.png

Select/Start Set #1
Select: http://i747.photobucket.com/albums/xx112/mugenginga/SelectButton1.png
Start: http://i747.photobucket.com/albums/xx112/mugenginga/StartButton1.png

Select/Start Set #2
Select: http://i747.photobucket.com/albums/xx112/mugenginga/SelectButton2.png
Start: http://i747.photobucket.com/albums/xx112/mugenginga/StartButton2.png

Select/Start Set #3
Select: http://i747.photobucket.com/albums/xx112/mugenginga/SelectButton3.png
Start: http://i747.photobucket.com/albums/xx112/mugenginga/StartButton3.png

PS - I'll be happy to group the final ones into one folder, zip it, and e-mail it to you as well once you're happy!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-08 09:20:26
R1/R2 Selection 1 and 4 work best, but I need you to cheat and use the small button versions for both (not large for R2 L2).  Select and start need to be the same with the text "Select" "Start"  inside the button graphic.   I am liking the inside text buttons!  That's a good job.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-07-08 09:37:15
What's with the direction buttons? The piano mini game would need it.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-08 09:43:48
What's with the direction buttons? The piano mini game would need it.

Yeah the direction buttons are also needed...  Look at playstation joypad for those.  Shouldn't be too difficult, just make sure the graphic makes the direction obvious.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-08 09:48:41
Yeah the direction buttons are also needed...  Look at playstation joypad for those.  Shouldn't be too difficult, just make sure the graphic makes the direction obvious.

Wasn't sure on those because they weren't in the original list.  I'm a little iffy on what to do with them because just basing it on the buttons is a bit confusing (they kind of seem to 'point' in the opposite direction of what they actually indicate XD). The thing is if I were to mirror them to face the right direction, it might throw people off because they try to follow it based on the actual controller. Any thoughts on a solution for this?

The other changes are really easy. I really think the dark inside text (Set 1) looks better, but it IS a bit harder to read, so would you prefer I go with the lighter inside text?

PS - I'm just so happy I'm able to contribute! I don't know Japanese, I couldn't program my way out of a wet paper bag... it makes me really happy I can help this project! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-08 09:52:14
Perhaps use another joypad as a template?  Or... Use arrows of some kind?
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-08 09:54:09
Perhaps use another joypad as a template?  Or... Use arrows of some kind?

Can't really find another joypad that actually has buttons of this sort (it's all the Gameboy type direction buttons or joysticks) but I think I can rig something up involving arrows while deviating enough from the original designs to not be confusing.

Oh, and did you want to go with the dark text inside or the light text inside?
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-08 11:43:14
(I hope double-posting is allowed??)

I just went ahead and might a light and dark set for the remainders! Hopefully one of these directional button sets is usable!

Dark Start/Select Set
Start: http://i747.photobucket.com/albums/xx112/mugenginga/StartButton1-1.png
Select: http://i747.photobucket.com/albums/xx112/mugenginga/SelectButton1-1.png

Light Start/Select Set
Start: http://i747.photobucket.com/albums/xx112/mugenginga/StartButton2-1.png
Select: http://i747.photobucket.com/albums/xx112/mugenginga/SelectButton2-1.png

Dark Top2 Set
R2: http://i747.photobucket.com/albums/xx112/mugenginga/R2Button1-1.png
L2: http://i747.photobucket.com/albums/xx112/mugenginga/L2Button1-1.png

Light Top2 Set
R2: http://i747.photobucket.com/albums/xx112/mugenginga/R2Button2-1.png
L2: http://i747.photobucket.com/albums/xx112/mugenginga/L2Button2-1.png

Directional Set #1
Up: http://i747.photobucket.com/albums/xx112/mugenginga/UpButton1.png
Down: http://i747.photobucket.com/albums/xx112/mugenginga/DownButton1.png
Left: http://i747.photobucket.com/albums/xx112/mugenginga/LeftButton1.png
Right: http://i747.photobucket.com/albums/xx112/mugenginga/RightButton1.png

Directional Set #2
Up: http://i747.photobucket.com/albums/xx112/mugenginga/UpButton2.png
Down: http://i747.photobucket.com/albums/xx112/mugenginga/DownButton2.png
Left: http://i747.photobucket.com/albums/xx112/mugenginga/LeftButton2.png
Right: http://i747.photobucket.com/albums/xx112/mugenginga/RightButton2.png

Directional Set #3
Up: http://i747.photobucket.com/albums/xx112/mugenginga/UpButton3.png
Down: http://i747.photobucket.com/albums/xx112/mugenginga/DownButton3.png
Left: http://i747.photobucket.com/albums/xx112/mugenginga/LeftButton3-1.png
Right: http://i747.photobucket.com/albums/xx112/mugenginga/RightButton3-1.png

Directional Set #4
Up: http://i747.photobucket.com/albums/xx112/mugenginga/UpButton4.png
Down: http://i747.photobucket.com/albums/xx112/mugenginga/DownButton4.png
Left: http://i747.photobucket.com/albums/xx112/mugenginga/LeftButton4-1.png
Right: http://i747.photobucket.com/albums/xx112/mugenginga/RightButton4-1.png
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-08 14:36:53
Set 3 without a doubt. I only need that one though because I can just rotate.  I'll see which of these look good in game.  Thanks for all those!  If anyone thinks they can do better, have a go.  If not, I will use these.  They look pretty damn good to me.  8)
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-07-08 15:24:10
I will point out that directional sets 3 and 4 are totally inaccurate to a PS controller. This isn't necessarily a bad thing, as the PS controller's D-Pad is counter-intuitive unless you see it all together.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-08 15:26:29
Yup, as he said before though, using the real direction graphic is confusing.  I don't mind some lee way with the directional ones.  How did ff7 psx do it?
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-07-08 15:44:18
(http://img51.imageshack.us/img51/5347/5dp.png) (http://imageshack.us/photo/my-images/51/5dp.png/)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-08 16:10:04
They didnt bother with them.  Oh well.  We will.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-08 22:10:43
Yup, as he said before though, using the real direction graphic is confusing.  I don't mind some lee way with the directional ones.  How did ff7 psx do it?

Exactly, they totally seem like they're pointing in the opposite direction on their own, so I did a 'mirrored' version that would be clearer and am just letting Dan pick whatever he likes best. XD

Oh, and I'm a she. :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-09 00:39:22
I see...  :P  I will have to remember that.

Second revision is going well...  The actual feel of the dialogue is coming together now too.

OLD
“This just in. An accident today…”{NEW}
“…the worst in the history of the metropolis.
   But thanks to the quick response
   by those in charge,
   there were no civilian casualties.”{NEW}
“The cause of the accident is still unclear at
   this time, however, according to some
   sources it is believed to have something to
   do with the terrorist
   group, AVALANCHE.”


NEW
“Continuing our coverage of today's events…{NEW}
“In spite of the worst incident in Midgar's history,
   no civilian casualties have been reported.
   Shin-Ra's city management are being credited
   for their quick response.”{NEW}
“The cause of the incident is still unclear.
However,we are getting reports that a statement
   has been released by the terrorist group
   Avalanche,claiming responsibility…”

=============

OLD
{TIFA}
“Oh! {CLOUD}!
    Your hair looks like a Chocobo!”

NEW
{TIFA}
“{CLOUD}! That's like stealing
   from your own! …After all,your
   head looks like a chocobo!”


511 of 690 maps done.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-09 10:55:48
511 of 690 maps done.

Wow, that's going really fast! Sweet! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: nfitc1 on 2013-07-09 11:40:12
No longer treating Avalance as an acronym gets props in my book, but are you going to write in a part where the group explicitly tells someone they were involved or Shin-Ra lies about getting a message?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-09 12:18:46
How do you mean?  The report above is how it is in the original writing. It's just propaganda because Avalanche didn't have anything to do with the mechanical tower (d7 collapse).  It was destroyed by Shin-Ra  :) The news report can't say a statement has been released because it has no proof of that.  It's just making people believe Avalanche did it using weasel words, and blatantly lying about the death toll.

edit.

Edited above.  I just remembered, the broadcast has nothing to do with Reactor 1 and 5.  It's the District 7 collapse.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-09 14:04:17
Another note.  The word "soldier" will be treated in the same manner as the word "marine".  If it is referring to a member of the organisation Soldier, it will be capitalised. Examples:

I am a Soldier (A member of Soldier)
I am a soldier (A generic soldier)

http://afterdeadline.blogs.nytimes.com/2009/02/18/when-every-letter-counts/
===============

One last comparison now.  It didn't meed much changing from Luksy's localisation.  I have added Luksy's notes for this map also. It's pretty clever how the piano clue works originally.  "Without So La"  in other words, missing 2 keys.  And Sora also meaning sky, because the rays of sunshine don't reach the piano.

Old
Code: [Select]
Mansion, 1f.
------------------------------
“I must get rid of all those
that stand in the way of my research.
Even that one from the Turks.”{NEW}
“I scientifically altered him
and put him to sleep in the basement.
If you want to find him, search the area.”{NEW}
“But…this is merely a game I thought of.
It is not necessary
for you to participate
if you don't want to.”{NEW}
“There seems to be another letter.”
{CHOICE}Read it
{CHOICE}Ignore it
------------------------------
“Move the dial on the safe carefully
but quickly. You have 20 seconds.
You can not go past the numbers while turning.
The 4 hints for the numbers are…”{NEW}
{CHOICE}dial (1)
{CHOICE}dial (2)
{CHOICE}dial (3)
{CHOICE}
------------------------------
The lid of the box with the most oxygen.
------------------------------
Behind the Ivory's short of tea and ray.
------------------------------
The creek in the floor near the chair
on the second floor…
then to the left five steps, up nine steps,
left two steps, and up six steps.
------------------------------
The fourth row has been written in invisible ink…
Dial (4) is {GREEN} (Right 97)
------------------------------

Luksy
Code: [Select]
Shin-Ra Mansion,1F
------------------------------
Hojo's letter
"I must rid myself of all those
who would interfere with my research.
That man from the Turks is no exception."{NEW}
"I have made some somatological improvements to
his body, and put him to sleep in the basement.
Look for him there if you are interested."{NEW}
"This is however nothing more than a
capricious game I created.
Do not feel obliged to take part."{NEW}
"There seems to be a second page."
{CHOICE}Read it
{CHOICE}Ignore it, we need to get going
------------------------------
“Move the dial on the safe carefully,
but quickly. You have 20 seconds,
do not exceed this time even by a little.
The hints for the 4 dials are…”{NEW}
{CHOICE}Dial 1 hint
{CHOICE}Dial 2 hint
{CHOICE}Dial 3 hint
{CHOICE}
------------------------------
The lid of the box with the most oxygen.
------------------------------
Behind the gap in its black and white teeth.
<< impossible to translate, I've come up with something similar,
<< original reads "Behind the black and white without sky"
<< sky is 'sora' in japanese, in this case a play on words
< "behind the black and white without so and la"
------------------------------
From the creak in the floor next to the chair
on the second floor…
5 steps left, 9 up, 2 left, 6 up.
------------------------------
The fourth value is revealed…
Dial 4 is {GREEN}Right 97
------------------------------

New
Code: [Select]
Shin-Ra Mansion,1F
------------------------------
Hojo's Letter
‘I must rid myself of all those who would interfere
with my research. That man from the Turks is no
exception.{NEW}
I have made some somatological improvements
to his body,and put him to sleep in the basement.
Look for him there if you are interested.{NEW}
This is,however,nothing more than a capricious
game that I have created. Do not feel obliged to
take part.’{NEW}
“There seems to be a second page.”
{CHOICE}Read it
{CHOICE}Ignore it,we need to get going
------------------------------
‘Move the dial on the safe carefully,
but quickly. You have 20 seconds.
The hints for the 4 dials are…’{NEW}
{CHOICE}Dial 1
{CHOICE}Dial 2
{CHOICE}Dial 3
{CHOICE}
------------------------------
‘The lid of the box with the most oxygen.’
------------------------------
‘Between the gap in its black and white teeth.’
------------------------------
‘From the creak in the floor,
next to the chair…
5 steps left,9 steps up,
2 steps left,6 steps up.’
------------------------------
The fourth value is revealed…
‘Dial 4 is {GREEN}Right 97{WHITE}’
------------------------------

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-10 00:56:10
Second revision completed.  692 of 692 maps checked and updated.  Didn't take that long, did it (15 hours about)?  :evil:

Next I have to play through the whole game and  make my 3rd revision lmao.  That starts tomorrow.  :-D

After that, send questions to Luksy, get those ironed out.  Then send remaining Scottish dialogue to Prince Lex for him to update.  Then, first major release will be ready. 

It has taken a ridiculous amount of time...  I want to strangle Square for not doing their job properly.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-10 02:28:05
Yay! :D I'm making all my friends play it even the ones that never had interest in VII. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2013-07-10 08:35:43
Congratulations to all the team!
I hope to see the final result and we can prove it.

Other question, Will you use the videos of the version 2012 or others which were edited by you?

Regards.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-10 08:41:13
I'll be using 2012 videos.  The ending needed re-localising again anyway.

edit

Main play through has begun.  3rd and final revision from me now also places the windows properly. 

http://www.youtube.com/watch?v=wYdqcPgfxDU
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-10 12:55:45
EDIT:

The code for positioning boxes below is not how it should be.  I will amend it at a later time.

I have to wait for Luksy.  Need to know if he is implementing my idea for box positioning in ts.  With the new idea, a graphical interface is not required since there would be 25 default box positions.  I would just need to visually work out where I want them and then add it.  This is how it would work:

Code: [Select]
I think the best way  is to have 5 default X positions, and 5 default Y positions.
The calc would not be too hard the way I plan on doing it.  5 #a values and  5 #b values.
a would be x, and b would be y.  Normal #x and #y would still be absolute  pixels.

Ok so...

#a // X position
1:X= XOffset // Left
2:X= (screenwidth*0.25)-(boxwidth*0.5)
3:X = (screenwidth*0.5)-(boxwidth*0.5) // Centre
4:X= (screenwidth*0.75)-(boxwidth*0.5)
5: X= Screenwidth-Boxwidth-Xoffset // Right

#b // Y position
1:Y= YOffset  // Top
2:Y= (screenheight*0.25)-(boxheight*0.5)
3:Y = (screenheight*0.5)-(boxheight*0.5) //Centre
4:Y= (screenheight*0.75)-(boxheight*0.5)
5: Y= ScreenHeight-Boxheight-Yoffset // Bottom


Therefore #ab 3 3  would place the window directly in the middle of the screen.
The above total 25 locations may be good enough that people mostly wont need to
mess about with a GUI. These would instead be a very good guide as to where they
want each window.  It's very simple and it eliminates manually entering pixel perfect values
(which is impossible really without a GUI anyway).

Obviously large windows will fall below the X and Y or go above the Width and Height,
once calculations have been made.  When this happens, they should be set to the offset
(I guess the game already does that but if not on all sides, ts should.)
]

and in practice:

Code: [Select]
District 1,Station
--------------------------------------------------
#ab 2 2
Biggs
“Wow…
You're from Soldier all right!”{NEW}
“But… one of theirs
in a group like Avalanche…!?”
--------------------------------------------------
#ab 4 2
Jessie
“…Soldier? They're the enemy…”
--------------------------------------------------
#ab 4 2
Jessie
“Why would someone from
Soldier join Avalanche?”
--------------------------------------------------
#abh 2 2 3
Biggs
“Hang on,Jessie,
he quit Shin-Ra…
He's with us now.”
--------------------------------------------------
#ab 2 2
Biggs
“I didn't catch your name…”
--------------------------------------------------
#ab 3 4
{CLOUD}
“…{CLOUD}.”
--------------------------------------------------
#ab 2 2
Biggs
“{CLOUD},eh? I'm…”
--------------------------------------------------
#ab 3 4
{CLOUD}
“I'm not interested in names.
Once the job's done,I'm outta here.”
--------------------------------------------------
#ab 5 4
“The hell you all doin'!?
I told ya…
Never move in a group!”
--------------------------------------------------
#ab 5 4
“Our target's Mako Reactor 1.
Meet up at the bridge in front of it.”
--------------------------------------------------
#ab 4 1
“Ex-Soldier,huh?
Don't trust ya!”
--------------------------------------------------
#ab 4 4
{BARRET}
“You can run by
holdin' {PURPLE}[Cancel]{WHITE} with
the {PURPLE}[DIRECTIONS]{WHITE}.
Keep up with me!”
--------------------------------------------------
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-10 22:21:26
Luksy isn't sure whether he will add that or not, and it isn't a perfect solution (even though it's a pretty damn good one!).  The other possibility is for me to create a new tool.  The new tool would report absolute X Y positions of the boxes in real time, and allow you to manually place them while you look at the actual in game screen.  using Loveless or Makou is  a gross waste of time, and flawed, because you cannot know character positions etc.  It's impossible to place windows correctly.

I will attempt to make this new window positioning tool.  So 3rd and final revision is on hold for now. 
Title: Re: The Reunion [IN PROGRESS]
Post by: Xifanie on 2013-07-11 16:41:34
I was just wondering about the inconsistency of the commas in the game text you've been citing; it seems the majority of the commas have no space after them, but every 12th one or so does have a space following it. That's really my only criticism, and may be something you're aware of already.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-11 16:44:05
I was just wondering about the inconsistency of the commas in the game text you've been citing; it seems the majority of the commas have no space after them, but every 12th one or so does have a space following it. That's really my only criticism, and may be something you're aware of already.

It is, and the version released is grossly out of date and nowhere near completed. I wish I hadn't released it, because I keep getting numerous bug reports that are redundant. I don't need to manually change each one, at the end I can simply batch remove all spaces after commas.  The reason I didn't with that version is because it was nowhere near completed.  Only at the end do the commas need sorting.

Thanks for the bug report all the same.  When the main release happens, I will be needing this kind of input.
Title: Re: The Reunion [IN PROGRESS]
Post by: EQ2Alyza on 2013-07-12 02:23:07
It is, and the version released is grossly out of date and nowhere near completed. I wish I hadn't released it, because I keep getting numerous bug reports that are redundant. I don't need to manually change each one, at the end I can simply batch remove all spaces after commas.  The reason I didn't with that version is because it was nowhere near completed.  Only at the end do the commas need sorting.

Thanks for the bug report all the same.  When the main release happens, I will be needing this kind of input.

I know what you mean. My first YT video for Bootleg has your M05a release, and people can be pretty rude with their comments about it. They have no idea how much work is actually involved, so I find it a little disrespect to comment with such ignorance.

Good job, keep it up  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-12 11:13:41
Yeah that was the main issue with releasing a beta translation....  I really should have thought it through.  The dialogue released at the moment is so clunky, hasn't had a further 2 revisions, and a final 3rd to come (going through game).

The very start of the game has proved the most difficult part.  All the exposition in there means character's are talking like they usually wouldn't.  I think I have this about right now though.  Slight accuracy has been dropped in places.

Quote
{BARRET}
“Yo! This yer first time in a reactor?”
--------------------------------------------------
{CLOUD}
“Of course not. I was with the
   Shin-Ra Company,remember?”
--------------------------------------------------
{BARRET}
“The planet's full of Mako energy.
   People use it everyday.”{NEW}
“But they ain't gotta clue what it is…
   How 'bout you?”
--------------------------------------------------
{BARRET}
“All right,I'll tell ya!”{NEW}
“Mako's the lifeblood of our planet!
   An' Shin-Ra's suckin' it dry with
   all this weird junk!”
--------------------------------------------------
{CLOUD}
“Oh,spare me the speeches.
   Let's just get this over with.”
--------------------------------------------------
{BARRET}
“Right! You come with
   me from now on!”

Compare that with the one released, if you will?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-12 14:13:50
This first bit must have been looked at now 10 times... it's just so hard to get it to sound natural when there is so much exposition so fast... not to mention the original Japanese sounds clunky.

Code: [Select]
District 1,Station
--------------------------------------------------
Biggs
“Wow!
You're from Soldier all right!”{NEW}
“…Hard to believe one of
theirs has joined a group
like Avalanche!”
--------------------------------------------------
Jessie
“…Soldier? But they're the enemy…”
--------------------------------------------------
Jessie
“What's he doing with us?”
--------------------------------------------------
Biggs
“Hang on,Jessie,he's
not in Soldier anymore.
He quit Shin-Ra.
--------------------------------------------------
Biggs
“I didn't catch your name…”
--------------------------------------------------
{CLOUD}
“…{CLOUD}.”
--------------------------------------------------
Biggs
“{CLOUD},eh? I'm…”
--------------------------------------------------
{CLOUD}
“I'm not interested in names.
Once this job's done,I'm outta here.”
--------------------------------------------------
“The hell you all doin'!?
I told ya… never move
in a group!”
--------------------------------------------------
“Our target's Mako Reactor 1.
We'll meet at the bridge in front.”
--------------------------------------------------
“Ex-Soldier,huh?
Don't trust ya!”
--------------------------------------------------
{BARRET}
“You can run by holdin' {PURPLE}[Cancel]{WHITE}
with the {PURPLE}[DIRECTIONS]{WHITE}. Keep up!”

That's about as good as I can make it.  I've had to cheat in 3 places:

Quote
Jessie
“…Soldier? But they're the enemy…”

Japanese is more "Aren't they the enemy" which is just something Jessie would never say (because she knows who the enemy is... i mean, there'd be a problem wouldn't there if she didn't even know that hahaha) and sounds stupid.

Quote
“…Hard to believe one of
   theirs has joined a group
   like Avalanche!”

Japanese uses "joined an Anti-Shin-Ra group like Avalanche" The original English also missed this off because it sounds clunky.  The Shin-Ra connection is made elsewhere anyway.

Quote
Jessie
“What's he doing with us in Avalanche?”
--------------------------------------------------
Biggs
“Hang on,Jessie,he's
not in Soldier anymore.
He quit Shin-Ra.

Japanese has extra line after "He's quit Shin-Ra" which is "He's with us now"
but that simply doesn't work.   It also doesn't make mention of Solider here either.

“What's he doing with us in Avalanche?” < She knows he is with them.  She's just said so.

“Hang on,Jessie,
   he quit Shin-Ra.
     He's with us now.”]

Looks wrong.

Compare to original and see how it doesn't read right:

Code: [Select]
Sector 1 Station
------------------------------
Biggs
“Wow! You used to be in SOLDIER, huh?
…Not everyday ya find one
in a group like AVALANCHE.”
------------------------------
Jessie
“SOLDIER? Aren't they the enemy?”
------------------------------
Jessie
“What's he doing with us in AVALANCHE?”
------------------------------
Biggs
“He WAS in SOLDIER, Jessie.”{NEW}
“But he quit and is with us now.”
------------------------------
Biggs
“I didn't catch your name…”
------------------------------
{CLOUD}
“…{CLOUD}.”
------------------------------
Biggs
“{CLOUD}, eh? I'm…”
------------------------------
{CLOUD}
“I don't care what your names are.
Once this job's over…I'm outta here.”
------------------------------
“The hell you all doin'!?
I thought I told you never to move
in a group!”
------------------------------
“Our target's the North Mako Reactor.
We'll meet on the bridge in front of it.”
------------------------------
“Ex-SOLDIER, huh?
I don't trust ya!”
------------------------------
{BARRET}
“Press the Directional buttons while
pressing {PURPLE}[CANCEL]{WHITE}
to run.”
------------------------------


Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-12 14:26:06
This first bit must have been looked at now 10 times... it's just so hard to get it to sound natural when there is so much exposition so fast... not to mention the original Japanese sounds clunky.

Code: [Select]
District 1,Station
--------------------------------------------------
Biggs
“Wow!
You're from Soldier all right!”{NEW}
“…Hard to believe one of
theirs has joined a group
like Avalanche!”
--------------------------------------------------
Jessie
“…Soldier? But they're the enemy…”
--------------------------------------------------
Jessie
“What's he doing with us in Avalanche?”
--------------------------------------------------
Biggs
“Hang on,Jessie,
he quit Shin-Ra.”
--------------------------------------------------
Biggs
“I didn't catch your name…”
--------------------------------------------------
{CLOUD}
“…{CLOUD}.”
--------------------------------------------------
Biggs
“{CLOUD},eh? I'm…”
--------------------------------------------------
{CLOUD}
“I'm not interested in names.
Once this job's done,I'm outta here.”
--------------------------------------------------
“The hell you all doin'!?
I told ya…!
Never move in a group!”
--------------------------------------------------
“Our target's Mako Reactor 1.
Meet up at the bridge in front of it.”
--------------------------------------------------
“Ex-Soldier,huh?
Don't trust ya!”
--------------------------------------------------
{BARRET}
“You can run by holdin' {PURPLE}[Cancel]{WHITE}
with the {PURPLE}[DIRECTIONS]{WHITE}. Keep up!”

That's about as good as I can make it.  I've had to cheat in 3 places:

Japanese is more "Aren't they the enemy" which is just something Jessie would never say (because she knows who the enemy is... i mean, there'd be a problem wouldn't there if she didn't even know that hahaha) and sounds stupid.

Japanese uses "joined an Anti-Shin-Ra group like Avalanche" The original English also missed this off because it sounds clunky.  The Shin-Ra connection is made elsewhere anyway.

Japanese has extra line after "He's quit Shin-Ra" which is "He's with us now"
but that simply doesn't work.

“What's he doing with us in Avalanche?” < She knows he is with them.  She's just said so.

“Hang on,Jessie,
   he quit Shin-Ra.
     He's with us now.”

Looks wrong.

Hmm, the 'aren't they' makes a sort of sense to me, but it's really intonation based and when you don't have voice acting I think your fudge is a better solution.  I think it's definitely one of those Japanese speech quirks (based on the anime I've watched, and since VII is a pop-culture thing the comparisons can be drawn even though you can't really compare anime to real Japan) and while the translation is a little fudged I think it's good on the localization front. People would probably get it, but playing it on the safe side is a good idea.  The same actually goes for the repetitiveness and Jessie seeming a little out of it - it's a Japanese speech quirk (that I only ever see on female characters, actually!) and your localization choice is a good one.

Also, interesting to find out that Barrett's decision to go "WELL I'M GOING WITH YOU" feels as random in the original Japanese as in the English game. I always thought maybe it seemed to fit a little better instead of being blatantly ALSO NOW YOU HAVE TWO CHARACTERS. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-12 14:56:21
The thing is, in what circumstance would a member of an anti-Shin-Ra organisation be saying "aren't they?"  Can you imagine a conversation with a terrorist member like that?  It just doesn't work in natural speech. I mean, it isn't beyond the realms of possibility that it could happen, but it sounds very weird.

In natural event, if a member of the opposite side joined your group, you'd say "What the hell is he doing with us?" Not "Soldier aren't they the enemy?  What's he doing with us?"  It's there to let the audience/player know that Soldier is the enemy., but I think my way achieves that while making the speech sound natural.  ;D

Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-12 16:23:59
The thing is, in what circumstance would a member of an anti-Shin-Ra organisation be saying "aren't they?"  Can you imagine a conversation with a terrorist member like that?  It just doesn't work in natural speech. I mean, it isn't beyond the realms of possibility that it could happen, but it sounds very weird.

In natural event, if a member of the opposite side joined your group, you'd say "What the hell is he doing with us?" Not "Soldier aren't they the enemy?  What's he doing with us?"  It's there to let the audience/player know that Soldier is the enemy., but I think my way achieves that while making the speech sound natural.  ;D



The way I interpret it is a combination of lack of confidence in speech (rather IC for Jessie, who basically spends her entire time in the game tripping over herself XD) and disbelief.  Sort of a "Wait, aren't they the enemy? What the hell?" Of course, I totally agree with your choices, just explaining why I think it can work.

And it flows better your way, most definitely. Giving that I've played this part of the game the most comparing it to my crystal clear memories of the start of the game (as opposed to the slightly fuzzier bits for later in game) my jaw is dropping. This retranslation really is going to be amazing. I'm never going to be able to go back to the original localization. XDD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-12 16:41:08
Let's hope so...  the work involved for this final revision is really ridiculous.  Positioning windows and so forth, correcting more issues.
Title: Re: The Reunion [IN PROGRESS]
Post by: Dracconis69 on 2013-07-13 01:25:37
So may I ask how close we are to seeing the finale?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-13 01:39:10
So may I ask how close we are to seeing the finale?

There is no way to tell.  Probably weeks.  To complete the 3rd revision will take days.  Thousands of boxes need realigning.  That's just one thing. Expect it when you see it.  8-)
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-07-13 04:57:34
"Aren't they the enemy?" sounds right to me. It's a rhetorical question.
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2013-07-15 10:16:10
Sorry to be annoying again, DLPB, but I can't send you PM.
But, could we use the videos which you edited?
The videos are thoses:
http://forums.qhimm.com/index.php?topic=10980.0

For example, bike.avi to change "Midgal's" for "Midgar".
We want to use in our retranslation, psx version, we were able to edit the videos which contains subtitles and we put other subtitles, with after effects.
Here the video:
https://www.youtube.com/watch?v=HUH5gDKtWa4

I hope you give permission to use your restoration videos, I hope you use some restoration videos, or restorate again in the
reunion, some videos for example bike.

Regards, Tony.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-15 10:29:25
Yeah, use them by all means!  They aren't as good as the 2012  re-release ones but they do correct things as you said :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-07-15 10:51:57
Dan's Sqlogo movie (plays just after the opening eidoslogo, herd of wild chocobos runs across the old Squaresoft logo) is way way better than the rerelease one. It's 10 seconds long but it's one of my favorites. Carry on.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-16 22:24:32
This box positioning is a REAL ball ache.  I've just finished the tool to edit the touphscript text files and it's pretty much turned into a custom tool purely for the Menu Overhaul due to all the nonsense I've had to take into account. Even then, though, another tool is going to be needed.  The first tool allows you to position boxes in real time. The next tool must allow me to do what loveless does and resize boxes in an editor.   And still a 3rd tool may be needed to batch position the hundreds of "Obtained" dialogues for items and so forth to centre screen, with Y position 8.

The problem with the editor for window sizes is that I don't know how to chop up my font textures so it looks like in-game, and even worse, the work involved in making such a tool is pretty big. 

The only other way is to simply go through every scene in the game twice making corrections as I go.  Any way I choose to do it means further work.  It's checkmate for me.  ;D
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-07-17 00:33:14
I wish I knew how to do things and stuff, but fortunately I have people to dedicate 3/4 of their lives to these things like you  :evil:
Title: Re: The Reunion [IN PROGRESS]
Post by: Knuxson on 2013-07-17 05:28:08
Hello,

First, I want to say I really enjoy what you have done here.  I do have a question about the retranslation, though.  I picked the American English option, and it seems like every word that has an 'ise' type ending uses a 'z' even when that is not the standard way to spell the word in American English.  I read your description on the Beacause forum page about how using 'ize' is apparently an acceptable way to spell these words,  but then you went on to say that, regardless, 'ise' would be the preferred way.  I am just wondering if using 'ize' on all these words is intentional, or if maybe you are somewhat unfamiliar with the American way of spelling these.  Unfortunately, we are not very consistent with it and some words use 'ize' and some don't.  For instance, specific examples I saw so far while playing through FF7 was the spell "Rize," which would normally be spelled "Rise," or "Surprize," which would normally be "Surprise."  However, words that ARE spelled  with a 'z' are words like "recognize" or "memorize." 

I am just curious as to the reasons why these certain words are spelled this way in the restranslation.  In America, using the word "Rize" in an English paper would cost you points because it would be considered incorrect.  It isn't really a big deal, but it is a little jarring every time I see it.  Thanks in advance, and forgive me if this has already been discussed previously.
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-07-17 05:56:36
The version you have is very old and incomplete. All this has been fixed in the new release.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-17 07:27:29
What he said.  Wait until release of this.

http://forums.qhimm.com/index.php?topic=11649.msg202063#msg202063
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-17 23:15:21
What he said.  Wait until release of this.

http://forums.qhimm.com/index.php?topic=11649.msg202063#msg202063

I am far more amused by the linked explanation that I probably should be. XD (But I totally get it, goodness knows you've worn out several records having to repeat yourself during this project. :P)
Title: Re: BEACAUSE - Final Fantasy VII Retranslation Project
Post by: Yarow12 on 2013-07-19 16:08:53
Don't forget to backup your data online and offline.
Title: Re: BEACAUSE - Final Fantasy VII Retranslation Project
Post by: DLPB_ on 2013-07-19 18:42:58
Don't forget to backup your data online and offline.

Don't worry, I back all my data up in 4 places including blu-ray, data pen, and online.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-22 22:52:04
I was hoping the 3rd revision would be a doddle, but it\s actually the hardest when it comes to moving boxes, and also correcting dialogue to sound more natural.  But once this is done, it's pretty much done.  Onwards and upwards.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-07-24 22:45:57
'Doddle' mean something like the American usage of terms like 'breeze' or 'piece of cake' I take it?

I didn't even think of the box issues when I thought you were in the home stretch. Probably should have considering you had to completely rebuild the menus.

Got no problem with waiting though! Wish I could help, but again, me =/= coding expert. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-07-24 23:11:27
'Doddle' mean something like the American usage of terms like 'breeze' or 'piece of cake' I take it?

I didn't even think of the box issues when I thought you were in the home stretch. Probably should have considering you had to completely rebuild the menus.

Got no problem with waiting though! Wish I could help, but again, me =/= coding expert. XD

Well, you could improve the chocobo race interface...  :-D
The High minigame could need some rework, too.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-24 23:11:51
Yeah doddle is same thing thing :P

My mass text changer for "obtained" dialogues did its job... and my other program for moving boxes is working a treat (will release new version soon).  All that's left is to head north, the ....  no... all that's left is for me to make something that can edit the box height, width and actual text at run time... would save me a lot of messing going over the scene twice.  So that's my next task.
Title: Re: The Reunion [IN PROGRESS]
Post by: BloodShot on 2013-07-28 23:20:20
So will the release have some of the profanity back in the game? I don't mind things like cid's censored swearing but in the PSX release Barret cursed quite a bit, and on the PC version they censored words like shit and I feel like that changed some of the characters a bit.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-28 23:35:39
The profanity is limited to how harsh the Japanese is, and the scene in question.  Nearly all swearing in FF7 was meant to be mild (let's be real here, the game was not a 15 or 18  or even 12.).  There are some exceptions.  In the whole game, we used Fuck once (Cid).  I have been very careful not to add in swearing where it is not merited, or where the Japanese did not call for it.  Most references in the original game using $%^%&^ are ridiculous, and usually only "damn" or similar meanings were intended.   Where swearing is used, it is uncensored.

Mild curses are like

Jackass, crap, damn, god damn, hell,

moderate:

Shit, bullshit, asshole (for example), bastard

Strong:

Fuck (1 occurrence).

A common mistake with fan translations is to start placing in silly levels of swearing because it can... and not because it enhances the dialogue.  Using harsher swear words sparingly actually makes their impact all the greater when they do get used.  The use of fuck for example will hit home in the one occasion it is used, and would have no effect at all if it had been plastered all over.  Just like HD graphics and cutscenes, the usage of swear words must come with responsibility and be used to enhance the existing material, not saturate it.
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-07-28 23:37:08
Yeah, you get the sense that the random characters were there for effect more than actual censorship.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ryusaizo on 2013-07-29 05:53:33
Minor Question:

Will this be compatible with the 2012 'remake'? I use remake loosely.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-07-29 06:29:59
No, because there is no 'remake'.

Quote
The Reunion is a collection of 6 mods for Final Fantasy VII (1998 English).
Title: Re: The Reunion [IN PROGRESS]
Post by: Ryusaizo on 2013-07-29 07:04:46
The re release then. That added all them nifty features, that we really did not need. Such as achievements
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-07-29 11:26:49
The re release then. That added all them nifty features, that we really did not need. Such as achievements

Look at the first post.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-07-29 15:36:09
Call it what you will, the 2012 and Steam versions are still not the 1998 version. This only works with the original 1998 PC release; not the 2012 rerelease, not the Steam release, not the PlayStation version.
Title: Re: The Reunion [IN PROGRESS]
Post by: BloodShot on 2013-07-30 20:35:44
A common mistake with fan translations is to start placing in silly levels of swearing because it can... and not because it enhances the dialogue.  Using harsher swear words sparingly actually makes their impact all the greater when they do get used.  The use of fuck for example will hit home in the one occasion it is used, and would have no effect at all if it had been plastered all over.  Just like HD graphics and cutscenes, the usage of swear words must come with responsibility and be used to enhance the existing material, not saturate it.

This is pretty much exactly what I was hoping for. Thanks for clearing that up.

It came to mind after looking up videos of the PSX version where I noticed Barret say "shi't" instead of $%&#
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-01 03:37:29
My program BoxFF7 is virtually complete, and so work has now begun to go through entire game positioning boxes and sorting the dialogue for the 3rd and final revision.  So far I am up to the Last Train.  It's going to be weeks before this is done most likely. The sheer volume of work is unbelievable, and tedious.  Without the program I made, it would be virtually impossible to sort the boxes.

Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-01 04:33:05
My program BoxFF7 is virtually complete, and so work has now begun to go through entire game positioning boxes and sorting the dialogue for the 3rd and final revision.  So far I am up to the Last Train.  It's going to be weeks before this is done most likely. The sheer volume of work is unbelievable, and tedious.  Without the program I made, it would be virtually impossible to sort the boxes.

Oh, that's great to hear! I mean, that the program is almost done, not the work.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-01 04:49:39
It is done now :)  And released. Just gonna be the odd bug that crops up.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-01 05:32:56
It is done now :)  And released. Just gonna be the odd bug that crops up.

Oh! You still gotta go through the re-positioning and revisioning though. Making the program actually went faster than I was expecting. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-02 13:50:54
Let's have a comparison

Old
{VINCENT}
“{CID}…I wish I had your
   go-get-them attitude.”{NEW}
“It appears my feelings vanished
   into thin air ever since
   my long slumber….”
------------------------------
{VINCENT}
“…Don't expect me to do anything
   other than fight beside you.”{NEW}
“I have no words of comfort.”{NEW}
“Of course, I don't believe you're
   the type who needs the kindness
   from others…”

New
{VINCENT}
“{CID}… I envy your
  burning passion.”{NEW}
“My capacity for emotion melted
  away during the long slumber….”
------------------------------
{VINCENT}
“Do not expect anything
  from me outside of combat.”{NEW}
“I know no words of gratitude.”{NEW}[I will check if this is comfort too]
“But then,you do not look like
  one who relies on the kindness
  of others…”
Title: Re: The Reunion [IN PROGRESS]
Post by: jb6bigdog on 2013-08-02 15:03:22
Hiya sorry i know this isnt the right thread but i needed to ask DLPB a question regarding the minigames. I've read your posts about the fixes but i can't get the coaster in the gold saucer to run slower, is there a patch? I couldn't find a link in the thread. If you can offer any help that would be amazing, thanks.  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-02 15:11:04
DLPB, keep doing what you're doing. I got this. The minigame fixes are affected by the FPS limiter values that aali's driver imposes. I have not tested it but I think YAMP provides a way around this. The issue has been completely addressed in a new version of aali's driver, but it's not out yet and who knows, it's a very sensitive issue considering SE appears to be interested in making money off FF7 again. 

My suggestion: check out this "oldie but goodie" thread for Yet Another MultiPatcher (http://forums.qhimm.com/index.php?topic=5124.msg66838#msg66838), the FPS fix is the first one that comes up, and the FPS patch has customizable variants for the FPS in different minigames. This stuff still works great.
Here's what I put for my framrates in the MGP text patch configuration.
Code: [Select]
@echo off

rem |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
rem |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MiniGamesPatch =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
rem |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a.k.a =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
rem |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MGP =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
rem |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= by dziugo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
rem |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [email protected] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
rem |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|

rem ====================================================================================================
rem ================================== Configure these if you need to ==================================
rem ====================================================================================================

rem =============================== Framerate of The Snowboard Mini Game ===============================
set snowboard_speed=60
rem ====================================================================================================

rem ================================ Framerate of The Highway Mini Game ================================
set highway_speed=30
rem ====================================================================================================

rem ============================= Framerate of The RollerCoaster Mini Game =============================
set rollercoaster_speed=30
rem ====================================================================================================

rem =============================== Framerate of The Battle Swirl Effect ===============================
set battleswirl_speed=60
rem ====================================================================================================

rem ====================================================================================================
rem ==================  Don't touch anything below unless you know what you're doing!! =================
rem ====================================================================================================

echo %1 -patch %2 -in %3 -out %4 -fulldebug 1 -nopause -bswirl %battleswirl_speed% -snowboard %snowboard_speed% -highway %highway_speed% -rcoaster %rollercoaster_speed%
Obviously, you'll also have to turn off the minigame limiters in aali's driver.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-02 15:24:06
Hiya sorry i know this isnt the right thread but i needed to ask DLPB a question regarding the minigames. I've read your posts about the fixes but i can't get the coaster in the gold saucer to run slower, is there a patch? I couldn't find a link in the thread. If you can offer any help that would be amazing, thanks.  :)

The alternate way to getting it to work properly to above is to set your monitor refresh rate to 60hz and play the game without aali limiter (and prob without vsync option). This will solve coaster and snowboard but wont work with g-bike.  You also need to be using the aimer fix for coaster which I think comes with the MO installer.
Title: Re: The Reunion [IN PROGRESS]
Post by: jb6bigdog on 2013-08-02 15:35:41
Wow thanks so much, that actually worked even though i didn't mess around with any settings :) I'm very happy now!
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-02 15:49:40
And here's where I officially got sucked into hex editing........... Thanks Dan! [grumble grumble]  :-D

HxD--after spur of the moment decision to plunge into the ff7.exe file I ended up downloading this freeware hex editor (http://dw.com.com/redir?edId=3&siteId=4&oId=3000-2352_4-10891068&ontId=2352_4&spi=686d14583f9c6a011a5b4a90b197cf91&lop=link&tag=tdw_dltext&ltype=dl_dlnow&pid=11018928&mfgId=6311797&merId=6311797&pguid=UfvWlgoOYJEAAGVX-BsAAAJS&ctype=dm;&cval=NONE;&destUrl=http%3A%2F%2Fdownload.cnet.com%2F3001-2352_4-10891068.html%3Fspi%3D686d14583f9c6a011a5b4a90b197cf91)... I'm sure there are better examples but this is OT so, make a new thread if you want to further this discussion.

