Author Topic: The Reunion [IN PROGRESS]  (Read 136236 times)

DLPB

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The Reunion [IN PROGRESS]
« on: 2011-04-06 23:18:11 »
THE REUNION  is in progress.


I am updating the borders to actually BE borders...   I've doubled up the originals.  Now I have to manually fix all the boxes again.... quite a bit of work.  Clearly these are better though/



I am also going to ask that this project have its own new thread when ready, and that this thread be retired.


THE REUNION
by Daniel L.P. Burke

The Reunion is a collection of 6 mods for Final Fantasy VII (1998 English).  Each mod may be installed separately. I strongly suggest that you click on the links below and learn about them before using the installer.  The main help document is located inside the installer and can be viewed once you have run it.  The help document will also tell you the compatibility status of each of the mods.  The 6 mods are:

1. BEACAUSE
2. MENU OVERHAUL
3. WEAPON
4. ISCAR
5. MODEL OVERHAUL
6. MEMORY PATCHES



Download Menu Overhaul HERE

Donate HERE


FAQ

Q.  It isn't even installing?
A.  Make sure you have administrator privileges (right click- "run as admin" in later versions of Windows) and also make sure that YOUR ANTIVIRUS SOFTWARE IS TURNED OFF.

Q. The changes seem to crash my game.
A.  Make sure that this problem is exclusive to this mod. Then make sure you have the latest graphic drivers and Aali's latest driver.  If the game still crashes, post app log here and explanation. 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 this project!


Do Nots

1. Do not install the Remix!  It has caused numerous problems and is grossly out of date.  If you have, and uninstalling it does not work, use fresh files before proceeding with the Reunion. 


Tools

DLPB: Installer, Hext.dll, TextChange, HextEditor, Multi.dll
           http://forums.qhimm.com/index.php?topic=13574.0
               
Aali: Custom Driver, lgp/unlgp
         http://forums.qhimm.com/index.php?topic=8306.0
       
Luksy: Touphscript
            http://forums.qhimm.com/index.php?topic=11944.0
              Update to lgp/unlgp
              http://forums.qhimm.com/index.php?topic=12831.0

Myst6re: Makou Reactor
                http://forums.qhimm.com/index.php?topic=9658.0

NFITC1: Wallmarket
               http://forums.qhimm.com/index.php?topic=7928.0
                 Proud Clod
                 http://forums.qhimm.com/index.php?topic=8481.0

Squall78: Hojo
                 http://forums.qhimm.com/index.php?topic=7186.0

For testing

Sithlord: Black Chocobo
               http://forums.qhimm.com/index.php?topic=9625.0

DLPB: Otyugh
           http://forums.qhimm.com/index.php?topic=14194.0
« Last Edit: 2013-06-16 21:46:43 by DLPB »

DLPB

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Beacause [R05]
« Reply #1 on: 2011-04-07 01:38:20 »
Beacause
  by DLPB and Luksy

Beacause is a Final Fantasy VII Retranslation.  It is a complete translation and localisation from the ground up, based on the original Japanese. The aim is to have an end product that is accurate and professional.  Official sources have been used to minimise errors in context and spelling.


Key Features
  • Translated and Localised from the ground up.
  • Every piece of text looked at and updated.
  • Option to keep original place names, character names, and series canon.
  • Option for American English (as opposed to British English).
  • Some unused dialogue reinstated.
  • Scenes accidentally missing in original game reinstated.
Status
  • Debug (Not being edited): 0/13
  • No text: 17
  • Non dialogue: 122/122
  • Dialogue (by maps): 531/554
  • Dialogue (by size): 1263KB of 1363KB (92.66%)
  • ff7.exe: Completed
  • Kernel.bin: Completed
  • kernel2.bin: Completed
  • scene.bin: Completed
Non-dialogue documentation can be found HERE.  Please remember to look at this before asking questions about character/item/weapon/Materia names and so forth.

Information

Issues:
  • The original English translation suffers from errors in grammar, spelling, context and translation. 
  • A lot of the errors point to a rushed job with little communication with the original authors.
  • Many of the errors miss out on specific references to people, places and mythology.
  • Some errors alter the plot; one or two, severely.  Some errors have been adopted as canon by SE, and some have been modified in later media.
What we intend to fix:
  • Items, spells, places, monsters and characters for which we have good evidence as having been incorrectly translated, or modified for a western audience, will be restored.
  • All dialogue will be checked for translation and context errors and modified as necessary.  Grammar and spelling mistakes in the dialogue will be fixed.
  • Any error that has been adopted as canon does not preclude it from being changed.
What this project isn't:
  • A literal translation from the Japanese.
  • An attempt to rewrite FFVII or to warp any of its original content.
  • An attempt to prove that we somehow know what the original creators wanted for every single byte in the game.
If there's anything there you do not agree with, please copy/paste and give us your thoughts.