Rollercoaster aimer issue: FIXED (added to Aali's next driver)

info:  Aimer was not moving at correct speed.
Code: [Select]
Solution:
http://dl.dropbox.com/u/36889302/FF7/CoasterAimerFix.exe
Change following exe values:
001ed679 = 05
001ed69a = 05
001ed6bd = 05
001ed6e0 = 05
All these values were already changed, but I had not installed this fix through MO, just YAMP MPG. Did Dziugo fix this along with the FPS of the minigame itself? Fascinating... I'm happy to stumble on a new hobby but I'm going to try to forget this ever happened.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-02 22:22:51
It is possible he saw the documentation I wrote on here and added the changes, but he is one of (if not THE) the most competent assembly coders around here (far better than me), and so I wouldn't put it past him to have realised those changes before me.
Title: Re: The Reunion [IN PROGRESS]
Post by: piccolo113 on 2013-08-04 05:24:19
Call it what you will, the 2012 and Steam versions are still not the 1998 version. This only works with the original 1998 PC release; not the 2012 rerelease, not the Steam release, not the PlayStation version.

That's not true at all, though. Bootleg converts the game's files to a compatible form and therefore the mods ARE compatible with all versions. You just have to follow the necessary steps first.
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-08-04 06:18:09
But you are literally making your game exactly the '98 version, so it is only compatible with that version.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-04 11:06:34
I think GameConverter actually uses the files from the new version, whichever it is, and just splices in the old exe. Something like that. Like the newer flevels have a few things fixed that I have noticed and probably some things I haven't seen. But then bootleg uses the old ones and overwrites them so people don't notice.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-08-04 14:01:00
That's not true at all, though. Bootleg converts the game's files to a compatible form and therefore the mods ARE compatible with all versions. You just have to follow the necessary steps first.
It doesn't so much convert it as it replaces entire files. After you run bootleg on the Steam version, it literally is not the Steam version anymore; the exe, the main program, is replaced with the exe from the 1998 version.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-04 14:16:20
It doesn't so much convert it as it replaces entire files. After you run bootleg on the Steam version, it literally is not the Steam version anymore; the exe, the main program, is replaced with the exe from the 1998 version.

True, and that's no bad thing really.  The FMVs are left alone.   In time, the 2012 flevel will prob be left too... but for now ts doesnt support it :(  As for the original premise, Covarr et all are right..  this does not support 2012/2013 out or the box without conversion, so it does not support it.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-05 18:34:16
True, and that's no bad thing really.  The FMVs are left alone.   In time, the 2012 flevel will prob be left too... but for now ts doesnt support it :(  As for the original premise, Covarr et all are right..  this does not support 2012/2013 out or the box without conversion, so it does not support it.

On those notes though, its probably cheaper to get those versions, so if you used the trick that basically turns everything into the '98 version, you could probably save money. Getting a copy of the '98 PC game wasn't cheap on my end, so its worth a thought.

Although if I'm understanding Dan right there will be some hiccups and I think support will only be provided for the actual '98 game and only if its not pirated?
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-08-05 18:41:11
No, a converted game is no different than the original when it comes to mod compatibility.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-05 19:17:20
There definitely were some hiccups with STEAM FF7 conversion because they did a couple tricky things with the file system to keep the download small. The author of GameConverter, Kompass63, was forced to adapt his utility without a copy of the STEAM version to test with. It was not clearly understood early on how to change languages in STEAM etc etc. There are valid reasons why it took time to work these things out.

GameConverter handles STEAM ff7 like a champ now.

The original new-to-old patch (which is what bootleg40 uses) works perfectly fine on the 2012 version.

Sorry for continuing off-topic but to tie it all together: MenuOverhaul as it is and as it will be in the future is only compatible if you use one of those 2 conversion processes with your 2012 or STEAM FFVII. Use GameConverter immediately after installing base ff7 is my advice, it installs DLPB's hext for you (which will be part of the future of mod injection), the code smells newer, and it may solve some esoteric problem with language compatibility that no one understands completely.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-05 19:22:50
Hext is only the future for others who want to use it.  I've gone back to file editing for Reunion, although hext is used for small edits like cheats.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-05 19:31:48
Hext is only the future for prob foreign installs or others who want to use it.  I've gone back to file editing for Reunion, although hext is used for small edits like cheats.
There is interest in using Hext for injecting changes to game files without changing the actual file (well, obviously, that's what it does). I'm sure you guys can imagine all the possibilities this invention opens up as far as trying out different mods on the fly. Say mods that are normally very difficult to combine or uninstall or swap. I can't claim to have thought of that, though, and perhaps the scope of that implementation is not practical.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-05 19:47:30
Oh no, a lot of that is true....  you can replicate MO with hext without having to change a file for the most part... there were a few things doing it this way that ended up being harder, but most people wouldnt run into those issues.  It definitely helps with smaller projects totally :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-06 10:27:14
Would it be OK to use any of your personal stuff from the modfolder after MO install for 7thHeaven (http://forums.qhimm.com/index.php?topic=14490.0) .iro options, Dan? I think at least some of it is Felix's? I sent out this dumb form letter to like 60 people asking for similar permission for .iro conversion and mirroring on 7thHeaven subscription... but I forgot to put a link to Iros's 7thHeaven thread and it doesn't say WHAT mod it is I'm asking permission for. Mostly everyone seems fine with it but couple people are kinda not sure what I'm asking. I think Felix was on the carbon copy list, but I'm not positive I'm talking about the right Felix :P 
I was hoping to set it up so that I can kind of emulate bootleg40 with some new stuff added all through 7thHeaven (all options totally configurable but easily uninstallable and swappable), such that all users subscribed can do the same. I don't think .exe mods will fly so proper MO is probably out but I can include pretty much anything else from any ff7 file or from the modpath the way Iros has it set it up. So I was thinking, the maps, the nice alternate credits, and I'm forgetting something. No sweat if you'd rather me keep them off the list, though. Just wanted to try to include as much as I could. Anyway people are going to install MO outside of 7thHeaven, of course. It's not that they wont be compatible. And for all I know 7thHeaven will do things to the exe, too.

Here's a copy of the silly form letter. Sorry if I come off snooty. I was a little drunk.
Quote
Hello,
I am requesting permission to repack your mod for Final Fantasy VII, available on qhimm.com, in .iro file format for use with the newly developed mod-manager, 7thHeaven, written by Iros. If permission is given, your mod would become available on a download mirror that works through the modmanager. Credit to you and links to your original release page on qhimm.com will always be included, as well as a preview screenshot and some info on the mod itself. If you update your mod, the database must be updated as well, allowing 7thHeaven to automatically alert users of new versions of your mod when they become available.

This is a form letter--I have many many developers to attempt to contact. One downside to the .iro format is that it does not leave the authors' readme files intact, if they included any. In the future, this issue may be addressed. Unfortunately, for this project to work well, as many of the qhimm.com sanctioned mods as possible must be ported. Because of this, I have made the decision to treat a non-response to this request as tacit permission. This also could mean that by the time you read this, your mod may have already been converted to an .iro file and put on the database. If this is undesirable for any reason, please let me know and I will be happy to remove it at your request. To save you time, you are invited to ignore this letter completely if you wish to give permission. Of course, if you have any special requests or instructions, by all means reply.

Thanks very much for your time,
-Template
   
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-06 12:33:09
I don't mind anyone using our work, as long as credit is given in the mod :)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-07 22:04:47
I'd quote both Clever and Template but that feels like too much trouble right now. XD

So yeah, seems like you'll be good to go with buying the cheaper 'new' versions and converting them with a program! I would have never realized that on my own!

EDIT: UH, I LOST TRACK OF WHAT PAGE THE CONVO WAS ON. This might be a little non-sequitor because of it, sorry. <_<
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-08 06:48:51
I know we briefly touched on this, and you said for sure the 2012 flevels conflict with current ToughScript. Does that trickle down to Menu Overhaul on a 2012 flevel? I saw only 1 unexpected error doing that--I am familiar with it from trying to use ToughScript to translate a German flevel to English. It is in blackbgb. I wonder if it is harmless... Blackbgb just doesn't sound harmless. Is that a transition screen for the Midgar motorcycle escape? It would mean Game Converter is slightly incompatible with Menu Overhaul if it weren't a harmless error. And I haven't heard anything about crashes there... I just wanted to run it by you if you have a minute.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-08 12:43:53
MO won't work on a 2012 flevel at all :) Not at the present time, due to ts.  Even if that map was passed, it is likely other problems will exist.  So best to wait for Luksy to fix up his program.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-08 14:55:53
This dialogue has proved annoying in all 3 revisions, but now it sounds good in game.  I've tried to convey the point of the scene.. that Jessie is talking to herself (while being distracted by her work on the computer) and then realises Cloud is nearby. The scene is destroyed in the original translation.

Old:
Jessie
“Money…”{NEW}
“Oh my.
   It must have been for a lot of it.”{NEW}
“Sure!
   Well, what the hell? It's a verbal agreement.
   Now let me figure this out.”

“Oh stop it, {CLOUD}!
   Did you hear me?”


New:
Jessie
“(Money…)”{NEW}
“Argh,this is impossible.
  (…Well,a lot was
  promised,after all.)”{NEW}
“(Yeah,definitely!
  It was an agreement.)
  Now,time to figure this out…”

Jessie
(Oh no,it's Cloud!
  I think he heard me…)
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-09 09:14:56
Scenes like that, where they just completely garbled the original script, are why I am most looking forward to the Retranslation. That is the kind of stuff people just forget about because it made no sense. Jessie is one of my favorite characters in the game. A hopelessly in-love martyr. In a video game. The depth of details like that in the story make up for some of the giant loose ends, but the retranslation is clearly going to make the game more coherent in just about every scene.

I wanted to ask about compatibility issues again. I'm spending a great deal of effort all of a sudden putting together this catalog of mods for 7thHeaven. The only file we really need be concerned about is the flevel, right? People aren't going to be messing with the exe anyway, if they are going to use MenuOverhaul. Certainly a mod like Ultima Espio's Aerith revival, which makes a lot of changes to the flevel, including script changes, hasn't been incompatible with Menu Overhaul this entire time? I can't help but wonder what goes wrong with bootleg's mode changer when things go wrong. Could it be related to Menu Overhaul and flevel incompatibilities with certain modes? I really want to try to be ready with 7thHeaven iros that are 100% compatible with the Reunion when it happens and I will be implementing a mode switcher type mod for 7thHeaven when I can get the time and headspace to work it out.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-09 09:43:10
The Menu Overhaul should be compatible with every change to flevel :)  Changes to flevel are fine for MO.  The translation project won't be compatible but that's all.  If something isn't working with MO it is probably either a bad flevel, or a 2012/13 flevel being used.   All MO does for flevel is decode/encode So as long as ts can do that on the flevel, it should work.  Unless I missed something.  You should run a decode encode on the flevel from its data folder using ts, and see if it gets stuck.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-09 10:30:41
The Menu Overhaul should be compatible with every change to flevel :)  Changes to flevel are fine for MO.  The translation project won't be compatible but that's all.  If something isn't working with MO it is probably either a bad flevel, or a 2012/13 flevel being used.   All MO does for flevel is decode/encode So as long as ts can do that on the flevel, it should work.  Unless I missed something.  You should run a decode encode on the flevel from its data folder using ts, and see if it gets stuck.
Awesome! This clears some stuff up for me. :D We need to be careful people are using original flevels, so perhaps GameConverter will be changed to reflect that. Other files can be just copied over during conversion. Let me ask you this though: with GameConverter in mind: ToughScript NEEDS an original 1998 English Flevel to start from (it can be altered), and then it can translate to the other languages, right? (including Italian which we have a script for and maybe some others eventually maybe--Que saudade!) But the retranslation WONT be compatible with any mod that changes the script? Like Aeris revival needs to be installed without the retranslation? If that's true that's a shame. I wonder if I can fix that somehow... like next year or something lol.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-08-09 11:00:14
7thHeaven does not replace the flevel, 7thHeaven will more patch it every time the game is started and loads everything in memory. So every changes the Reunion will make to the flevel, will be overwritten through a flevel which is loaded by 7thHeaven. In other words a 'flevel.iro'-mod isn't compatible with the with the retaliations part of the Reunion.

@Template
TS should work with any flevel.lgp as long it has no bad entries produced by old unlit programs. That means, that the retaliation should work on a flevel with modified scripts as well. As long the text order isn't messed up...
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-09 11:00:28
ts is compatible with ANY change to 1998 flevel as long as the TEXT entries remain the same.  The text can change but the entries have to be the same.  If it detects a difference in the text number, it will skip that map :)  You wouldnt want to install translation on aerith revival or vice versa because the text would be changed.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-09 11:08:33
So Aeris Revival should still work with Retranslation? lol. I think I'm a specific sort of daft, you know? Sometimes I can make big leaps in logic and surprise you, but usually I need things spelled out pretty simple. :roll:

I'm looking at GJoe's Hardcore, it doesn't mess with the text, so it's fine for the retranslation. But I'm really unsure about Aeris revival, and it's really a favorite mod of mine so I just want to be sure I get it right when I go live. You'd think if there were a problem, PitBrat would have already addressed it, but retranslation was a preview on boot40 so I'm not sure.

BTW: Did calling it the Retranslation go away? It may not be a word in the dictionary but making up words is fine with me. I like making up words, but retranslation is legit

Edit: aha you anticipated my daftness and answered my question. Thanks for spending the time, Dan. I have the option to put a disclaimer on the "flevel.iro" mode switcher, whatever I end up with, for the config of Aeris revival and make it clear not to put it with the retranslation. Part of the beauty there, is that even if people mess it up, they can fix it in 2 seconds flat, as long as the base install underneath 7thHeaven is sound. Combined with the magical MO uninstaller this is going to take some of the pressure off of bootleg reinstalls. It's cool because PitBrat is in on the process and so whatever comes in the future (who knows) will be sort of orchestrated with compatibility in mind.
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-08-09 13:19:55
Quick question, I know Kaldarasha has been working on a mod that allows clouds field models to change with the weapon he has equipped at the time. Will this be compatible? Because i think that feature would really tie a nice pretty bow on FF7 once completed :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-08-09 13:40:16
Quick question, I know Kaldarasha has been working on a mod that allows clouds field models to change with the weapon he has equipped at the time. Will this be compatible? Because i think that feature would really tie a nice pretty bow on FF7 once completed :D
I have no doubts that it will.  8)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-09 16:56:04
Also, retranslation is a word:

http://www.thefreedictionary.com/retranslation

I use both... beacause is a retranslation.. and I'm better off using both in the description so people know what it is.,
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-09 20:51:06
Oh good, I couldn't see why anyone wouldn't want to call it that. I just assumed it was a made up term to go along with beacause after seeing a post somewhere about how someone supposedly "refused" to say retranslation. Now they seem extra silly. I just figured you were being punny but it's a completely logical word, and it's the title I prefer to use for that project.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-09 22:51:16
I get not liking words, Template. I really hate slid (past tense of slide). No, I can't explain it, it just bugs me, and I try to avoid using it but it doesn't really have any good synonyms.

@Hellbringer - If I recall correctly, model updates are a part of the greater Reunion project! I agree on the pretty bow thing, though!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-14 01:32:39
An example of some of the fun me and Luksy have in email..  questions related to things that still sound dodgy.

Here's one:

Quote
mds7_w1

“You come back this way
  tomorrow,when you've had
  a wash. I gots to set some <<
  stuff up.”

Dan: Is this again meant as an insult?  Not literally have a wash?  if so
how would you phrase it?

Luksy: He's telling cloud to change his attitude, so maybe something like "Come back tomorrow when you've dropped the attitude"
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-15 11:07:44
'After you've cleaned up your attitude' might be a good balance between the original slang and the intended meaning, as well. I don't know what kind of character limits you're under on the dialogue boxes (the bane of ALL localizers is character limits I've come to appreciate/understand).
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-15 20:18:29
Dialogue boxes can be pretty large in VII... you are never gonna run out realistically.
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-08-16 04:32:51
'After you've cleaned up your attitude'

I like Lusky's variant much better.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-16 08:07:32
I like Lusky's variant much better.

Honestly, kind of so do I. XD Maybe not much, but...

I was going for a balance, but Luksy's seems more like something a casual speaker would say rather than a potentially snooty intellectual - and given the rest of the dialogue the person is definitely the former.

PS - Sorry if I caused a bit of a derailment with this on the overall topic, though!
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-16 10:15:47
Dan! Do you know off the top of your head why the Avalanche GUI and MO conflict? It messes with the MO hp/mp bar graphics just a wee bit, iirc.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-08-16 11:49:09
The window.bin is modified after the MO is installed.
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-08-16 13:22:20
I've never had an issue using the two, What i've always done is install the TA mod. Than i install MO and overwrite all the TA stuff with MO stuff.
than point Aalo's driver to the TA folder. and bam. they both work.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-16 15:06:12
We had a discussion about this too.  Luksy's is better I agree.  However, it turns out that if you look at the conversation, the guy isn't being that forceful... because one of your replies can be less benign (and he then apologises slightly).  He is basically just being condescending to Cloud because he thinks he is a newbie:

#xy 152 160
“I didn't mean to brag,newbie.
 Tell you what,seein' how I'm
 such a warm-hearted guy,I'll
 show ya the ropes.”{NEW}
“Come back this way
  tomorrow when you're in a
  better mood. I gotta set
  some stuff up first.”
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-16 17:27:46
We had a discussion about this too.  Luksy's is better I agree.  However, it turns out that if you look at the conversation, the guy isn't being that forceful... because one of your replies can be less benign (and he then apologises slightly).  He is basically just being condescending to Cloud because he thinks he is a newbie:

#xy 152 160
“I didn't mean to brag,newbie.
 Tell you what,seein' how I'm
 such a warm-hearted guy,I'll
 show ya the ropes.”{NEW}
“Come back this way
  tomorrow when you're in a
  better mood. I gotta set
  some stuff up first.”

All about context, I was wondering if more of the conversation would shift meaning a bit.
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-16 20:15:34
The Avalanche GUI and MO do conflict:
They work, but the GUI being installed first causes this:
(http://i647.photobucket.com/albums/uu193/electrotoyou/instruc6_zpsd02ba3cb.png)
no matter what is in the mods folder.

So is that happening because the GUI messes with the window.bin too?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-16 20:33:24
That's because Avalanche has a patch we (me and Kranmer) made for it that changes those bars.  You'll need to work out how to install it without that patch (or get someone to edit the exe to place the bar back to correct pos)
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-08-16 20:38:36
Just run bootleg with the mods in particular you want to work with, and pull them out of your system files. That way they're already in their installed and working condition, and just need to be added to your directories for your iro. This is all in the mods\bootleg\menu file right?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-16 20:42:45
This convo needs moving elsewhere though....
Title: Re: The Reunion [IN PROGRESS]
Post by: Template on 2013-08-16 20:49:20
Oh. OK. Thanks for the help, Dan.
Title: Re: The Reunion [IN PROGRESS]
Post by: jrbgarcia on 2013-08-18 02:16:56
hi, what do i do if it says MO.exe is an unsupported 16-bit application?
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-18 13:29:34
hi, what do i do if it says MO.exe is an unsupported 16-bit application?

Not install it, actually, unless you're after something other than the retranslation project. To quote Dan on the first post: "Please note that the retranslation project currently released with the MO installer is grossly out of date, totally unfinished, and not fit for purpose. Do not install it."

If you're after another aspect of it, I'll have to leave that to people who know more about coding and software than I do. XD

My apologies if I come off as a bit gruff, emotion is hard over the internet. ^_^
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-18 13:32:16
Yes but MO is also the Menu Overhaul Project... which is prob what he wants to install.  If so... why is it saying that.  Anyone?
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-08-18 14:17:07
okay, i got mo.exe to work and Gjoerulv's Hardcore Mod to work. re-torrenting all the fmvres packs now. i hope this works...

I guess it was a mistake on his end.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-18 14:28:08
I think his other error can be caused by corrupted install file..
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-08-18 17:20:30
Yeah, that error is often caused by corrupted data. Other than that, you usually only see that error when you try to install an older game on a 64-bit system. The game executables themselves are often still 32-bit, but the installers they used were 16-bit. An example of this is C&C: Red Alert. And of course, even older programs did use 16-bit executables.
Title: Re: The Reunion [IN PROGRESS]
Post by: InuRa on 2013-08-20 21:32:38
So I decided to give another quick look to the current translation status, as I had a bit of time on my hands.
But before anything else, is there no spreadsheet with the dialogs the same way there is one with everything else? Would like to go through that one too, even if just for curiosity.

All the suggestions I'm gonna post here are only meant to create some positive criticism and maybe even help DLPB with a translation decision. I often translate stuff FROM english, so I'm used to it and it's welcome. This is different, but...

I do have my own vision on stuff that's gonna be reflected here obviously, I don't chance stuff for the sake of changing, and I don't change stuff if it's gonna create more confusion\problems than it solves.

1
スモーク弾 --> Smoke Bullet   --> Smoke Ball --> (Suggestion) "Smoke Bullet" (Why) The attack is actually shoot from a gun, while "Smoke Ball" is also correct, as the shape is "round-ish", there seems to be no benefit to the change.

2
左キャラ放出   Free Left Character --> Free Left --> (Suggestion) "Release Left Character"         
右キャラ放出   Free Right Character --> Free Right --> (Suggestion) "Release Right Character" (Why) Both the translations became too generic. The robot actually grabs the characters, and later releases them. (As far as I can remember, might wanna triple-check)

3
Head Attack --> Head Charge --> (Suggestion) "Headbutt" (Why) No other attack is called this in FF7; there's also a "Head Attack" in FF9 tho. Head Charge is the literal translation I read...? Maybe not worth changing in the end. I'm also a bit divided on this one.

4
Hell Spear   --> Spear of Hell --> (Suggestion) "Hell Spear" (Why) The retranslation just sounds more wimpy.

5
Napalm Bomb --> Napalm --> (Suggestion) "Napalm Bomb" (Why) It's accurate with the english and japanese. It's shoot from a canon, and it does go "Boom! like a bomb".

6
Poison Breath --> Bio Breath --> (Suggestion) "Poision Breath" (Why) Avoids confusion as the spells are "Bio" from the materia "Poison", so both are correct, Poison is just more accurate to the original script. Not only that, the other attacks are all Poison-something.

7
Scissor Tornado --> Tornado Scissor --> (Suggestion) "Scissor's Tornado" (Why) The monster is called Scissor, so it could work. All 3 sound "OK" in the end I guess.

8
Self-destruct / Suicide    --> Suicide Bomber --> (Suggestion) "Self-destruct" (Why) Since it's an attack "Suicide Bomber" doesn't sound completely appropriate, and "Suicide Bomb" just sounds completely lame.

9
Sub Artillery -->   Reserve Artillery --> (Suggestion) "Artillery Replacement"

10
Verbal Attack --> Abuse --> (Suggestion) "Verbal Abuse" \ "Insult" \ "Taunt" \ "Provoke" (Why) "Abuse" is simply too generic and doesn't really describe the action done during the attack.

11
W-Shield Throw --> Shields Throw --> (Suggestion) "Double Shield Throw" (Why) More literal JP translation that just sounds too cool not to be used.

12
Contain --> Forbidden    --> (Suggestion) Seal

13
HP<-->MP --> Swap --> (Suggestion) HP/MP Swap (Why) More literal (JP). No information regarding the attack's effect is lost.

14
Pre-emptive --> Pre-emptive --> (Suggestion) "Pre-emptive Strike"

15
Near Death --> Critical --> (Suggestion) "Near Death" (Why) Better describes the situation, Critical is -more- associated with attacks I find and not status conditions.

16
Regen --> Regenerate (Suggestion) "Regen" (Why) For consistency, no other reason, no point changing something just for the sake of changing when it means the same (just abbreviated).

17
Vegetable Store --> Greengrocer    --> (Suggestion) "Vegetable Store" (Why) I've mentioned this one before; this sounds very "non-international english". As a non-native english speaking user, had to check what this was on google before comenting on it.

18
Honey Bee Inn --> Honeybee Manor --> (Suggestion) "Honeybee Establishment" (Why) Not happy with this translation either, but maybe it helps someone find the right words.

19
Also, spells using -"a" -"ga" and words that are far too different from the original or japanese ("Figa", "Ko Meteor", "Araise") retranslation don't always work for the best effect.
It all comes down to which Final Fantasy's you've played during your lifetime -"ga" spelles for me automatically reminds me of an AoE\All spell more than anything else, creating instant confusion, as FF11 was probably the one I poured more hours into, followed by FF7.
A decent compromise would be replacing the "1", "2", "3" with "I", "II", "III"...
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-20 21:53:48
First of all, I have already mentioned before that 99 % of the blue text in the online document online are not being changed again ever.  That said, I will answer these (I do appreciate suggestions, it's just that so much of this has already been answered or thought about numerous times, which is why I have stopped taking requests on any of the blue text, which is finalised.):

Quote
1
スモーク弾 --> Smoke Bullet   --> Smoke Ball --> (Suggestion) "Smoke Bullet" (Why) The attack is actually shoot from a gun, while "Smoke Ball" is also correct, as the shape is "round-ish", there seems to be no benefit to the change.

Smoke ball sounds right.  I have never heard of a "Smoke bullet". I will look at it in game though.


Quote
2
左キャラ放出   Free Left Character --> Free Left --> (Suggestion) "Release Left Character"         
右キャラ放出   Free Right Character --> Free Right --> (Suggestion) "Release Right Character" (Why) Both the translations became too generic. The robot actually grabs the characters, and later releases them. (As far as I can remember, might wanna triple-check)

This move isn't seen in game(?), and I deliberately cut it down in size. It is more a description than a move.  I would prob leave it as it is regardless. Free left and free right sound good to me.

Quote
3
Head Attack --> Head Charge --> (Suggestion) "Headbutt" (Why) No other attack is called this in FF7; there's also a "Head Attack" in FF9 tho. Head Charge is the literal translation I read...? Maybe not worth changing in the end. I'm also a bit divided on this one.

If it is charge towards a player then charge is correct, if it head butts, then butt is correct.   Does it charge?  I dn;t recall any enemy butting anyone.

Quote
4
Hell Spear   --> Spear of Hell --> (Suggestion) "Hell Spear" (Why) The retranslation just sounds more wimpy.

I think it sounds better.

Quote
5
Napalm Bomb --> Napalm --> (Suggestion) "Napalm Bomb" (Why) It's accurate with the english and japanese. It's shoot from a canon, and it does go "Boom! like a bomb".

Napalm is by its own admission dropped as a bomb, the word bomb is redundant.

Quote
6
Poison Breath --> Bio Breath --> (Suggestion) "Poision Breath" (Why) Avoids confusion as the spells are "Bio" from the materia "Poison", so both are correct, Poison is just more accurate to the original script. Not only that, the other attacks are all Poison-something.

This move has nothing to do with materia.

Quote
8
Self-destruct / Suicide    --> Suicide Bomber --> (Suggestion) "Self-destruct" (Why) Since it's an attack "Suicide Bomber" doesn't sound completely appropriate, and "Suicide Bomb" just sounds completely lame.

It is literally a suicide bomber. which is also a real thing in life.

Quote
9
Sub Artillery -->   Reserve Artillery --> (Suggestion) "Artillery Replacement"

It isn't a replacement, it is a reserve.

Quote
10
Verbal Attack --> Abuse --> (Suggestion) "Verbal Abuse" \ "Insult" \ "Taunt" \ "Provoke" (Why) "Abuse" is simply too generic and doesn't really describe the action done during the attack.

Insult is used somewhere else, but I agree this probably needs to be verbal abuse or taunt.  I will check it in game.

Quote
11
W-Shield Throw --> Shields Throw --> (Suggestion) "Double Shield Throw" (Why) More literal JP translation that just sounds too cool not to be used.

It throws both shields I think... but I will check this in game and I tried to avoid keep using "double". 

Quote
12
Contain --> Forbidden    --> (Suggestion) Seal

There is already a seal materia.  And Forbidden captures the meaning.  "Sealed away"

Quote
13
HP<-->MP --> Swap --> (Suggestion) HP/MP Swap (Why) More literal (JP). No information regarding the attack's effect is lost.

I like swap, the description does the rest.

Quote
14
Pre-emptive --> Pre-emptive --> (Suggestion) "Pre-emptive Strike"

Not important.

Quote
15
Near Death --> Critical --> (Suggestion) "Near Death" (Why) Better describes the situation, Critical is -more- associated with attacks I find and not status conditions.

Critical is what it is called in other games, and near death sounds lame.  It was never used in FF7 anyway.  The text goes yellow instead.

16
Quote
Regen --> Regenerate (Suggestion) "Regen" (Why) For consistency, no other reason, no point changing something just for the sake of changing when it means the same (just abbreviated).

Regen is short for regenerate, and the Japanese uses symbol for regeneration. I liked the full version here, and it also makes the status text look neat.

Quote
17
Vegetable Store --> Greengrocer    --> (Suggestion) "Vegetable Store" (Why) I've mentioned this one before; this sounds very "non-international english". As a non-native english speaking user, had to check what this was on google before comenting on it.

It remains vegetable store in US text.  Not in UK.

Quote
18
Honey Bee Inn --> Honeybee Manor --> (Suggestion) "Honeybee Establishment" (Why) Not happy with this translation either, but maybe it helps someone find the right words.

It is a manor.  There is no other word that does it justice.  Perhaps "House"  but even that sounds crap.  Establishment sounds verbose.

Quote
19
Also, spells using -"a" -"ga" and words that are far too different from the original or japanese ("Figa", "Ko Meteor", "Araise") retranslation don't always work for the best effect.
It all comes down to which Final Fantasy's you've played during your lifetime -"ga" spelles for me automatically reminds me of an AoE\All spell more than anything else, creating instant confusion, as FF11 was probably the one I poured more hours into, followed by FF7.
A decent compromise would be replacing the "1", "2", "3" with "I", "II", "III"...

Most FFs that followed VII did pretty much same as me, and I see no reason to change it.  It is fine.  It will never be an exact art.  What you prefer, someone else will not.  I chose a good enough selection :)  If you want to change it to be something else, feel free to use Wallmarket.

Dan
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-08-21 09:27:42
Just weighing in on スモーク弾, could work as "Smoke round".
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-21 12:00:31
Just weighing in on スモーク弾, could work as "Smoke round".

That sounds pretty good!  There's also Smoke Shot...  But I think I used that elsewhere.
Title: Re: The Reunion [IN PROGRESS]
Post by: InuRa on 2013-08-21 12:15:25
First of all, I have already mentioned before that 99 % of the blue text in the online document online are not being changed again ever.  That said, I will answer these (I do appreciate suggestions, it's just that so much of this has already been answered or thought about numerous times, which is why I have stopped taking requests on any of the blue text, which is finalised.):

Why limit possible improvements? :)
If it wasn't for the amount of work involved it would even be nice to have a Steam-like translation submission, and even expand the "reviewed" translation to many more languages.
Just one or two people is never enough to weight in on all the possible translations (IMO!) in order to make it accessible and clean to everyone.

Napalm is by its own admission dropped as a bomb, the word bomb is redundant.

A bomb container is definitely not the only way to use Napalm.

This move has nothing to do with materia.

What's the reason for the change then? Being the english and japanese translations "Poison Breath" (according to your spreadsheet document) and the other attacks "Poison Blow", "Poison Fang" and "Poison Storm"?

It is literally a suicide bomber. which is also a real thing in life.

Pokemon attack exercise doesn't like it much but, I guess it just depends on how we read it. Not a big deal at all.
"Suicide Bomber" uses "Suicide Bomber" on "Cloud".

Most FFs that followed VII did pretty much same as me, and I see no reason to change it.  It is fine.  It will never be an exact art.  What you prefer, someone else will not.  I chose a good enough selection :)  If you want to change it to be something else, feel free to use Wallmarket.

Yeah, I ended up going with just a selected few translations that seemed close to discussion-free regarding menus and stuff, quite some time ago, not bugging anyone by doing so just in my own game anyway.
Also, "Most FFs that followed VII did pretty much same as me" is not a valid argument for that topic as you do the exact opposite much more often; same goes for me; but I do understand your point. ;)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-21 12:21:06
The difference there is that the ffs that followed also stuck to the Japanese, so it was an improvement and correction.  There's no real reason to change "Blizzaga" (for example) to Blizzard III.  Blizzaga is how it is written, and it makes FF unique.  Some will agree with you, some won't.  I don't :P

As for limiting improvement... I am happy with the blue and orange entries.  I've gone over them so many times and discussed them at length.  So unless there is a genuine correction, and not just a personal preference, they can't be changed.  The entries in green and red, however, are those that I am not sure about.  Also, note that I still have to look at the enemy moves, so things like "Smoke Bullet" etc are always subject to tweaking.  That particular entry is marked in red on the document.

It isn't about limiting improvement... as far as I am concerned, it's pretty much finalised and I am happy with it. Any improvements to it are basically one person's preference over someone else's.  If I changed what you suggest, I'd just get another person later in the month who'd take the opposite view.  At some stage I have to say no more, and this is that stage with many of those entries.  :)

What I really need to know is what the red entries are.  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-24 10:34:58
Hey Dan, you mentioned Wallstreet in response to someone not liking a name or something a bit back. Is that basically a mod that lets one edit the text and is compatible with the Reunion?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-08-24 23:31:55
Wallmarket is a tool for changing text etc by NFITC.  If you are only changing text, then touphScript is best for that.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-08-25 01:32:37
Cool, thanks! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-01 11:29:03
And so work continues...  my worst part... the bloody beginner's hall.   As you can see, the tool I made is invaluable at times like these

(https://dl.dropboxusercontent.com/u/36889302/FF7/BoxFF7.PNG)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-01 21:10:23
That train was by far the most painful thing I have ever had to do in FF7.  The whole scene had to be replayed so many times.  Thank god that's over.  I can't wait to get out of Midgar!  :evil:
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 12:38:56
Another tough one that I've finally had to sort out properly...

#xy 200 64
{CLOUD}
“What's so funny!?
  Why you laughing?” [She's laughing because he reminds her of Zax]
------------------------------
#xy 176 152
{AERIS}
“I'm sorry,it's just…”
------------------------------
#xy 24 152
{AERIS}
“It was just bad timing,that's all.” [her laughing was badly timed]
------------------------------
#xy 8 160
{AERIS}
“{CLOUD}!
  You really shouldn't take it to heart.”
[Take her laughing to heart, because he looks to her like he's leaving. The original translation isn't bad, it's just a little more ambiguous because she could be referring to Leno who has now appeared at the church entrance.  She hasn't acknowledged him yet, though, so I've tried to make it look like it was intended. ]

It's a very complicated scene to portray properly haha.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-09-02 13:09:51
"You really shouldn't take it to heart" sounds a bit odd to me. She's basically saying "I really didn't mean anything by it", right?

I think I've only really seen 'taking to heart' used in the context of advice - as in "Please take this advice to heart" or "Don't take that advice to heart, I'm just a bitter old man".
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 13:22:11
http://idioms.thefreedictionary.com/take+to+heart

Quote
take something to heart
to consider something very seriously. " Everything he said is true, and I hope people will take it to heart."

http://answers.yahoo.com/question/index?qid=20100812184149AAvukmh

She is asking him not to take it so seriously.  I've heard this used in real life numerous times...  How would you phrase it?

Perhaps better as "You shouldn't let it get to you"  as original.  Problem with this is, it then looks kinda like she's talking about Leno/Reno.  "Don't take me so seriously"  might work?  "It was nothing."   

The phrase has to hopefully not be so ambiguous that she can be talking about Leno.  It's just badly animated at that stage... the positions of characters suggest it.

Personally, I still think don't take it to heart sounds ok.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 13:36:58
Anyway, I've given up trying to position all boxes.  It's a job that just can't be done without spending insane amounts of time on it.  I've done up to the church (where they open fire on Aerith).  Even that alone was a monster task. If I carry on manually placing it, I'll never get it done.  This is a job for someone else, using my tools.   Maybe when this is all done I might try again, but for now, it's not a priority.  They really really should have programmed ff7 better. 
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-02 17:07:47
Don't worry about it?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 17:46:04
Looks in game like you are saying not to worry about Leno, who Cloud is walking towards.  It's how the scene has been constructed (they should have had Leno come in after all this, not before).  Everything I can think of still makes it seem that way, aside from things that are much clearer about intention, and those don't sound as natural.  Keep suggestions coming :P

"I wasn't being serious."  perhaps.
"Don't dwell on it."
"Don't take it to heart"

Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-09-02 17:58:38
This never occurred to me. I always thought she was talking about Reno, which seemed really odd and always just chalked it up to the translation. Most of the suggestions have been pretty good for the dialogue. I think what this scene really needs is what you mentioned Dan, Reno needs to enter after this conversation. I'm looking at the scene right now, but I'm still learning how to really edit the script in Makou Reactor. If this can be done could the altered flevel file be incorporated into the retranslation installer, or would it need to be separate? 
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 18:01:47
I wouldn't really be able to do that because that's altering the game.  It's a small and acceptable change, but it also complicates things in terms of just distributing a translation.

And yeah, it really does seem like she's talking about Reno, thanks to the way he comes in and the way Cloud walks towards him (she thinks he is walking away from her.  I am not sure if he is, but point is she is def not talking about Reno).

"I wasn't being serious." 

That one eliminates ambiguity at least.  "I wasn't being serious.  Don't worry about it."

I think that's what I'll use.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-02 18:23:55
Hahahaaa, that is funny. There is something wrong with Leno in the script. When entering the point, so Aerith would hold back Cloud, the script wants to perform a script 4 of Leno, but the script is empty. I think cut everything out of script 3 and paste it into script 4 should do the trick.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 18:33:34
So this is a script error?

Can you check another part for me too?  Leno says "I'll give you more time" at one point also.. but it is never seen. Cuttin 3 to 4 didnt work... game ends up stuck.  I set a return in 3.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-02 18:51:44
Set the 0 to 1 in Var[3][17] must stay in 3.
I guess there were at the beginning of the fine adjustments, but Square decided to release it at the state as it is.

There is a odd turning (the point when Leno comes in) of Cloud and Aerith to the door, I sugest to delete this by Aerith.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 19:02:11
You're right. That fixes this issue totally.  Leno now comes in at the right time.

Which part do I delete to remove the turn?
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-09-02 19:20:16
Damn you guys beat me to it. Mine was still getting hung.

I'm looking into that too. Now that he doesn't enter till later Aeris shouldn't be looking at the door. Better yet have her turn after Cloud goes to leave. Rotation of the field model to group cloud (No5) (speed=normal, rotation=2) Script 13?

Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-02 19:27:55
You're right. That fixes this issue totally.  Leno now comes in at the right time.

Which part do I delete to remove the turn?

It is in Aerith talk script under 37 If Var[3][16] &...
 The part between 76 and 79.


Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 19:39:09
Yup  Got it :)
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-09-02 19:41:17
If you try to talk to Aeris instead of turning to leave the game gets hung too, or at least it is for me. Any way to fix that, or just make sure you don't try talking to her again?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 19:44:13
No you must have done something wrong... when you talk to her again it should say "It was just bad timing"
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-09-02 19:56:45
"I wasn't being serious.  Don't worry about it."
That looks good to me :) I don't remember the full scene that well, but if it seems like she's at all exasperated by the fact that he took it so hard, you could do "I wasn't being serious!  Don't worry about it."
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 19:57:40
It works every way when the script makes Leno come in later like he's meant to.  :evil:
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-02 20:36:29
Quote
Can you check another part for me too?  Leno says "I'll give you more time" at one point also.. but it is never seen.