The following are examples of changes we have made.  In the first example, there are slight errors in translation, and major errors in localisation.  In the second example, the translation was originally completely incorrect.

1: Click Here

2:
Code: [Select]
Original
{YUFFIE}
“Are you waiting for {CLOUD}?”{NEW}
“He's flying right now, so you can't get him.”{NEW}
“Were you going to force me
   into the submarine right now?”{NEW}
“Quit it!
   If you want to go, then just leave me behind.”{NEW}
“…ooooooh.
   What're you talking about? I…”

Code: [Select]
Retranslated/Relocalised
{YUFFIE}
“{CLOUD}…
   Have you decided
   where we're goin' yet?”{NEW}
“Come on!
   I can't take much more of this!”{NEW}
“Hey! You're not thinkin' of shovin'
   me in that crappy sub,are you!?”{NEW}
“I won't go! Never!
   Leave me here,
   leave me here!”{NEW}
“…Urrrrk.
   What am I saying…?”

My main aim has always been to release a full story based walk-through of Final Fantasy VII on Youtube that could do it justice (in fact, that's the reason I ended up being a permanent contributor here).  When I first attempted this in 2009 I stopped half way through and abandoned it.  The problem was that the original translation isn't good enough, and that's more obvious when you're concentrating on the story.  I started a project here on this forum and invited those who knew the Japanese language to help me. 

To say that this project is time consuming would be an understatement.  There is around 1.2 MB of dialogue in Final Fantasy VII, and updating it all is no easy task.  My job has been made much harder by the fact that no one except Luksy has been willing to put the effort in.  I see a lot of moaning online from fans, many of them who know Japanese, but when asked to help they have a deluge of excuses at the ready. 

Retranslating the game is hard enough, but there was no tool that could update all text and dialogue from an installer, either.  In fact, editing the world map dialogue originally meant that you had to hex edit. I worked with Luksy to change that... and so touphScript was born.  Luksy programmed the new tool.  So, not only have we had to retranslate the entire game, but a new tool has had to be created to do the job.

Criticism

Because humans are rather stupid creatures with an inbuilt intolerance to change, reluctance to accept logic that they disagree with, and have a religious-like zeal for nostalgia, this retranslation has come under fire from some fans.  Generally, the people who attack this project make the following types of remark:

"You are changing something I grew up with.  I and many others loved it the way it was, bad translation or not."
"I liked the original place names and character names. They are canon and you are changing canon."
"I liked Barrett being like Mr. T, and so did others. "

The problem with these statements is that they are completely illogical.  They are not offering any constructive criticism and are little more than a fanboy plea for us to stop retranslating the game, for no other reason than bigoted intolerance.  I have even had one person claim that I must hate Final Fantasy VII, because I want to change it.  How can I like it if I think part of it is badly made? To answer that- I know I like Final Fantasy VII because I have spent a lot of my life working to improve it, and to make fans of the game happy. I do what I do through my love of the game.  However, believing that Final Fantasy VII is perfect, is ridiculous, and no better than a religious idiot claiming his religion as the absolute truth.

The idea that this retranslation should not exist simply because it wasn't released first is preposterous. If the original translation had been done properly the first time around, many of our changes would now be accepted by the very same people who criticise us.  The writers' of Final Fantasy VII are what matter to me, because they created the game.  No one has the right to supersede the writers' wishes. The same backlash occurred when the spelling "Aeris" was changed to the correct spelling "Aerith".  There are still fans out there that will not accept it, but had Aerith been used in the original translation, these same people wouldn't be saying boo to a goose. 

The original translation IS mediocre.  That's a fact.  It suffers from some terrible mistakes and a lot of unnatural dialogue.  I do not blame the original localiser, Michael Baskett, for this completely.  I think he did a decent job considering he was obviously getting no help from senior staff, and was likely on a ridiculous deadline. But the fact remains that the original game could have been so much better.

In the early days, there was some genuine criticism of this project, because I was more literal with the non-dialogue.  Since then, I have have become much more understanding of the localising process. I hope you enjoy the fruits of our hard work.  To the people who criticise from afar and don't lift a finger, you can kiss my arse.