(http://imageshack.com/scaled/medium/812/hpew.jpg)

You need to talk to the door, after you can move around the first time.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 20:40:50
Is Leno supposed to already be there outside? And that's a cool little thing most people never see? Seems that way.

It's amazing really.. after all this time, the game still has secrets like this.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-02 20:51:18
She wasn't talking about Leno there? Well, I'll be damned. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-02 21:10:13
Yes, the game has fooled me, too.

I tweaked the scene a bit more. Cloud is now turning to Leno after Aerith ask him to be her bodyguard and he is turning back to tell her that it will cost her.
Cloud:
script 23 - delete rotation to Reno; it's not needed anymore
script 19 - after play animation #5 add rotation to Reno
script 20 - after wait frame add rotation to Aerith
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 21:18:58
Do you have the exact lines to alter there, it will save me some time if I decide to add this fix in.  Which I probably will.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-02 21:26:30
Script 19 - add after 1
Script 20 - add after 1
Script 23 - delete 3
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 21:43:44
Cheers.  Glad to say that the relocalisation is looking VERY good now... as good as I can do really.  Still much trekking ahead of me, and need Prince Lex's Scot updates, but other than that, this is looking professional.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-02 23:11:07
Oh, I wanted to mention, if you're not going to reposition the rest of the windows you should probably remove all but the absolute biggest problem causers you've fixed previously. Consistency is nice. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-02 23:53:41
Nah, it's tough luck really, its gonna have to stay.  But I am fixing some as I go through....  some of the very worst.

Hopefully someone else can pick up where I left off, and I may do as well.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-02 23:55:53
Its worth to add to the Reunion as a thing to do later, if you ask me!
Title: Re: The Reunion [IN PROGRESS]
Post by: dkma841 on 2013-09-03 00:16:08
Hopefully someone else can pick up where I left off, and I may do as well.
Is this something easy and anyone with no experience whatsoever can do and with what tools?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-03 00:32:39
The  tool needed is the one I created, BoxFF7.  It will move the boxes, and allow change to the text files.  Otyugh is also needed to replay scenes and to speed game up 4x. 

The real issue... is time.  The amount of time needed is astronomical, because there are parts where you have to replay scene 4-5 x to get all the different responses pegged.  Plus, before anyone can start, I need to update the text in this 3rd revision (I was doing both up to now).
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-09-03 00:45:31
Oh wow, yeah I agree that sounds like too very different jobs. I don't know how the completed translation will differ from the beta as far as the dialogue boxes go, but they've looked ok so far. I'm sure the changes you've made will drastically stand out in comparison, but just focusing on the revision isn't a bad idea.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-03 14:46:50
use of English word "Weapon" is sometimes confusing when you have the actual word in the same dialogue as the monster.  I've got around it with use of hardware.  The Japanese does make reference to a flying weapon.

Code: [Select]
“Shin-Ra's in uproar because
  one of the Weapons is coming.”{NEW}
“And I heard an airship carrying
  secret hardware was attacked
  by this other Weapon that flies,
  and sunk at sea…”

originally:

Code: [Select]
“Everyone at Shinra's in an uproar
because they heard Weapon's coming.”{NEW}
“I heard a big hydroplane carrying
secret weapons, was attacked by Weapon
and was sunk at sea…”

Translation Project up to Kalm is now officially 100% done from my side.  The only changes from here will be any grammar/spelling corrections (and those will be few).  It should get a lot easier now I am out of that rotten pizza.  I may pop up a small installer here soon so that you can play up to Kalm and see the progress :)

My favourite correction is how Hojo speaks.  Before he was kinda generic but now his speech gives a much better impression.  He speaks like a scientist.

For example:

Code: [Select]
“As a specimen,she is inferior to her mother.
  She's still being evaluated against her mother,
  Ifalna,but for now the discrepancy is 18%.”
------------------------------
President Shinra
“How long will the evaluation take?”
------------------------------
Hojo
“I estimate around 120 years.
  It's unlikely to be finished in our lifetime…
  or in the lifetime of the specimen for that
  matter.”
------------------------------
Hojo
“Which is why we're thinking of breeding her.
  Then we can create offspring with the strength
  to endure our research over a longer period.”
------------------------------
President Shinra
“What about the Promised Land?
  Won't this delay hinder our plans?”
------------------------------
Hojo
“That is my conviction.
  In any case,the girl will be a strong mother.
  Though,she does have a few frailties…”

against the original:

Code: [Select]
------------------------------
Hojo
“As a specimen, she is inferior to her mother.
I'm still in the process of comparing
her to her mother, Ifalna,
but for now the difference is 18 %.”
------------------------------
President Shinra
“How long will the research take?”
------------------------------
Hojo
“Probably 120 years.
It's probably impossible to finish
in our lifetime.
Or in the lifetime of the specimen too,
for that matter.”
------------------------------
Hojo
“That's why we're thinking of breeding her.
Then we could create one that could withstand
our research for a long time.”
------------------------------
President Shinra
“What about the Promised Land?
Won't it hinder our plans?”
------------------------------
Hojo
“That's what I need to plan.
The mother is strong…
and yet has her weaknesses.”
------------------------------
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-03 17:30:28
Hojo
“That's why we're thinking of breeding her.
   Then we could create one that could withstand
   our research for a long time.”
Hojo
“That's what I need to plan.
   The mother is strong…
   and yet has her weaknesses.”
Ugh, this is exactly why this game needed a retranslation. So much of the original dialogue is vague and oddly phrased in a specifically Japanese way... almost as though it was translated by a native Japanese speaker and not double checked by a native English speaker. Even though the grammar is technically competent, the translator clearly didn't have a strong grasp on a more Western style of speaking.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-03 17:50:21
Ooh, nice to see. I've always liked Hojo in the love to hate sort of way.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-03 18:35:32
Going through the game irons out any niggles too, and also makes sure context errors are corrected.  Take this one:


Code: [Select]
{CLOUD}
“Yeah, I remember…”
{CHOICE} You were selling flowers
{CHOICE} You're the slum drunk <<<<
and her reply to it:
Code: [Select]
“I don't remember a thing.”
I am making sure with Luksy, but I am sure this is along the lines of "You don't remember at all, do you!?"  It certainly isn't the above... she is responding to Cloud saying she was drunk.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-03 19:01:19
In German she say something about having problems with her memory lately. I thought that this was a translation error and actually Cloud should say this as an    excuse.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-03 19:02:41
German's based on English one anyway... so yeah.
Title: Re: The Reunion [IN PROGRESS]
Post by: piccolo113 on 2013-09-04 05:09:03
Code: [Select]
“As a specimen,she is inferior to her mother.
  She's still being evaluated against her mother,
  Ifalna,but for now the discrepancy is 18%.”

Might I suggest removing the word "mother" from the second sentence in this line? Instead, make it look like this?

Code: [Select]
"As a specimen, she is inferior to her mother.
  She's still being evaluated against Ifalna,
  but for now the discrepancy is 18%."

The re-use of "mother" sounds repetitive, and it kind of kills the flow of the line. I don't mean to sound rude, just trying to be helpful :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-04 07:47:02
I saw that.. but I didn't want to leave ambiguity. 

Tested this on someone who doesn't know the game, and they couldn't work out what Ifalna was from the above text.  So the above change leaves ambiguity there that wasn't there before....  it may be the lesser of 2 evils though.  Other variations also sound pretty bad.

edit 2.

OK here are the possibilities.  Choose one:


Code: [Select]
"As a specimen, she is inferior to her mother.
  She's still being evaluated against Ifalna,
  but for now the discrepancy is 18%."


Code: [Select]
“As a specimen,she is inferior to her
  mother,Ifalna. I am still evaluating the
  difference,but for now the discrepancy
  is 18%.”

I think second works better.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-04 10:10:22
Also, as many of you know, I continually defend my position of sticking to what the translators wanted, rather than what I want (or what the original localiser wanted or what others want) because I don't feel anyone has the right to butcher someone else's work.  Luksy sent me this, from Tolkien, who talks about the dutch translation:

Quote from: J R R Tolkien
In principle I object as strongly as is possible to the 'translation' of the nomenclature at all (even by a competent person). I wonder why a translator should think himself called on or entitled to do any such thing. That this is an 'imaginary' world does not give him any right to remodel it according to his fancy, even if he could in a few months create a new coherent structure which it took me years to work out. [...] May I say at once that I will not tolerate any similar tinkering with the personal nomenclature. Nor with the name/word Hobbit.

It is up to the writers what they want.  No translator has the right to change names or facts (without permission).  And that's the end word on that.  ;D
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-04 11:30:40
I wouldn't bring in the name of Aerith mother. Hojo is a arrogant selfish person, who is obsessed by science. Using Ilfana in his report make it looks like he is caring about Aerith mother, what he simply doesn't. He doesn't even care about Aerith and do some crazy mating experiments with her.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-04 12:33:06
He's comparing Aerith with her, and he does so in the Japanese :)  Her name is mentioned there.  I don't think it makes much difference to be honest...
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-04 14:05:44
This one is a bit sad...  the meaning of the passage has been lost really originally... According to Luksy, the last line is designed to be poignant because she is dead.  I think this is probably one of the things Sakaguchi can relate to (and me as well), that your mum will sometimes say she is always going to be there for you, and those words can bite you back if she then dies.

New:
Code: [Select]
{CLOUD}
“Yeah,I saw my mum.”
------------------------------
{CLOUD}
“She… was full of energy.
  Hadn't changed at all.”{NEW}
“A few days
  later,she died…”{NEW}
“But when I saw her,
  she was better than ever.”
------------------------------
{CLOUD}
“Uh?”
------------------------------
“Yes?”
------------------------------
“{CLOUD}!?”
------------------------------
“Welcome home,
  {CLOUD}!”
------------------------------
{CLOUD}
“Hi,Mum.”
------------------------------
“Come,come…
  Let your mum take
  a good look at you!”
------------------------------
“Hmmm…”
------------------------------
“You look so charming.”
------------------------------
“So this is a
  Soldier uniform?”
------------------------------
{CLOUD}
“Mum,I…”
------------------------------
“Are you eating properly?”
------------------------------
{CLOUD}
“I'm fine.
  The company takes care of me.”
------------------------------
“Oh?”{NEW}
“I know you can't cook…”{NEW}
“I've been worried
  sick about you.”
------------------------------
“Hey,{CLOUD}…”
------------------------------
“But you see,{CLOUD}…”
------------------------------
“…What do you think,{CLOUD}?”
------------------------------
“Remember…
  I'll always be there for you.”

Old:
Code: [Select]
{CLOUD}
“Yeah, I saw my mom.”
------------------------------
{CLOUD}
“My mom…she was a vibrant woman.
   Hadn't changed at all.”{NEW}
“But a few days later, she died…”{NEW}
“But when I saw her, she looked fine.”
------------------------------
{CLOUD}
“Uh?”
------------------------------
“Yes?”
------------------------------
“{CLOUD}!?”
------------------------------
“Welcome home, {CLOUD}!”
------------------------------
{CLOUD}
“Hi, Mom.”
------------------------------
“Come, come…
   Let me take a look at you!”
------------------------------
“Hmmm…”
------------------------------
“You look so handsome.”
------------------------------
“So is this a SOLDIER uniform?”
------------------------------
{CLOUD}
“…Mom, I…”
------------------------------
“Are you eating right?”
------------------------------
{CLOUD}
“I'm all right.
   The Company takes care of me.”
------------------------------
“Is that so?”{NEW}
“I know you can't cook…”{NEW}
“I've been worried sick about you.”
------------------------------
“{CLOUD}?”
------------------------------
“You know, {CLOUD}…”
------------------------------
“…isn't that right, {CLOUD}?”
------------------------------
“I'll always be your mother…”
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-04 20:16:19
I saw that.. but I didn't want to leave ambiguity. 

Tested this on someone who doesn't know the game, and they couldn't work out what Ifalna was from the above text.  So the above change leaves ambiguity there that wasn't there before....  it may be the lesser of 2 evils though.  Other variations also sound pretty bad.

edit 2.

OK here are the possibilities.  Choose one:


Code: [Select]
"As a specimen, she is inferior to her mother.
  She's still being evaluated against Ifalna,
  but for now the discrepancy is 18%."


Code: [Select]
“As a specimen,she is inferior to her
  mother,Ifalna. I am still evaluating the
  difference,but for now the discrepancy
  is 18%.”

I think second works better.

I'd go with the second, as well. Eliminates ambiguity and repetition and keeps meaning.

Love the quote from Tolkien!
Title: Re: The Reunion [IN PROGRESS]
Post by: piccolo113 on 2013-09-05 05:02:09
I'd go with the second, as well. Eliminates ambiguity and repetition and keeps meaning.

I agree! Your re-wording of suggestion I made not only keeps the flow going, but loses none of the information in the process. Awesome!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-06 16:19:45
Another one that I think sounds a lot better now:

New
“What with the end of the world
  and all,I thought I'd hire more
  cute girls,but it was a big mistake…”{NEW}
“Now I'm up to my eye balls in debt.
  I wish I could get out of paying 'em
  somehow. Maybe one of those
  Weapons will come help me out?”

Old:
“I hired more girls after hearing
   that the world's coming to an end,
   but I wonder if I should have.”{NEW}
“I keep getting more and more in debt.
   I've got to get out from under it somehow.
   Maybe I'll have Weapon help me.”
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-09-06 19:31:59
Eyeballs is one word, at least in American English. Maybe it's two words outside of America, or it is accepted both ways. I just thought I'd let you know in case it was an actual typo.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-07 01:19:47
So it is.  A lot of things have been made into 1 word.  I don't like that, but you are right.  8-) Eye ball should be 2 words, don't care what "any-one" says ;)  ;D  I'll fix it.  It's these kind of things a follow up by people playing the game will help with.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-07 03:51:06
Oh man, Dan, don't feel bad. I frequently have to check a dictionary when it comes to compound... or worse, flipping hyphenated words. Betas are beyond helpful for things like that in writing, as I imagine outside input will be for this. XD I don't know about British English, but American English is a total mess if you ask me and I feel so much pity for people trying to learn the language.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-07 10:57:27
I don't like American English for the following reason really:

It looks like a child has got hold of the spellings in some places (neighbor, color etc)  but at same time, there is a logic to simplifying English to the sounds..  the thing is, if you're going to do that, then why not do it with all the words, like autumn and so forth.  It seems a bit silly to just pick a few words and change them.  The -ize endings are actually probably more correct than -ise, but again, some words in American English then go on to retain the -ise which just makes the problem bigger.

I suppose I also don't like another country meddling with English.  :-D  But I can hardly complain too much since English is an amalgamation of several languages fused into one.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-07 12:05:43
That amalgamate thing is why its so messed up, pretty sure regardless of 'purity'. I'm someone that fights for the evolution of language and as long as I can understand what's being said and its not chatspeak I don't care (chatspeak bugs the hell out of me even when I can understand it. XD) It can make some pretty hilarious problems though - my favaorite is how apparently in British English 'ejaculate' can mean tame things like 'bursted' or 'yelled'... when someone forgets to 'Americanize' a passage in Harry Potter though an entirely different impression of Ron gets given... XD

But this is totally off topic, so I'll drop it here (feel free to PM me to continue though! I love talking about languages. XD)
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-09-07 16:07:25
U aM NO ReAl Supar SaiyEN!!!1!!  (Citation Needed)
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-09-07 16:46:37
I was wondering about how the retranslation is installed. Is the dialogue in the flevel, or does makou reactor read the dialogue from another file? If it's the flevel will this be added to the current file, or does it replace it? I'm wondering how compatible this is with Kaldarashas community flevel project and other flevel changing mods.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-07 20:18:00
I use touphscript which places the data in the files from plain text.  Not just flevel, but all files with text.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-08 00:11:02
U aM NO ReAl Supar SaiyEN!!!1!!  (Citation Needed)

I am going to go out on a limb and assume this is a Dragonball Z Abridged reference....? XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-08 01:25:46
Up to the Gold Saucer now.  A few more problems ironed out.  Biggest one being Johnny... thought it was a NPC originally talking about Johnny, but it's actually Johnny himself talking.  So from this:


Code: [Select]
“Leaving home and settling
  here's given him a bit of a shock.
  He's feeling a bit blue.”

You get

Code: [Select]
Johnny
“Leavin' home an' settlin'
  here's been hard for me.
  I'm a bit down at the moment.”
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-08 01:47:20
Oh gosh, another major context issue.  Poor Baskett, I feel so much for that SOB.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-08 01:51:32
Oh gosh, another major context issue.  Poor Baskett, I feel so much for that SOB.

originally was:

“I'm sorry about that.
   He's had some big shocks
   and has been depressed lately.”

But we also made mistake of thinking it wasnt him.  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2013-09-08 10:21:27
Good job, DLPB, but I don't find Johnny's dialogue, I don't remember if Johnny was in Gold Saucer, and I was translating from japanese version, could you tell me in what map he is?
And other thing, will you fix some bugs, element-w or IA of the monsters?

Regards.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-08 10:38:03
I think it is in Costa del Sol.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-08 12:54:48
It is Costa del Sol :)  His new home  is there.  His dialogue there is extremely difficult, and I am still not sure we have got it all sounding like the writers wanted.  It's very very weird.  It may be that they just wanted Johnny like that... he seems to come across as a complete weirdo.

Bugs are being fixed as part of Weapon mod... not translation.
Title: Re: The Reunion [IN PROGRESS]
Post by: StickySock on 2013-09-08 16:35:57
Is there any chance that Johnny is a character that speaks in third person? I haven't read really any of his dialogue but since it's so weird determining who's speaking is it possible that he is narrating his own life, in a way that narcissistic characters have a tendency to do?
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-08 16:44:48
More likely, since Japanese rarely uses pronouns, no indication was given as to who was talking at all, or about whom. This stuff is pretty typical, and can usually be worked out through context clues, but occasionally it's less than obvious.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-08 17:56:51
In the above instance, the issue is the  name Johnny is accidentally missing from the text... so you naturally assume it must be another character.  Still, the clue should have been there in the way he talks. 

There is one part there where he talks about he and cloud having had some history in the past... but i cant understand that, they didnt meet properly really, he just knows him as Tifa's childhood friend. Unless some deleted dialogue from District 7 explains this (although one explanation is that it's just a joke for the gamer.. cloud does say "who the hell are you?" So that would make sense).  In any case, this is as good as we could do:

Code: [Select]
Johnny
“That's right…
  Long time no see.
  You don't remember me?”{NEW}
“That's cool,I don't wan'
  anythin' to do with ya.
  I've started a new life here.”{NEW}
“Look,there's a bit of history
  between us. No,forget it,
  I don't wanna talk about it!”{NEW}
“Man,I wish I could just
  change my feelin's on a
  whim like you guys!”
and

Code: [Select]
Johnny
“Fine!”{NEW}
“But yer not gonna like it!
  No,forget it,I don't wanna
  talk 'bout it!”{NEW}
“Let's just let bygones be
  bygones.”
The originals were:

Code: [Select]
Johnny
“That's right. Long time no see.
Do you remember me?”{NEW}
“That's okay.
We'll just pretend like
we don't know each other.”{NEW}
“I started a new life in this town.”{NEW}
“A lot of things happened to us.
Heh, I better stop my complaining!
I sure envy you all living
out under the stars.”

Code: [Select]
Johnny
“You think you're good enough to
brag about how big you are?”{NEW}
“I don't wanna hear it!
Heh, no more complaining from me!”{NEW}
“From now on, I'm turning over a new leaf!”
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-08 23:26:19
First post will now show progress of final revision,
which is a main play through of the entire game.
Every dialogue.

Final revision:

Dialogue: Up to Gongaga.
Scottish dialect: Not complete.

I know you've been waiting ages for a new release of this, but bear with me :)

edit.

No more messing... I am going all out attack to get this done.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-10 15:21:37
Go go go go! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-10 18:48:51
Back to Gold Saucer now for the keystone thing.  Also, checked Dio's showroom again.  The Klein Bottle [wrongly called Klein pot in original] (http://en.wikipedia.org/wiki/Klein_bottle) and the slayer's vase [called slayer's pot in original] were the wrong way around.  Can someone confirm this happens with the original game and translation?

Look at which dialogue box pops up when you go to the klein bottle.  Look at the link to see what it looks like.

It is easy to fix just by switching the dialogues.
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-09-10 19:02:03
Oops Mugen, I just read that. No, it's this. (http://www.youtube.com/watch?v=OYa5aQb3YGE) I can't believe there's someone who hasn't seen it :o Here (http://www.youtube.com/watch?v=7pSmhZFbCy0)'s the second one.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-10 23:32:09
Really hammering this now.  It's also great to see a lot of this dialogue coming to life in the game, and finally seeing it as it should be.  It is all the more brilliant.

I am up to Forgotten City.

Old:
Code: [Select]
Sephiroth
“Soon…
we will become one.”
------------------------------
{AERIS}
“How do you intend
to become one with the Planet?”
------------------------------
Sephiroth
“It's simple.”{NEW}
“Once the Planet is hurt,
it gathers Spirit Energy to heal the injury.”
------------------------------
Sephiroth
“The amount of energy gathered
depends on the size of the injury.”
------------------------------
Sephiroth
“…What would happen
if there was an injury that threatened
the very life of the Planet?”{NEW}
“Think how much energy would be gathered!”
------------------------------
Sephiroth
“Ha ha ha.
And at the center of that injury,
will be me.”{NEW}
“All that boundless energy will be mine.”
------------------------------
Sephiroth
“By merging with all the energy of the Planet,
I will become a new life form,
a new existence.”{NEW}
“Melding with the Planet…
I will cease to exist as I am now…”{NEW}
“Only to be reborn as a 'God'
to rule over every soul.”
------------------------------
{AERIS}
“An injury powerful enough
to destroy the Planet?”{NEW}
“Injure…the Planet?”
------------------------------
Sephiroth
“Behold that mural.
The Ultimate Destructive Magic…Meteor.”



New (excuse notes I have for Luksy):

Code: [Select]
Sephiroth
“Soon…
  I will become one.” << does we work here?  Since he is becoming one with something?>
------------------------------
{AERIS}
“What will becoming one
  with the planet accomplish?”
------------------------------
Sephiroth
“It's simple.”{NEW}
“When the planet is injured,
  spiritual energy pools at the
  wound as part of the healing
  process.”
------------------------------
Sephiroth
“The amount of energy gathered is
  proportional to the size of the wound.”
------------------------------
Sephiroth
“What would happen if there was a
  wound so great that it threatened
  the very life of the planet?”{NEW}
“How much energy would be
  gathered then?”
------------------------------
Sephiroth
“Ha,ha,ha!
  And I will be at the
  centre of that wound.”{NEW}
“All that boundless
  energy will be mine.”
------------------------------
Sephiroth
“I will become one with all of the
  planet's energy. I will become
  a new life form,a new existence.”{NEW}
“By joining with the planet,
  I will be reborn as a god,like those
  that once ruled the hearts of men.”{NEW}
“Something this miserable world has
  been absent of for far too long.”
------------------------------
{AERIS}
“A wound… so great that
  it could kill the planet?” << threaten the life or kill?
------------------------------
Sephiroth
“Behold the mural.
  The ultimate destructive magic,Meteor.”






==========

Old
Code: [Select]
Sephiroth
“You stupid fools.
You have never even thought about it.”
------------------------------
Sephiroth
“All the spirit energy of this Planet.
All its wisdom…knowledge…”
------------------------------
“I will meld with it all.
I will become one with it…
it will become one with me.”

New
Code: [Select]
Sephiroth
“Fools.
  The thought never even
  crossed your minds.”
------------------------------
Sephiroth
“All of the planet's spiritual energy…
  All of its wisdom,all of its knowledge…”
------------------------------
Sephiroth
“I will assimilate it.
  I will be all,all will be me.”
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-11 02:35:45
That moment when I'm actually getting a FAR more solid feeling of Jenova's character thanks to the better translation (giving that at this point its technically not Sephiroth, something I'm not 100% sure even Baskett was aware of.)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-11 10:48:24
Well... it is Sephiroth mostly.  He just uses Jenova. So mentally it is virtually Sephiroth, but physically it is Jenova.  I don't think the writers told the gamer how Sephiroth managed to overcome Jenova, but I suspect it is the amount of willpower he had (will is something very important in VII when you read a proper translation of this). For example, it was willpower that enabled Sephiroth to avoid returning to the planet and entering the Lifestream.

It may also be that Jenova is also using/letting Sephiroth act to create a wound on the planet.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-11 11:09:04
Well I think, “Soon… we will become one.”, is more right. This way it is more a hint, that this isn't the true Sephiroth. It could be also a reference to Reunion process and being one with the planet.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-11 11:32:20
I remember Luksy saying it was "I" though... so I'll ask him.  I think Sephiroth may just be not completing the sentence "Soon, I will become one.. [with the planet].  The same way he does elsewhere "Time...  It is almost time"
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-12 13:57:22
Quote
checked Dio's showroom again.  The Klein Bottle [wrongly called Klein pot in original] (http://en.wikipedia.org/wiki/Klein_bottle) and the slayer's vase [called slayer's pot in original] were the wrong way around.  Can someone confirm this happens with the original game and translation?

Look at which dialogue box pops up when you go to the klein bottle.  Look at the link to see what it looks like.

It is easy to fix just by switching the dialogues.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-12 20:15:53
Another nice flowing dialogue that sounds so much better imho

Old:
Code: [Select]
“What's down there?”

Elena
“It's a SE-CR-ET.”{NEW}
“It really doesn't matter!
You really got guts messin'
my boss up like that!”  [psx said killing]

{CLOUD}
“You mean Boss…Tseng?
That wasn't us.
Sephiroth did it.”

Elena
“No!
Liar! Don't think you can fool me!”

{CLOUD}
“I'm not lying…
it was Sephiroth.”

Elena
“Don't try to act innocent.
I'll never forget it!!”

{CLOUD}
“Oh, man…”

Elena
“Looks like just talking won't do.
You're going to have to feel some pain!”

new:
Code: [Select]
{CLOUD}
“What's up ahead?”

Yrena
“It's a SE-CRET.”{NEW}
“Anyway,never mind that,
  let's talk about what you did
  to the boss!”

“The boss? You mean Zeng?
  That wasn't us. It was Sephiroth.”

Yrena
“Think I'm stupid?”

{CLOUD}
“I'm telling the truth…
  It was Sephiroth.”

Yrena
“Don't play innocent with me.
  It's payback time!!”

Cloud
“Oh,boy…”

Yrena
“Looks like words aren't gonna
  cut it. I'll just have to try something
  you can understand!”
Title: Re: The Reunion [IN PROGRESS]
Post by: StickySock on 2013-09-12 21:48:49
Can someone confirm this happens with the original game and translation?

I would love to but my copy of ffvii pc stopped working and I was gonna wait for couple mods to finish (mainly this one) before plunking down money for a new copy. I'm actually surprised no one has helped you yet. If this continues as a trend before you finish I may just have to man up and get a copy.
Title: Re: The Reunion [IN PROGRESS]
Post by: Constantine on 2013-09-12 22:56:31
From a completely unmodded original PC version:

(http://s22.postimg.org/r5b4rh41t/Kleine.png)

(http://s11.postimg.org/dsb0u0b1v/Slayer.png)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-12 23:26:36
Cheers.   8)  I was right.  They are in wrong places :)  :P  They've switched.

edit.

Trnad_4 has a materia MP Turbo, but it appears yellow on field.  Script error?

edit 2.

I am now up to Tornado Labyrinth, The Reunion.  Apt.  The 3rd revision should be done within 1 week, apart from Scottish dialect that Prince Lex has to fix.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-13 06:44:35
Oh gosh, goodie! Hopefully Lex gets his part finished soon! :D

PS - Also, wanted to say that any mistakes I may make on VII canon are probably due to my ridiculous amount of over-analysis being entirely based on the original PSX Baskett translation, which you've quite solidly proven in the course of this project is lacking at best. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-09-14 01:07:20
GOGOGO
Title: Re: The Reunion [IN PROGRESS]
Post by: piccolo113 on 2013-09-14 19:00:08

Code: [Select]
like those
  that once ruled the hearts of men.”{NEW}
“Something this miserable world has
  been absent of for far too long.”

I don't understand the purpose of this addition. Sephiroth never struck me as the god-worshiping kind of guy, so why would he ever say something like this? I realize he's speaking about himself, but never in the entirety of the game was there a mention of gods ruling over men, so why would he be referencing something of the (presumably)ancient past like that?
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-14 19:15:53
I don't understand the purpose of this addition. Sephiroth never struck me as the god-worshiping kind of guy, so why would he ever say something like this? I realize he's speaking about himself, but never in the entirety of the game was there a mention of gods ruling over men, so why would he be referencing something of the (presumably)ancient past like that?

Based on my understanding of the project, it's not an addition, but an accurate translation of the Japanese. If it feels out of place, it's the fault of the original Japanese writers. XD Honestly though, to me it really just comes down to a 'man needs to know his place' thing rather than 'man should worship gods' if I'm being clear with the distinction. At least in the original English version, Sephiroth felt the Cetra were the 'rightful rulers' of the planet and felt that humanity had forgotten that and needed to be... 'reminded'.

His misunderstanding of Jenova and the Cetra + his overall crazy as a kite taken into account, of course.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-14 19:42:24
It isn't an addition, it is what he says.  He wants to become a god "like those that once ruled the hearts of men".  The original translation is bogus.  Especially since it mentions him ruling over souls...

FF7 obviously once had a religion, and no longer does.  So Sephiroth is pining for the old days and wants himself to be that religion/god.

Quote
but never in the entirety of the game was there a mention of gods ruling over men

Until he mentioned it in that passage just there (just because no other place mentions it, does not mean it isn't true, and does not stop Sephiroth mentioning the fact).  Also, "once ruled the hearts of men" is figurative.  It means "When people believed in god".

literally "Like the gods that people used to believe in"
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-14 19:58:06
Quote
never in the entirety of the game was there a mention of gods ruling over men

And what's with the place where you meet Aerith the second time? Or the grave yard in Gonga? Or the Da-chao in Wutai?
There are many kinds of religions in FF7 as a contrast to the science and money based society (the Yin and Yang concept. No god without a devil).
Sephiroth has a different kind of knowledge and understanding of the universe, because of his travel through the Lifestream. Maybe there is a higher being or maybe Sephiroth is completely crazy.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-14 20:29:47
Well, bottom line is, that's what he says :P
Title: Re: The Reunion [IN PROGRESS]
Post by: piccolo113 on 2013-09-14 21:37:21
Ahh, I see what you guys are saying. I suppose it's just my natural reaction to reading something so completely different to what is ingrained into my mind from playing the playstation version so many times (and yet, some other details from the game never stick).
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-14 21:40:01
It's interesting actually that line... because it tells the player that by and large the ff7 world does not believe in god. So it is a very important line also.  It also depends on if Luksy got it right, but I am pretty sure he has!  8)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-15 00:28:44
Based on lines from Bugenhagen, I get the impression the FFVII world is a very old and tired world, so a rather high level of disillusionment seems pretty likely (and is rather heavily reflected by many of the NPCs. XD)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-15 18:07:32
It's end game now for the localisation... drawing nearer.

Areas post meteor (ones done in green).  Then it is time for Midhir.

Kalm
Chocobo Farm
Fort Condor
Junon
Wutai
Gongaga
Bone Village
Icicle Lodge
Rocket Village
North Corel
Costa del Sol
Niblheim
Cosmo Canyon
Other areas.

Old
Code: [Select]
{CLOUD}
“That I wasn't in Nibelheim five
years ago.”{NEW}
“That's it, isn't it?”
------------------------------
Sephiroth
“I see you finally understand.”
------------------------------
{CLOUD}
“What you are trying to say is
that you want to confuse me, right?”{NEW}
“But…even making me see those
things won't affect me.”{NEW}
“I remember it all.
The heat of the fire…the pain
in my body…and in my heart!”
------------------------------
Sephiroth
“Oh, is that so?”{NEW}
“You are just a puppet…
You have no heart…and cannot
feel any pain…”{NEW}
“How can there be any meaning in the
memory of such a being?”{NEW}
“What I have shown you is reality.
What you remember,
that is the illusion.”
Code: [Select]
New
{CLOUD}
“Niblheim,5 years ago…
  That I wasn't there?”{NEW}
“That's it,isn't it?”
------------------------------
Sephiroth
“I see you understand.”
------------------------------
{CLOUD}
“The illusions you want me to believe,
  they're all just to confuse me,right?”{NEW}
“But…
  even making me see those
  things won't change anything.”{NEW}
“I remember it all.
  The heat of the flames,
  the pain… my heartache!”
------------------------------
Sephiroth
“Oh,is that so?”{NEW}
“You are a puppet.
  You have no heart.
  You do not feel pain.”{NEW}
“Thus,how can a memory
  like yours have any meaning?”{NEW}
“The world that I have shown
  you is the truth. Illusions are
  what you created.”
Title: Re: The Reunion [IN PROGRESS]
Post by: Isuldor on 2013-09-16 08:42:19
Yahoo!  I'm glad to see so much progress is being made.   ;D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-16 17:44:24
Another 6 hour straight.  Eyes failing. Nearly there.

Up to Mindfield (Cloud's mind).  After this, there isn't too much left!  Looking at another day or 2 before 3rd revision is done, I think.  :evil:
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-16 19:06:40
Kyaaa! 8D I'm probably going to hold off until Lex finishes his bit though. :>
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-16 22:40:24
Last one for now :)  This will be done tomorrow or Wednesday at the latest.

Old
Code: [Select]
“I don't remember the path I walked.”
------------------------------
“{TIFA} missed her step.
I ran to her…but didn't make it in time.”
------------------------------
“We both fell off the cliff.”
------------------------------
“Back then, I only scarred my knees
but…”
------------------------------
“{CLOUD}!
Why'd you bring {TIFA}
to a place like this!”
------------------------------
“What the hell's the matter with you!?”
------------------------------
“What if she dies!?”
------------------------------
“{TIFA} was in a coma
for seven days.”
------------------------------
“We all thought she wouldn't make it.”
------------------------------
“If only I could've saved her…”
------------------------------
“I was so angry…
at myself for my weakness.”
------------------------------
“Ever since then,
I felt {TIFA} blamed me…”
------------------------------
“I went out of control…
I'd get into fights
with anyone.”
------------------------------
“That was the first time
I heard about Sephiroth.”
------------------------------
“I thought if I were strong
like Sephiroth, then…”
------------------------------

New
Code: [Select]
‘I don't remember
  how we got there.’
------------------------------
‘{TIFA} missed her step.
  I ran to help her,but
  didn't make it in time.’
------------------------------
‘We both…
  fell off the cliff.’
------------------------------
‘Back then,I only grazed
  my knees,but…’
------------------------------
{TIFA}'s Father
“{CLOUD}!
  Why'd you bring {TIFA}
  to a place like this!?”
------------------------------
{TIFA}'s Father
“What the hell were you thinking!?”
------------------------------
{TIFA}'s Father
“What if she dies!?”
------------------------------
‘{TIFA} was out cold
  for 7 days.’
------------------------------
‘I didn't think
 she'd make it.’
------------------------------
‘If only I'd been
 able to save her…’
------------------------------
‘I was so frustrated and angry that
  I'd been too weak to do anything.’
------------------------------
‘After that,I always felt as
  though {TIFA} blamed me
  for what had happened.’
------------------------------
‘I went out of control.
  I got into fights with
  anyone and everyone.’
------------------------------
‘Then I heard
  about Sephiroth.’
------------------------------
‘And I wanted to be like him.
  If I were strong like Sephiroth,
  everyone would…’
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-17 14:29:06
Love the idea behind this project, and I really like what I've seen, but you asked for constructive criticism, so here's mine: I have to wonder if you're sometimes making changes for the sake of making them?

For example:

“I see you finally understand.”

To:

“I see you understand.”

Sometimes you change the meaning, too. For example:

“{TIFA} was in a coma
   for seven days.”

To:

‘{TIFA} was out cold
  for 7 days.’

(Incidentally, numbers less then 10 are usually written out, so "seven" is preferable to "7" according to typical English guidelines.)

Or

“We all thought she wouldn't make it.”

To:

‘I didn't think
 she'd make it.’

Are these changes based on your understanding of the original Japanese script, or just your own understanding of what's going on?

Congrats on such an awesome Mod! I look forward to using the final version.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-17 14:35:33
The changes are made based on a very fluent Japanese translator who works with me.  As for numbers, I have tried to maintain consistency throughout the game by using numbers instead of the words that represent them when talking about times or ages.  There is no standard rule that everyone agrees on.  It is writers' preference from dialogue to dialogue.  I have never heard of this "lower than 10" rule before either, do you have any source for this?

I would surmise also that Cloud would use "out cold" to coma.  It is again a preference, and I think it was the translator, Luksy, who placed that phrase in.  I agree with it.  8)

I always stick to the absolute facts based on the Japanese where possible, and any deviation is either because it can't work, or sounds really odd.  These cases are few and far between. I don't change anything for the sake of it.

"Finally understand" will be brought up with Luksy, it all depends on if Sephiroth really says something similar in the Japanese.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-09-17 17:48:44
I have never heard of this "lower than 10" rule before either, do you have any source for this?
Here's a few:
Rules for Writing Numbers (http://www.grammarbook.com/numbers/numbers.asp)
10 Rules for Writing Numbers and Numerals (http://www.dailywritingtips.com/10-rules-for-writing-numbers-and-numerals/)

It's definitely something I've heard before and noticed in novels. Using numerals where they aren't needed tends to break the flow a bit.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-17 17:59:29
“We all thought she wouldn't make it.”

To:

‘I didn't think
 she'd make it.’
I can't say for sure, not having seen the original, but it's distinctly possible this didn't have a pronoun at all to begin with, in which case either I or we could be correct depending on context. Japanese frequently leaves out pronouns when context clues will suffice, or when it doesn't matter.

I have to wonder if you're sometimes making changes for the sake of making them?
It's not really accurate to say he's "making changes". This is a new, fresh translation from the original Japanese, not a reworking of the original translation. The idea isn't simply to correct what's wrong, but to redo everything, almost as though there were never a 1997 translation to begin with. If something does end up the same as the original, that's fine and dandy, but it's not being used as a starting point.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-17 18:02:20
Also, as you read the script you see that Cloud was a complete loner.  He got into fights, was antisocial, and had no friends.  It is extremely likely "We" is wrong.  He is also talking about himself in that passage, so "we" wouldn't make much sense anyway.  And of course, Luksy used "I".  Placing any faith into the original translation is fairly foolish because it is awash with mistakes.  :-P

Also note that Covarr is going to go through all the text and point out any errors he sees.  Grammar issues such as numbers are small fry, and not even writers all agree on what is what.  "It was five years ago, I was 16" would look silly to me.  I tried to add in consistency when talking about dates and times.  "There are four balls"  "It was 5 years ago, I was 16".  I may change that if Covarr thinks it needs doing on his run through.

I am not plucking things from thin air, basically.  I do think about all this.  :P  Consistency is most important with numbers.  I am looking at those links, and others, and there is disagreement even there as to what is accepted.  It's basically up to the writer.  I don't see anything wrong with "It was 5 years ago".  Not to mention a lot of the time, the dialogue boxes look much better for using numbers rather than spelling it out.

We'll see what transpires in the proof check!
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-09-17 18:38:54
Yeh, even those articles I linked said there's no real consensus here, and I think it differs on a case by case basis. For instance I agree that "It was 5 years ago" looks fine, perhaps because 'year' is a unit - but e.g. "There were five of them" looks more natural to me than "There were 5 of them". Either way it's pretty minor and I have a lot of confidence that you're giving this all the attention it needs :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-17 19:16:54
It depends on how important a number is. If you write 'five' it doesn't interrupt the flow of reading, but a '5' is much more visible and imaginable (because of connection to math you have a clearer imagine how much a 5 is) and it will interrupt the flow because your brain must interpreted the '5' into the word 'five'.
It possible to write a word up to twenty, everything above would be hard to read and is harder to imagine, which means a lose of the read flow.

"Five years, or so." is better then "5 years, or so." because the speaker isn't sure of it, so the number isn't important
While "It was 5 years ago,..." Is better then " It was five years ago,...." in the context of FF7, because the number is important for the whole story.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-17 20:12:30
Here's a great distillation of different Manual of Styles to help explain what most novels, magazines, newspapers do:

http://www.quickanddirtytips.com/education/grammar/how-write-numbers?page=all

Again, standard practice (which you've seen throughout your entire life) is for 1-9 to be spelled out, and for 10+ to be digits -- but there are exceptions, and that article does a good job of explaining what they are, and why they exist.