FAQ

Credits

Manager
    DLPB

Translation
    Luksy [554/554 maps, and non-dialogue]

File Editing
    DLPB, Luksy

Localisation
    DLPB, Luksy, Michael Baskett

Translation contributions
    Defade [26/554 maps]

Non-Dialogue Quality Assurance
    DLPB, Luksy, Defade, Herman, Ragnarok2040

English Proof Checking
    Covarr

Scottish dialect
    Prince Lex

Japanese Consultants
    Luksy, Hian

And
    All those who have helped on Qhimm forum.


« Last Edit: Today at 17:30:45 by DLPB »

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Menu Overhaul [M05d]
« Reply #2 on: 2011-04-07 02:28:16 »
Menu Overhaul
  by DLPB and Kranmer

The Menu Overhaul is an extensive mod that updates the font, menu and battle interface of Final Fantasy VII (1998 English version only). There are additional options allowed from the Reunion installer.


Key Features
  • Completely redesigned battle interface in FF9 style.
  • Thousands of menu alignment issues fixed.
  • Team Avalanche/sl1982 updates.
  • New font from ground up, including foreign character support.
  • Less textures needed.
  • Options for some graphics and fixes.
  • Option for break 9999 limit (From Dziugo).
  • Time limit cap of 99 hr 59 min 59 sec is now set to 999 hr 59 min 59 sec.
  • Animated barrier graphics.
  • More Items in menus.
Status
Further updates are currently being made to the menu and battle interface. When these are complete, this project will be finalised and the Reunion will be released.


Information

When I began work on Beacause, I realised that certain things needed to be altered on the menu to accommodate the new name lengths; for example, magic names ran into the red arrow graphic (that indicate All is applied).  I had no idea how to hex edit, or how to assemble, or anything.  Kranmer did and showed me the ropes, editing the red arrow positions.  Within only a few hours I understood enough to hex edit the game based on the values Kranmer documented.  We decided that Kranmer would locate the values and code a few that were missing, and I would design and hex edit.  It quickly became a full project intended to correct the thousands of alignment issues that exist in the original release.  I can't quite believe they got away with releasing the game as it was.

After a while it became necessary for me to learn a degree of assembly, so that I could correct a few additional problems.  We finished version 004 of the Menu Reconstruction (the predecessor of this mod) and turned full attention to the Battle Interface Reconstruction, which Kranmer had already started as a separate project.

Unfortunately, after both were completed, I became dissatisfied with the results (due to the dorky old font), and so I had to create a new font.  After this was finished, it became apparent that multiple things would then need changing yet again.  The normal menu has now been redesigned from scratch, and so has the battle interface.  This became the Menu Overhaul, and it all started because we had to change the position of the red arrow graphic on the menu.

If you don't want to use the new font, and need alignments fixing for the original game graphics, use our older project Menu Reconstruction Here. Please note, this installer is no longer supported and I will not help in any way with it.


FAQ:

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.  The graphics are not updating when I change things in DK
A.  Make sure cache folder is cleared and that your modpath is set correctly.

Q.  Do I need to install Team Avalanche Menu Overhaul?
A.  No.  The Reunion 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. The touphScript log mentions incorrect number of entries?
A.  You did not use a clean flevel originally.  If this is your second install of Menu Overhaul, place a clean flevel in BACKUP-dlpb and run installer again.

Q.  Graphics look rubbish... the font looks bad.
A.   Set fancy_transparency = on, in ff7_opengl.cfg

Q. The game borders look broken... choppy!
A. You have to set your config properly when using fullscreen.
    You must set it to your screen resolution e.g.
    window_size_x = 1024
    window_size_y = 768

Q. What isn't compatible with this mod?
A.  Team Avalanche Menu Overhaul (main TA package is cool to use), Remix patcher, other break 9999HP patchers (including Aali's driver version).   Everything else is.

Do Nots

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 layout of the menu.

3. Do not install any break 9999HP patchers. Do NOT use aali's driver option for 9999 patch either.  Use the one that comes with this installer.