I didn't realize that this was being COMPLETELY redone from the ground up? If anything, the few examples I've read seem to indicate that the original translation was largely very close! Some sentences are EXACTLY the same, which is surprising to me.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-17 20:39:31
I do use the original work as well.  I use that, Luksy's translation, and my own localisation to provide what I feel is the best it can be.  So sometimes, the original was nicely done, but every map has had numerous text changed.  If you look at the other maps, the original translation made some serious mistakes.  Luksy's translation supersedes the original, and where there is a conflict, I ask him.  If that doesn't suffice, I go to other Japanese speakers and get their opinion.

Mostly though, the original suffered with awkward dialogue. Sometimes you get totally crazy and bad dialogue , see here:

http://forums.qhimm.com/index.php?topic=11649.msg161355#msg161355

For Yuffie's dialogue further down.  You should read that thread too.

Every piece of dialogue has been checked 3 times now (I am currently completing the 3rd revision walk through). The 4th time through is grammar corrections only. After that this will be considered "finished".   The non dialogue is already finished.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-09-18 01:39:00
Just wanted to chip in that although Dan's singing my praises I do get things wrong as I'm not a native Japanese speaker.

That said, "I/We thought she wasn't going to make it." was『死んでしまうかと思った』in the original Japanese. While this could indeed technically go either way when it comes to whether Cloud is talking about himself or everyone, the feeling I got from the entire scene is he means himself as it's directly related to the text that follows.

Also, coma is 昏睡 or コーマ, the Japanese text used 意識不明 which is simply unconscious.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-18 01:41:25
I'd be unconscious if I had to learn that language. :P
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-18 01:46:47
Silly English thinking it's context heavy. It's got NOTHING on Japanese. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-18 17:07:32
Wow, I can only imagine the amount of time it's taken to do this translation. It's a great project, and while I agree with a lot of what I've read, and the changes, there are still that grate on me. I guess it's impossible to please everyone, though. Especially with a game so beloved.

For example:

"You aren't from Wutai, are you?"

Being changed to:

"You are not of Wutai, are you?"

Still, you should make the translation how YOU want it to be, not how everyone else thinks. It's your project and, as I said, it's impossible to please everyone, so you should focus on pleasing yourself.

On side note: I wonder how much it would be to get Alex O. Smith to re-translate the game? :)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-18 17:13:35
The people of the pagoda talk with varying degrees of older speak.  That wasn't changed on a whim. It sounds more accurate to how it is supposed to actually sound.  In fact a lot of Wutai is supposed to be like that.  Some in the pagoda speak with really old tongues, and thus we used older English for those.

You need to stop using the original localisation as a basis of how it should sound...  A lot of these changes are made because of how it SHOULD sound, based on the original Japanese.

using "aren't" completely destroys the feel that the character is designed to portray.  Although, "are you" at the end is probably redundant.

Example:

Old
“Only those from Wutai may enter the tower!”{NEW}
“I'll have to ask for you to leave!”
------------------------------
“Hey! I can't stand liars! 
   Leave this tower at once!”


New
“Outsiders are strictly prohibited
  from entering the pagoda.”{NEW}
“I'm afraid I must ask you
  to leave.
------------------------------
“Fie!
  To deceive people of one's
  identity is an absolute affront!
  Leave the pagoda at once!”

Now, call me crazy, but which of those looks right?  They even placed "tower" in the original.  Again, though, some of the grammar issues that do exist will be ironed out by Covarr.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-18 17:49:21
Wow. If you're right about the need for "older speak" then the original translation is completely off!

I appreciate what you're attempting. It's very tricky to write "ye olde" speak and have it sound natural, too.

I do wonder how much an Alex O Smith translation would cost, though!
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-18 17:59:53
ThunderPeel2001, I recommend you give this article by Mato (http://legendsoflocalization.com/the-legend-of-zelda/first-quest/) a read.

Essentially, Japanese has a ton of context cues based strictly on phrasing that can tell you who is talking, their age, gender, and social class, and even to whom they're talking, based solely on the way they phrase things. Unfortunately, the original FF7 translation (and in fact most video game translations) near completely ignored this concept.

It's true that many of these things can't be translated super-precisely to English. We typically don't have numerous versions of a single verb just for varying levels of politeness. But we do have other ways of conveying the same concepts, such as by changing our sentence structure, or using more/fewer contractions, or using words that indicate a specific group where possible, etc. As an example, if someone uses the word "derriere" it's a safe bet they're a bit older than if they'd said "keister", and even moreso than "butt". "Buttocks" implies a doctor or scientist, "round" suggests a butcher, "bottom" suggests someone trying to be polite (perhaps a teacher), "ass" suggests crude or uneducated, etc.

In Wutai, these changes are going to be especially evident, as the original translation didn't even make an attempt to get this aspect of their speech correct. The hell of it is, this is nowhere near as "olde" as in the theatre in the gold saucer, which the original mislocalized into plain modern speech instead of something a bit older (we went full-on Shakespearian for this, and even had to do a fair bit of research to make sure we got it right).

edit: In regards to that link article I linked, I wanna be clear that you can absolutely trust Mato. He's one of the best in the business (http://clydemandelin.com/).
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-18 18:15:00
Yikes :o

Based on that article, it seems ANY translation will only contain a part of the original intent. You can tell it's a woman just by her sentence structure! Crazy.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-18 18:59:57
That's pretty much how it is.  The better the localiser, the more personality and feel you will get out of the original character, while staying true to that character.  Thanks for that, Covarr.  A nice read.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-19 00:35:41
Translations are definitely tricky, and the sad thing is even the best will still lose a bit in the conversion. The term 'lost in translation' is quite an accurate term. That being said, a lot more can be maintained than usually is - it's one of the things I love about this project. I'm not sure it's possible to do better than they are!

Learning new languages is hard, especially certain ones (the pictograph languages (such as most Asian tongues) and English if you're not a native speaker are among the toughest), so a highly skilled translator/localizer is the next best thing. It's not perfect, but perfect can only be accomplished by learning the language. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 00:43:41
Well mark it in your diaries.  It's taken I dunno how long, but the localisation of Final Fantasy VII is now complete.

Of course, I still need to have a lot of questions answered by Luksy, and Prince Lex still has to complete the Scottish dialect, but the actual localisation is done.

 ;D

Huge monkey off my back.  Thank you, and good night!
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-19 00:47:17
How great! 8D Now to just anxiously (and with forced patience XD) wait for Lex! 8DDD

When are you gonna release it installer wise?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 00:50:56
As soon as Lex has done the Scot dialogue.  Covarr will prob have the grammar check done by then.  I will now go back to working on menu overhaul fixes ready for reunion.

Luksy is also now working on ts again, and has already fixed 2012 flevel.

Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-19 01:10:45
Excellent, that's when I wanted to play it anyways to it's all good!

There's a few other aspects I'm gonna keep an eye on here even after though. I like Cait Sith but the Iscar thing still sounds interesting* and i'm highly interested in the model upgrades!

Keep being awesome, Dan! :D

*I'm REALLY curious how you're gonna handle the Temple of the Ancients 'sacrifice' with Iscar. In the best meaning of curious, of course! 8D
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-19 02:30:18
So... will people be able to install the new script without the menu upgrades?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 02:31:34
First post.

http://forums.qhimm.com/index.php?topic=11649.0
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-09-19 08:09:59
Well mark it in your diaries.  It's taken I dunno how long, but the localisation of Final Fantasy VII is now complete.

Of course, I still need to have a lot of questions answered by Luksy, and Prince Lex still has to complete the Scottish dialect, but the actual localisation is done.

 ;D

Huge monkey off my back.  Thank you, and good night!

Awesome work, you've easily put in 2-3 times the amount of time (if not more...) compared to me and that's just on the text, looking forward to getting this whole thing done!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 12:38:41
 8)  Couldn't have done it at all without you.  And you put in a load of work too!

In other news, another script error probably.  The Typhon materia at the Ancient Forest is an item bag and not a red materia.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 14:43:50
This one always bothered me.

Old
{YUFFIE}
“Oh man…
   'Materia Hunter {YUFFIE}'
   sounds like the last chapter of
   'Materia Forever'.”


New
{YUFFIE}
“Oh,man.
  Feels like this is ‘Farewell,materia…’,
  the final chapter of ‘{YUFFIE}:Materia Hunter’.”

Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-19 15:01:00
I knew this would be an non-legal adding  (:-P), but according to Yuffies character, I would say: ‘{YUFFIE}: The heroin Materia Hunter’ sounds much more like her.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-19 15:04:37
Out of interest, I emailed Alex O. Smith to ask if SE had ever approached him to create a new translation of FF7. He said they hadn't, but he'd been keen if they ever did.

He said it would take him and his team about six months to do (given the estimated number of Japanese characters is 500,000). It's quite incredible that a fan has managed to do a version for themselves.

Congratulations!
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-19 15:07:41
This one always bothered me.

Old
{YUFFIE}
“Oh man…
   'Materia Hunter {YUFFIE}'
   sounds like the last chapter of
   'Materia Forever'.”


New
{YUFFIE}
“Oh,man.
  Feels like this is ‘Farewell,materia…’,
  the final chapter of ‘{YUFFIE}:Materia Hunter’.”

Shouldn't it be "Farewell, Materia"? and "Yuffie: Materia Hunter"?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 15:30:27
The standard is to use curly single brackets when inside double curly, for everything.  I discussed this with Covarr.  In fact, straight single and double should only ever be used when you are unsure what the font will be.  In books, it should be avoided always.

If you are referring to spaces after the colon and comma, they are added by FF7 because I altered the character spacings.  All the quotes I place up here will be the same.

As for Alex, he would also need a LOT of understanding of FF7.  I am not sure if he has that, but without it, it is a non starter, and to make it the most competent it could be, he would also need direct contact with the writers.

Part of the reason I feel so confident about a lot of this localisation is because I understand the game back to front. If I didn't understand the game like I do, it would have been near impossible.  500,000 characters also seems a little on the low side.  It is around 1.3 MB text, so that would be closer to 1 million inc spaces.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-19 15:50:12
The standard is to use curly single brackets when inside double curly, for everything.  I discussed this with Covarr.  In fact, straight single and double should only ever be used when you are unsure what the font will be.  In books, it should be avoided always.

If you are referring to spaces after the colon and comma, they are added by FF7 because I altered the character spacings.  All the quotes I place up here will be the same.

I can't remember your grammatical rule when it comes to Materia vs materia, but even so within the context of the sentence it would be a title so wouldn't the Materia in Farewell,materia be capitalized - brackets and commas and whatnot aside?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 15:56:20
I considered that, but I left it for Covarr, since I was unsure if the chapters would also be titled the same.  Materia is lower case in normal use in our localisation, and indeed on wikipedia and elsewhere :)

Black Materia, of course is all capitalised, among a few others.  I've also capitalised actual types, Lightning.   Covarr will iron out these issues anyway :)
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-19 15:57:51
As for Alex, he would also need a LOT of understanding of FF7.  I am not sure if he has that, but without it, it is a non starter, and to make it the most competent it could be, he would also need direct contact with the writers.

Part of the reason I feel so confident about a lot of this localisation is because I understand the game back to front. If I didn't understand the game like I do, it would have been near impossible.  500,000 characters also seems a little on the low side.  It is around 1.3 MB text, so that would be closer to 1 million inc spaces.

Alex wrote the translations for FFVIII, FFIX, FFX, FFX-2, FFXII, Final Fantasy Tactics A2, Final Fantasy Anthology, Final Fantasy Tactics Advance, and Vagrant Story (considered the best Jap-Eng translation job ever), and many more. He's worked with SE to such a degree that they now start translating while the game is being made with his participation. His team are not just folk who go through scripts and blindly translate things! So I think it's fair to say that he and his team would manage to do a good job in sixth months! :) Also, remember that they would be working full time on it, not just doing it in their spare time, too. That's a LOT of hours -- something like 2,000.

Also, he was talking about Japanese characters, not English ones. 500,000 Japanese characters. No spaces!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 15:59:25
Alex wrote the translations for FFVIII, FFIX, FFX, FFX-2, FFXII, Final Fantasy Tactics A2, Final Fantasy Anthology, Final Fantasy Tactics Advance, and Vagrant Story (considered the best Jap-Eng translation job ever), and many more. He's worked with SE to such a degree that they now start translating while the game is being made with his participation. His team are not just folk who go through scripts and blindly translate things! So I think it's fair to say that he and his team would manage to do a good job in sixth months! :) Also, remember that they would be working full time on it, not just doing it in their spare time, too. That's a LOT of hours -- something like 2,000.

Also, he was talking about Japanese characters, not English ones. 500,000 Japanese characters. No spaces!

It would be cool to see how his differs with ours at the end.  He would still need direct contact with the writers though.  Hopefully they would provide that, they certainly didn't in 1996.  I've done the best job I could with what's available.  Also, he would likely leave in some mistakes that have now become "canon" such as Mideel.  So you still wouldn't get a bona fide correct translation.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-19 16:01:35
Materia should be capitalized in this case because it's a chapter title.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-19 16:03:07
It would be cool to see how his differs with ours at the end. 

That would be great. Although unless SE stump up his fee, I don't think that's ever going to happen. (I tossed around the idea of a Kickstarter with him, but he quite rightly assured me it would have dubious legality at best.) The chances of seeing such a translation are next to nil, unfortunately. Yours will be the best we have for some time, at the very least.

I considered that, but I left it for Covarr, since I was unsure if the chapters would also be titled the same.  Materia is lower case in normal use in our localisation, and indeed on wikipedia and elsewhere :)

Black Materia, of course is all capitalised, among a few others.  I've also capitalised actual types, Lightning.   Covarr will iron out these issues anyway :)

That (and the spacing) was indeed what I was referring to. Book titles and chapter titles are always Capitalized.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-19 16:15:06
I knew this would be an non-legal adding  (:-P), but according to Yuffies character, I would say: ‘{YUFFIE}: The heroin Materia Hunter’ sounds much more like her.
And bumped again.  :-P
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-19 16:20:05
And bumped again.  :-P

As you said, it's an illegal addition.  :P
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-20 00:14:39
http://www.youtube.com/watch?v=C06zAbPi52M

Still compiling questions for Luksy. He's gonna have fun.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-20 02:19:12
here (https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdGdUWHktN09WRXNheHJ4NFhrakl6Vnc#gid=0)


I've left it here for Luksy to edit.  149 questions from revision 3.  Lovely.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-20 16:45:42
You mention in the first post that there's one or two major (i.e. story changing) mistakes in the original translation. What were they?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-20 18:10:07
There were more than 2, and off top of my head I can't remember them all.  In the original PSX, Zeng is said to be dead for example and still in PC: Sephiroth being "created 5 years ago".

There are also many others were the story is altered slightly. When I release this you can maybe do a comparison.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-20 22:00:33
There were more than 2, and off top of my head I can't remember them all.  In the original PSX, Zeng is said to be dead for example and still in PC: Sephiroth being "created 5 years ago".

There are also many others were the story is altered slightly. When I release this you can maybe do a comparison.

I don't know the script well enough to compare, but I was just wondering how it might have affected my appreciation if we'd had a better script from the beginning. When was Sephiroth created then?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-20 22:05:28
However old he is. 

New
Hojo
“Heh,heh…”{NEW}
“I offered the woman pregnant with
  my child to Professor Gusto's
  Jenova Project.”{NEW}
“Sephiroth was still in the
  womb when Jenova cells were…”
------------------------------
Hojo
“Haw,haw,haw!!”

The offending dialogue is this

Old
Code: [Select]
“So Sephiroth knows he was created five
years ago?
And about the Jenova Project?”

New
Code: [Select]
“So 5 years ago,Sephiroth
  discovered the secret behind
  his birth… the Jenova Project?”


Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-21 20:31:35
Yikes. That's some terrible translating! It's not even close to the original Japanese intention (based on your adaptation).

I wonder if that's the worst example you've come across through all this?
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-21 21:58:14
I have to admit I look forward to your reactions on the Wutai retranslation... XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-22 13:24:20
Yikes. That's some terrible translating! It's not even close to the original Japanese intention (based on your adaptation).

I wonder if that's the worst example you've come across through all this?

The worst one is on the Beacause post at the beginning of this thread with Yuffie.

This is an old comparison of Wutai (I've made a few changes since this)
http://www.youtube.com/watch?v=UWQfGck0Lzw
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-22 16:37:37
I am working on the new ff9 style title bar.  If anyone wants to make their own when I am done to improve this, I am all for it.  I am not the best when it comes to graphics sadly.

Here is what I have so far.  Battle graphics pose a problem because Aali's driver does not do anything with it.  You have to apply a blur effect so that it looks even remotely decent, and the way ff7 battle works, the graphic has to really be a multiple of 2 in height (if using fine edges), or it again goes all stupid.

https://dl.dropboxusercontent.com/u/36889302/FF7/new_ff9.PNG
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-22 19:22:03
I'm taking that screenshot is an example of all stupid?
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-09-23 13:24:32
Either that or conquering the stupid, because it looks pretty good IMO. But then I'm not sure I'm focusing on the right elements.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-23 13:48:27
It has been updated since she saw it, but I did say "so far" in my post, so she should have known.  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-23 17:04:04
Ahaha, woops, way to go me missing important words. Apologies for that!

PS - I'm still a she. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-23 20:27:49
Forget which of the members was the girl so went with he, my apologies ;)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-23 20:29:32
With the English language, he is the closest thing we have to gender neutral, so it's a fair enough guess. XD No worries! ^_^
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-25 12:44:48
I don't know how many conversations I've had about "Sephiroth clone/copy" but when i read what luksy wrote today, the penny finally dropped.

The word "copy" for us is seen the same as "clone", but this is not what the word means in the story.  In this context it means "Project to make another Sephiroth-type person".  As in, a process/project to "copy" what they did to create Sephiroth.   It does not in ANY way refer to actual copies or clones, or even genetic material.  Using the word "copy" really confuses this for a westerner, and I will have to see about using some different approach.  As it is now, the word copy is always seen as synonymous with clone, as in genetics.

When you see "Sephiroth-copy" in game (and unfortunately the English localisation used clone too), you immediately think "Ah, a copy of Sephiroth"  but again, that is not how it is intended.  It simply means "those we tried to make the same as Sephiroth" (via Jenova cells, mako irradiation and so forth).  Only Cloud succeeded in this, or at least, partially.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-25 13:25:08
from 'Final Fantasy VII: Ultimania Omega', Translations by Ryu_Kaze

It's the same with Sephiroth, he was an embryo when they inject the Jenova cells in his body, so he was unable to resist to the influence of the Jenova cells.
If we see the happening with the point of view of Hojo, the theory is follow :
If a psychological unstable person, who bears cells of Jenova in his body, this person seems to be attracted by Jenova (because Jenova wants to be one again). That means ,if you put the cells in a persons body which never could reach the requirements of being a SOLDIER, this person should be attracted by Jenova after a certain time. (The theory of the Reunion, rebuilded by Kaldarasha  :-D)

So, creating Sephiroth Clones means actually making a Sephiroth alike persons. Remember Hojo wasn't there, so he assume that Sephiroth has lost his mind and wants to join with Jenova. That's where he has made the mistake. The embryo part has made Sephiroth more or less to another (god like?) life form, which surpasses Jenova.

I knew we had this discussion before.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-25 13:43:38
Yeah that's right.  Did I see that before?  If I did... I really cannot recall it.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-25 14:36:36
Here it all begins:
http://forums.qhimm.com/index.php?topic=11649.msg200638#msg200638 (http://forums.qhimm.com/index.php?topic=11649.msg200638#msg200638)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-25 14:41:40
 :o  Ah well... got there in the end.  I must have been tired or something to miss that.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-09-25 14:51:53
Either way this seems like a fairly story-central confusion to clear up - good stuff :)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-25 17:08:31
I don't know how many conversations I've had about "Sephiroth clone/copy" but when i read what luksy wrote today, the penny finally dropped.

The word "copy" for us is seen the same as "clone", but this is not what the word means in the story.  In this context it means "Project to make another Sephiroth-type person".  As in, a process/project to "copy" what they did to create Sephiroth.   It does not in ANY way refer to actual copies or clones, or even genetic material.  Using the word "copy" really confuses this for a westerner, and I will have to see about using some different approach.  As it is now, the word copy is always seen as synonymous with clone, as in genetics.

When you see "Sephiroth-copy" in game (and unfortunately the English localisation used clone too), you immediately think "Ah, a copy of Sephiroth"  but again, that is not how it is intended.  It simply means "those we tried to make the same as Sephiroth" (via Jenova cells, mako irradiation and so forth).  Only Cloud succeeded in this, or at least, partially.

Oh damn, that IS a major context issue. Good on you (and Kaldarasha apparently XD) for figuring that out before release!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-25 18:41:10
Oh, and believe it or not, the Japanese game actually uses the English "Sephiroth-Copy" (in kana).

セフィロス・コピー
Sefirosu . kopii
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-25 18:44:47
It's another case of you really can't blame Baskett for this one, you'd really need to have a full understanding of the game's story to really catch it.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-25 23:50:22
Another before after

before
Code: [Select]
{CLOUD}
“What the?”
------------------------------
{CAIT SITH}
“whisper…whisper…
(sorry
I was a little surprised).”
------------------------------
{CLOUD}
“What happened?”
------------------------------
{CAIT SITH}
“You remember when the Junon Cannon
disappeared?
Actually, Rufus moved it.”
------------------------------
{CLOUD}
“Moved it? That big thing……?
Where…? Why?”
------------------------------
{CAIT SITH}
“Rufus wants to destroy Sephiroth with it.”
------------------------------
{CAIT SITH}
“That cannon operates on Huge Materia.
But the Huge Materia has already
been used in the Rocket Plan.”{NEW}
“So since the cannon's useless right now,
he decided to move it.”
------------------------------
{CAIT SITH}
“To a place where Materia…
no, where Mako is gathered…”
------------------------------
{CLOUD}
“And, where is that!?”

after
Code: [Select]
{CLOUD}
“Hello?”
------------------------------
{CAIT SITH}
“…whisper…
  (Sorry about this,it's come
   as a bit of a surprise.)”
------------------------------
{CLOUD}
“What has?”
------------------------------
{CAIT SITH}
“You remember how the cannon
  at Junon disappeared,right?
  Well,it turns out that Rufus moved it.”
------------------------------
{CLOUD}
“Moved it?
  That big thing?
  Where? Why?”
------------------------------
{CAIT SITH}
“Rufus wants to defeat
  Sephiroth with it.”
------------------------------
{CAIT SITH}
“The cannon operates on
  Huge Materia,but he used
  all that in the rocket mission.”{NEW}
“So because it was useless
  at Junon,he moved it.”
------------------------------
{CAIT SITH}
“To a place where materia,no,
  where the most amount of
  Mako can be harnessed.”
------------------------------
{CLOUD}
“And where is that!?”
------------------------------
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-26 10:09:57
Wow. So how are you going to make this "copy" issue clearer in the text? Sounds tricky.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-26 16:36:31
This seems easily enough worked around through careful wording. "you are a clone" becomes "you were made to be another sephiroth"... This is one where more liberties may have to be taken with phrasing for the sake of getting the meaning across. Simply using the word copy isn't much better than clone, IMO.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-26 17:10:55
This seems easily enough worked around through careful wording.

So how would you reword these to make it clear that he's not referring to clones, but that whatever he's talking about were still based on an attempt to make them "like" Sephiroth?

Hojo
“I have been waiting for the Reunion to start.
   Five years have passed, and now the clones
   have begun to return.”
------------------------------
Hojo
“I thought the clones would begin
   to gather at Midgar
   where Jenova is stored.”
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-26 17:29:44
You can do as he just said, or just use "Sephiroth-type" etc.  That above quote  you have used from the original game is already pretty badly worded as is anyway.  And using clone there is completely erroneous to begin with.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-26 17:32:36
I'd have to see Luksy's literal translation to know for sure how to do it, but probably something to the effect of imitations, counterparts, likenesses, knock-offs, facsimiles, carbon copies... MAYBE even replicas. Personally I like facsimile best for those two examples you gave, as it best conveys (IMO) the idea that it's built to be the same, but still done from scratch separately.

I'm sure DLPB has already come up with a solution to this, though. When I do my proofread run, I'll pay particular attention to this.

edit: I half wonder if maybe the original translator meant clone in much the same way Crash Team Racing is a Mario Kart "clone", as a mimicry, and didn't even think of the obvious biological usage of clone as literally made from the original's genetic material.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-26 17:33:48
Luksy used copy, because that is literally what the Japanese says there (in English using kana), and we hadn't really discussed this at the time :)  It won't help you.  :-P

They aren't replicas though or carbon copies... they are simply people who had had jenova cells injected into them and underwent the same process as sep, so I will avoid all references to "copy" or clone...  the word "type" is closest to the meaning I guess, but I will figure out something!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-26 18:29:34
Speaking of tricky, this one was a problem.  See I think what's happening here is Sep is ignoring Cloud in the scene completely (it certainly looks that way), and so the actual translation is:

Code: [Select]
Sephiroth
“Mother…
  Let's reclaim the planet.”{NEW}
“I have a great idea.
  We'll head to the Promised Land.”
------------------------------
{CLOUD}
“Sephiroth…”
------------------------------
{CLOUD}
“My family!
  My hometown!
  How could you!?”
------------------------------
Sephiroth
“Ha,ha,ha!
  Here they are again,Mother.”
------------------------------
Sephiroth
“With your superior abilities,
  knowledge,and magic,you
  were destined to rule the
  world.”

But they...
Those worthless fools...
have stolen the planet from you and your people.
You need not be sad any longer.

as opposed to:

Code: [Select]
Sephiroth
“Mother, let's take the Planet
back together.”{NEW}
“I've thought of a great idea.
Let's go to the Promised Land.”
------------------------------
{CLOUD}
“Sephiroth…”
------------------------------
{CLOUD}
“My family! My hometown!
How could you do this to them!?”
------------------------------
Sephiroth
“Ha, ha, ha…
They've come again, Mother.”
------------------------------
Sephiroth
“With her superior power, knowledge,
and magic,
Mother was destined to become
the ruler of this Planet.”

But they...
Those worthless creatures
are stealing the planet from Mother
But I'm here now
So don't worry.

Remember that Japanese does not indicate a difference between the name and "you"/"your", well not from what I've seen.  I asked Luksy before and he said there was no way to tell.  The scene as is certainly goes to the side of him speaking to his mother alone, and the text beforehand indicates he has no intention of talking to cloud.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-26 18:36:05
You can do as he just said, or just use "Sephiroth-type" etc.  That above quote  you have used from the original game is already pretty badly worded as is anyway.  And using clone there is completely erroneous to begin with.

I can't see how "other Sephiroth" works in that situation, nor "Sephiroth-type". Seems very tricky to me.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-26 18:39:18
Sephiroth type is certainly better than clones being placed into the game...   :-D  But I will sort something out, at the least, the clone error won't be there.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-26 18:40:09
Sephiroth type is certainly better than clones being placed into the game...   :-D  But I will sort something out, at the least, the clone error won't be there.

Maybe you could refer to them as "Jenova experiments"? Something along those lines? :-/
Title: Re: The Reunion [IN PROGRESS]
Post by: Dark Phoenix on 2013-09-27 00:39:02
Products of the Jenova process?
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-09-27 01:00:40
Products of the Jenova process?
Too long and elaborate.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 01:02:18
Products of the Jenova process?

You have to remember all this has to occur in normal dialogue a number of times.  That isn't going to look good with "He is a product of the jenova process, I created"  etc etc.  It is way too verbose.  It has to be a recognisable and concise description of them and what a scientist would use.  Sephiroth-copy is meant as a scientific description of the creations. 

In fact, if you look at thesaurus, it may be possible that "copy" came into being by bad original understanding of English?  One synonym is "type" and the other is "model"

"Sephiroth-model"

"Type-Sephiroth"

etc.  We need a word that conveys it is a scientific name for the collection of creations designed to be as good as Sephiroth in ability.

Sephiroth-Method?

Sephiroth-design?

Sephiroth-form

Sephiroth-class

Sephiroth-style

Or imitation.


Although it also has to go with this for example:

Sephiroth
“You were…
  Yes,it was 5 years ago…”{NEW}
“Niblheim was enveloped in flames.
  Soon after you were created by Hojo.”{NEW}
“A puppet,created from the astonishing
  life force of Jenova cells,Hojo's work,
  and the power of Mako.”{NEW}
“An incomplete Sephiroth-model.
  Not even given a number.
  That is your reality.”

Perhaps that works?  Sephiroth-model.


Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-09-27 01:27:03
Eidolon? Maybe a bit confusing seeing as it's used in other ffs, but the idea is that these "copies" should have a proper name.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 01:34:50
Eidolon? Maybe a bit confusing seeing as it's used in other ffs, but the idea is that these "copies" should have a proper name.

Yeah this is the real issue isn't it.  We are using 2 words when the writers should have made 1 name for them.  The only thing I can think of that works is "Sephiroth-model".    Are there any other good 1 word names we can give to a process whereby a method is copied, and then name it as such?  In this case, Sephiroth is the subject, he is the project.  Perhaps "Sephiron" hahaha.  :evil: :o  I don't know....

See the issue is also that we will be inventing a word that was not in the original literature... is that a step too far?

They should have gone with Sephiron.  Poor fools.
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-09-27 01:55:58
Eidolon is a Greek word. It means the "reflection of itself". Clone is another suitable word, but I'm not sure as about one word characterization is concerned.

P.S.: You are right... not exactly a clone since is a reproduction from Jenova's cells.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 01:56:56
Clone is not a suitable word, for the reasons listed on the other posts.  :-o
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-27 02:01:51
Eidolon would be WAY too confusing in my opinion, what with XIII and all.

I actually kind of like the model thing, it has a really dehumanizing feel to it. I'd go with model or project depending on each specific context. And both could be used in capital as Model or Project when you need to give it a proper name. Again, Model seems to really go well with that. Giving that most of them have numbers, you'd have an implied Model 2Model #2/Model No. 2 type feel. And you could capitalize it on the same basis as you do with soldier vs Soldier so people know you're being specific.

Of course you could always hit up the thesaurus. I'd advise against replica, but that's total bias as a Tales of the Abyss fan. Facsimile is nice and fancy sounding, as well, and also implies an imperfection in relation to the original.

My main votes would be Model or Facsimile. I mainly would like to avoid made-up words though.

PS - I'm pretty sure in Tales of the Abyss even the Japanese used replica (in katakana), so it's possible if that's what was intended they would have probably used it? It's two very different companies though so it may just be a difference in writers.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 02:09:07
Yeah I also think Model is really the only way around this... and I went all medieval on the thesaurus' ass.  Replica can't work because again that is not what these things are...
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-27 03:22:37
I said it before, I really think facsimile works well for this.
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-09-27 11:28:29
...facsimile...

I used google to look for what that means... lol
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-09-27 12:07:20
"Sephiroth-type process"? Still a bit too verbose, perhaps. But I feel like there's nothing innately 'Sephiroth' about what they achieved, at least from Hojo's perspective, except that Sephiroth represents a successful completion of the process (he's an exemplar of what they're trying to achieve). Although actually, isn't Hojo trying to reproduce the results more than the process? (what with Sephiroth being injected while still in the womb, IIRC) I guess you could call it "Sephiroth-model" in the sense that what Hojo is trying with the other subjects was 'modeled' on the way Sephiroth turned out. But when I see the word 'model' I still think of a type of machine or action figure that they copied. The words 'reproduction' and 'emulation' also come to mind for what we're trying to describe, but I'm not sure those are any better. I guess they're trying to achieve a "Sephiroth-type fusion" or "Sephiroth-like fusion" in the sense that they're trying to produce soldiers who can innately control Jenova's cells, rather than being controlled by them.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-09-27 13:32:48
Maybe we should use in this case Crisis Core as a template and call them 'subject/specimen of Project S.'.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 13:35:28
I won't use anything from the other games. FF7 is a standalone game and must remain so as it was intended.  :)

The original game made a huge clanger with Sephiroth-Copy.  They should have come up with a project name and then explained what that project was.  Instead, here we are.  :P
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-27 13:57:50
The experiments were an attempt to create a "super soldier" who had the powers of Sephiroth, right?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 14:06:11
I'm not sure that was all...  Hojo seems to be happy that the Reunion happened too. But yeah I think the idea is they wanted to create super soldiers.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 14:47:21
Another one I've tried to capture the meaning of.  Slight deviations from original.

Old
Code: [Select]
Rufus
“I heard Sephiroth was on board.”
------------------------------
Heidegger
“…Yes.”
------------------------------
Rufus
“And it seems {CLOUD}
and the others were on board, too.”
------------------------------
Rufus
“They all slipped through…
You messed up big this time, Heidegger.”
------------------------------
Heidegger
“I'm ashamed of myself.”
------------------------------
Rufus
“Is that all you can do?”{NEW}
“Give one word answers
and apologize for everything?”
------------------------------
Rufus
“Do something.
I'll be expecting results.”
------------------------------
“Ready for departure, sir!!”
New
Code: [Select]
Rufus
“I hear Sephiroth was on board?”
------------------------------
Heidegger
“…Yes.”
------------------------------
Rufus
“And it seems {CLOUD}
  and the others were
  on board as well?”
------------------------------
Rufus
“You let them all slip through.
  You messed up big time,Heidegger.”
------------------------------
Heidegger
“Sorry.
  I'm… ashamed of myself.”
------------------------------
Rufus
“I'm tired of hearing your apologies.”
------------------------------
Rufus
“You better start doing something.
  I'll be expecting results.”
------------------------------
“Skiff preparations
  are complete,sir!!”
------------------------------
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-27 14:57:43
Yikes. The original doesn't even make sense... "One word answers"???
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 15:57:03
It's not as easy as it seems... a lot of the time you have to keep going back and saying "Does this line make sense coming after that one".  In actual daily speech, you probably say things like this all the time without realising it doesn't work, but in script it's there for good. I didn't realise this didn't make much sense until very recently.  So took it to Luksy and he gave a more accurate translation.  Then I localised from that. But there are so many things you just take for granted... it's very easy to make these types of mistake here and there.

But that's another reason we needed a retranslation.  To iron these out... to correct issues obviously caused by a rush job.  Somewhere out there, is the true story to how VII was made.  Sadly, unlike a nice new DVD, we don't get any behind the scene interviews or anything.  We are kind of stuck as to how much we know about the process, and where it went wrong.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-09-27 17:54:55
Code: [Select]
Rufus
“You better start doing something.
  I'll be expecting results.”
Should probably be "You'd better". Rufus is smart enough to use correct grammar here.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-27 18:06:37
Corrected.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-27 23:50:45
Is skiff referring to lifeboats or something? Because I seem to remember the boat in question being a little large to call a skiff. Unless I'm thinking of the wrong boat.

Unless British-English uses the word skiff differently, I honestly just plugged it into Google and if you'll forgive my use of Wikipedia it basically defines them as, "A skiff is a small boat. There are a number of different craft which are called skiffs. Traditionally these are coastal or river craft used for leisure or fishing and have a one-person or small crew."

PS - You have officially taught me a new vocabulary word though, so awesome! :D

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-28 00:26:06
http://en.wikipedia.org/wiki/Skiff

A skiff is a small boat.  or other craft.

The game really does say skiff. So if it's wrong, it's also wrong in Japanese game.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-28 13:50:10
While an error is possible, it's probably more likely that it's another one of those words the Japanese misuse. XD If it's in the original Japanese, though, it's all good!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-28 14:20:18
ahh it isn't a boat in game.  The game uses word "skiff" for certain helicopters. I guess this is totally wrong and needs amending.  Unless the helicopters in FF7 are actually called "skiff" as in their type. Then it would be a name.  There are 2 places that the helicopter is referred to as a skiff.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-28 14:55:44
Huh. I wonder if the Japanese refer to some helicopters as skiffs? The name thing is totally possible to.  I guess you have another question for Luksy. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: dkma841 on 2013-09-28 16:05:48
Never heard of skiff :o im sure no one even uses that word
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-09-28 17:13:56
Quote
skiff [skif]
noun
any of various types of boats small enough for sailing or rowing by one person.
  http://dictionary.reference.com/browse/skiff?s=t (http://dictionary.reference.com/browse/skiff?s=t)

It definitely means boat, but it was probably a mistake in the Japanese version. Ship maybe more appropriate. It was probably a mistake when used to describe the helicopters too, that would just be confusing.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-28 19:27:53
It's hard to understand why they would use Skiff for the helicopters unless they were called "Skiff" as in, in ff7 world, they are lit called skiff.  But for a westerner that sure would pose an issue.

The helicopter is called Skiff in 2 different maps, so whoever named them that didn't make 1 mistake (if they did), they made 2.

It's possible that in both cases, the writer was told, or assumed, that boats would be used in that scene.  And perhaps they were once going to be, but then later helicopters were used instead, and the dialogue didn't get updated.  Both places where this so called "skiff" is at have a harbour.  Junon (near harbour), and Costa Del Sol.

junonl1 (the helicopter taxi service)

“How about a ride in
  Junon's famous skiff
  taxi?”{NEW}
“The service is offered
  free by the airforce!”
{CHOICE}Call the taxi
{CHOICE}No,thanks

Japanese:

「ジュノン名物!!
 スキッフタクシーはいかが?」{NEW}
「空軍のサービス事業なんで
 お代はいらないよ!」
    タクシーよぶ
    やめておく


スキッフ タクシー
Sukiffu takushī

Skiff Taxi.


It is almost certainly some sort of mistake I think.  I will amend.
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-09-28 19:51:14
Oh yeah I remember that part, I had no idea what the hell they were talking about. Calling it an "air taxi" or something would make more sense than "skiff taxi".
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-28 20:04:30
“Need a heli-taxi?
   Only in Junon!”{NEW}
“Free
   to Air Force personnel!”
{CHOICE}Sure
{CHOICE}Nope
------------------------------
“Roger!!
   Hey! Taxi!!”

Was original game.  But I did release skiff with the other preview release as part of Menu Overhaul installer.   In any case, I think air taxi works nicely. So does heli-taxi
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-28 21:47:33
Heli-taxi just sounds cool. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-09-28 21:56:10
It's just a name, apparently it's proper model name is Shinra B1A

http://ffdic.wikiwiki.jp/?%BE%E8%A4%EA%CA%AA%2F%A1%DA%A5%B9%A5%AD%A5%C3%A5%D5%A1%DB
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-29 00:25:04
Another error that ts will be fixing in script just located.  Another mention of skiff, this time properly as it is a boat. The crew man at Costa Del Sol  (del1) who is behind the Cessna has a conversation about selling a skiff. The crewman is impossible to talk to because the talk range value is 255 and not 500.  There is no way you can initiate the conversation.   Fixed.

Old
Code: [Select]
“Ride the Shinra ship?
{CHOICE}{CHOICE}Yeah, I could go for that
{CHOICE}{CHOICE}Don't think I could steer it
------------------------------
“Oh…is that so?”{NEW}
“Yep!
Actually, we do have an old junker
we're gonna get rid of,
And I was thinking about
going into the tourist business.”{NEW}
“But it's probably tougher than it looks
I better think this through a little more…”
------------------------------
“Yeah.
It's too much for an amateur!”

New
Code: [Select]
#o 2 3
“I bet you'd love to
  steer one of these?”
{CHOICE}Yeah,you're right!
{CHOICE}Looks tricky
------------------------------
“Yeah,it feels great.”{NEW}
“Shin-Ra's selling this skiff,
  and I was thinking of tapping
  into the tourist market here.”{NEW}
“But I can't just plunge in at
  the deep end. I'd better think
  this through.”
------------------------------
“Yup! There's no way a
  novice could handle this!”
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-09-29 01:13:18
It's just a name, apparently it's proper model name is Shinra B1A

http://ffdic.wikiwiki.jp/?%BE%E8%A4%EA%CA%AA%2F%A1%DA%A5%B9%A5%AD%A5%C3%A5%D5%A1%DB

Super Luksy to the rescue! :D

As for the missing dialogue thing... Man, I understand how complicated the coding in games can be but everytime I see an example of it I'm boggled. Game programmers are basically gods if you ask me. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-09-30 15:23:15
Air taxi is surely the right name for this? http://en.wikipedia.org/wiki/Air_taxi

If "Skiff" is the model name, then it should be capitalized to make it clear to the reader.

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-09-30 15:29:19
According to online searches, there is also something called a heli-taxi.  It's just preference.  I prefer heli-taxi :P  Also air-taxi is likely more about planes.  I am not using skiff, it is likely an error, or just plain confusing.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-01 01:29:52
Old
“I traveled around a long time…”{NEW}
“And this town has the most beautiful
   ocean I've ever seen.”{NEW}
“Sometimes you can't recognize things
   when they're right in front of you.”{NEW}
“I guess I took it for granted
   because it's so close, and
   I was so used to seeing it all the time.”{NEW}
“That's why
   I came back here.”

Revision 3
“I travelled the whole world before
  I realised that this place has the
  most beautiful ocean there is.”{NEW}
“Sometimes you can't see things
  when they're right in front of you.”{NEW}
“You get used to them being there
  and end up taking them for granted.”{NEW}
“That's why I ended up back here.”


Revision 4
“I travelled the whole world
  before I realised the most
  beautiful ocean is right here.
  The place I left behind.”{NEW}
“Sometimes you can't see
  things clearly when they're
  staring you in the face.”{NEW}
“You get so used to them
  being there that you end
  up taking them for granted.”{NEW}
“Anyway,that's how I came
  full circle.”

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-02 14:36:26
If you're wondering what the hold up is, I've gone completely loopy.  :-o  I've decided to run through the maps one last time to iron out any remaining niggles, and keep things consistent (for example numbers.  I'm consulting a style guide).  Then I'll fire these to Covarr.  Only 150 maps left to do now and then I really am going to stop.   ;D

It's just that I want this to be as good as I can make it, and I think this time it is pretty much there.  Even after 3 full revisions it still had a few issues, and even after this one, and after Covarr, it will not be perfect.  I've kinda resigned myself to that fact.  It will be as good as I can do (and as most could do).  8)  And I'm happy with that!
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-10-02 23:59:09
Hmm.
Old
“I traveled around a long time…”{NEW}
“And this town has the most beautiful
   ocean I've ever seen.”{NEW}

Revision 4
“I travelled the whole world
  before I realised the most
  beautiful ocean is right here,
  where I left off.”{NEW}

Suggestion: "I've travelled the whole world, and this is still the most beautiful ocean I've ever seen."
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-03 00:36:06
Hmm.
Suggestion: "I've travelled the whole world, and this is still the most beautiful ocean I've ever seen."

He isn't in front of an ocean when he says it, he's at the bar.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-10-03 04:37:57
Suggestion:
"I traveled everywhere before I realized the most beautiful ocean in the world is right here, where I came from.

Note:
"Travelled" is accepted UK spelling, "traveled" is accepted US. An easy one to miss.  Same with Realised vs Realized. "where I left off" wouldn't be used like that in the US either, I dunno about the UK.
Title: Re: The Reunion [IN PROGRESS]
Post by: WatashiWaZero on 2013-10-03 05:19:18
Suggestion:
I traveled everywhere before I realized the most beautiful ocean in the world is right here, where I came from.

I think your sentence reads better without the comma.

"I traveled everywhere before I realized the most beautiful ocean in the world is right here where I came from."

When spoken out loud, it makes little sense for that comma to be there.  The best argument you can make for that comma to be there is to avoid confusion, but even then, that is a very weak reason to place your basis on.

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-03 09:00:52
That sentence doesn't work anyway because a. he isn't in front of ocean and b. we don't know if that is where he was born which is what that sentence suggests. 

As for Where I left off... sounds fine in my neck of the woods. But perhaps that needs a restructure. 

"The place I left behind" ?

That sounds good, no?

And yeah I know about travelled, and the -ise, they are in the document already. I'll give you a copy of that.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-10-03 15:24:14
I agree with the comments. 'Where I left off' gives a different feeling to at least American readers - like they took a break in their journey there and then returned there rather than being where they are originally from - Going with the hometown theory rather than just a stop on the road one. Assuming it's where he's from is, as you stated, what is implied so I'd go with the 'the place I left behind' thing, definitely. For one, a nitpicker could argue that doesn't mean it is his hometown and it feels clearer.

EDIT: ...I have no idea how my fingers typed 'fun' instead of 'from' but it is now fixed. You'd think I was using a smartphone with autocorrect. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-10-03 17:15:37
Damn. What a nightmare translating a game is! Just one sentence can be so tricky!!!

Hmm. Personally I think the "where I left off" bit is a real mouthful. Unfortunately I can't think of another way to getting across the information without drastically rewriting it.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-03 18:13:16
It's been fixed already.  8)  And this is also why I don't take requests on the dialogue because we'd be here until next decade.  Covarr will give me some fixes and after that I will only take recommendations, here and there.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-05 22:27:35
Our first 100% completed map is done (The Beginner's Hall).  Covarr has checked it, it's been updated, and now the rest of the maps to go!  :-P



Title: Re: The Reunion [IN PROGRESS]
Post by: farmboy0 on 2013-10-06 12:31:12
Hi DLPB,
Im really looking forward to your retranslation.
When I played FF7 when it came out I had a really hard time following the story
because many sentences just didnt make much sense.
I hope when your project is done that will change.  ;)

I guess what I want to say is that I appreciate your effort very much.
Cant wait to see the final result.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 02:16:17
Right that's it/  I'm done.  My job is finished.  It's all down to Lex and Covarr now.  I may at some point go through game again to position windows fast (most not all of them), but in terms of dialogue revisions (I did 4 complete revisions including a walk through of the game, and 3 revisions extra on Midgar), this is now 100% complete.  ;D

Now yes, that really is the end.  I am not going through these files anymore.  What is here is largely here for good.  It will stand or fall based on it.  When released, I will accept recommendations from people for 1 month.  Then it will be finalised.  After that I will only accept recommendations from Japanese speakers who have a problem with any inaccuracy.

Old
Code: [Select]
Zack
“Yo! Old guy!
We at Midgar yet?”
------------------------------
“Shaddap!
You're lucky I even
gave you a ride!”
------------------------------
Zack
“What're you gonna do
once we get to Midgar?”
------------------------------
{CLOUD}
“…”
------------------------------
Zack
“I know what I'm
gonna do.”
------------------------------
Zack
“I got a place I can
crash for a while…”
------------------------------
Zack
“No wait, the mother
lives there too.”
------------------------------
Zack
“Guess that's out.”
------------------------------
Zack
“Yep…gotta change
my plans!”
------------------------------
Zack
“Hmm…”{NEW}
“No matter what I do, I
need some money first…”
------------------------------
Zack
“…Hey, wanna start a business?
Now what could we do?”

New
Code: [Select]
Zax
“Hey! Old man!
  We at Midgar yet?”
------------------------------
“Shaddap!
  You're lucky I even
  gave you a ride!”
------------------------------
Zax
“What're you gonna do
  once we get to Midgar?”
------------------------------
{CLOUD}
“…”
------------------------------
Zax
“I've got an idea.”
------------------------------
Zax
“I can pull a few favours…”
------------------------------
Zax
“Oh wait,those girls still
  live with their parents.”
------------------------------
Zax
“…Guess that's out.”
------------------------------
Zax
“Yep,change of plan!”
------------------------------
Zax
“Hmm…”{NEW}
“No matter what I do,
  I'll be needing some
  money first…”
------------------------------
Zax
“Maybe I should start a business.”
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-10-07 09:09:52
Code: [Select]
Zax
“Oh wait,those girls still
  live with their parents.”
I know singular versus plural isn't always obvious in Japanese, so: don't you think he's talking about Aerith here? She was his girlfriend and still lived (lives) with her (adoptive) mum, after all. If so, maybe the following? (was Aerith's foster father still alive at this point?)
Code: [Select]
Zax
“Oh wait,that girl still
  lives with her parents.”
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-07 09:55:05
Didn't actually occur to me that Aerith would be among them, but it's 100% plural. I think the idea is that although Aerith fell for him but at the end of the day he was a bit of a playboy.

Quote
「あ、どの女の子も
 親といっしょに
 住んでるのか……」

That said the nuance is closer to "Every one of those girls still lives with her parents", as it is now it could also mean a bunch of sisters living under one roof.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-10-07 10:24:35
Okay, cool. Glad it's unambiguous :)
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-10-07 12:05:32
Exciting times!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 14:52:30
Aerith never met Elmina's husband anyway.  He was sent off to Wutai and she met Aerith at the station waiting for his return.  He died before he could return.  Aerith then explains to Elmina that her husband has already returned to the planet.   Elmina lived alone with Aerith.

However, thinking about it "Live with their parents"  does not have to mean "both parents"  it is how people speak when addressing numerous people.  So it is still possible she is included in it.  But I am unsure when Zax met Aerith... 

I have always been confused by the Zax/Cloud chronology.  Is this how it is:

1.  Cloud goes to Join Soldier, but doesn't make it and ends up an ordinary soldier
2. Is assigned to the mission at Niblheim with Soldier Zax
3. Both capured by Hojo and experimented on (irradiated with Mako/Jenova)?  Or did this come before / after
4. Escaped and travelled to Midgar
5. Zax shot dead, Cloud takes Buster Sword and is found by Tifa

Anyone got the complete and accurate list of what happens with year times?
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-10-07 15:23:49
It's all down to Lex and Covarr now.
I'll try to power through as much as I can over the weekend. Depending on how much time I have, I may be able to get some done after work on weekdays, as well. I'm not sure how much there is total, but I think I can get my end of things done fairly quickly.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 18:50:52
Hojo experimented on them when it was thought Sephiroth died when Cloud grabbed his sword lifted him and swung him over the rail into the Mako pit.  Cloud fell unconscious and he along with Zack/Zax was taken away to the manshion.  Then Zax/Zack finally got a plan to escape sometime after he came through and the process was some what completed.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 18:57:00
Yeah but what happened then?  Was Zax shot in Midgar right after that? 

Was Cloud made into the problem he was by Hojo using the jenova cells on him in the mansion?  before that he was a normal boy?
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-10-07 19:05:32
It's kind of sad to hear that not even DLPB knows the answers to questions like this... If he doesn't, who does??? :(
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 19:09:06
Yeah it's very complicated.  There are parts of that chronology that are hard to understand.  Especially the times.  Best we get this out of the way once and for all.  It is practically the only thing I don't understand in FF7  :-D  It's the lack of exposition that does it.  FF7 does not do a good job of wrapping up the loose ends for the player.  Deliberately or otherwise.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 19:13:59
Yes Cloud was normal before Sephiroth's supposed death and Zax was shot on the hill over looking Midgar.  Cloud was practicing with swords however as was hinted in before crisis (I believe that was the phone game only released in Japan).  I hope I answered you question good enough to fill in the holes for you.  Excellent job on the mod and glad you kept up with it.  By the way when I was reading the b**ches and gripes people where giving I couldn't help but lol in agreement when you stated how stupid it was.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 19:16:21
So run down the chronology as you see it?

Remember Cloud meets Tifa at the station 7 years ago, and Niblheim burned down 5 years ago?  So what's going on there?  She talks about how his story didnt add up then... but that would have been before the experiments?

{TIFA}
“How long has it been?”
------------------------------
{CLOUD}
“Five years.”
------------------------------
{TIFA}
“…”
------------------------------
{CLOUD}
“What's wrong?”
------------------------------
{TIFA}
“It's been a REALLY long time.”
------------------------------
{TIFA}
“Actually,it had
  been seven years.”
------------------------------
{TIFA}
“You joined Soldier,
  just like you wanted.”{NEW}
“Then quit after the
  Sephiroth incident…”{NEW}
“…and became a
  Jack of all trades.”

=============
{TIFA}
“Zax,Soldier…”
------------------------------
Old Man
“Young lady,do you know him?”
------------------------------
Old Woman
“He wrote to us six or seven years
  ago,saying he had a girlfriend.
  Could that have been you?”
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-10-07 19:26:25
If I remember correctly Zack and Cloud spent 4 years in the basement of the Shinra mansion while being experimented by Hojo and then 9 months to reach Midgar, where Zack was shot. Cloud tells Tifa that 5 years passed because 4y and 9m is the time passed since their reunion in Midgar but she doesn't remember cause he was the infantryman, while he thinks she should, having replaced himself with Zack in his mind
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 19:30:12
^ but I'll post this anyway as mine I think is a little more indepth.
Tifa met Cloud shortly after Zax got shot and Cloud went into Midgar alone having his mind tampered with by Sephiroth.  When they finally meet again Tifa didn't know that Cloud was in the normal infantry uniform.  Thanks to Sephiroth though he thinks he is Zax and he met her again five years ago.  However it was actually seven years to Tifa as the last time she has seen him is most likely after he left for the city.  If I missed anything or I need to say it differently let me know.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 19:31:57
You mean reunion in Niblheim,caledor...?

Also, not sure Sep did anything. (I am not using the other titles remember, only FF7 because it was intended to be a standalone game).  Cloud states he created the illusion.  It wasn't sep.

Even though this is using the titles, it will prob explain the original chronology.

http://finalfantasy.wikia.com/wiki/Final_Fantasy_VII/Timeline

Can someone look through that, peel away the crap (the sequels and prequels) and present the original game time line?
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 19:44:36
Ah but remember a piece of Sephiroth was inside Cloud that was what the battle after Safer was him trying to destroy his mind and claim dominance over his body.  It is also heavily implied who do you think was talking inside his head the whole time.  It wasn't Jenova it was actually Sephiroth calling him to come to him.  This is also supported by Hojo as when he asked him the question at costa del sole when he said ever felt like you where being called to somewhere (or something of that nature).  Also Sephiroth even told him he was a puppet meaning he is the one pulling his strings also supported when he was trying to make Cloud kill Aerith.  However he managed to restrain himself thanks to his companions snapping him back to reality.  When his original plan failed thats when Sephiroth took action.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 19:46:18
The person calling to him in his head was actually Cloud.  Himself.  Asking him to wake up... as far as we can see anyway.  Hence "This is more than a reactor " "WAKE UP!"

It is also clearer when he mentions the fall of the bridge.  It is himself talking "You got away with it that time.  Just grazed your knees".  Later he tells the story of the bridge and says the same thing.,

Sephiroth is not inside Cloud's head.

The reason Hojo asks him if he feels compelled to go to a certain place is because Jenova cells heavily influence those with them to go to the Reunion.  Like the guys in cloaks.  Sephiroth through Jenova are kind of summoning him, but it is the cells themselves that make this possible.  I don't think Sep is the one talking to him.

Can that be explained?

From what the dialogue suggests, Cloud is in conflict with his real self during the game, and talks to himself.  Is there any confirmation on this?
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 19:52:21
I actually found evidence it is a comdination of how his idea past came to be.  I actually beg to differ as Jenova's dialog is in the same background as is the other times it is used which is also being controlled by Sephiroth.  Plus this contradicts the first time this is done namely in the reactor.  The voice tells him that is isn't a normal reactor which is something the real Cloud does not know.  I found it on the wiki but Sephiroth does have something to do with his mind and what he thinks it is.

In fact, these events did not occur as Cloud describes; rather, they are an amalgamation of Cloud's actual past (as a member of the Shinra army who failed to enter SOLDIER) along with his friend Zack Fair's own past, mixed with memories gleaned from Tifa's mind, created out of a combination of shame, Jenova cells and manipulation by Sephiroth
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 19:54:38
The actual translation does not say "normal reactor" (the original game translation is wrong), it says lit something like "Wake up. This is more than a reactor remember?", and is referring to the one at Nibl which was used for experiments and the Jenova project.  Cloud is remembering what happened at Nibl.  It's Cloud's subconscious that you see during the game, that is conflicting with the fake memories.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 19:57:09
gotcha also here is a line of dialoge that Cloud states himself that Sephiroth is messing with his memories through Jenova cells exerting contol over him to some degree.  Cloud: You see, someone in SOLDIER isn't simply exposed to Mako energy. Their bodies are actually injected with Jenova cells...... For better or for worse, only the strong can enter SOLDIER. It has nothing to do with the Jenova Reunion. But weak people...... like me, get lost in the whole thing. The combination of Jenova cells, Sephiroth's strong will, and my own weaknesses are what created me.

Unless this to is said wrong then disregard but if not here it is if it helps.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-10-07 19:57:26
I think Sephiroth is able to mess with Cloud and control him to the extent that he does because he controls Jenova's cells (not just the ones in his own body, but all the ones he comes within range of). Jenova's cells are also inside Cloud, and so Sephiroth is able to able to influence him and take advantage of his confused state (which in and of itself was created by the power struggle between Cloud and the cells infused into him).
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 19:58:18
That's it in a nutshell.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 20:00:12
gotcha also here is a line of dialoge that Cloud states himself that Sephiroth is messing with his memories through Jenova cells exerting contol over him to some degree.  Cloud: You see, someone in SOLDIER isn't simply exposed to Mako energy. Their bodies are actually injected with Jenova cells...... For better or for worse, only the strong can enter SOLDIER. It has nothing to do with the Jenova Reunion. But weak people...... like me, get lost in the whole thing. The combination of Jenova cells, Sephiroth's strong will, and my own weaknesses are what created me.

Unless this to is said wrong then disregard but if not here it is if it helps.

Yeah, I guess that is right.  But... Sephiroth's will is what helped create the OLD cloud (yeah confused him is the better word).  The person during the game is trying to make Cloud remember who he really is, and is the subconscious (which is why he is usually asleep when it happens and so forth).  It is the REAL cloud trying to get through.

{CLOUD}
“For better or worse,only the
  strong-willed are chosen.”{NEW}
“This is nothing to do with
  Jenova's Reunion,either.”{NEW}
“It's just that if the process is used
  on someone who's weak-willed,
  like me,they lose themselves.”
------------------------------
{CLOUD}
“A man born from Jenova
  cells,Sephiroth's will,and
  his own weaknesses.”{NEW}
“That's… the {CLOUD}
  that you all knew.”


If you look through the game, every time the subconscious is speaking, it's trying to get Cloud to understand who he is.  At the reactor it is trying to make him remember what happened at Nibl, at church it is making him remember the bridge, at Junon it is making him realise that his story doesn't add up and to ask Tifa about it.  And at the honeybee manor it is asking him to sort his head out, and that he has issues.

It is always Cloud.  Also, at the Honeybee Manor he actually sees himself (it's obviously symbolic for US and he is not lit seeing a ghost) before the dialogue.

I can't remember other places he is at.  The shame of it is, this nuance to the storyline was missed because of a bad translation job.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 20:20:06
I remember the dialoge being what she was doing before the burning of Nibelhiem I take it this is translated wrong too?  That sounds about right then it was the way they kind of had it at first made it seem like it was the real Cloud then Sephiroth realizing his will wasn't holding out over Cloud so he said something to try to stop it.  It was stated though that Sephiroth was controlling everyone with his will who had Jenova cells as apparent when I believe Hojo stated such and when Cloud handed over the Black Materia to Sephiroth.  Sephiroth does have a something to do with his mind as he tried to destroy Cloud's own mind and take over his body.  This is also supported when he callaspes after the Safer fight and stated that he is laughing.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 20:30:43
I am guessing that that control is greater when he is nearby.  Certainly the times from the flash back are just the real cloud trying to break through the illusion that has been created.

Which Niblheim dialogue?  I'll check.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 20:33:49
was a little confused when you said which dialoge.  The one about Hojo was in the same place where Cloud handed over the Black Materia again.  The place where the weapons woke up if i'm not mistaken in the northern cave before the barrier.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 20:40:41
Ok yeah, I will concede that. Sephiroth is manipulating those with Jenova cells into coming to the Reunion.  And has some sort of power over them.  But the Cloud dialogue thing is separate and not Sep :)

Hojo
“My genius provided the answer…
  It was Sephiroth.”{NEW}
“His will had not been dispersed
  into the Lifestream.”{NEW}
“He was manipulating the [copies].”

Also, Cloud explains that Sep has to be nearby for him to completely lose it.

Cave is a translation error as well.  It's actually Great Northern Cavity [and variants] (I've used Great Crater of the North for full).
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 21:31:56
Right gotcha about the Cloud voice thing and glad to shed some light to your question about the script.  I believe it is Cloud is a normal person but Cloud believed otherwise but then given that he failed to be in soldier this damaged his persona.  That and that he was so ashamed to face everyone he couldn't visit anyone except maybe his mother.  I think this is what gave Sephiroth the edge he needed to help fabricate his memory of the incident.  So they go to Nibelhiem as stated before Cloud was ashamed of not making his dream come true.  The events of Nibelhiem move on however in the non-fragmented version Cloud shakes of Sephiroth's stab to his chest.  Gains strength over the greif of losing his mother and Tifa getting cut.  Pulls the sword out and lifts it along with Sephiroth in the air then tosses him over the rail to the Mako pit.  However Sephiroth having a willpower stronger then most was still very much alive though most assumed he was dead.  Hojo salvages the situation by collecting Zax with Cloud and possible rebuilding the Nibelhiem town to continue doing experiments on them.  Zax manages to find a way to break out during the feeding process when the Shin-Ra employee opens the tank to give them food.  Zax knocks him out and takes a spare uniform from a closet and gives it to Cloud and puts it on him.  He managed to make it out and then hitch a ride to Midgar.  However the soldiers eventually caught up to them and after an apparent brief battle Zax is shot and killed.  Then the soldiers ignore Cloud then the scene with Zax and Cloud happen where Cloud gets the Buster Sword and tells him he is the proof of his existance his "My living legacy".  Now when Tifa meets Cloud again at the train station Tifa thinks she only last saw him before he left for Midgar when actually it was five years ago when the Nibelhiem incident happened. This is due to Cloud never showing himself out of shame.  So when Cloud responds he is recalling the events that where manipulated by Sephiroth to some degree to make him seek it out.  The other reason is that Cloud was traumatised by the events during Nibelhiem and his desire to be a soldier hero like Sephiroth so he accepted the part partially made any other factors and himself.

Wow I think my head is spinning for trying to make it sound right.  I hope I explained it a little better and this makes more sense.  Sorry to go off like that but I think that is how it weant given what I know now.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 21:36:28
The problem is Tifa doesn't suppose 7 years in that other dialogue, it's stated as a fact (luksy may need to look at that again).  "Actually is had been 7 years".

Cloud didn't pull sword out either, but that's a minor quibble.  :P

Remember, I need explanations that don't use any of the sequels , prequel material.  I am going to look over the full chronology soon and get a perfect answer on everything.  We are debating story points here that have likely been clearly explained somewhere by the writers.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 21:41:33
I don't believe I did.  The one with Zax happen in the game.  I just used the extra dialogue because it wasn't added but the scene did still happen they just didn't feel the need to add dialogue before he died.  All the rest happened in the game aswell.  The scene with Zax happens after you go down to the basement after returning from the lifestream.  It was only stated as fact because at the time according to her he wasn't there.  However in the scenes following this is proven false and she actually acknowledges it stating so you where there you came to rescue me.  At this point it is now confirmed that it actually been five years.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 21:55:42
Ah, now that makes sense...  but she knows the incident was 5 years ago.  It's the part on the railway station that she mentions 7 years. That's the part that feels weird.  Why would she not know the difference between 5 and 7?
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 21:58:42
I think that at this time she didn't know that Cloud was in the soldier uniform so she draw from his last day in the town.  I think this part is also in the lifestream as well isn't it?  I believe it was before the scene where they found out that he was one of the infantry men.
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-10-07 22:04:26
You mean reunion in Niblheim,caledor...?

Yeah. Cloud remembers having seen Tifa five years before of course. The point is that he tells her that so nonchalantly cause he thinks she should remember too, thinking of himself has Zack. And when he's found by her in Midgar he's in SOLDIER uniform, the one that Zack made him wear before escaping from the Shinra mansion. Basically to Cloud everythink makes sense cause he was beside Zack the whole time, but Tifa obviously can't explain why he knows everything about Nibelheim AND at the same time states he was the SOLDIER sent there.

And yes, Sephiroth never did anything to Cloud. It's the combination of the trauma of Zack's death, the Jenova cells infused into him, his dreams and his weak personality (he would have never faced Tifa again if it meant to tell her he failed to enter SOLDIER) the catalysts for his mental breakdown. Basically he manages to create a fake persona that makes up for his every failure or trauma. Sephiroth controls Cloud later in the game, using his confused state and his power over the Jenova cells inside him to push him over the edge.

Long story short, Tifa thinks it's seven years cause Cloud head was covered by a helmet the whole time being a shinra infantryman, Cloud thinks it's five years cause he remembers having seen her in Nebelheim and has no shame in saying that cause he thinks he was Zack. The only thing that could not make sense is that Tifa actually sees Cloud in the reactor, when he "saves" her shortly before throwing Sephiroth in the Lifestream, but since Tifa faints moments after that she might have tought of that event as the manifestation of her delusions due to their promise.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 22:06:51
Wiki sums it up nice actually.  :P

Quote
It is revealed that Cloud was not accepted into SOLDIER, and that the dark-haired SOLDIER in Sephiroth's memory pictures was Aerith's first love and Cloud's best friend, Zack Fair. Cloud had been present during the incident at Nibelheim, but as a lower-level Shinra guard in a unit commanded by Zack and Sephiroth, and kept his identity hidden from Nibelheim's townsfolk, as he was ashamed of failing to join SOLDIER. After Sephiroth's massacre, Zack, Tifa, and Cloud had all confronted him. Tifa and Zack were defeated, but Cloud was able to stab Sephiroth and throw him into the Lifestream flowing below the town's Mako reactor, carrying with him Jenova's head. Rather than dying, however, Sephiroth's mind was crystallized in Mako, where he could influence Jenova "infected" subjects and reconstruct his body using Jenova's cells. Tifa was rescued and taken to Midgar, before Shinra arrived to cover up Sephiroth's massacre. Professor Hojo used Zack, Cloud and Nibelheim's other survivors to create the Sephiroth clones, performing the same enhancements given to SOLDIER members — a procedure which included Mako infusion - and injecting them with Jenova cells. A few weeks prior to the first events of the game, Zack broke free from his confinement, escaping the lab and taking Cloud with him. With Cloud still in a confused semi-conscious state from the experimentation, Zack headed for Midgar, telling Cloud about his entire life in SOLDIER and suggesting they become mercenaries, in attempts to get Cloud to come around. Zack was killed and Cloud was left for dead within sight of the city by Shinra soldiers. Cloud recovered, took Zack's sword and made his way to Midgar's Sector 7 train station, where Tifa found him. Cloud's own aspirations to SOLDIER and Zack's memories and stories combined, with the help of the Jenova treatment, to create a false external persona; a split personality. The voices that Cloud has been hearing through the game to this point is Cloud's actual, original persona, locked away along with his original memories. Shortly after these events, the mission with which the game opens took place.[28] Realizing all of this, Cloud is able to regain his sanity.

And yes, I get the 7 years thing now. It's BEFORE she finds out the truth.   You are right.  :evil: She thinks it was 7 because she doesnt realise he was there all along 5 years ago.  Clever writers ;)  The last time she saw him was when he left the village to become a Soldier.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 22:14:42
I agree though it neglects some parts.  Cloud stabs him checks on Tifa.  Shortly after Sephiroth recovers holding Jenova's head he walks out the room to the catwalk back in the room Zax tells Cloud to get Sephiroth.  Then the events with Cloud getting stabbed and such happen.  It also neglects what Cloud himself stated saying that is was Sephiroth's will.  This also neglects the fact that Sephiroth's mind was not the only crystilized.  If it just goes by the mind as it suggests then Sephiroth wouldn't have anything to reconstruct from which is actually even stated even in the wiki.  Though I assume the person who wrote that expected you to know already or just simply forgot.
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-10-07 22:23:33
Wiki sums it up nice actually.  :-P
Exactly. The only thing that bugs me the is the "A few weeks prior to the first events of the game" part. The timeline states that they broke free December 18 of 0006 and they reach the outskirts of Midgar only in late September of 0007, and the bombing of reactor 1 takes place on December 9 making almost a year (51 weeks,  :-P) worth of time :-o
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 22:25:20
Not the original game anyway...  dates aren't recorded at all.  So I guess that comes from preq seq again?

I mean, part of the original game's charm is that you can believe their world uses a different dating system or names for months.... and now it all has to have real world names and dates?  That sucks.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 22:32:00
I believe there are notes of their experimentation results, when they found them and what happened after and why they let Cloud go in the manshion basement which I believe give dates to them.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 22:33:52
No they only say X Day X Month X Year  which leaves ambiguity.
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-10-07 22:34:02
Not the original game anyway...  dates aren't recorded at all.  So I guess that comes from preq seq again?

I mean, part of the original game's charm is that you can believe their world uses a different dating system or names for months.... and now it all has to have real world names and dates?  That sucks.

Yeah it's likely that that is the case, but at the same time I don't remember where it's stated in the game that only a few weeks of time have passed from Nibelheim to Zack's death.

I believe there are notes of their experimentation results, when they found them and what happened after and why they let Cloud go in the manshion basement which I believe give dates to them.
But they are way too detailed... could it be the Ultimania the source for them?

Anyway if isn't told in the original game if it's few weeks or 50 weeks it shouldn't matter THAT much.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 22:35:28
Quote
Yeah it's likely that that is the case, but at the same time I don't remember where it's stated in the game that only a few weeks of time have passed from Nibelheim to Zack's death.

It isn't...  so that's come from elsewhere. imho It's best to stay well away from other sources if you want to enjoy FF7, because the more you read from other sources, the more the story seems to get retarded from all the crap they have added, and retcons they've made and so forth. 
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-10-07 22:40:39
It isn't...  so that's come from elsewhere. imho It's best to stay well away from other sources if you want to enjoy FF7, because the more you read from other sources, the more the story seems to get retarded from all the crap they have added, and retcons they've made and so forth. 

So nobody should care  ;-) .
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 22:40:53
I believe that not only does it not say ingame I believe geoghracially it is impossible given Midgar is on another continent.  It would take a heck of alot longer especially given what between the two give how we had to get there ingame meaning the driver would never go in that direction meaning he had to take some off the beaten path roads or maybe not even roads at all.
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-10-07 22:49:12
Anyway to me it's incredible how only 16 years later some forum users manage to make sense of a much more complicated situation given all the prequels that help for worse and actually care enough to spend their free time in correcting that (and get complained), while the original translator couldn't, never cared, and everyone was happy of their job (FF7 the MASTERPIECE... even if it makes no sense, lol)  :-o
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-07 22:56:39
What can I say I love a game with villians that have god complexes and dude with huge broadsword.  This is something I've realized for a long while and proud to contribute to the debate and bring some valualbe information to anothers mod.  Thanks DLPB for all that you are doing sir I hope to see more works from you in the future.  I also thank you for having this debate with me this was very enlightning.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-07 22:59:56
It was enlightening for me too.  8) 

This one was still awkward but has been fixed:
This one is a very good example of bad flow.

Old
Code: [Select]
{BARRET}
“So let's hear your story…”{NEW}
“You know, the one about Sephiroth
and the crisis of the Planet.”{NEW}
“Let's hear it all.”
------------------------------
{CLOUD}
“…I used to want to be like Sephiroth,
so I joined SOLDIER.”{NEW}
“After working with Sephiroth
on several missions,
we became friends.”
------------------------------
{BARRET}
“You call that a friend?”
------------------------------
{CLOUD}
“Yeah, well…”{NEW}
“He was older than me,
and hardly ever
talked about himself.”
------------------------------
{CLOUD}
“So I guess you'd call us war buddies…
We trusted each other.
Until one day…”

new
Code: [Select]
{BARRET}
“So… Your story?”{NEW}
“Sephiroth. A crisis facin'
  the planet. Let's hear it.”
{CLOUD}
“I wanted to be like Sephiroth,
  so I joined Soldier.”{NEW}
“After working with him on
  several missions,we got
  to know each other.”
------------------------------
{BARRET}
“You were friends?”
------------------------------
{CLOUD}
“I'm not sure…”{NEW}
“I mean,he was older than
  me and didn't really talk
  about himself.”
------------------------------
{CLOUD}
“We were more like
  comrades,I guess.”{NEW}
“We trusted each other.
  Up until then…”

https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdGdUWHktN09WRXNheHJ4NFhrakl6Vnc&usp=drive_web#gid=0

You can follow our progress there.   :P
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-08 10:52:49
Ah well, as for the dates thing...  I was wrong, the original game makes it fairly clear that FF7 uses same time and dating system as Earth (which is a shame... I think they should have been more original there.)

It mentions weeks, years, months, and days.  Doesn't name them, but that's scraping the barrel.  I am sure the reason they didn't name them is because that makes the game harder for the writers ;)
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-10-08 11:00:47
Quote
...originally planned for the story to take place in New York in the year 1999
From Wikipedia: http://en.wikipedia.org/wiki/Final_Fantasy_VII (http://en.wikipedia.org/wiki/Final_Fantasy_VII)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-08 11:04:04
Thank god they didn't do that. 
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-08 13:16:25
They kept the concept which evolved into Parasite Eve, which wasn't half bad.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-10-08 14:10:27
Midgar is its own little world, if you ask me. I don't see why they need to tie it into our world at all...
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-08 15:01:44
In terms of gravity and stuff, it's important.  I mean it's important that you set boundaries.  i.e.  if someone stabbed, they are seriously injured and bleed and can die.  That works well if you are placing them into danger situations because then it matters to the audience (which is one of the reasons why Advent Children/Star Wars Prequels aren't well written because the violence and real life situations are treated as cartoons)...

but using earth's time system and so forth strikes me as lazy.  The writers didn't want to make it hard on themselves figuring out what year such and such happened, and they didn't want to invest time expanding on ff7 mythos.  of course they also had to consider time and schedule... unlike Tolkien.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-10-08 17:42:13
They kept the concept which evolved into Parasite Eve, which wasn't half bad.

Wait, so there IS a connection between VII and Parasite Eve? I was telling a friend about Sephiroth's backstory and she said it reminded her of Parasite Eve so oh my gosh. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-10-08 18:18:42
Wait, so there IS a connection between VII and Parasite Eve? I was telling a friend about Sephiroth's backstory and she said it reminded her of Parasite Eve so oh my gosh. XD
Just about the only connection is the 1999 New York setting. Most of the backstory in Parasite Eve was predetermined, since it was a sequel to the book (http://www.amazon.com/Parasite-Eve-Hideaki-Sena/dp/1932234209) (which is a damn good read, btw).
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-08 23:43:53
Needed:  Someone who understands the written Scottish dialect. 

Lex, I think, has dropped out citing busy schedule.  I am confident I can update a lot of the Scot already but without someone who understands the nuances, it will never be as good as it should be.

Title: Re: The Reunion [IN PROGRESS]
Post by: mystery_editor on 2013-10-09 11:35:59
Needed:  Someone who understands the written Scottish dialect. 

I have access to someone that can most definitely help, but very dependent on how much more needs to be done, as I haven't really told them the scale of this project...
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-09 11:38:57
The conversion of Cait's text to Scottish isn't that big a project.  It should take less than 5 hours, since most of it is a conversion (and a weak conversion.  Not using strong Scottish). Most of it I can do myself... I mean a lot of it is this>

about > aboot
out > oot
you > ye (at times)
shortening: Nothin' for example
gonna > gonnae
to > tae
do > dae
for > fur/fer
don't > dinnae
can't > cannae
isn't > isnae
wasn't > wasnae
I > ah
I'm >ah'm
not > no'
tut/tch > och

But you need someone to be able to polish it up, make sure that it is something a Scot would say.

Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-10-09 16:26:28
Cait Sith is supposed to be speaking in a Scottish dialect? I did not know that!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-09 17:12:51
Reeve's normal dialect is Scottish (at least that is what is kind of intended, given the Cait Sith myth is Scottish).   In Japan, they use Kansai accent. 

Even Advent Children corrected Cait to use Scottish...

Reeve's parents (they are at Honeybee Manor speaking about their sons success at the Shin-Ra Company) speak Scottish, so do a few others in VII.

That is why the scene with Scarlet doesn't make any sense in original game.  Scarlet says something like "What's with the weird [voice/accent]" 

This makes NO sense in the original "You sound funny"

I think the idea is that Reeve hides his real accent from his personal life, and uses it with Cait.  Reeve speaks normally apart from the one scene above where he is talking to both Cloud and heidegger at the same time.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-09 21:33:24
...which is what a lot in people from Osaka do if they move to Tokyo for work, or at least used to, Tokyoites can be a bit snooty sometimes.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-09 22:10:36
Let's finally (after 17 years) see this scene as it should have been (more or less. I still have to talk this scene over with Luksy one last time.)  First text, later video. 

The issue with this scene is 3 fold.  Firstly, context has always been an issue with original translation. Secondly, they didn't give Cait an accent which cripples this scene, and thirdly, the entries are not in the order you see below in the files.  I have corrected the below to be in order.  So the original localiser must have just wondered that the fuck was "goin' oan".

Old
Code: [Select]
Heidegger
“Strange.
I can't reach the President!”
------------------------------
Reeve
“Not the President.
To Sister Ray!”
------------------------------
Scarlet
“Kya, haa, haa.
What is it Reeve?
You're speaking strangely.”
------------------------------
Reeve
“None of that matters!”{NEW}
“The reactor's output is
increasing all by itself!”
------------------------------
Scarlet
“Wait a minute.
That's not wise!”
------------------------------
“It must cool for 3 hours or
it won't work.
Reeve, shut off the machine!”
------------------------------
Reeve
“We can't do that!
It's inoperable!”
------------------------------
“Someone has switched the machine
over to mainframe operation!”{NEW}
“We can't operate it from here.”
------------------------------
Reeve
“What about the mainframe?
Who!?”
------------------------------
“Hey, call the mainframe!”
------------------------------
Heidegger
“Huh? Why are you
giving the orders?”
------------------------------
Reeve
“I don't care how you do it!!” {original psx was "I don't give a damn about the details" if i recall?

------------------------------{break in scene}
Reeve
“Looks like {CLOUD} and
the others are on their way.
Stay out of the way!”
------------------------------
Heidegger
“Don't be foolish!
I don't remember anyone
putting you in charge!”
------------------------------
Heidegger
“The Peace Preservation force
will do their best
to beat the enemy!”
------------------------------
Heidegger
“Because of them, I…
 I…”
------------------------------
Reeve
“That's a private matter…”
------------------------------
Heidegger
“The President is dead!
Now I'm doing things my way!”
------------------------------
Heidegger
“Gya, ha, ha.”
------------------------------
Scarlet
“Kya, ha, ha.”
------------------------------
Scarlet
“Heidegger!
Now I'm going to use the new weapon!”
------------------------------
Reeve
“Hey! Wait!!”
------------------------------
Reeve
“{CLOUD}, everybody!
Sorry…”
------------------------------
Reeve
“But!!”{END SCENE which flows into next below}
------------------------------
{CAIT SITH}
“But!”{NEW}
“But you'll come, won't you!?”

NEW
Code: [Select]
Heidegger
“I don't get it.
  I can't reach the president!”
------------------------------
Reeve
“Forget aboot th' president.
  We have tae get tae the Sister Ray.”
------------------------------
Scarlet
“Kya,ha,ha!
  What's with you,Reeve?
  Your accent's all weird!”
------------------------------
Reeve
“N-never mind!”{NEW}
“The Mako reactors' ootput
  is increasin' all oan its own!”
------------------------------
Scarlet
“What!?
  That's crazy!”
------------------------------
Scarlet
“It has to cool down for
  at least three hours.
  Reeve,shut it off!”
------------------------------
Reeve
“We can't!
  It's not responding!”
------------------------------
Reeve
“Somebody has overridden
  the mainframe controls!”{NEW}
“We can't operate it from here.”
------------------------------{On phone}
Reeve
“Hello,can you get through to the mainframe?
  Who's in char…!?”
------------------------------
Reeve
“Call the mainframe!”
------------------------------
Heidegger
“Huh?
  Why are you giving orders!?”
------------------------------
Reeve
“We dinnae have time fur that!!”
------------------------------{scene change
Reeve
“Looks like {CLOUD}
  'n' the others are comin'.
  Stay oot of thair way!”
------------------------------
Heidegger
“Stop talking crap! {he may be referring to scot accent here I will check}
  I don't recall anyone
  putting you in charge!”
------------------------------
Heidegger
“Public Order's combined
  force will repel the enemy!”
------------------------------
Heidegger
“Because of them,I…
 I…”
------------------------------
Reeve
“That's a personal matter.”
------------------------------
Heidegger
“The president is dead!
  I'm doing things my way now!”
------------------------------
Heidegger
“Gya,ha,ha!”
------------------------------
Scarlet
“Kya,ha,ha!”
------------------------------
Scarlet
“Heidegger!
  We'll use the new weapon!”
------------------------------
Reeve
“Hey! Wait!”
------------------------------
Reeve
“{CLOUD}! Everyone!
  Sorry.”
------------------------------
Reeve
“But…”
------------------------------{scene change
{CAIT SITH}
“…But ye'll still come,
  won't ye!?”










Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-10 02:21:01
Decided to use my program also to do a fast replace of all words and phrases that will be definitely in Scot.  Ive converted every text for the laugh.  Here's how one looks:


{CLOUD}
“Ye'v got a lot o' nerve,{CAIT SITH}!
  Dae ye really think we'll let ye juist
  tag along,noo we know that ye'r a spy!?”