Credits

DLPB:
   Hex editing
   Design
   Coding
   Font

   Placement on textures of nearly all graphics
   Font (usfont_a and usfont_b types)
   Font (btl_win_d types)
   Font ,stars and limit bar (btl_win_b types).
   btl_win_c_l_04.png
   New Death/tweaked target (btl_win_c_l_07.png)
    btl_win_c_h_01.png, btl_win_c_l_01.png
     (Modified graphics to be smaller and properly centred)
   Credits (cr\name types)
   Game Over (disc\e_over types)
   500 years later (after_1_00.png
   Magic/yubi_00.png (taken from TA graphics)

Kranmer:
   Hex locating and documentation

Sl1982 / Team Avalanche:
   coloa_00.png
   colob_00.png
   btl_win_a_l_11.png
   btl_win_b_l_11.png
   btl_win_b_l_12.png
   Target and red arrows (btl_win_c_l_07.png).
   (DLPB modified the target)
   btl_win_c_h_01.png, btl_win_c_l_01.png
   btl_win_a_l_07.png
   Slot and hands (btl_win_b_l_01.png)
   Slot, Weapon and item graphic (btl_win_a_l_01.png)
   Character Avatars
   flevel/hand_1_01.png
   flevel/hand_1_09.png
   world/midlmap_00.png
   world/midlmap2_00.png
   world/radar_00.png

FeliX Leonhart:
   Tweaked Font colour (using DLPB usfont types)
   Tweaked Font colour (using DLPB btl_win_d types)
   Graphics (btl_win_b types)
   Barrier graphics (btl_win_a_l_07.png)
   Credits background (opback types)
   FF7 logo text (ff7logo_a_00.png, ff7logo_b_00.png,
                                 ff7logo_c_00.png)

Dziugo:
   Break 9999 HP Limit
   Fixes to some code
   Coding consultant

Aali:
Coding consultant

BloodShot:
   Transparent avatars (using TA scans)

Grimmy:
   Coloured menu icons (using TA graphics)

~eldi13:
   FF7 logo (ff7logo_*)

Renders Graphiques.fr:
   Squaresoft logo (ff7logo_c_00.png, ff7logo_d_00.png)

NCS:
   Buster Sword background (buster_00.png)

DLPB/Covarr:
   Borders (btl_win_c_h_00.png, btl_win_c_l_00.png)
« Last Edit: 2013-06-16 18:58:48 by DLPB »

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Weapon [W01]
« Reply #3 on: 2011-04-07 08:10:25 »
Weapon
  by DLPB

Weapon is a difficulty mod.  Its aim is to provide a balanced, professional and fair update to the game's difficulty.  Weapon is currently at an early stage in development.

Status
This is a massive project that requires editing virtually every main file in the game.  So far, only the Gold Saucer mini-games are completed.  There is much work to do in every other department.

Key Features

As of W01
  • Gold Saucer has had extensive editing.  Script has been amended or added for G-Bike, Wonder Catcher, Submarine, Coaster, Snowboard, 3-D Battler, and Wrestling.
  • Coaster mini-game has had a complete change in points allocation.  Some hittable objects have been removed, while others added. Hittable objects energy has been amended (for example, the mother ship is much harder to destroy).  The propeller bug and boat rotor bug have been removed.  The aimer speed has been fixed (originally it was 2x too fast).
  • Submarine mini-game has been reprogrammed somewhat.  The new controls are similar to the Europe/US/International release of the game, and 5 unique difficulties have been added. Other minor changes have been made.
Information

Most difficulty mods have got the balance completely wrong in my opinion, and have ended up making the game a chore, rather than a fun experience. This mod attempts to address the problems in balance, and make you think more about your actions in game.  For example, in battle, rather than pressing attack continually, you will be encouraged to think about which attacks will hurt a particular enemy.  A mechanical enemy will succumb much more easily to lightning attacks than anything else.  Weapon tries not to inflate difficulty artificially through high HP amounts or cheap gimmicks.

Weapon will also address the game-play outside of battle. For example, script changes have been made to change items received in some areas, price of goods will be changed and various mini-games have been modified.

Credits

DLPB:
   3D-Battler
   Coaster
   Snowboard
   Submarine
   Wrestling
   Wonder Catcher
   
Luksy:
   3D-Battler

Shademp:
   Clock fix
« Last Edit: 2013-05-28 17:53:06 by DLPB »

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Iscar [WIP]
« Reply #4 on: 2011-04-07 18:21:11 »
Iscar
  by DLPB

Iscar is an upcoming project to replace Cait Sith with a new human character.  The new character will be designed to fit in with the original game. Some story changes will be made in order to achieve this.

Status
This project is an add on to Beacause.  As such, it cannot be started until that project is finished.  I do have some rough outlines and changes ready for that day.