 :P
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-10-10 13:55:12
Does this mean... That it's nearly complete?! :D cause i have been dying to play through your translation. As have a few of my friends
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-10 15:08:50
Without a scottish person to go over it, it won't be "complete" but given I am just going to do my best job with it before a Scot looks over it, it will be fit for release as soon as Covarr has done the grammar check
:)
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-10 22:40:46
Hello all DLPB out of curiousity I looked up the scene on youtube for the real Nibelhiem flash back and something I forgot to mention.  When in the lifestream Cloud says he is going to the Mako Reactor of five years ago.  Given he said he was 21 which he said it in the honeybee in when you do the hottub room.  So as it is five years before the current time of the game that places him around 16 and considering Tifa says seven that would then place him at 14 roughly when Tifa saw him last that would mean it was shortly after the tower scene.  Sorry if this was covered or you came to it already just figured it be good information for you helping with the script.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-10 22:43:06
Yeah it makes sense, he says "come this spring I'm leaving the village"  so that ties in.

Also...

{CAIT SITH}
“J-j-juist hold oan. Ah'm no'
  goin' tae run or hide.”{NEW}
“Aye,ah was a spy.
  Ah'm a Shin-Ra agent.”

There's really no way to tone that down any more.  It is what it is.  I have a feeling Cait is gonna become even more annoying for some.  I can read that juist fine though.
Title: Re: The Reunion [IN PROGRESS]
Post by: Sora123masta on 2013-10-10 23:51:11
Okay, totally off topic. I cannot download most of these mods via torrent because the cable company and internet service provider are watching for major torrent downloads, since the beginning of the year they have been totally strict on this.  Wouldn't it be possible to upload these mods via Rapidgator or Uploaded.net in Rar folders or 7zip files?
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-10 23:56:12
If you like after I get them myself I'll upload them to dropbox if they don't mind.
Title: Re: The Reunion [IN PROGRESS]
Post by: Sora123masta on 2013-10-11 00:06:44
I would appreciate that, a friend gave me a gift for the 2012 remake and I just need the enhancements for the music like anxious heart and something to help with the models, menu overhaul and much more for the 2012 remake. If they don't mind. xD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-11 00:38:52
OK here is what's happening.

I am updating the Scot dialogue myself after Covarr's check which is in progress.  While he is doing that I am going to polish up the Menu Overhaul and installer.   Then I will release it.

Covarr is busy a lot so it is his pace I will be working at, but it shouldn't be too long. There isn't that big of a rush.   8-)  Overall I am 95% pleased with the finished article.  The 5% is

a. Some things we can never get right without the original writers' input
b. My own inadequacies as a writer (I am not perfect sadly, but I've done a pretty good job with Luksy!  ;D )
c. This still needs another Japanese FF7 fan to go through it. There will be things we missed.  It's just the nature of it.

So no more updates from me on progress now.  We are on the final furlong.
Title: Re: The Reunion [IN PROGRESS]
Post by: Sora123masta on 2013-10-11 01:10:03
All I know, you are doing a good job.   But still, the torrent thing before isn't an option anymore. Is it okay for someone to upload the mods via dropbox for the 2012 version of the game? :O
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2013-10-11 02:17:52
All I know, you are doing a good job.   But still, the torrent thing before isn't an option anymore. Is it okay for someone to upload the mods via dropbox for the 2012 version of the game? :O

Why are you asking about the Tifa torrent here? It has its own thread. Also, internet service providers are only watching for illegal torrent downloads, they don't care about things like this (I'm a Network Engineer and work closely with ISPs). You can download the Tifa torrent without the FBI kicking in your door.

That's great news about retranslation. I cant wait to check it out.
Title: Re: The Reunion [IN PROGRESS]
Post by: Sora123masta on 2013-10-11 02:55:47
I know it has it's own thread. I am just trying to be very careful you know, I used to not have cable TV, moved into a trailer and all and only could watch movies. A friend used to download movies and such. e.e
Title: Re: The Reunion [IN PROGRESS]
Post by: BlitzNCS on 2013-10-11 08:58:50
Just out of curiosity (it's probably been mentioned before and has an obvious reason) - why have you not left spaces after commas in the retranslation? Seems like an odd grammar error to make especially after putting so much effort in everywhere else!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-11 09:03:21
Just out of curiosity (it's probably been mentioned before and has an obvious reason) - why have you not left spaces after commas in the retranslation? Seems like an odd grammar error to make especially after putting so much effort in everywhere else!

The primary reason for no spaces is that that 1 character is then saved for the world map (which is limited to 23).  I've made the font table add a space automatically after every comma.  So in game, it is normal.  Don't worry, I am not capable of making that kind of mistake.  8-)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-11 17:53:55
http://megamitensei.wikia.com/wiki/Seth_%28demon%29

The remaining major puzzle outside of the dialogue, is the origin of the name Seto.  While it is certainly very possible that it literally is seto, and is intended to be, it could also be Seth.  Seth, like in the link above is based on Egyptian mythology, is used in numerous works of fiction and games (including FF9), and uses the same kana as Seto.

http://en.wikipedia.org/wiki/Set_%28mythology%29

In other words without the writers this is a mystery that may never be solved.

If I had to hedge my bets I'd go 60% in favour of Seth being the correct name, but without any hard evidence, it must remain Seto in our localisation.

This is another example of how kana can completely destroy an intended name.

Are there any other FF games apart from IX that use Seth or Seto or Set?
anyone?
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-11 21:17:37
Did some research for you DLPB and so far Seth is an antagonist in Final Fantasy Tactics A3.  I'll continue to search the names and post my findings.  I am limited to what I can pull up because I am at work right now.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-11 21:19:52
I saw that tactics one too but I need to see if it used the same kana...  it would be very interesting if a main protag used Seth in FF game....
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2013-10-11 21:29:08
I did a search for セト on a japanese final fantasy site (not sure if I can post the link) and the only thing that showed up was Seto from FFVII. However I also tried to look the net for Seth translitteration in kana (Seth to katakana search with google) and it is written as セス (Sesu) in the first 3 results...
Nevermind, even the japanese wikia lists セト as one of the possible transliterations for Seth, it seems that the more I look into it, the more complicated it gets...
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-11 21:30:44
Seth is definitely "Se-to" in some areas (esp older names for Seth)

>

http://ja.wikipedia.org/wiki/%E3%82%BB%E3%83%88_%28%E8%81%96%E6%9B%B8%29

Even that Seth is.

and the Egyptian god

http://ja.wikipedia.org/wiki/%E3%82%BB%E3%83%88

(although that can be Set too)

How did FF9 and Tactics Kana work for "Seth"?
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2013-10-11 21:34:13
According to the website: http://ffdic.wikiwiki.jp/
Seto or セト only appears in FF7.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-11 21:35:09
セス according to tactics for Seth.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-11 21:36:54
Cheers for that people.  That means that Seth is more unlikely now. It still could be Set based on the Egyptian God, but Seth is out (well it still could be but...).    I thought it was going to be the same...

I will be sticking with Seto anyway, unless a writer gets off his ass and explains things better.  8-)
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-11 21:40:11
considering he has his hands full with KH3 and the second hd collection not to mention 15 I highly doubt that will happen.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-11 21:47:55
As far as I recall, Nojima/Nomura were asked about Seto and didn't know.  It was another on their team who named him.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-10-11 22:04:14
I haven't read everything, but it's possible that this place and its history has an influence:
http://en.wikipedia.org/wiki/Seto_Inland_Sea (http://en.wikipedia.org/wiki/Seto_Inland_Sea)
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-11 22:34:34
Not that it's an official source, but the Japanese ff dictionary wiki gives the ancient Egyptian god Set, and Seth of the Old Testament as possible origins (although either can be spelled both ways).

http://ffdic.wikiwiki.jp/?cmd=read&page=%A5%AD%A5%E3%A5%E9%A5%AF%A5%BF%A1%BC%2F%A1%DA%A5%BB%A5%C8%A1%DB&word=%A5%BB%A5%C8
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-11 22:36:01
Same origins I gave then...  does it cite ANYTHING that can prove it?  Or is it just doing what I have done?
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-11 23:14:47
Nope it's still just speculation.
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-10-12 07:10:12
If this is accurate I used a name generator for Set since everytime I try to type in for it being a name it still wouldn't recognize it as such.  Anyway if it helps here is what it gave me セト
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-14 15:24:22
I have decided I will be adopting the -ize ending for this project.  The Oxford English Dictionary, and other style guides (including the one I am using) make it quite clear that British English is allowed to use it, and it is correct (in fact the OED lists -ise as incorrect usage but acceptable).  The -ise endings to words are only correct for words of French origin (and the American spellings conform to that).  -ize is not an Americanism, it is the correct spelling for words of Greek origin. 

All my life I have used -ise, but I will now be changing, and I hope Britain follows suit.

On the other hand, it is strictly forbidden to use -yze endings in British because that is incorrect from the word origin.

A list of words (http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style/Spelling/Words_ending_with_%22-ise%22_or_%22-ize%22#Words_always_ending_with_.22-ise.22) that retain -ise:
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-10-15 15:26:10
A list of words (http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style/Spelling/Words_ending_with_%22-ise%22_or_%22-ize%22#Words_always_ending_with_.22-ise.22) that retain -ise
It's probably obvious, but the one caveat in that list is that 'advise' only refers to the verb - the noun is still 'advice' ;)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-15 16:06:16
yup. Actually, in British English Practice is a noun and Practise is a verb. And then there is licence/license.

I think that list on wiki does come with a footnote to explain "advise".
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-10-15 16:08:39
I thought there were other examples, but I stopped going through the list before I saw any :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-15 16:14:11
Covarr's grammar check is going well.   Already a lot of niggles being ironed out.

He noticed a mistake with this one, so I have reworded it.
I think it now finally flows well:

Old
Code: [Select]
Reeve
“We have the damage estimates for Sector 7.”{NEW}
“Considering those factories we already set up
and all the investments,
the damage is estimated
at approximately 10 Billion gil…”

New
Code: [Select]
Reeve
“The damage report for
  District 7 has come in.”{NEW}
“When considering the industrial
  sectors that were present,and
  the investments we had made…”{NEW}
“…the cost to our company is
  expected to be in the region
  of 10 billion gil.”
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-10-16 04:17:14
Am I the only one irked by "industrial sectors"?

It does not seem really appropriate in the context above. Would you consider changing it to "industrial facilities", considering also that the former translation attempt used "factories" there?

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-16 04:38:33
Am I the only one irked by "industrial sectors"?

It does not seem really appropriate in the context above. Would you consider changing it to "industrial facilities", considering also that the former translation attempt used "factories" there?

I will have to take that up with Luksy, but a factory is not the same thing (if that isn't what it is).  Facilities may work, but I will use whatever is most likely for a man in the position of Reeve, who would come into contact with different terminology to a layman, and according to the Japanese.

http://www.businessdictionary.com/definition/industrial-sector.html

In other news, the Scottish dialect has been completed.  So now the only thing that remains is Covarr's grammar check, and Prince Lex's proof read of the Scottish.
Title: Re: The Reunion [IN PROGRESS]
Post by: Terid__K on 2013-10-16 05:47:08
Just to clarify, this won't be compatible with the Steam version? And if I don't care at all about the graphical enhancements, will I still be able to use the retranslation without those?

I haven't followed this project in a long time, so I don't know if you guys changed anything along the way.

Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-10-16 07:41:59
Code: [Select]
“…in the region
  of 10 billion gil.”
I'm more used to 'on the order of', but that may just be a result of the communities I hang out in ;)

Just to clarify, this won't be compatible with the Steam version?
You can convert the Steam version / 2012 re-release to the original. I don't know if there are any intentions of integrating that with Reunion though, or if it will always be separate.
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-10-16 11:23:39
I will have to take that up with Luksy, but a factory is not the same thing (if that isn't what it is).  Facilities may work, but I will use whatever is most likely for a man in the position of Reeve, who would come into contact with different terminology to a layman, and according to the Japanese.

Thanks for hearing me out. I trust you guys will choose the best possible translation. Keep it up!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-16 14:01:27
Just to clarify, this won't be compatible with the Steam version? And if I don't care at all about the graphical enhancements, will I still be able to use the retranslation without those?

I haven't followed this project in a long time, so I don't know if you guys changed anything along the way.

The issue with Steam is you cannot change the exe.  It has protection.  So a full retranslation is rather impossible for the newer versions.  As said above, you will probably need to convert to 1998 game.

also,  "in the region of"  works in the above context and means exactly the same as "approximately".  I didn't change that on purpose, it just sounded more natural as I was writing it.  8-)
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-10-16 16:39:25
The issue with Steam is you cannot change the exe.  It has protection.  So a full retranslation is rather impossible for the newer versions.  As said above, you will probably need to convert to 1998 game.
Are we sure this is the case with the Steam version? I know it was a major part of the SecuROM protection in the S-E store version, but the Steam version has entirely different protection. Steamworks typically does not protect the EXE, but merely prevents modified EXEs from playing in online servers (assuming a dev uses steamworks/vac for their online at all; many use steamworks for DRM and punkbuster for anti-cheat).

I'm gonna look into this, but I wouldn't be surprised at all if this is significantly less protected than the 2012 version.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-16 20:52:44
Yeah let me know :)  Prob not gonna support it anyway to be fair (would mean more work for Luksy and ts for a start), given it can be easily converted with no real losses (well, no real losses if Aali releases his new driver sometime). 
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-10-16 20:54:06
That's fine. If there's a way to make it work, I'll figure it out myself if need be :P
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-16 23:39:38
In other news:

I've created a small tool to rip relevant text out of the game and so forth, so it will be easier for Lex to check entire Cait dialogue.  This leads to some interesting findings about how much dialogue there is in the game without formatting. Note, even with all the precautions I have taken, this will be out by a little.  Only a little though.

Total: 135321 words / 773646 chars / 465 occurrences of the word "Sephiroth"

Code: [Select]
Cloud: 14331 (10.57% of total)
  Tifa: 8807 (6.50% of total)
    Barrett: 8426 (6.22% of total)
      Cid: 6066 (4.48% of total)
        Aerith: 4850 (3.58% of total)
          Cait: 4048 (2.99% of total)
            Red: 3958 (2.92% of total)
              Yuffie: 3238 (2.39% of total)
                Sephiroth: 2063 (1.52% of total)
                  Vincent: 1861 (1.37% of total)

                    Total for all chars:  57648 / 135536 (42.53% of total)

So FF7 is around 135,000 words (773000 chars) total when formatting and all the other non dialogue is removed.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-17 00:21:29
For reference that's about the same as The Return of the King  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-17 00:49:07
I didn't expect Cait to be that high up given he was likely shoehorned in like Vincent, but I guess that's more down to the fact Cait does actually get some story aboard the Highwind interwoven with Reeve, and at the Temple. 

The only story Vincent gets is minimal.  Although that isn't a totally bad thing because his character is supposed to be quiet and mysterious.

ps when you remove the duplicate text, ff7 is around 130,000 words.  Still very impressive.
Title: Re: The Reunion [IN PROGRESS]
Post by: ProtoX on 2013-10-17 04:36:41
The only story Vincent gets is minimal.  Although that isn't a totally bad thing because his character is supposed to be quiet and mysterious.
Thus Dirge of Cerberus was made. I didn't mind the games story with Deep Ground and more into Vincent's History, its when they decided to have Genesis from the secret ending be put in Crisis Core. In Crisis Core I didn't mind Angel telling Zack that the Buster Sword was passed down to uphold his family's honor and then passed down to Zack due to certain events. But adding Genesis to the story from Dirge of Cerberus secret ending and then adding it to Crisis Core was a bad move on Square Enix's part.
Title: FF7TextTool 1.0
Post by: DLPB_ on 2013-10-17 13:51:18
OK here (https://dl.dropboxusercontent.com/u/36889302/Programs/FF7TextTool.exe) is my simple FF7TextTool.  What does it do?  Well, it extracts all text from touphScript format files.

It takes a few options.

1. Name filter (For example {CLOUD} will only dump those headed by Cloud).
2. Count Text (Will search the dumped files for this text and report number found).
3. Contains text (Will dump only lines that contain text.  For example ize would dump lines with "Realize")
4. Display format (Will display all formatting like {NEW}.
5. Display titles (Will display map titles)

Place all files (whether in folders or not) into a folder called "IN" in the same place as this program.

If options 1,2,3 are left blank they will be ignored.  To dump ALL text leave 1 and 3 blank.

A report will be given in the command window, and all dumped text will be placed in "output.txt"
Title: Re: The Reunion [IN PROGRESS]
Post by: Bosque on 2013-10-17 16:23:48
Hey DLPB, if you have the time/patience, could you make a simple memory patch to disable exp growth that can be turned on/off, please? I know it isn't exactly a priority, but when the retranslation is released I'd like to play through the game but with Gjoerulv's mod, and I'm going to try and do a low-level run of it.

(or would the retranslation remove the terrible script on Tenko's mod?)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-17 18:18:22
The mod won't be 100% compatible with Gj's mod until I know he is finished updating it, and then I can provide full compatibility.  As for the EXP thing... have you looked at Otyugh?  That can do a lot of stuff?  Or do you need it to be specific?

As for Tenko's mod... I don't support it at all. Apart from the crap script, it uses Aerith revival which is in clear violation of the original material regardless (and there's no easy way of changing the text, there will be a lot of mismatches).  Menu Overhaul supports it, but it looks like he has included that anyway.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-18 01:59:29
Alexander O. Smith answers my questions on localising games.

Quote
Hi Dan,

Sorry for the delay in getting back to you. Some answers!
> 1. Do you provide localisations in basic text, or do you have to update the files as well?

Quote
Back in the day there was a lot of direct updating of files. Once things got organized to the point where loc teams and dev teams could agree on standards, it was much easier for loc to work in excel, and have dev convert that into the code they needed for their compiler. Almost everything on the loc side is handled in excel now across the industry.

Excel is preferable to plain text because you can display original text and translation side-by-side, as well as comments/editing/etc. It's also very useful for generating voice scripts from text, and the filters can be helpful for checking a particular character's lines, etc.

> 2. Do you relocalise the non-dialogue text, such as weapon names?

Quote
Sure, though that's at the discretion of the loc team.

> 3. Following on from that, are you asked to keep the "canon" names?

Quote
This is also at the discretion of the loc team.
>
> For example, certain things in the series have become "canon" , such as "megalixir" [Last Elixir]
> and certain FF7 things, though mistakes made by Michael Baskett have become "FF7 canon", such as "Mideel" [Midhir]

Quote
At different times, different loc teams have been more zealous about fixing earlier translation problems. I think the general rule followed at Square is, if there's an embarrassing error or a "bad" translation necessitated by word length restrictions on older games, those are all free game for updating. If there's a translation that's arguably an error, but works well enough, and is loved by the fan base, those tend to stay. It's not an exact science, obviously, and there's less oversight than you might imagine (though certainly more now than there was). Another instance of 'mistakes' that won't get fixed: Ochu, which is based on a pronunciation of the D&D monster "Otyugh." That won't be fixed because WOTC has a copyright on Otyugh.

> 4. Do you get full cooperation from the original writers?  Part of the issue we had is that sometimes there is no way to work out what the writer desired.  We still can't be 100% sure that Zack is Zax, for example. The only reason we know it is Midhir is because of the internet, and good research into other mythology.

Quote
Sometimes, though that usually comes down to who is drinking with whom, or going on cigarette breaks with whom, at the time. There was very little official communication between writers and loc back in the day, so it was all back-channel stuff. Oftentimes, the original wasn't written with anything significant in mind at all, so loc ends up having free reign anyway.

In short, it's chaos, man, chaos!

Alex

I have replied to the above.  I never realised Otyugh was changed because of Copyright ;) I just assumed it was an error.

Quote
And a clarification from my side: Ochu was (likely) originally just an error. It hasn't been fixed because of copyright concerns.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-18 02:32:26
Being forced to use it on a daily basis, IMO using excel for translation work is possibly the worst ad-hoc standard in translation today. Csv files I can get behind as a storage format seeing as it's trivial to import them in pretty much anything, but using excel directly for editing is clunky and frustrating for anything except simple definitions like names and menus. Once you have more than two or three languages the problem is compounded.

Translation memory software is either horribly designed and convoluted (Wordfast), or horribly designed, convoluted AND ridiculously overpriced (Trados). Other editors are mainly geared towards apps and are just as bad for editing projects with actual conversations and story.

The gaming localization industry really needs some kind of usable standard.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-18 02:33:38
Yeah, excel was how we first started and it became clear that we would be there til 2050 using that method. 
Title: Re: The Reunion [IN PROGRESS]
Post by: Bosque on 2013-10-18 02:54:38
The mod won't be 100% compatible with Gj's mod until I know he is finished updating it, and then I can provide full compatibility.  As for the EXP thing... have you looked at Otyugh?  That can do a lot of stuff?  Or do you need it to be specific?

Since I don't actually have FFVII installed right now on this computer I can't test Otyugh, but all I want is a simple EXP on/off switch. I'd just turn it on for forced encounters/bosses.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-18 14:44:50
Since I don't actually have FFVII installed right now on this computer I can't test Otyugh, but all I want is a simple EXP on/off switch. I'd just turn it on for forced encounters/bosses.

I'll make it later today.
Title: Re: The Reunion [IN PROGRESS]
Post by: Bosque on 2013-10-18 17:41:09
I'll make it later today.

Thank you!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-18 18:53:09
I have added it to Otyugh. See tools.  Remember to place any trainer queries there :)  It's likely I won't be adding any more requested options to it for a long while.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-20 01:31:12
https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdGdUWHktN09WRXNheHJ4NFhrakl6Vnc&usp=drive_web#gid=0

Yup. I still missed a map.  And I still had to add more questions, but I really do think that's the last of it now.  Anything else SHOULD be from Covarr alone.

So here's the plan:

1. Questions answered, files updated. [COMPLETED]
2. Prepare installer. [IN PROGRESS]
3. Update Menu Overhaul [IN PROGRESS]
4. Make sure minigames update is working properly.
5. Prince Lex proof read of Scottish dialect. [IN PROGRESS]
6. Wait for Covarr's grammar check and update files. [IN PROGRESS]
7. Hopefully touphscript further updated (1 or 2 things I think...)
8. 1st Release of the Reunion.

Ideally, Aali's new driver (been waiting over 2 years), will also be released.  Because there are a few things that will fix.

Hopefully this will be ready for release by Dec 1st.  That's the date I am giving.

mugenginga is working on the new PSX buttons, and I will see what they are like before using them.  They are definitely going to be better than I can make or most other people.  They may be used permanently or temporarily (if FeliX makes some that are better, we will see in time.) Either way, there will be something used.
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-10-21 04:11:28
Sounds real good.

My only concern is your faith in seeing another version of Aali's driver. I wouldn't count on it. What fixes in particular were you referring to?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-21 04:40:13
1. oggs for music.
2. screen flashes and colour transitions extending to bottom of screen

If he wasn't going to release the new driver, I'd code ogg into it myself.
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-10-22 04:04:54
Yeah, re: screen flashes (2) it does bother me a lot as well.

Nice to know that you could still take matters in your hand when it comes to .ogg files though.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-23 01:48:25
Funny thing to note too.  Each character has a "bad" or joke weapon.  The weapon does not have any slots.


Aerith: Umbrella
Barrett: Rocket Punch (a giant fist)
Cait: Triton Trumpet (Triton Shell Trumpet)
Cloud: Nail Bat
Cid: Mop
Red: Hairpin (ordinary hairpin)
Tifa: Work Glove
Vincent: BB Gun (lit. Silver ball gun)
Yuffie: Bouncy Ball (in japan a Super Ball)


Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-23 02:55:41
http://en.wikipedia.org/wiki/Super_Ball

It's one of those things where the trademarked name stuck as the general term in Japan, like hoover in the uk.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-23 03:35:45
Reminds me... my character for replacement of Cait uses orbs...  the best weapon will be the Palantir, but his worst will be a marble haha.

In other news, I am having to give Covarr updated files for the second time.  I did a full check with Word... and well, despite going through the whole thing 5 times manually (including a play through) there were still around 70 mistakes found with it.  The sheer scale of this project is frightening even me.

Such gems included:

Quote
“This is what what it
looked like five years ago.”

and

Quote
“Don't worry, i'm okay.”
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-10-23 05:19:18
I had to read the first one three times before I saw what what was wrong  :|

If your going with orbs his best should be the Death Star  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-23 14:35:00
When I cut and paste to edit a passage I sometimes dupe the word... and judging by your trouble to see it, I'd say the human brain is very crap at noticing duplicate words.
Title: Re: The Reunion [IN PROGRESS]
Post by: Lex Tertia on 2013-10-23 16:50:24
When I cut and paste to edit a passage I sometimes dupe the word... and judging by your trouble to see it, I'd say the human brain is very crap at noticing duplicate words.

Damn you autocorrect!!
Title: Re: The Reunion [IN PROGRESS]
Post by: Kalkano on 2013-10-27 18:56:03
Took me a while, but I finally got registered.   ;)    (Thanks to EQ2Alyza, for her help)

I've been lurking for a while.  I've been replaying the whole main series, recently.  And, I've stopped after 6, to wait for this.  I really look forward to seeing the whole picture, the way it was meant to be seen.  Thanks for all the hard work!

One of my questions has already been answered (ballpark release time frame).  I did have one other thing I wanted to mention, though.  The flashback to Tifa falling off the cliff is something that always stood out as a mistranslation.  But, your changes keep what I thought was mistranslated.

‘Back then,I only grazed
  my knees,but…’

Why is "Back then" at the beginning.  It sounds really weird.  It makes it sound like there's some kind of comparison taking place.  Like, "Back then, I only grazed my knees, but this time, I didn't."  The comparison is really between him grazing his knees, and Tifa's injury being more serious, right?

Maybe it's reemphasizing that this is a flashback.  But everything he's talking about is a flashback, and it seems out of place.

Thoughts?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-27 18:59:35
It is Cloud talking to himself (the real cloud trying to get through the lies and fake persona).  He says "back then" a number of times in FF7.  It's part of the story.  The use of "back then" makes it clear to the audience who is speaking (later on) and serves a purpose in the plot as well.  Also, "Back then" is perfectly acceptable to start a sentence with when talking about an event that happened in your past.

Cloud doesn't know who it is talking to him.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kalkano on 2013-10-27 21:49:19
Oh, ok.  That makes a little more sense.  I always thought he was talking to Tifa.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-10-27 23:00:40
In the first 2 times it is used (and perhaps more) he is talking to himself when unconscious (very likely because that's the only time his real self can get through).  Once when unconscious after the fall through the church roof and the other while asleep in Junon.  The actual bridge scene is still his concsciousness except this time in the Lifestream.

The use of "back then" is important because it ties all usages of the phrase with his past, especially the bridge scene.

Back then is always Cloud's past at Niblheim 5 years ago, or the water tower 7 years ago, or as children.  I must admit to deliberately hammering this point home, I had a good think about it at the time.

Quote
{GRAY}‘Back then you got away with it.
 Only grazed your knees…’

{CLOUD}
“Back then?”

Quote
#cy 96
{GRAY}‘Back then…
  When you went to Mt. Nibl.
  {TIFA} was your guide,right?’
------------------------------
#cy 96
“Yeah,
  that surprised me.”

Quote
#cy 96
{GRAY}‘A proper bed like this.
…It's been a while,hasn't it?’{GRAY}
------------------------------
#cy 96
{CLOUD}
“Yeah,I guess.”
------------------------------
#cy 96
{GRAY}‘Since back then?’{GRAY}

Quote
{CLOUD}
“Back then…
  I definitely played this piano.
  But why hasn't it burned?”

Quote
#xy 16 201
{TIFA}
“Look,the village water tower.”{NEW}
“Do you remember?”
------------------------------
#xy 200 201
{CLOUD}
“Yeah… back then.”

Quote
{TIFA}
“Yeah,and that's right too.
  You were pretty short back then.”
------------------------------
{TIFA}
“And cute.”

Quote
‘We both…
  fell off the cliff.’
------------------------------
‘Back then,I only grazed
  my knees,but…’

Quote
{TIFA}
“Me? Why!?”
------------------------------
“{TIFA},have you… forgotten
  what happened back then?”

Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-05 19:42:35
Hello, DLPB. I'm trying to retranslate FF7 for the PSX version, and I'd like to ask you a question. Do you have the game's texts in Japanese (the Kernel texts, more specifically)? Or at least the Japanese table files (katakana, hiragana, kanji)?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-05 22:06:35
Yes, they've been ripped by Luksy using touphScript.  The non dialogue from Kernel hasn't been though.  You may get some help from our document here (https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdHFKVjF1SVY2RjlKUGNzSU1Db0tzenc&usp=sharing#gid=0) (or send him a PM and request the others):


Field: https://dl.dropboxusercontent.com/u/36889302/FF7/Japanese_text.7z

Are you planning on doing an English translation like this one?  If so, perhaps you can point out anything you feel is a mistake with our dialogue at the end?
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-05 23:18:38
Yes, they've been ripped by Luksy using touphScript.  The non dialogue from Kernel hasn't been though.  You may get some help from our document
Ah, thank you. I'll send him a PM, I hope he didn't disable it. What I really need at the moment are the descriptions of weapons, battle commands, Limit Breaks... So you get it, what I need are their descriptions.

Quote
Are you planning on doing an English translation like this one?
Yes and no, at the same time. It won't be a full retranslation of the game, but all the battle-related stuff will be retranslated. The main script will be updated (I'll use the PC version's script, but there'll be some fixes). Another thing that I'd like to point out is that I'm not only retranslating this game, but I'm also trying to restore the changes they made when it came to America (mostly gameplay changes). It won't be a full relocalisation of the game, though.

Btw, it looks like you and Luksy have done a great job.

Quote
If so, perhaps you can point out anything you feel is a mistake with our dialogue at the end?
I'm afraid I can't. That part of the game's very confusing to me. Who is Cloud talking to? Himself or Zax's spirit?

NOTE: I know only a little of Japanese, but I'm having some help from people that know a lot.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-05 23:34:37
Ah cool.  Luksy shouldn't have disabled it.  I had to... I was getting inundated.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-11-05 23:52:22
Ah, thank you. I'll send him a PM, I hope he didn't disable it.
Just so you know, PMs are not available until a user has 5 posts, because of a problem we had with spambots sending PMs. You're obviously not a spambot, but if you run into trouble with PMs, this is why.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-09 16:03:28
I read all the rules. ;)

To DLPB and Luksy: I looked at your translation list, and I really liked how you guys translated the enemy attacks. May I have your permission to use them in my own project? I suck at giving names, I just translate them literally.

And... well... it looks like you committed (or kept) a few mistranslations too (I'm not 100% sure though).
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-09 16:07:21
I read all the rules. ;)

To DLPB and Luksy: I looked at your translation list, and I really liked how you guys translated the enemy attacks. May I have your permission to use them in my own project? I suck at giving names, I just translate them literally.

And... well... it looks like you committed (or kept) a few mistranslations too (I'm not 100% sure though).

I did take a few liberties where required, those are listed in Orange.  If you noticed any that seem like full mistakes and not liberties let me know.

And yeah, you are free to use them as long as you post a link to that document and to this thread in credits :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-09 16:35:17
Sure. ;)

About the mistranslations... Are you sure that "Sled Fang" is correct? The English - Japanese dictionaries I use say that "sureddo" means "thread". So, wasn't it supposed to be "Thread Fang"?

I suspect that the correct translation for Fall Rangda is "Foul Rangda". At least that's what this page says. But it's definitely not "Four".
http://ffdic.wikiwiki.jp/?%A5%E2%A5%F3%A5%B9%A5%BF%A1%BC%2F%A1%DA%A5%D5%A5%A9%A1%BC%A5%EB%A5%E9%A5%F3%A5%C0%A1%DB

The "Erumesu no Kutsu" is not "Hermes' Shoes". Hermes used sandals, not shoes. This video (http://www.youtube.com/watch?v=F9wUKVa7BOM&list=PL3BA31DCF53CEB1F8&index=1) is enough proof (jump to 1:04).

And one of the translators that are helping me told me that the correct translation for Phoenix Down is not Phoenix Tail. It would be something like "Phoenix tail feathers".

Another question I have is... what kind of English are you using for your translation? American or British English?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-09 16:41:40
Quote
About the mistranslations... Are you sure that "Sled Fang" is correct?

Yes.  It can be thread or sled, but why would it be thread?  There's no reason for that word.  Sled on the other hand, dog's pull.  And Nanaki is a dog like creature.  It is likely a joke.  If I recall the move looks like he is pulling a sled like a husky?

Quote
I suspect that the correct translation for Fall Rangda is "Foul Rangda". At least that's what this page says.

It's wrong.  Foul is different kana.  This is Fall, probably connected to the seasons.  I don't know why fall, but foul would be something else, unless the kana is wrong.

http://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%AB

Quote
The "Erumesu no Kutsu" is not "Hermes' Shoes". Hermes used sandals, not shoes.

You are correct.  I will change this. :)

http://finalfantasy.wikia.com/wiki/Hermes_Sandals
Quote
And one of the translators that are helping me told me that the correct translation for Phoenix Down is not Phoenix Tail. It would be something like "Phoenix tail feathers".

No... it is literally tail, although tail feathers might be what they are getting at.  In any case "Phoenix Tail Feathers" isn't going to work as an item name.  People can use the original word anyway, as the installer allows for canon series names.  I used tail because it's obvious that this means the feathers... or should be. When you are holding a bird tail, you are holding its feathers.

Quote
Another question I have is... what kind of English are you using for your translation? American or British English?

See main posts at start of thread.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-09 16:54:53
Quote
It's wrong. Foul is different kana. This is Fall, probably connected to the seasons. I don't know why fall, but foul would be something else, unless the kana is wrong.

http://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%AB
Ah, I see... I wasn't thinking about the season, but the verb "fall". It's still weird though.

Quote
See main posts at start of thread.
So it's British... that explains it. I was wondering why "judgment" had an "e" in the middle of the word.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-09 16:56:59
Quote
So it's British... that explains it. I was wondering why "judgment" had an "e" in the middle of the word.

Nope.  It's both.  The installer will change all British spellings to American if you choose that option (although I may have missed judgement from my list anyway so I will add that).

Fall Rangda may need to be just "Rangda" if it is too confusing. 
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-09 17:06:43
There's another one too. Why are you going to leave "Eru Junon" as "Lower Junon"? Wasn't it supposed to be "L-Junon"? Junon's divided in two: "Aru Junon"(R-Junon) and "Eru Junon" (L-Junon). Right and left.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-09 17:10:27
There's another one too. Why are you going to leave "Eru Junon" as "Lower Junon"? Wasn't it supposed to be "L-Junon"? Junon's divided in two: "Aru Junon"(R-Junon) and "Eru Junon" (L-Junon). Right and left.

I am not sure it matters because I don't think those names ever get seen in game.  I localized as L and R.  If they ARE seen in game, I will have to amend it, but I don't think they are.

Also, I am reading your thread here:

http://www.romhacking.net/forum/index.php/topic,17004.80.html

And there seems to be a bit of misinformation there.  A lot of it is true, but things like "zack is definitely zack" is very wrong.  There are no interviews to my knowledge confirming this, and Zakkusu is NOT Zack.  It simply isn't unless it's a BIG mistake.  As for the other names, as you have probably read in our document here, they are backed up by the Official Establishment File.  Yrena, Leno...

I have allowed people the option of keeping the original names, minor and major.  The truth is, it's the original writing team's fault for not communicating properly with the localizing team.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-11-09 17:38:09
Fall Rangda may need to be just "Rangda" if it is too confusing.
Autumn Rangda? Assuming that's not too long.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-09 17:42:37
Autumn Rangda? Assuming that's not too long.

I think even that sounds crap.  I might just go for Rangda.  I mean, what difference does the word "fall" really make here?
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-10 08:56:47
It's probably short for "fallen", Japanese likes to abbreviate.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-10 08:58:43
It's probably short for "fallen", Japanese likes to abbreviate.

That is a very good suggestion.  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-10 09:35:29
"Fallen Rangda" looks good.

About the King Behemoth enemy... Square translators always inverted its name to Behemoth King. Is this related to the grammar?
http://finalfantasy.wikia.com/wiki/Behemoth_King_%28Final_Fantasy_XIII%29
http://finalfantasy.wikia.com/wiki/Behemoth_King_%28Final_Fantasy_XII%29
http://finalfantasy.wikia.com/wiki/Behemoth_King_%28Final_Fantasy_X%29
http://finalfantasy.wikia.com/wiki/Behemoth_King_%28Final_Fantasy_VI%29
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-10 12:59:57
Much of a muchness really, King Behemoth is one to one with the Japanese and King is used as a prefix for a number of animals, like the King Crab, King Penguin, etc.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-10 13:15:16
Then why do we have Lion King and Scorpion King? Is that just because they're movie titles? I'm confused.

Edit: I also found this. Just check the kana. It's odd.
http://finalfantasy.wikia.com/wiki/Malboro_King_%28Final_Fantasy_XII%29

Just in case you doubt the information, there's a video (http://www.youtube.com/watch?v=NolxqCsFiPs) too (jump to 20:46).
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-11 01:00:02
It all depends on the emphasis you want to give to the nouns.

In the case of the Lion / Scorpion / Malboro King, the emphasis is on King; Lion and Scorpion act as noun adjuncts (http://en.wikipedia.org/wiki/Attributive_noun). For King Behemoth / Pengiun / Crab, the emphasis is on the animal itself and King is the modifier.

Japanese works exactly the same way, e.g. Emperor Pengiuns are コウテイペンギン and not ペンギンコウテイ, so even if whoever wrote the creature names was unaware of English grammar, we can still assume that the order of the nouns is meaningful in this particular case.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-11 02:07:45
Then that means I can choose?
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-11 02:54:44
That's entirely up to you.

Personally if King Behemoth made no sense in English I would consider changing it, but as a direct transliteration makes perfect sense (considering it isn't even a Japanese name) I don't see any reason to.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-11 04:08:02
At the end of the day, a localization has to be natural within the confines of the original intention and work.  So Scorpion King is preferable to King Scorpion.  It doesn't really matter either way, as long as it sounds natural and doesn't change the meaning. When I first started this project I was very very strict with weapon names and so forth, but you simply can't be that rigid for it to work properly.

For example, "Double Head"  might be the name of a monster but to an English audience it sounds rather crap.  So Twin Head is perfectly fine.  Most times the original Japanese names (which are generally already in English) work fine, but sometimes small changes need to be made.

The general rule of thumb I use is "Would I be happy with this change, if this was my work".
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-11 11:23:57
Okay. Guess I'll use "Behemoth King" in my translation. That's how I'm used to anyway.

But is "King Tail" gramatically correct? Normally, kings have no tails. I think it should be "King's Tail".
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-11 11:46:57
The king in this case is the Behemoth, he whips its tail at you.  Either King's or King is fine for a move name, but perhaps King's works better grammatically.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-11 15:30:24
Okay.

About the Megathrust attack, I don't think that's a good name choice. The attack is Earth-elemental (according to Proud Clod), and both "Tremor" and "Violent Earthquake" are very suggestive. "Megathrust" doesn't suggest the element, so I think you should pick a better one.

Found typos in your list, in "Brachioraidos" and "Bahamut Zero" (last column).
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-11 16:14:49
Brachioraids is not a typo.  That's what I have localized it to (from the Brachiosaurus and the word "raid").  Bahamut was a typo in the document you are right.  Fixed.

As for megathrust:

http://en.wikipedia.org/wiki/Megathrust_earthquake

I did not pull it out of thin air.  The literal is Violent Earthquake, and this works perfectly fine.  Tremor does not suggest a violent earthquake, and Violent Earthquake is far too literal.



Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-11 18:02:54
Ah, I see.

May I ask you something? Why did you change the Grand Spark attack to simply "Jibashiri"? You left no explanation about it.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-11 18:40:59
It's an established move.  I forget where it is found, possibly ninja clans.  In other words, Jibashiri is a real life move.   Same for Katon and Kamaitachi.  If a name is established in real life or in another fiction, it has to be kept.  That's why we say Murasame and not Village Rain, because it is a name and that name must be preserved.

Look up Jibashiri in google.  I've forgotten where it is from.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-11 20:00:50
I didn't find anything saying that Jibashiri is a real life move. The results I find with Google are related to animes, the first ones being Inazuma Eleven and Naruto. But if you're going to keep it, I don't mind.

I already knew about Kamaitachi and Katon.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-11 20:09:15
If it is part of a fiction it is also kept, since it is still a name, but I definitely remember it being used somewhere.  Luksy can shed light on that.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-11 21:26:22
I had to look this one up again, historically the term seems to have been used to refer to certain dancers in matsuri, and more recently to refer to the way ninja run or for certain attacks that run along the ground, which is what the word literally means ("close to / running along the ground").

Italian has "rasoterra" but I can't find a single English word that fits, other than "hedgehop" which only refers to planes. Seeing as the enemies that use the attack itself have nothing to do with Japan we might want to consider changing this one if a suitable translation can be found.

Oboro Muramasa has a very similar move that was translated as "Earth Runner", sounds a bit crap though IMHO.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-11 21:41:14
If this isn't an established name, something like Ground Spark would work, since it is a spark attack along the ground.
Title: Re: The Reunion [IN PROGRESS]
Post by: petafeng on 2013-11-12 15:25:34
Hi DLPB, i created an account just to thank you and your team for your efforts. From reading your first post, i can already tell how much 'abuse' you and your team has to go through to bring this awesome mod to pass. Shame on those who prefer to argue than to really help u with your mod. I'm glad (and with many others), that your dedication to make this game better has bring this to pass and to the delight of many. Awesome! and thank you!

I read through the faq and was just reading about the part of installation that allows you to choose certain features. for example the 9999 limit. does it mean if I tick the option during the install, i can break the 9999 dmg and hp limit? if yes, is it possible to disable half-way through the game without running the whole installer?



If I can be of any help, do let me know, i'll help the best i can.
maybe I'll list down my skills and u can decide if I can be of any help:
I'm an IT administrator, handling desktops, servers.
able to write batch files (used in backup jobs)
have some knowledge in visual basic in excel (wrote a simple finance program for my school project, many years ago)
some experience in Diablo2 modding (where u extract .txt files from .bin files) then i modify the txt files direct to add some features like diablo2 items/aura/mercenaries graphics) one of my works is here: d2mods.info/forum/viewtopic.php?f=15&t=56900&p=446375#p446375)

i'm willing to do boring tasks (renaming, reading long texts and modify them), pick up new skills if you have the time to teach me to help u.
just drop me an email gjfeng@yahoo dot com
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-12 16:31:54
Quote
I read through the faq and was just reading about the part of installation that allows you to choose certain features. for example the 9999 limit. does it mean if I tick the option during the install, i can break the 9999 dmg and hp limit? if yes, is it possible to disable half-way through the game without running the whole installer?

The mod was created by Dziugo, you can disable half way but you'd have to rerun the installer with the option off.

As for help, it is much appreciated.  The only thing that you and others will need to do (because this is now almost complete) is run through the finished game and give any suggestions and/or corrections. What I do need more than anything else is someone else who has a good grasp of Japanese and English to do a proof check of the work.
==============

Also:

http://onbu.net/www/ninja/en/jutsu_jibashiri.shtml

http://inazuma-eleven.wikia.com/wiki/Jibashiri_Kaen

It seems that some people are localizing it by keeping the Japanese.  It depends how we want this.  Either something unique that sounds cool, or something that is fully localized.  I like either Jibashiri or Ground Spark.  It's up to you. Remember that Zantetsuken is not an established name, it is only established in ff7 canon because the literal sounds crap. "iron-cutting sword". So sometimes leaving Japanese is simply a matter of preference.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-12 21:56:37
I think the issue here is that jibashiri in a ninja context can be left well alone, but as it's used literally in this case it might not make sense. I would translate it for Inazuma Eleven for instance, given that I could even come up with anything decent.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-12 22:14:38
That's a pretty sound argument.

Maybe Ground Spark or Ground Runner then, I guess? 
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-12 22:55:49
I'd choose "Ground Spark". And I agree with luksy. "Jibashiri" wouldn't make sense.

I agree with you on Zantetsuken. Its literal translation just sucks. But "Zantetsuken" doesn't make much sense either, if you think for a while. Odin is a god of the Norse mythology, how can he have a Japanese sword?

I guess this is where the Zantetsuken came from. Not sure if you already saw it, but...
http://en.wikipedia.org/wiki/Goemon_Ishikawa_XIII

This is the only thing I found about it. The rest of the search results just lead me to Final Fantasy.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-12 23:03:53
Sometimes it doesn't matter that it doesn't make sense for a Japanese word to be there, it is simply a matter of it sounding good or establishing something unique.  In most cases it doesn't occur but exceptions don't ruin anything.  Jibashiri would still work, especially if was used continually across the franchise for the same move.  I won't be using it here though.  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-13 01:00:03
So...delving deeper into Odin and Zantetsuken... :D

http://en.wikipedia.org/wiki/Gram_(mythology)

Quote
Gram was forged by Wayland the Smith and originally belonged to Sigurd's father, Sigmund, who received it in the hall of the Völsung after pulling it out of the tree Barnstokkr into which Odin had stuck it where no one else could pull it out. [...] After it was reforged, it could cleave an anvil in twain.

I think it's highly likely this is what they were trying to get at with Zantetsuken, in which case it might make more sense as Gram/Balmung/Nothung/Balmus; as Thisguyaresick2 points out it's a little ridiculous that Odin wields a Japanese sword.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-13 08:02:36
Quote
Gram/Balmung, the sword that Odin struck into the Branstock tree which only Sigmund the Völsung was able to pull out. It broke in battle with Odin but was later reforged by Sigmund's son Sigurd/Siegfried and used it to slay the dragon Fafnir. After being reforged, it could cleave an anvil in half.

It was reforged later after Odin.  But if it is the same sword, Gram or Balmung would have worked.  Sadly they went with "Iron Cutting Sword" hahaha

If I had to choose, I'd definitely go with Balmung.

It does make an appearance elsewhere....

http://finalfantasy.wikia.com/wiki/Balmung

You could use Gram or even Wrath.
===============

However, it could be

http://en.wikipedia.org/wiki/Tyrfing

Quote
Then he forced them to forge a sword with a golden hilt that would never miss a stroke, would never rust and would cut through stone and iron as easily as through clothes.

In fact I'd say this one is the more likely.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-13 12:31:35
Changing the Zantetsuken's name is entirely up to you guys. I'll keep it as "Zantetsuken" in my translation, just because it's part of the recurring stuff.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-13 13:09:32
I'll probably also keep it because the error is entirely on their part and it's become a Final Fantasy unique thing.  But if I were to change it, I'd probably use Tyrfing, given it's probably referencing the magic sword.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-14 00:02:36
As far as the wiki article is concerned, Tyrfing doesn't seem to have been used by Odin surely? Splitting hairs anyway, I think we can agree that both Zantetsuken and Steel-bladed sword are rather crap considering we're talking about one of the more important figures in mythology.

The Japanese wiki has a better entry though

http://ja.wikipedia.org/wiki/斬鉄剣

apparently the word was used to describe certain swords made by Yasuhiro Kobayashi I, who died only about 25 years ago.
Title: Re: The Reunion [IN PROGRESS]
Post by: Bosque on 2013-11-14 04:11:02
The mod was created by Dziugo, you can disable half way but you'd have to rerun the installer with the option off.

As for help, it is much appreciated.  The only thing that you and others will need to do (because this is now almost complete) is run through the finished game and give any suggestions and/or corrections. What I do need more than anything else is someone else who has a good grasp of Japanese and English to do a proof check of the work.
==============

Also:

http://onbu.net/www/ninja/en/jutsu_jibashiri.shtml

http://inazuma-eleven.wikia.com/wiki/Jibashiri_Kaen

It seems that some people are localizing it by keeping the Japanese.  It depends how we want this.  Either something unique that sounds cool, or something that is fully localized.  I like either Jibashiri or Ground Spark.  It's up to you. Remember that Zantetsuken is not an established name, it is only established in ff7 canon because the literal sounds crap. "iron-cutting sword". So sometimes leaving Japanese is simply a matter of preference.

Just going slightly offtopic, about Inazuma Eleven: one move could be known in the general fandom by 4 slightly different names. The wikia linked up there generally uses literally translated japanese names. Then there's the DS/3DS official localization (which in terms of the actual script/move names is good, but the distributors -not the actual localization team- decided to pull a Captain Tsubasa and give everyone very English names even though it's clearly set in Japan, which is jarring in this day and age and makes everyone seem straight out of Merseyside). Then there's the unofficial translation of the DS version (as opposed to the 3DS version in Europe, Nintendo literally held off the release of a 3-year old DS game just to hawk more 3DSes) of Inazuma Eleven 3, used in the Youtube video posted in that article, that translates Jibashiri Kaen to "Ground run Blaze(sic)" (this translation isn't very good since it was done by people who don't speak English very well, but it's workable at least). Then there's the only English fansub group that translates the anime... all of them use slightly different variations on names.

So I'd really advise against using Inazuma Eleven as a source. If I had a 3DS and the 3DS version of Inazuma Eleven 3 I'd check the official translation, but seems like the fansubbers translated it as "Ground Running Blaze".
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-14 07:47:31
Cheers for those.  And yeah I misread Tyrfing page, it is unlikely to be that, even given the description. Gram/Balmung is more likely. In any case, what does that Japanese wiki say with regards to the weapon name?  That it is related to a person?

Also, you aren't going to believe it but I am doing a second run through of the game.  This one is the very final one and so far it's going exactly as I have always wanted...  a few mistakes but very minor now.  It's looking and feeling like a finished article, and with Covarr's check on top, it will be virtually as good as I think it can be.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-15 04:40:22
Lol like we had any doubts you'd be doing that again :D

As for the wiki, it just says that some of that guy's swords we're named as Zantetsuken by Iai practitioners due to their performance, so as a term it probably hasn't been around for much more than 50 years. It then began to be used in fiction starting with perhaps Lupin III.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-15 14:03:53
L-Junon and R-Junon are used and seen in game.  I will amend to left and right.

edit.

Well... one of them is.  I am not sure both exist and that's a problem.  Do both R and L exist?  The only one I can find is "L" and that could stand for lower, not left. 

What maps does R-Junon appear on?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-16 10:33:34
Not sure if I showed this one before, but it's a good one...

old
Johnny
“Hey, is it really you?”{NEW}
“We were in SOLDIER,
   and childhood friends before that.
   You were such a playboy.”{NEW}

New
Johnny
“Hey,it's really you!”{NEW}
“Mr Ex-Soldier,
  childhood friend,
  travellin' lady's man.”{NEW}
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-16 11:00:58
L-Junon and R-Junon are used and seen in game.  I will amend to left and right.

edit.

Well... one of them is.  I am not sure both exist and that's a problem.  Do both R and L exist?  The only one I can find is "L" and that could stand for lower, not left. 

What maps does R-Junon appear on?
L-Junon:
- junonl1
- junonl2
- junonl3

R-Junon:
- junon
- junone2
- junone3 (probably not shown, but it's there)
- junonr1
- junonr2
- junonr3
- junonr4

It *is* left and right, I'm 100% sure of it. Upper Junon is divided in two: left and right.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-16 11:04:35
It would appear you have fixed a major translation error for me.  8-)  I and the original game have used lower for all the l's and just not bothered translating r at all.

I will amend this.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-16 11:07:03
You can also find these names in the Debug Room (not sure if you care about it xD).
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-16 11:11:08
I didn't realize that the original localizer had guessed what L was...  he just guessed at lower.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-16 11:12:01
No, it was translated as "El" and "Al".

Edit: No, you're right. L-Junon was translated as "Lower Junon". But I did see "Aljunon" somewhere...
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-16 11:21:51
No, it was translated as "El" and "Al".

It wasn't.  I have the original maps here, and the main ones show Lower Junon.

Junonl1, 2 and 3.  These are the ones that are most seen in game.  In fact, many of the others probably aren't seen at all.  I don't recall ever seeing "L-Junon" in the original game, IN game.  Certainly these 3 files are the main ones and show "lower"

The Japanese files show "L"
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-16 11:30:04
Junonr1, r2 and r3 are normally seen in game too.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-16 11:56:33
Junonr1, r2 and r3 are normally seen in game too.

Yeah but they were incorrectly "Lower Junon" originally is what I meant. (Not in Japanese game but in the original localized version of the west).

edit.

Basically this is what has happened in original game.

L-Junon has become Lower Junon
R-Junon has become Upper Junon and aljunon (on junone2 and junone3)

The localizer has simply amended left and right to lower and upper, but completely missed junone2 and 3, which have accidentally been left as "L" and not "R" (because of the kana issue with L and R) .  It's possible I will use Lower and Upper too depending on the geometry of Junon... Left and Right sounds very unusual and literal.

In any case the names of the maps themselves are correct...  JunoneE (using E are mainly right side of junon), JunonR (like Junonr3, right side of junon) and JunonL (like junonl1, left side of Junon)

Whoever named the maps either had a grasp of the kana for the 2 letters: エル (L) アル (R) or else knew the geometry of Junon.  Unfortunately, whoever translated Junone2 and 3, did not.

You can see how absurd Japanese kana is in cases like this...

エル (L)
E-ru (ru here is intended to be lu, so E-lu)

アル (R)
A-ru (ru here is intended to be ru, so A-ru)


The mistake with junone2 and 3 is that they didn't realize a sole letter was intended, or that R was intended, and so went for "al".

What is more absurd is that the Japanese font had the ability to use the roman letters, and they have done in other places, so why they would use kana here is beyond me. Not to mention that using kana to represent letters is just daft to begin with.

It is also likely that game testers found a lot of these issues and they got amended.  The maps showing "aljunon", to my knowledge, are so brief that it is entirely possible they escaped because a tester did not open the menu on them.

Conclusion:  Japan needs to either start using the proper English words, or else come up with a lot more fixes to its kana alphabet.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-16 16:45:04
No... it is literally tail, although tail feathers might be what they are getting at.  In any case "Phoenix Tail Feathers" isn't going to work as an item name.  People can use the original word anyway, as the installer allows for canon series names.  I used tail because it's obvious that this means the feathers... or should be. When you are holding a bird tail, you are holding its feathers.

It's worth noting that Down is a type of feather. So the translators weren't a million miles away :)

http://en.wikipedia.org/wiki/Down_feather
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-16 16:47:03
Also: Wow. I can't believe we're still finding corrections. Amazing.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-16 17:19:13
It's worth noting that Down is a type of feather. So the translators weren't a million miles away :)

http://en.wikipedia.org/wiki/Down_feather

Yeah, I know why they chose down, and I find it a pretty decent localization to "Tail", which is why I allow it in the installer :)

Edit.

I have now played through the game a final time and made last corrections.
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-11-16 23:52:39
So then..... *drum roll*
Title: Re: The Reunion [IN PROGRESS]
Post by: KnifeTheSky77 on 2013-11-17 00:16:59
Can it be drum roll time pls
Title: Re: The Reunion [IN PROGRESS]
Post by: petafeng on 2013-11-17 06:41:07
Hmm played from start till red XIII hometown. found 2 bugs/mistakes so far.

When you first meet Aerith's mum in her house, i remember a sentence is suppose to be a '?' instead of '!'. Sorry i forgot the exact sentence. I think it's ur going out again or something.

the some of the staffs at gold saucer area, initially appears lying down (shotdown animation) instead of standing up . Until you talk to them, then they'll appear standing up. So far encounter this in battle square and the entrance.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-17 10:59:16
Hmm played from start till red XIII hometown. found 2 bugs/mistakes so far.

When you first meet Aerith's mum in her house, i remember a sentence is suppose to be a '?' instead of '!'. Sorry i forgot the exact sentence. I think it's ur going out again or something.

the some of the staffs at gold saucer area, initially appears lying down (shotdown animation) instead of standing up . Until you talk to them, then they'll appear standing up. So far encounter this in battle square and the entrance.

Read the very top of the first post on this thread.  As for the other problem, it has nothing to do with this project.  And the sentence may change, because this is a full relocalization.

================

In other news... there seems to be some World Map dialogues that I cannot get to show, and they may be unused:


Quote
{CLOUD}
“I'm forgetting something…”

I thought it was to do with Yuffie mission but it wasn't. 

Quote
#cy 176
{TIFA}
“Please,chocobo,
  wait right there!”

There are similar ones for Cid and Cloud.  At first I thought this occurred when you got off  a chocobo when you had got across the marshes past the Midgardsormr but it isn't.. the chocobo just runs off.  So, any ideas?  Unused?

Title: Re: The Reunion [IN PROGRESS]
Post by: petafeng on 2013-11-17 14:20:05
I know where this is used, but it was used by Cloud.

this will occur when you first exit midgar and on your way to Kalm town. Bypass the Kalm town, grab a chocobo and head straight for the Cave where Sephiroth salughtered a midgar zolom. At the cave when you dismount from your chocobo, Cloud will say "Chocobo please wait here" and the chocobo will stay there, usually the default behavior is the chocobo will run away.
Note that cloud will not ask the chocobo to stay if you went to Kalm town, hear Cloud's story and then proceed.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-17 14:27:00
I know where this is used, but it was used by Cloud.

this will occur when you first exit midgar and on your way to Kalm town. Bypass the Kalm town, grab a chocobo and head straight for the Cave where Sephiroth salughtered a midgar zolom. At the cave when you dismount from your chocobo, Cloud will say "Chocobo please wait here" and the chocobo will stay there, usually the default behavior is the chocobo will run away.
Note that cloud will not ask the chocobo to stay if you went to Kalm town, hear Cloud's story and then proceed.

Ah.  So they've programmed it in basically to stop a player ending up stuck across the marsh with no way to carry on the game, basically.  Smart. (even though you can make it cross the marsh without a chocobo).  That also means the Tifa dialogue is unused since they aren't main player at this point in the game.

Thanks for that!  Do you know the "I'm forgetting something" text?  Where is that from?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-17 19:01:53
Anyway that should be the last of the questions to Luksy.  I've said that a few times now but I really have finished this time.

https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdGdUWHktN09WRXNheHJ4NFhrakl6Vnc&usp=drive_web#gid=0

In other news...  it turns out a text in itown1a has been COMPLETELY MADE UP in the English game.  The person in itown1a explains that the chocobo has a green stone hidden under its wing... but in the English game we get this instead:

Quote
“Everything must come to an end.
   And someday it's gonna be your turn.
   The world's gotta end sometime.”{NEW}
“Everybody goes sometime or another.
   And everyone gets left too.
   It's just fate…”{NEW}
“It's sad, but there's nothing
   that can be done about it.
   So that's why I'm prayin'
   for all of you.”

The Japanese is more like (I haven't touched this entry yet so it sounds awkward below)

Quote
“Hey…
  Want to know something cool?”{NEW}
“That cheapskate's chocobo has
  a beautiful green stone
  hidden under its wing…”{NEW}
“It has to be some kind of
  jewel or something!
  That chocobo won't be needing it.”


The original English game has just made that text up from NOWHERE.
Title: Re: The Reunion [IN PROGRESS]
Post by: petafeng on 2013-11-18 00:17:51
for the "i'm forgetting something"

If i'm not wrong (based on my last play on FF7 years ago), you'll encounter I'm forgetting something The Junon area in Disc 2 where you are on your way to get underwater huge materia. the exact spot is helipad landing area (if u choose outside of Junon for the free heli taxi service). this is also where the tv rating side-quest the area exactly before entering the 'shortcut'.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-18 00:29:35
The original English game has just made that text up from NOWHERE.

I thought the English translation began with unfinished game files...? It sounds like the text may have changed it at some point, but this slipped through?

Also: I swear I've seen the "I'm forgetting something..." text -- but, ironically, I can't remember where.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-18 00:33:04
Can you explain further the exact time and necessary action?  I can't get it to appear.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-18 00:36:53
EDIT
Title: Re: The Reunion [IN PROGRESS]
Post by: Bosque on 2013-11-18 01:00:26
I have the vague idea of it being related to the buggy and Cosmo Canyon, maybe trying to head straight to Nibleheim or something.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-11-18 01:37:36
I can search the world map script for a location when I get home, might take a while.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-18 11:11:41
I have the vague idea of it being related to the buggy and Cosmo Canyon, maybe trying to head straight to Nibleheim or something.

I tried that before already.... you can't go anywhere.  The buggy breaks down and you can't pass.  I couldn't see any dialogue.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-18 18:39:59
Is this what you're looking for?

http://forums.ffshrine.org/f25/what-did-cloud-forget-10671/
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-18 18:45:22
Ah yes... that would make sense.  You usually get the "Missing" dialogue when you are IN junon and at the canon area... but if you go to the submarine he says it from there because the canon is missing from the world map model as well.  That's really clever.

Cheers.

I have never seen the world map version of it, so I will go check it out.

edit.  I still can't get that text to show up on world map
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-19 12:15:04
Then that text is probably unused. I couldn't find any video or image that would show it in game.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-19 12:17:51
Then that text is probably unused. I couldn't find any video or image that would show it in game.

Me neither... and googling it only beings up a few results.  I am sure it was meant for the canon from the outside, but because you HAVE to see if from the inside before it disappears, the text must have been disabled.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-19 15:16:11
Wow. Talk about nitty gritty. We found the one line in the whole game that is never displayed anywhere. I'm amazed anyone can know this game so well.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-19 15:34:11
Wow. Talk about nitty gritty. We found the one line in the whole game that is never displayed anywhere. I'm amazed anyone can know this game so well.

There are hundreds believe it or not, including some entire scenes, 2 of which were accidentally missing and have been restored by me and Luksy.

The world map alone has a few dialogues and texts that never get seen (although this is intentional).
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-20 03:16:05
Sorry I've been missing.  Finally finished up those buttons I promised Dan to redo ages ago and sent them off to him. *backreads*

I have totally been telling anyone with interest in this project, I think I might have gotten a few more people waiting for the release. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-11-20 13:37:54
I think I might have gotten a few more people waiting for the release. XD

They're lucky they just learned about it, considering how long we others have been waiting...  ;D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-20 16:18:36
Well there is good news and bad news...

The good news is that this should be released in December, the bad news is it is looking more like Dec 25.
I have finished my part now, and annoyed Luksy one last time with some loose ends (including ts issues that need fixing), and Covarr is currently checking the text.  After that I will be ready with the installer and what not, and release The Reunion.  There is still 3 things to do with The Reunion to make it complete at that stage, Weapon needs to be completed (not sure I can do it alone but we will see), Cait Sith needs replacing (Will need help with model stuff), and a side quest of collecting 99 1:35 Soldiers is to be added.



Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-20 17:06:22
Best. Christmas. Present. :D
Title: Re: The Reunion [IN PROGRESS]
Post by: ProtoX on 2013-11-20 21:18:43
Well there is good news and bad news...

The good news is that this should be released in December, the bad news is it is looking more like Dec 25.

and like always when DLPB makes a date to release something its always delayed
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-20 21:38:30
and like always when DLPB makes a date to release something its always delayed

It's true but if there is another delay I am happy to say it won't be because I am late.  ;D  I mean it could still be dec 1 but that isnt fair on covarr or luksy who still have a few things to do.  This gives us all time and in meantime I can finish some other stuff.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-20 22:13:33
and like always when DLPB makes a date to release something its always delayed

Which is why he doesn't generally give numbers, and I don't blame him. XD But really, I'm happy to wait for something like this. 8D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-20 22:17:01
I do sometimes give targets because it does make me work faster... but recently when I've done it I've missed the target.  The first target I gave of this being ready on my 4000th post was WAY out...  I mean I honestly did think I was close and almost ready, but no chance. \

The dec 25th target is easily done for me, it just depends on if it can be for Covarr and Luksy :)  The likelihood is it will be dec 25.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-20 23:01:10
Man I seriously know that feeling. XD

Covarr and Luksy are both super reliable with everything I've seen, so that definitely seems like a good date to estimate then!
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-11-20 23:07:36
Covarr [...] super reliable with everything I've seen
Heh, I wouldn't count on it. I'm gettin' my part done, but between a fulltime job and an average of 5-10 hours a week of volunteer work, this ends up pushed pretty far back in my priorities. As it is I'm spending lunch breaks at work on this, as well as some time on weekends if I don't have other stuff going on, just because otherwise it'll never get done.
Title: Re: The Reunion [IN PROGRESS]
Post by: petafeng on 2013-11-21 02:13:22
I hope this time i'm posting in the right area, since this got to do with 'text'. In the Ice cliffs (after the climbing) there was this area where u fight a cone-type of ice enemy, u fight them in order for the large ice to fall to the room below, to create a passage to pass. After each fight, you'll be asked if you want to jump to the room below, the [Yes] and [No] are inverted. If i select No(top option), i'll jump to the room below. If i select yes(bottom option), i'll not jump to the room below.
Title: Re: The Reunion [IN PROGRESS]
Post by: Rundas on 2013-11-21 02:21:40
Been documented for a long time now.
Title: Re: The Reunion [IN PROGRESS]
Post by: Dark Phoenix on 2013-11-21 03:02:42
There are hundreds believe it or not, including some entire scenes, 2 of which were accidentally missing and have been restored by me and Luksy.

The world map alone has a few dialogues and texts that never get seen (although this is intentional).

Not surprising.  Probably debug messages that were never removed from the final and such.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-21 15:24:48
@petafeng

Read the first post.

DO NOT report bugs with the old version of this project.  The Reunion is not released yet, and the old project is... old.  And useless.  Do not use the old translation project at all. :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Bosque on 2013-11-21 16:08:10
Not surprising.  Probably debug messages that were never removed from the final and such.

Far from being only debug stuff.

http://thelifestream.net/ffvii-the-original/final-fantasy-vii-the-unused-text-series/

Courtesy of Shademp
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-21 16:22:57
A lot of that has been disabled on purpose though of course, or simply not seen on purpose.  There are a few exceptions, but generally, all of the above was deliberately not shown in game. (usually by altering the game moment in script).

They left in text that they were going to use but then later decided against.  For example, the world map has a "sea" and "bottom of the sea" menu name, because at one point they were obviously going to let you open menu in the submarine (and then removed that idea).  A LOT of text in the game is like that... entire scenes that were just abandoned, some due to time constraints (like the letter quest).

Then you have the scenes that were removed by accident like the Barrett dialogue at Gongaga, and party dialogue on the rope bridge to North Corel (both of which have been restored for The Reunion).  We have also restored the more difficult clock minigame at the Temple of the Ancients that was for some reason disabled in Western releases.
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-11-21 16:28:45
DLPB, just thought i'd let you know my Coworker (huge FF7 fan) was reading what you just posted over my shoulder and is now asking me a million questions about this project. Not to add pressure, Just letting you know more people are becoming aware of this, And are very excited :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-21 16:33:38
There's no pressure...  I originally created this project for myself to show to someone else tbh, and as long as I am satisfied with it, I'll be happy.  Of course, I'd like the majority of people to be happy with it, and we have done our best with it.  I'll be listening to recommendations and corrections for a while before I sign off on it.

The bottom line is, it's definitely an improvement... but I'd like it to be seen as a very good localization than just "it's better".  We will see how well we have managed that in time.  8-)
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-11-21 17:01:57
Then you have the scenes that were removed by accident like the Barrett dialogue at Gongaga, and party dialogue on the rope bridge to North Corel (both of which have been restored for The Reunion).
They were removed by accident?! Oh man. Well, that makes sense, that scene in the bridge looks important. I always found the Mt. Corel part too... quiet.

Hey DLPB, could you help me? I've been trying to restore the bridge scene for days, it seems impossible. :( It's a lot easier to restore it in the PC version, but it's hard to do the same in the PSX version. Could you give me a hint?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-21 17:24:31
I don't know much about the psx version, but what I'd do is use touphScript on a PC version and then use Makou Reactor to compare the 2 scripts and just amend.  The ts version currently out does have an issue though, but if you get that far let me know.  You'll also need to add the text back (I can help there too).

The bridge scene was likely by accident, the gongaga definitely was... because of a rogue var.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-21 23:14:15
Speaking of unused dialogue, here is one in the truck from the Kalm flashback

{CLOUD}
“I wonder how materia is made?”
------------------------------
“You don't know?”
------------------------------
{CLOUD}
“…Do you?”
------------------------------
“The planet makes it.
  It takes a very long time.”
------------------------------
“Although lately,Shin-Ra
  has been making it as well.”

I missed this, but just checked to make sure, and it's never seen because the game moment has been set to way before you even get to Kalm.  It's also redundant because Sephiroth explains it later in the flashback.  Another instance where they changed their mind on where the exposition should take place. 

I have marked the above as I do always with unused dialogue x1, x2, x3 and so on.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-23 17:43:56
Given that most PC gamers use the XBox 360 gamepad, are you going to include button images for that, too?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-23 17:52:49
No :) that would take time and effort and the game was designed for the Playstation. I am simply restoring what it should be like.  I may add an option for xbox text, but certainly not the buttons.  Others could do that if they wished, by simply adding buttons in place of mine on the font image.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-23 22:43:04
No :) that would take time and effort and the game was designed for the Playstation. I am simply restoring what it should be like.  I may add an option for xbox text, but certainly not the buttons.  Others could do that if they wished, by simply adding buttons in place of mine on the font image.

Oh thank goodness, the PSX buttons were enough of a hassle to be honest. XD

The PC gamepad I use actually has numbers and the like rather than actual shapes as it's designed for all systems.  I don't think it's a huge task to adapt? I've played a 360 all of once so I don't know the controller layout well at all. XD

Another option for anyone feeling like giving themselves extra work would be to create a 'conversion chart'.  I don't think its necessary but it can't hurt.
Title: Re: The Reunion [IN PROGRESS]
Post by: ProtoX on 2013-11-24 02:08:33
Play PC games the hardway............WITH A KEYBOARD! *Insanity Wolf Theme playing in the backround*
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-24 17:09:46
@mugenginga

I have modified your graphics, and am currently placing them onto the font map.  However, if you could would you make some small changes for me to a few of them?

1.  The X on the X button is not centred.  Looks way too low. (I am OCD, I spot it).
2. Square Graphic 1 pixel too low
3. triangle too low
4. Text on the start button needs to be same as text on select button.
5. Start button shape is kind of distorted.,

That's all.  I've made quite a few changes to the other buttons and will send them all back when I have done.  For example:

Before
(https://dl.dropboxusercontent.com/u/36889302/FF7/DirectionalButtonLeftRevamp.png)

After
(https://dl.dropboxusercontent.com/u/36889302/FF7/Left.png)

I will use these for the Reunion, and when FeliX gets back he will hopefully blow us both away.  ;D

It's not looking bad in game btw.  I'll sort the artefacts around the graphics later.

https://dl.dropboxusercontent.com/u/36889302/FF7/FontButtons.png

edit.  I don't think I am going to need to bother Felix either... these are looking very good.
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-11-24 23:57:21
Sorry if I missed that but are you making xbox360 controller icons as well? It would be nice if you did. :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-11-25 02:42:13
He is not. I probably will myself eventually, if someone doesn't do it first.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-25 09:50:18
@mugenginga

I have modified your graphics, and am currently placing them onto the font map.  However, if you could would you make some small changes for me to a few of them?

1.  The X on the X button is not centred.  Looks way too low. (I am OCD, I spot it).
2. Square Graphic 1 pixel too low
3. triangle too low
4. Text on the start button needs to be same as text on select button.
5. Start button shape is kind of distorted.,

That's all.  I've made quite a few changes to the other buttons and will send them all back when I have done.  For example:

Before
(https://dl.dropboxusercontent.com/u/36889302/FF7/DirectionalButtonLeftRevamp.png)

After
(https://dl.dropboxusercontent.com/u/36889302/FF7/Left.png)

I will use these for the Reunion, and when FeliX gets back he will hopefully blow us both away.  ;D

It's not looking bad in game btw.  I'll sort the artefacts around the graphics later.

https://dl.dropboxusercontent.com/u/36889302/FF7/FontButtons.png

edit.  I don't think I am going to need to bother Felix either... these are looking very good.

I'll have those done by the end of the day for you, no problem. I totally agree on the locations of the symbols on the symbol buttons, they looked that way on the examples you gave me but I felt they were off center too so I'm happy to make that fix.

Start button shape gave me issues, so I'll mess with that a bit.  The text is actually the same, but it does look a little off - I think its a shape issue. I'll do a few modifications and see if I can't make us both happier.

Also liking the changes you made to the directional buttons, it looks much sharper - I noticed you decided to go blue after all, I only went white because you requested that. XD

piojpoij I'm so happy I'm able to help with this project though. :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-11-25 10:32:57
It's not looking bad in game btw.  I'll sort the artefacts around the graphics later.

https://dl.dropboxusercontent.com/u/36889302/FF7/FontButtons.png
The directional buttons look a bit.. asymmetrical, with the white border around the right and bottom directions and the black border around the left and top. There's also a bit of a white border underneath the face buttons that looks out of place. Are these the artifacts you're referring to? Looking good and crisp otherwise. Oh, and the buttons don't look entirely centered between the letters of text - it looks like the directional buttons are clipping into subsequent letters a bit. I don't know if that will really come up in practice though.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-25 14:03:39
Yeah the white parts are just how FF7 deals with graphics if not done properly and I will iron that out.  It's definitely going to work properly though.  The centring issue will also be fixed.  @mugenginga Yeah I know the directional buttons look way different to yours but truth is that's just how good Adobe is.  I did a few small updates to them.  And yeah, blue looks a lot better.

As for clipping into other letters, I've made it tighter than usual so that the gap isn't too big with space.  basically you are expected to always use a space.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-25 22:03:24
@DLPB - Done with the revamps you requested, uploaded them to the same gallery.  Much happier with this start button - used the second style which seems to be the one you're sticking with.

I'm a bit iffy on the triangle, it may be one pixel too high so let me know!
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-26 11:50:06
No :) that would take time and effort and the game was designed for the Playstation. I am simply restoring what it should be like.  I may add an option for xbox text, but certainly not the buttons.  Others could do that if they wished, by simply adding buttons in place of mine on the font image.

I don't quite follow your logic, but hey: It's your mod, so do whatever you wish.

If anyone wants "completely free for commercial and non-commercial use" XBox icons to put them in the game themselves, you can just grab them here: http://coolthingoftheday.blogspot.co.uk/2008/02/satisfy-that-xbox-360-button-craving.html
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-26 12:47:34
The logic is simple...  it would mean more buttons being made, more alterations by me that take ages, more messing placing it on the font that takes ages, more hex editing to adjust spacing and then testing... that takes ages.  There are no short cuts.  It's mind-numbingly annoying and delicate work. The font itself was a nightmare which is probably why it's only me who has made one.  The game was designed for a playstation pad and I have a playstation pad, so... 

If someone wants to overwrite the final font sheet with an xbox themed one I would be cool adding it to the installer, but I am definitely not working on it. It would be maximizing my work load for something I have no real care for :)
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-26 18:18:43
If you explain your process, I can probably do it. Plus: If you share the finished buttons you used your mod, I can simply make XBox 360 versions of the exact same dimensions to drop in.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-26 18:32:17
Just pop em on my finished font when I am done and test in game.  If dimensions are same it will work no problem.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-27 09:02:48
If you explain your process, I can probably do it. Plus: If you share the finished buttons you used your mod, I can simply make XBox 360 versions of the exact same dimensions to drop in.

The dimensions in question are 76x76 pixels unless Dan changed them in his edits. ^_^
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-27 09:27:32
They have all had to be edited into size and the only sure way of doing it will be to make sure the xbox ones overlap mine perfectly.  So will have to wait for the finished font texture.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-27 12:02:11
They have all had to be edited into size and the only sure way of doing it will be to make sure the xbox ones overlap mine perfectly.  So will have to wait for the finished font texture.

Thought they looked a little smaller!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-27 14:16:19
OK I'm sorry to bug you again...

this should be the last time.  Here's the issue.  I need those buttons to be 64x64 and because they aren't, whenever I resize they go crooked, no matter what.  The sides also become flatter and it looks bad in game.  What I need is the 4 main buttons (X,Circle, triang, Square) to be rerendered at 64x64 (and make sure they are nice and round all the way, any flatness on edges will look terrible in game).

Also, the Square icon needs to go up a further pixel.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-27 15:19:21
Hey, no problem! Keep bringing it to me until its perfect, I'm happy to adjust.

Uploaded to the folder in question, if there's still problems I'll be happy to fix them up!

(They may still be a little wonky, I may have to completely redo the base circles, but I want to see if these work.)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-27 15:27:06
Yup that's fine, but like me yours have become corrupted.  The circle is probably going to need to be remade but the icon and dimensions are perect.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-27 15:32:02
Yeah, I worried a bit about that. I'll fix it right up, now that I know the 'process' it's really just a matter of drawing another circle (the reason why is probably because it was never a perfect circle, I'll make it be so on the redo).
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-27 16:57:32
I'm guessing the font doesn't allow for any alpha transparency on the edges of the images?

EDIT: I spent about an hour throwing together some PS buttons -- I thought it would be pretty easy to do compared to the 360 buttons (which are transparent). Not at all! Even little buttons like this are really tricky! Oh well.

But I was wondering: I'm guessing there's no anti-aliasing allowed, so the buttons have to come in this form...?

(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/PS-Buttons_zps4d183db0.png)

I.e. Hard edged transparency.

As opposed to this form...

(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/PS-Buttons-Transparent_zpse2050038.png)

(Anti-aliased edges.)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-27 18:04:38
I'm guessing the font doesn't allow for any alpha transparency on the edges of the images?

EDIT: I spent 45 mins throwing together some PS buttons -- I thought it would be pretty easy to do compared to the 360 buttons (which transparent). Not at all -- even little buttons like this are really tricky!

But I was wondering: I'm guessing there's no anti-aliasing allowed, so the buttons have to come in this form...?

(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/PS-Buttons_zps4d183db0.png)

I.e. Hard edged transparency.

As opposed to this form...

(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/PS-Buttons-Transparent_zps95466917.png)

Anti-aliased edges?

Did you take a look at the example picture that Dan put up showing the buttons 'in-game'? The edges are smooth, which I think (may be wrong here, though) answers your question.

EDIT: Here's the image so you don't have to dig it up, and keep in mind the artifacts and spacing issues around the buttons are something Dan'll fix by final release: https://dl.dropboxusercontent.com/u/36889302/FF7/FontButtons.png
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-27 18:10:03
Ah, thanks! I couldn't find that image.

Looking at it, I wonder if that was a) A mock-up or b) Dan has softened the edges so they look OK against dark blue (unfortunately, in that case, should anyone deviate and make their menus say, yellow, they will have harsh edges). If not, it's pretty sweet if you're able to have alpha-transparency like that!

Thanks again.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-27 18:13:15
I tested them on a variety of colors, and one of the earlier runs of these were actually problematic against dark backgrounds, so we've already thought of things like that.

And the image is actually a screenshot from the PC game after Dan has fiddled with the text.  Basically it was to show how the buttons looked in game thus far, and we've worked together to improve them several times since then already.

And no worries. ^_^
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-27 19:23:24
The ones mugenginga has done are not aliased as good as that one (and ff7 will accept such graphics antialised and transpatent due to Aali's driver... mostly), but the style of mugenginga's go with the game well and the slight jaggedness that does exist is negligible.  None of us here are graphic buffs and the job that's been done is more than sufficient.  If anyone with true graphics credentials (like FeliX) think they can do a better job at the end, I'd be open to comparisons in game (once they had swapped out ours for theirs). :)

As I said though, the way it's looking here, I'd be more than happy to stick with these.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-27 20:18:54
I wasn't offering these as alternatives :) I threw them together as a test (in case I decide to my XBox Controller versions) and to ask how such buttons should be presented.

I do happen to be a "graphic buff" being a Graphic Designer for the past 12 years ;) I'm trying to establish how best to get button graphics ready for use in game. Unfortunately I'm still struggling to understand your process and how the files need to be prepared for insertion into the game. If alpha-transparency is indeed acceptable (as you seem to be saying it is) are you using PNG-24 before inserting them into the font?

Also, what tool are you using to create this font? I don't have any experience creating such fonts, unfortunately. Thanks.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-27 20:54:17
My apologies.
You don't need to create fonts.  The graphic itself is on the font sheet (just plonked on a png as a  graphic which I can supply when I have finished).  If you feel up to making these better then I am more than happy for you to have a shot at it.  Of course you'd have to wait for touphscript to update the font codes so you can test how it looks in game. 

You can also do the xbox one too, I'd credit you of course.  These do look pretty good though, I have to say, so you may not feel the need to do the ps one.

Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-27 22:06:08
Great, thanks very much. I look forward to seeing the final font sheet!

If anyone wants to mess around with what I began with, the layered PSD is here:
https://dl.dropboxusercontent.com/u/30449117/PS-Buttons-Transparent.psd

Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-28 18:11:08
https://dl.dropboxusercontent.com/u/36889302/FF7/FontButtons.png

There are still some centring issues here for me to sort (L1,R1 etc need moving right), but this is essentially the finished look.  Every button has been blurred to make it look better in game, and slight tweaks used.

The only issue that I can now see with the graphics is the square button.  The square is not centred properly.  To fix, I think the bottom right side and bottom need moving in 1 pixel (which will also keep it square) and then the whole thing shifting right by 1 pixel.

I'm very happy with it tbh!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-28 22:27:24
And it's done.  Here is an actual working example from the Reunion's Retranslation Project.  touphScript will autosize the box correctly.  I am now going to update BoxFF7 to take into account the new font codes.

https://dl.dropboxusercontent.com/u/36889302/FF7/FontButtonsInGame.PNG

yeah, these are definitely good enough.  I'm sticking with them.  Good job, mugenginga.

Two possible things that might need looking at

1.  Triangle might need making slightly smaller (see real psx pad) but this is minor issue
2. Square icon is slightly off centre, too much to the left, and possibly 1 pixel too low.  you may have to resize slightly.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-29 16:34:22
I noticed something in the screenshots -- the buttons are no longer round...? Weird.

The red circle is perfectly round -- but something is making mugenginga's buttons slightly squished:

(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/FontButtonsInGame-Circle_zpsb8aaa9af.png)

I guess hardly anyone will notice it, but it's a bit weird. If you're having difficulty perfectly centering things by one or two pixels, this may be the culprit.

Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-11-30 12:35:12
@Dan Sooo is that an official request to adjust the triangle and square buttons? XD

@Thunder - They look round to me o_0. But if Dan wants me to fiddle with it more I'll be happy to. What's throwing it off is probably the shading underneath.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-30 14:04:04
They may be very slightly off round but that's probably due to the blur(?).  You can't tell in game at any rate :) 
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-30 14:34:31
The buttons (at least in the screenshot) are 31x32. So, like I say, if something looks a pixel or two off horizontally (like the Square button you mention, Dan), it may be because of this, and not because of anything mugenginga is doing. Just a thought.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-30 15:01:39
I've gone round it in adobe and it is circle...  it's probably just warped by the blur or by the game :)  Only slight tweaks need to be done now luckily.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-11-30 23:11:03
it's probably just warped by the blur or by the game :)

Yes, that's exactly what I've been saying.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-11-30 23:19:41
The point I was making was the icons are off centre even on the originals and that's the fault of the originals. It's exaggerated in game which is why a lot of tweaking has needed to be done.


https://dl.dropboxusercontent.com/u/36889302/FF7/test2.PNG

Meanwhile, what do you think of Yellow?  I think blue is still better but didn't want it to clash with X
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-01 03:45:07
The point I was making was the icons are off centre even on the originals and that's the fault of the originals. It's exaggerated in game which is why a lot of tweaking has needed to be done.


https://dl.dropboxusercontent.com/u/36889302/FF7/test2.PNG

Meanwhile, what do you think of Yellow?  I think blue is still better but didn't want it to clash with X


I think yellow looks awful, actually. XD

Have you tried grey? It would blend well with the L, R, and Select/Start buttons. But if it's between blue and yellow, DEFINITELY blue imo.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-01 04:24:19
Good idea.

And remember to get me modified Triangle (slightly smaller centred triangle) and recentred square (1 pix higher and possibly to right.  Doesnt have to be a perfect square if you need to cheat)  :P
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-01 04:39:26
I'll have those for you tomorrow, I should be in bed right now. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-12-01 06:37:13
I agree with mugeninga.

No no to yellow. I don't think choosing blue causes any real issues so I'd keep that.
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-12-01 22:41:33
There's always white...?
Title: Re: The Reunion [IN PROGRESS]
Post by: falkTX on 2013-12-01 23:52:31
can the same be done to FF8 SeeD project?

if yes, when the buttons are final please post a link to the PNG file containing it, so I can update SeeD to it (or maybe even you, but you seem focused on FF7 right now)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-02 00:12:40
FF8 would need you to copy the graphics across, and alter the font table the same way as FF7.  I have no interest in doing that (and I have no interest at all in updating FF8 menu), but if others want to use the graphics, as long as they credit mugenginga, it should be cool.   
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-02 02:04:21
EDIT: Uploaded the adjusted buttons, Dan, but I might have gone a touch too small on the triangle, so lemme know!

Like Dan said, long as I get credit I'm happy to let other projects use them if they want! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: falkTX on 2013-12-02 04:17:51
EDIT: Uploaded the adjusted buttons, Dan, but I might have gone a touch too small on the triangle, so lemme know!

Like Dan said, long as I get credit I'm happy to let other projects use them if they want! :D
cool, thanks.
where are these uploaded though?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-02 04:26:24
cool, thanks.
where are these uploaded though?

You had best wait for the Reunion when I will upload my texture that has tweaked his graphics for use in FF.  The ones he has released, as they are, will not look like the picture I posted.  A bit of work needs doing to make them work like that and have consistent dimensions.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-02 05:45:13
(aka you should probably credit us both cause Dan /really/ polished these up. I'm highly impressed. XD)
Title: Re: The Reunion [IN PROGRESS]
Post by: falkTX on 2013-12-02 07:14:18
no problem.
I'm in no rush to do this.

@DLPB:
I take that you're not interested on FF8 SeeD anymore?
I want to put things in a github repo so anyone can easily track progress. Is this ok with you?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-02 07:59:20
I had no interest in FF8SeeD at any time...  I did consider updating the font but I have no time and I don't love it as much as FF7 to do it.  Plus it's being rereleased so who knows.  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-12-03 17:09:46
Hey DLPB, sorry for changing the subject a little, but I'd like to talk about the translation again. Are you sure that "Climhazzard" is supposed to be "Climb Hazard"? Remember that FF9 has that attack too, but its animation (https://www.youtube.com/watch?v=ubDNTzskZwY) is totally different (jump to 4:32), so "Climb Hazard" wouldn't make much sense. I'm starting to believe it's "Crime Hazard".
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-03 18:21:22
It could be crime hazard of course... but what relevance would that have either? (also, utterly pathetic that FF9 kept the mistake just to keep in with dopy "canon")
Title: Re: The Reunion [IN PROGRESS]
Post by: Ragna on 2013-12-03 18:29:35
In the Spanish version of FFIX it is called "guillotina" (guillotine).
It might be compatible with its animation, but I don't know what made the translators go to that interpretation.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-03 18:30:58
In the Spanish version of FFIX it is called "guillotina" (guillotine).
It might be compatible with its animation, but I don't know what made the translators go to that interpretation.

It's because it's in English originally, and I am guessing "Clim" or "climb hazard" or "crime hazard" don't work so well in Spanish.  But making up stuff that isn't even connected isn't too professional either.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-12-03 20:18:49
It could be crime hazard of course... but what relevance would that have either?
I don't know... This, maybe?
http://devilz.zero-city.com/zatugaku/limitb.html

There's also a Japanese page called Crime Hazard. I can't read much in there, but I definitely saw Final Fantasy IX in katakana.
http://crimehazard.m.web.fc2.com/
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-03 20:20:53
Still seems less likely than climb hazard.  What do you think, Luksy?
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-12-03 20:41:08
I'm pretty sure the kana is the same in FF9. It's クライムハザード too.
http://www.youtube.com/watch?v=CxT5Y2uR0jA
(pause at 2:50)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-03 21:11:29
It is, but that still doesn't really matter because it's the earlier games that decide the name, and even then, there doesn't have to be any real reason for a name.  Climb Hazard sounds (and in FF7 looks) a lot more likely than crime.
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-12-03 22:09:47
I guess you're right. There's a similar attack in Dissidia, which is "Slidehazzard" (スライドハザード); it belongs to Bartz. So I suppose Climb Hazard is correct (even though it sounds weird in the other game, FF9).
http://finalfantasy.wikia.com/wiki/Dissidia_Final_Fantasy/Translations

But is there any difference between "hazard" and "hazzard"?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-03 22:45:12
Hazard is a word, Hazzard is a misspelling of Hazard.  That's it as far as I know.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-12-04 04:06:15
Tricky one IMO, if you look at it from a non-English speaking point of view Crimehazard does make sense if you start with something like Biohazard, i.e. a danger to life, it logically follows that Crimehazard is therefore a danger to crime / criminals.

It also seems to fit better with most of Cloud's other limits like Braver, 凶斬り, 破晄撃, they all seem to have this feeling of (divine?) punishment. Had they been describing Cloud's attack I think something like Jumphazard might have been more likely, climb seems like an odd choice. Given Cl/rimehazard's use in FFIX too, I tend to agree that there's a strong chance it's crime.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-04 05:46:01
Been quite some time since I've seen the attack animation, and ignoring other installments in the Final Fantasy series, Crime does seem... Luksy mentioned something about "Jump" and based on my experience of pop culture and loanwords it does seem likely they would have gone with the katakana for jump if that kind general meaning was intended?

Anyways, I'm not putting the words together and speaking the English very good tonight, but I think Crime might be a better fit.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-04 15:09:30
They both sound like absolute nonsense to me, but Crime it is.  :-P
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-12-04 15:34:05
Now that you guys mention it, Crime does make sense. I was talking to Andrew (the guy who's helping me with the translations) yesterday, and he was the one who asked me if it was "Climb" or "Crime". I didn't EVEN know Climhazzard was incorrect. Well, this is it. He's still checking my translations, but this was the only problem we found.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-04 23:28:05
They both sound like absolute nonsense to me, but Crime it is.  :-P

At least it's not Omnislash's original Japanese name. I love ridiculous attacks like that. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-12-05 01:29:14
They both sound like absolute nonsense to me, but Crime it is.  :-P
Yeah they're both crap but so be it.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-05 09:56:58
At least it's not Omnislash's original Japanese name. I love ridiculous attacks like that. XD

The funny thing about that is, Omnislash has actually been adopted in some (or one) FF games in the Japanese versions... so it's gone full circle.
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2013-12-05 13:41:34
In the Spanish version of FFIX it is called "guillotina" (guillotine).
It might be compatible with its animation, but I don't know what made the translators go to that interpretation.

Sorry Artema, in the Spanish translation, it was translated as "Devastación".
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-05 14:18:55
"Devastación"  ???
(http://imageshack.com/scaled/medium/36/o5dq.jpg) ;D

@mugenginga
If you have time, it would be nice if you can make a HighRes version of the stamina bar of the Chocobo minigame.
I have already converted the tex files to bmp from the minigame: Chocobo_Race.7z (http://www.file-upload.net/download-8367028/Chocobo_Race.7z.html)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-06 00:28:01
"Devastación"  ???
(http://imageshack.com/scaled/medium/36/o5dq.jpg) ;D

@mugenginga
If you have time, it would be nice if you can make a HighRes version of the stamina bar of the Chocobo minigame.
I have already converted the tex files to bmp from the minigame: Chocobo_Race.7z (http://www.file-upload.net/download-8367028/Chocobo_Race.7z.html)

Oh wow, that uh... I think that might be outside my range of abilities actually. I'm not even sure which files I should be adapting here. 0_o I don't really have any knowledge of raw game files.  I might be able to do something if you know what specific files here I should be looking at, though! How high res were you thinking?

Feel free to drop me a PM instead as I think this might be a bit off topic!
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-06 06:09:24
I think it goes along with the menu overhaul. Besides I haven't PM you for certain reasons:
- I want to sensible others, that there is still much work to do (and actually it is easy one).
- I hope that one of the others will give it a try, too. We shouldn't always relay on one person. Two or three can realize something much faster.

You don't need to fiddle around with the game files - download Chocobo_Race.7z (http://www.file-upload.net/download-8367028/Chocobo_Race.7z.html), it contains the bmp's, which you can use for the layout. I guess cb.bmp and cc.bmp are the files in question.
If you want to test the result for yourself in game, save your work as png and name them cb_00.png and cc_00.png*  and place them in the Chocobo subfolder of your mod folder.



*The '_00' represents the pallet. The original game .tex-files can have additional information like a different color shading. Aali has found a real clever way to mimic this.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-06 07:43:42
I meant the files in question, sorry for not being clear.

I think ThunderPeel can probably do something much nicer for you if they're interested, but I'll see if I can give it a shot!
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-12-11 19:43:26
I'm pretty swamped at the moment :( What size were you thinking? x2? x4? I could give it a shot, if I have the time. Don't let me stop you, mugenginga!
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-11 20:33:59
X4 would be good I guess. It's done when it's done. It's your free time after all.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-12 09:27:24
This is offtopic.  Take it somewhere else, people!  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-12 19:51:07
Ok, then something topic related.
I have a problem with Tifa's age in the scene when her mother is dead. According to the story she is 8 years old, but the model is the same, which is used at the well. So is this a misstranslation or have the developer made a mistake there?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-12 20:00:58
The model is definitely a younger Tifa at the well and the bridge.  Is it not?
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-12 20:28:03
Tifa has only one model as children. For the story it would make more sense that she is really at the age of 8 when her mother die. But if she really is 8 and not 12, then I have to make a younger version of her without breasts.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-12 20:34:30
Yeah...  I guess time constraints meant they didn't add another model.  Tifa prob did have breasts at 8 though...  :-o  :-D
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-12 20:51:23
Only fat girls have at this age breasts.
Anyway I will make a new model for her which fit better her age then.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-12 22:55:31
Only fat girls have at this age breasts.
Anyway I will make a new model for her which fit better her age then.

Actually it IS technically possible for a skinny and/or fit eight year old girl to have breasts. A lot of articles seem to be linking it to chemicals in the air and the like (not sure of the validity on the chemical front, I didn't do solid research on that angle of it). Even if you wanted to say 'early puberty' is only because of chemicals there kind of IS a Reactor near Niblheim? That being said, it does seem to be pretty rare, just wanted to point out its not impossible.
Title: Re: The Reunion [IN PROGRESS]
Post by: EQ2Alyza on 2013-12-12 23:22:53
LOL Kaldarasha, that was mean...but funny.

It's common to see them around 10 or 11, but 8 is pretty rare for even an early puberty case.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-12 23:42:52
 :-D Yes but this is Tifa....  and I still wouldn't put it past the Jap game writers haha
Title: Re: The Reunion [IN PROGRESS]
Post by: ThunderPeel2001 on 2013-12-13 10:49:16
Well this thread suddenly became weird and creepy :P
Title: Re: The Reunion [IN PROGRESS]
Post by: dkma841 on 2013-12-13 11:07:45
Well this thread suddenly became weird and creepy :P
I second that :o ;D
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-12-13 14:54:17
I believe what they did was retexture her then resized her.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-14 04:09:30
Hey Kaldarasha, I wanted to let you know I don't think I'm gonna get those graphics done. I've got a ton of deadlines looming and am feeling less than productive lately besides!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-17 10:05:24
Dec 25 ain't happening.  Covarr still has half of his files to do, there is an update or two needed from Luksy with ts, and I have had to update all my programs, files, readmes... you name it.  It's an ongoing problem and task but one way or another, completely finished or not, I will be releasing this on 01.Jan.2014.  After that updates will come weekly or fortnightly until it is up to speed.

Translation project status:  Proof check only (currently 50%)
Menu Overhaul: completed apart from minor updates needed from FeliX
Playstation buttons: Done, but need ts update.
Other:  ts updates needed
Installer: mostly done.
Custom programs: done.
Submarine battle:  50%.

I've been diverted by custom programs and Roses and Wine these last few days.  But in the coming days there will be another huge push to complete the outstanding tasks.  I'm sorry this is taking so long, but it really is a nightmare.  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: genesis063 on 2013-12-17 21:07:27
DLPB quick question I noticed that for the most part any script changes I make before applying this mod stay intact.  However there are few exceptions to this rule.  Sephiroth and Cloud go back to as they where before switching their field models.  Another exception is the bosses seem to go back to as they were as well.  Is there anyway to make the two compatible without remaking it with the reunion?
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-12-17 21:11:12
So people know, that 50% was an estimate I gave DLPB before. Turns out it was way off. We're at about 70% for the proofing now. Even if we can't release on Christmas, I will still be aiming for that for my own part.

Derp, we're at 70, not 50.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-18 04:43:02
DLPB quick question I noticed that for the most part any script changes I make before applying this mod stay intact.  However there are few exceptions to this rule.  Sephiroth and Cloud go back to as they where before switching their field models.  Another exception is the bosses seem to go back to as they were as well.  Is there anyway to make the two compatible without remaking it with the reunion?

Field models shouldn't be touched when using Reunion, if you select not to touch them.
Title: Re: The Reunion [IN PROGRESS]
Post by: Salk on 2013-12-18 08:13:09
Thank you so much for your effort, guys!

It'll be great for once to have a mod that puts up a "2014" release date without it necessairly meaning "31 Dec. 2014" as I'd usually expect.  ;)
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2013-12-18 20:27:11
I have seen your list on the Google Docs, as you know I am doing a translation too.
The name of the "Alfred", really is "Alfried", is very curious but is a German name.
It could be of this:
http://tangorin.com/general/%E3%82%A2%E3%83%AB%E3%83%95%E3%83%AA%E3%83%BC%E3%83%89

Alfried Kuropp

Regards and good luck with the revision.

Edit:
Other thing, in Don Corneo you put in the notes this [In Spanish, lit. Mr. Horny]
But in Spanish doesn't exist "Corneo", really is a Italian word.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-18 21:47:41
Ah... meant Italian.  I dunno how I ended up putting Spanish.  Also thanks for the Alfried thing, but could it not be Alfred as in Alfred the Great. Seems more likely...

In fact, it is probably referencing Alfred's old English spelling "Ælfrǣd"  which would likely use the same kana (luksy?).
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-18 23:17:05
Alfried looks wierd even in German. Must be a realy old name.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-12-19 12:05:14
This is more likely

http://www.abcb.com/arislan/ars_o001.htm

Has a character with exactly the same name, fantasy setting.
Title: Re: The Reunion [IN PROGRESS]
Post by: Dark Phoenix on 2013-12-20 02:39:45
I can't wait.  Been putting off a full playthrough of FF7 waiting for this to complete ;)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-20 02:58:45
Is it rendered in English as "Alfried" or "Alfred" in that novel?  From what I can see Alfried (アルフリード) is preferred with that kana.

However, this could certainly just be dodgy kana and Alfred was intended, no?
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-12-20 05:11:30
Looks like the character is a woman, and it's rendered Alfreed in at least one image online, no idea how it was officially translated. Keep in mind this isn't something as simple a single letter having been added by accident or a whim, i.e. Alfred -> Alfried, they deliberately chose アルフリード instead of アルフレッド for whatever reason. Alfried Krupp is rendered as アルフリート on wiki, but the change from ト to ド is minimal, I'm guessing it's a nod to anime I posted but Alfreed looks a bit daft in the context.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-20 05:29:41
Why does that one use "to" and not "do".  I noticed Siegfried also uses to.
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-12-20 06:30:59
Katakana can only ever be an approximation of other languages, Japanese ears might hear a t in place of a d if they're unfamiliar with whatever it is they're hearing / reading.

In the same way, the Japanese 'r' can sound like an 'l', an 'r', or even a 'd' depending on the speaker and non-Japanese listener, the difference is that Japanese has a formal way (well 3 actually) of romanizing Japanese, there's no standards when going in the other direction.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-12-20 13:06:32
In the same way, the Japanese 'r' can sound like an 'l', an 'r', or even a 'd' depending on the speaker and non-Japanese listener,
I've always thought it sounds like the shortest possible Alveolar trill (https://en.wikipedia.org/wiki/Alveolar_trill), which is sometimes taught by alternating 'd' and 't' (though the real thing doesn't do that of course), so there's definitely a bit of 'd' in there. Formal romanizations are kind of weird in this respect, since the problem is that only hearing Japanese as a baby, you simply lose the built-in phonemes for 'l' and 'r' - in the same way that probably none of us have the ability to discern all the different click phonemes (used in some African languages).

So you're trying to map something undefined in English to one of several choices, and in some ways it's worse for English to Japanese since both 'l' and 'r' necessarily map to the same Japanese phoneme. At the same time, some Romanizations simply look better to a native English speaker, presumably by association with other English words - for instance, preferring 'Rei' as a name over 'Lei' even though both are equally valid Romanizations in theory (and I believe 'Lei' is preferred in at least one formal Romanization, which is unfortunate). Earisu/Aeris/Aerith/Earth is another example of this of course, although I'm not sure missing phonemes are the cause of that. Is 'th' hard to discern from 's' for someone who only heard Japanese in their early life or is there just no way to tell them apart in writing?
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2013-12-20 15:12:37
Hi, guys!
I have seen your list again ;)
In the "Silver rifle", you put "BB gun", but, I have seen that there is other meaning.
For example: "Pellet gun". I have a doubt if really is a "pellet gun" this weapon.

Other weapon is "Diamond Pin", but I have checked that in japanese "giyaman" is
diamond in Dutch. See this: http://tangorin.com/general/%E3%82%AE%E3%83%A4%E3%83%9E%E3%83%B3
But I think the same, is made of glass.

Regards.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-20 15:34:25
It's definitely glass (I have documented this somewhere and why it isn't diamond).  As for BB Gun, it's probably the closest in localization.  It's a joke weapon for Vincent.  (Every character has a joke weapon).  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2013-12-20 18:40:11
It's definitely glass (I have documented this somewhere and why it isn't diamond).  As for BB Gun, it's probably the closest in localization.  It's a joke weapon for Vincent.  (Every character has a joke weapon).  :)

OK! ;) You are right, all characters has a "joke weapon".
I look forward to your retranslation.
I'd like to see some things to compare with I am doing in Spanish.

Regards.

Edit:
Other thing, were you able to clean the old subs of Jenova video?
I have a clean video, if you want it, only tell me.
Title: Re: The Reunion [IN PROGRESS]
Post by: EQ2Alyza on 2013-12-20 20:28:56
It's definitely glass (I have documented this somewhere and why it isn't diamond).  As for BB Gun, it's probably the closest in localization.  It's a joke weapon for Vincent.  (Every character has a joke weapon).  :)

BB guns are no joke. You'll shoot your eye out!

http://www.youtube.com/watch?v=YleZvTSDC6s

(Europeans might not get this at all :P )
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-20 20:44:03
BB guns are no joke. You'll shoot your eye out!

http://www.youtube.com/watch?v=YleZvTSDC6s

(Europeans might not get this at all :P )

(http://imageshack.com/scaled/medium/36/jdy1.jpg)
BB guns are never a joke, kid.  :-P
Title: Re: The Reunion [IN PROGRESS]
Post by: LeonhartGR on 2013-12-20 22:12:26
$2 million in its first weekend... oh gosh! Thanks for pointing that movie out!
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-22 11:31:18
I've finally finished my new text replacing tool. I have been through god knows how many revisions and in the end I had to write 2 functions from scratch because the ones online were slow, bloated, and didn't come with whole-word checking.  My text replacing tool can now check (and if necessary change) 100 items in 700 text files (and over 1 MB) in 7 seconds with a Core 2 Duo E6600.  Very, very impressive.  The result is that real-time changes to text are no problem at all now.  And I don't need to fuck about like before doing this>

Marine>Xarine
Marin>Marlene
Xarine>Marine

Just so it doesn't accidentally change "Marine" to "Marlenee"

The new way is simply:

[W+]
Marin>Marlene

and flags stay on until they are turned off (like [W-] for whole word off].

I wrote a really clever function to get it all working and I am proud of it.  8)  Whole word checking is not as simple as you might think because you have to take into account separators like !, ? and end lines, tabs etc...

edit.

One more revision... this time adding in checks to see if a file has been changed.  If not, it doesn't get saved.  This has saved another 2 seconds, so now we are down to 4 for FF7 changes.

edit 2.

and another revision...

I have added a timer to the program and status output.  The total process for FF7 text files is:

1611 changes, 464 files modified, processing time 3.19 seconds.  My older program did the same task in well over 10.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-24 13:00:44
OK so... here is the list of normal changes depending on option user selects.  On the left, the correct translation, on right, "English canon".

Major names:

Zax>Zack
Leno>Reno
Yrena>Elena
Gusto>Gast
Elmina>Elmyra
Zeng>Tseng
Marin>Marlene
Barrett>Barret

Minor names

Crean>Chole
Grean>Choco Bill
Greene>Choco Billy
Esto>Ester
Kocchi>Kotch
Socchi>Scotch
Hut>Hart
Godot>Godo
Sierra>Shera

and ones that won't be changed at all no matter what:

Varvadoss
Elder Buga
Elder Hago
Ruza
Yamaski
Holzhov
Aerith

Place names

District>Sector
Midhir>Mideel
Nibl>Nibel
Turtle Lounge>Turtle Paradise
Da Zhao>Da Chao

Series Canon

Moguri>Moogle
High Potion>Hi-Potion
Last Elixir>Megalixir
Phoenix Tail>Phoenix Down
Ramu>Ramuh

If you think I have forgotten any, let me know.  I'd much rather I didn't have to do any of this but hey ho.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-24 17:37:40
If people simply must have Aeris, it's not like you can't input your own character names. XD I used to do that to make 'Aeris'' name Aerith when I learned about that problem (this was before Compilation stuff) myself. XD

HNNGH SO EXCITED. :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2013-12-24 18:00:09
If people simply must have Aeris, it's not like you can't input your own character names.
Pretty much. I'm tempted to name her Earth in my playthrough just to make a point :P (I mean, we already have Cloud..)
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-12-26 04:34:23
I won't say exactly where my proofread is at, but the percentage is a number with three digits, and the first digit isn't 0. More work is yet to be done on this mod, but not by me.  ;D
Title: Re: The Reunion [IN PROGRESS]
Post by: luksy on 2013-12-26 05:59:47
1.01%! Congratulations Covarr!  :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2013-12-26 07:03:04
1.01%! Congratulations Covarr!  :D

Pah! These optimists.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-26 16:13:35
I won't say exactly where my proofread is at, but the percentage is a number with three digits, and the first digit isn't 0. More work is yet to be done on this mod, but not by me.  ;D

Sweet! 8D I need to get my work out of the way so I can marathon this game without guilt. XD

(Also omg Luksy I'm glad I wasn't drinking something. XD)
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-27 09:19:19
The localization of Final Fantasy VII is fully completed.


There may still be some issues (despite massive effort) but those will be plugged by you guys playing the game.

Well done Luksy and Covarr, and special thanks to Prince Lex :)  And to everyone else who has contributed in some way to corrections.

http://www.youtube.com/watch?v=juHgQBB2tLU

Old:
“I wonder how long it's been…
   There's an invisible rail
   between me and the passengers.”{NEW}
“I could never live their lives.
   I'm just a train man plain and simple.
   It's easier that way.”

New
#xy 126 8
“I wonder how long it's been now…
  You end up laying an invisible rail
  between yourself and the passengers.”{NEW}
“It's so you don't get caught up in
  their lives. Me,I'm just a train attendant,
  plain and simple. It's easier this way.”
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-12-27 13:59:03
So i sit eager with excitement, Waiting for a release haha.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-27 20:31:29
So i sit eager with excitement, Waiting for a release haha.

*sits with you* XD
Title: Re: The Reunion [IN PROGRESS]
Post by: KnifeTheSky77 on 2013-12-27 20:41:09
I can't wait to sit down and binge play through the game,  I haven't touched it in years  :D
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-12-27 20:42:26
I may well do a Let's Play of this game with the new translation. In spite of having helped, I'm as pumped as anyone to actually play it. None of my proofreading was in game, so I never got to see the whole story in order and in context like this.
Title: Re: The Reunion [IN PROGRESS]
Post by: sonickenshin on 2013-12-27 21:50:21
Woo congrats guys! Can't for the release. :) I might be doing a Let's Play too, and maybe a fandub of the important scenes (because doing the whole game is too much X_x). Depends if my voice acting friends are up for it.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-28 00:39:17
I am probably going to do be doing new fanart at several points just because this has always been one of my favorite games and I've been holding off a full replay for like TWO YEARS or however long I've been a member here. XDD

To think I found this place cause I was looking for a copy to play on my emulator... XD
Title: Re: The Reunion [IN PROGRESS]
Post by: dkma841 on 2013-12-28 01:29:20
Many thanks mugenginga, covarr and everyone else who helped in this and of course the main man dlpb, really stoked for this can't wait ^^
Title: Re: The Reunion [IN PROGRESS]
Post by: Thisguyaresick2 on 2013-12-30 17:15:01
Hey DLPB, did you retranslate the FMV's subtitles? A friend of mine told me they were badly translated too.

Also, I tried to send a PM to luksy, but I didn't receive any answer from him yet. I'm not even sure if the message was sent, this forum was full of problems. And I'm starting to get worried, 'cause the Reunion will be released soon. It looks like you two were correct about the "Climhazzard" translation. It was really closer to "climb" than "crime", according to BRPXQZME, a friend of mine from RHDN. The evidence he had is FFT's description of the attack:

心の臓を刺し貫き、真上に切り裂くリミット技。まれに即死させる

Can anyone read it?

And in the animation, Cloud doesn't climb onto anything:
http://www.youtube.com/watch?v=Sqd59plBif4
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2013-12-30 17:41:02
Names don't have to match the action...  sometimes they can actually be coming from earlier games or even other media like manga.  The action, graphic or otherwise do not prove anything sadly.  In this case, Luksy went with Crime and a few others have too.  I find both silly names.   There was a logical reason for the name a few pages back.

As for the description... if I recall it doesn't help at all.  Luksy will probably translate it.

The FMV are being retranslated.  They were already done but I am having to redo them again for the Reunion.
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2013-12-30 21:35:58
What's that? You're going to crank out even higher quality FMV's? Haha :P
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2013-12-31 02:58:49
What's that? You're going to crank out even higher quality FMV's? Haha :P

I remember the last FMV confusing the hell out of me (and judging by fan theories and discussions, I was far from the only one).  When I beat the game the first time I assumed it was cause the ending was supposed to be vague-ish (I've always felt VII was a game you had to think about to fully get), but as I began to understand the translation problems I began to wonder how much of it was shoddy translation. It'll be nice to be properly confused or not, for sure. XD

In fact, I'm very excited to find out how many 'confusing' aspects of the game were translation related. :D

PS - Is it just me or did the clarity of original 'translation' get worse the further the game progressed?? I mean, stuff like "this guy are sick" and "beacause" are both pretty obvious errors but pretty easy to figure out what was /meant/, as opposed to outright wrong and misleading.
Title: Re: The Reunion [IN PROGRESS]
Post by: Covarr on 2013-12-31 17:21:23
I proofread the script all out of order, and even so I understand the story better in the retranslation. A lot of stuff, especially regarding Cloud's backstory, was not comprehensibly translated originally, and is a lot clearer now. The ending is one of the few things that isn't the translation's fault... at least not entirely. A good chunk of it was intentionally left vague.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-01 03:57:34
That's what I suspected, but thanks for the clear up Covarr! :D

Edit; ITS THE FIRST *sits and buzzes with anticipation as she waits*
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-01 18:31:30
It sure is the 1st but there is gonna be a delay.  This will prob be released at some point in the next 12 hours though.  The work and testing stage is quite abnormal and I didn't expect it to be this bad.  Still...  it isn't much longer to wait, is it ;)

Good news is when I have all this in place, any future releases will be much easier.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-01 18:33:01
It sure is the 1st but there is gonna be a delay.  This will prob be released at some point in the next 12 hours though.  The work and testing stage is quite abnormal and I didn't expect it to be this bad.  Still...  it isn't much longer to wait, is it ;)

Good news is when I have all this in place, any future releases will be much easier.

Oh, that's fine! Don't mind my excessive stalking of the page lulz. XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-02 20:50:29
A better idea to me putting when I expect this to be released is to explain what is done and what needs to be done:

Menu:  Done
Retranslation: Done (FMV need to be redone though)
Custom Tools: Done
Submarine minigame: postponed for another day, but partly done.
Other minigames except Fort Condor: Done

Installer: Not done.

Testing: Not done.

It's a matter of making it all work together now and then releasing it.  It isn't long off, and I really expected it to be done by now.   :-D

There are going to be numerous issues when it's released and that will need to be ironed out over the coming 3 months.  Despite best efforts.  Anyone wanting to do a full play through of FF7 should be good to go, but I'd definitely recommend waiting until teething problems have been solved. (people are going to find grammar issues,  and make other recommendations).

I've now removed the Menu Overhaul installer.  It is no longer supported.
Title: Re: The Reunion [IN PROGRESS]
Post by: Hellbringer616 on 2014-01-02 21:34:44
I'm happy to help test when it gets to that phase. I am a stickler for going through and completing EVERYTHING before beating the final boss
Title: Re: The Reunion [IN PROGRESS]
Post by: quequotion on 2014-01-04 05:04:34
Could we have a batch installer (non-gui) release as well this time?

In the past I've had trouble with your self-extracting installers in WINE.

The individual component installation tools seem to work fine, but the installer scripting them would fall apart.

It would be easier to work with a windows .bat that I could convert into a bash script.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-04 11:52:15
The installers already support batch command line, but I do not know the parameters.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-04 14:11:29
edited for now.  I am totally out of the loop when it comes to models.  Gonna go sort all this....
Title: Re: The Reunion [IN PROGRESS]
Post by: KnifeTheSky77 on 2014-01-04 14:48:31
I feel like only the original style chibi models look normal in field. The 'adult' models always look wacky, disproportionate and out of place. Not to mention, the colors of the models are seemingly never from the same color palette as the backgrounds

(http://img22.imageshack.us/img22/6347/cloudfield.jpg)
(http://ncs.millenia3d.net/Wedge/Comparison.png)

I can't be the only one. I would love to see a whole set of HD chibi models.  ;) ;) ;) ;)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-04 15:25:26
I could see those working, although I'd have to play a bit with them to be sure (the intro bombing mission would be plenty for me to get a feel one way or the other).
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2014-01-04 15:50:04
I had thought that I would get some feedback from the others, because I'm not really happy with Cloud. But it looks like they are satisfied if something is new. :|
Even if you like a coherent design, the majority will use HD textured models. I'm aware of this and I try to use the best of both worlds to convince some people to stick with the unshaded style.
However the style change of the heads is something, which IS distracting, if you are used to the original heads. Even for me.
The biggest difference is actually the eye-eyebrow part. Many of the male models have them merged together to an angry look. But the new heads have them both separated, which makes the faces look different depending from the angle of the camera.
Anyway Cloud needs some fine work, the added hair on the left side looks wrong and the lips are to dark.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-04 16:04:50
I definitely recommend keeping the original heads... or using the PRP heads and modifying them.  The PRP ones come from the battle models and look like they were intended to look.  Even your original shaded ones look good. :) The new ones I don't care for at all...  and the whole update looked wrong to me:

https://dl.dropboxusercontent.com/u/36889302/FF7/newkal.PNG

I just don't think any of that fits.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-04 16:28:44
I'm sure whatever you guys finally decide on will be great, all of you guys seem to really know what you're doing (certainly far more than me as I'm mostly clueless at this point). I look forward to seeing what you end up with! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-04 17:48:06
 There are still a few issues with the unshaded models, but I think that's for Kaldarasha to fix.  Although it could be how I've installed them.  So far:

1.  Rufus' coat goes through his legs.
2. Rufus' head disappears when blinking
3. Tifa and Aerith eyes look weird.
4. The neck of Sephiroth does not blend nicely into his body colour wise.
5.  The transparent problem at the temple is affecting all characters except Sep and Cloud.
Title: Re: The Reunion [IN PROGRESS]
Post by: Kaldarasha on 2014-01-04 18:42:31
1. If you mean when he's moving, then I can't fix it now. I could use a similar solution like I had made for Sephiroth coat, but this would look like new added pieces.
2. fixed
3. Should be fixed.
4. It's the same color, but the light shading darken the neck.
5.  :o Really? Kimera97a should have fixed that problem.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-04 18:50:48
Well, it definitely affecting Vincent and Aerith. :P
Title: Re: The Reunion [IN PROGRESS]
Post by: cmh175 on 2014-01-05 00:09:21
Yeah the coat issue is something that comes up with a lot of characters actually. It's the limitation of rigging character models as separate pieces, they tend to move through each other sometimes. The pieces can be cut and attached to the part that's moving through them, but with Rufus for example than the bottom of his coat will move with his legs.

By the way, as far as the HD models go if anyone is updating the chibi TA Cloud there's a transparency issue. Parts of it are solid black (0,0,0) which is used for transparency. If you look closely at the bottom of the feet and the middle of the legs you can see through them. You can see this on my release page actually, the large picture of the TA 2.0 battle model shows it (that pic was actually how I found the problem). You can just use the one I fixed, but the rsd files for the chibi model will have to be edited to use the single texture.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-05 00:11:26
Yeah the coat issue is something that comes up with a lot of characters actually. It's the limitation of rigging character models as separate pieces, they tend to move through each other sometimes. The pieces can be cut and attached to the part that's moving through them, but with Rufus for example than the bottom of his coat will move with his legs.

You see this problem from time to time in new games even now, so while it's not a bad idea to tweak, it's certainly forgivable in my opinion.
Title: Re: The Reunion [IN PROGRESS]
Post by: Ver Greeneyes on 2014-01-05 04:14:52
I feel like only the original style chibi models look normal in field. ... I can't be the only one. I would love to see a whole set of HD chibi models.  ;) ;) ;) ;)
I don't know if that Wedge model is an example of a chibi model, but it's right in the bottom of the uncanny valley for me.. it's closer to the concept art I guess, but I find it looks really creepy :P As for the Cloud model, his face looks much too feminine to me. I suppose he should be reasonably effeminate given he can pass for a beautiful woman when he's cross dressing, but still. I think it's because in the HD chibi model his eyes are so big and his mouth looks so.. delicate.
Title: Re: The Reunion [IN PROGRESS]
Post by: Constantine on 2014-01-05 07:01:32
Personally, the only character graphical mod I use is the Chibi Reconstruction one. It remains faithful to the original style while updating them enough to make them look better without looking weird. All the others either look too inconsistent to the original style or only change a few characters, making the game look a bit weird when you have regularly proportioned characters running around next to a ton of chibi characters. I also think the maps were made with the chibi style characters in mind, and the stiff, awkward animations look even worse with the 'fuller' sized characters.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-05 21:28:58
Ok Ive been a busy boy.  Aali has removed battle interface fix but I have worked out a better way of doing things.  The new way only needed 2 hex edits and it's fixed all the other issues that previously existed, like the flash effect not extending to the bottom.  We will see how this goes.

Now I have to fix the fade in and fade out.
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-07 01:54:07
Retranslation and Relocalization: done
Tools: done
Battle interface: done
Menu: done
Minigames (except submarine and fort condor): done
Models: done
Installer: done

testing:  tomorrow
release day: tomorrow.

Night.  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-07 03:20:05
Retranslation and Relocalization: done
Tools: done
Battle interface: done
Menu: done
Minigames (except submarine and fort condor): done
Models: done
Installer: done

testing:  tomorrow
release day: tomorrow.

Night.  :)

Fingers crossed! :D
Title: Re: The Reunion [IN PROGRESS]
Post by: EQ2Alyza on 2014-01-07 04:36:47
Retranslation and Relocalization: done
Tools: done
Battle interface: done
Menu: done
Minigames (except submarine and fort condor): done
Models: done
Installer: done

testing:  tomorrow
release day: tomorrow.

Night.  :)

Good night  :)
Title: Re: The Reunion [IN PROGRESS]
Post by: Kalkano on 2014-01-07 20:13:37
Are the retranslated FMVs going to be in this first release, or is that for a future update?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-07 21:19:16
Future update and separate due to size.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-07 21:51:10
Future update and separate due to size.

Would it be possible to release the translated dialogue so we could refer to it while we played?
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-07 23:08:52
I doubt you're going to want to play the game and look at the text at the same time.. what's the point?

Also...  I've been sat here 6 hours straight now fixing things that decided to surprise me.  But it is getting released before I go to bed tonight.  I am not going to sleep until it is released :)
Title: Re: The Reunion [IN PROGRESS]
Post by: spy__dragon on 2014-01-07 23:17:34
I have a question. Could you clean the video of Jenova?
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-07 23:22:39
I doubt you're going to want to play the game and look at the text at the same time.. what's the point?

Also...  I've been sat here 6 hours straight now fixing things that decided to surprise me.  But it is getting released before I go to bed tonight.  I am not going to sleep until it is released :)

Yes but it would be nice to have after we watched the FMV (although I do want to be clear it totally isn't necessary I just kind of wanted it if possible. XD)

Just don't kill yourself! XD
Title: Re: The Reunion [IN PROGRESS]
Post by: Caledor on 2014-01-07 23:24:06
I have a question. Could you clean the video of Jenova?

Are you talking about subtitles?

I doubt you're going to want to play the game and look at the text at the same time.. what's the point?

Also...  I've been sat here 6 hours straight now fixing things that decided to surprise me.  But it is getting released before I go to bed tonight.  I am not going to sleep until it is released :?:
Please stay healty XD
Title: Re: The Reunion [IN PROGRESS]
Post by: DLPB_ on 2014-01-07 23:28:09
Ah I see what you meant...  it's best to just wait for the FMV.  Those will be done tomorrow.
Title: Re: The Reunion [IN PROGRESS]
Post by: knightsoftheround on 2014-01-08 00:08:36
Oh, okay! ^_^ Didn't realize it was gonna be that soon. I'll probably still play at release though haha. XD