Key Features

Information

When finished, this mod will completely remove Cait Sith from the game in favour of a new human character called Iscar Matthias. Iscar is from Judus Iscariot, and Matthias was the apostle chosen to replace him.  I have chosen these names to be symbolic of the character's betrayal, and change into a valued ally.  Iscar will change and grow as a character.  At first he will be a simple Shin-Ra spy, dedicated to his job, but over time,  he will come to understand that he is working for the wrong people and change sides.   

Cait Sith is a poorly written character that was probably shoe horned into the story late in development. The character has no logical or believable reason to join your party, or be allowed to join it. The idea that Reeve, a top executive for Shin-Ra, could or would remote control a toy robot cat mounted on top of a stuffed white toy as a tool for espionage, is ridiculous. 

Iscar will change the character model, script, FMV and battle related information. Cait will be utterly annihilated. Where possible I will stick to the original script. The basic plot will remain intact, except that it will be more plausible. I have actually had fanboys trying to rationalise the writing regarding Cait Sith. These people generally display an unbelievably poor understanding of fiction and writing (the usual excuse being "It's just fiction" *roll eyes*). Of course, Final Fantasy is a kind of gospel to them, so everything must be perfect, and I am obviously a hate filled heretic for believing otherwise.

One particular forum condemned me as some sort of heathen. Well, it's tough luck, fanboys- Cait's going no matter WHAT you say, haha.

Credits

DLPB:
   Writer
   File editor
   Coder

TBD:
   Modeller
« Last Edit: 2013-05-29 13:44:04 by DLPB »

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Model Overhaul
« Reply #5 on: 2011-04-07 18:26:07 »
Model Overhaul
  by SquallFF8, Kaldarasha, PRP, Grimmy, Pitbrat,
              Bloodshot, Dahfa, Strayoff, Anfiga, Costa07


The Model Overhaul is an extensive replacement for the game's models. The models have been chosen to provide what I believe is an improvement to the original game, while staying true to it. The models are mostly from Kaldarasha's unshaded updates.

Status

This first revision is a collection of models, primarily from Squallff8, Kaldarasha and PRP. The main problem with this release is that certain models will have bad animation.  This is something that the modelling community are working to improve.

Key Features
  • All field models updated
  • World map characters and Weapon monsters updated.
Information

The original game models were already dated somewhat after the arrival of Final Fantasy VIII. Today, they look more dated than ever.  The original models are of low quality, and often resemble lego more than they do humans.  That is not to say that I see them as bad or useless.  I can appreciate that some people will like their look because it suits the overall original game style, but I personally believe that Final Fantasy VII is made better by more realistic looking graphics.  The developers also seem to agree because they improved on VII's models in later game releases.

I do however, make an effort to stick to models that improve on the original, while maintaining their intended look and style.  This means that prequel and sequel material (among others) will not be included in this mod.

Credits

SquallFF8:
   Field (88)

PRP:
   Field (47)
   Minigame (6)
   World (4)

Kaldarasha:
   (Many of these are modified from SquallFF8 and others)
   Field (89)
   World (4)

Grimmy:
   (Updated PRP models)
   Field (17)

Dahfa:
   Field (2)

Bloodshot:
   Battle (2)
   Minigame (1)
   Field animation modifications and fixes

Strayoff:
   Fort Condor Remake

Anfiga:
   Battle (1)

Costa07:
   Field (1, all potions)

Pitbrat:
   (SquallFF8 fix)
   Field (1)
   Pitbrat fixes, maintains and sorts nearly all models

DLPB:
   Model selection for The Reunion
« Last Edit: 2013-05-29 12:29:44 by DLPB »

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Memory Patches
« Reply #6 on: 2011-04-07 20:04:59 »
Memory Patches
  by DLPB, Dziugo and Kranmer

Memory Patches are a collection of tweaks and cheats in text format that are injected at run-time.  The patches can be added or removed easily from a folder.

Status

I consider this collection largely complete.  Myself and others do sometimes have an idea for a new patch, and so additional ones may be added at a later time.

Features
  • Default run (Character will run by default).
  • Disable mouse support (Mouse input will be removed).
  • Faster animation (Battle animations will be 2X faster).
  • Faster enemy death (Enemy deaths will be faster).
  • Faster battle numbers (Damage/heath numbers will disappear faster).
  • Gypt (FMV's can be skipped with Ctrl-S, then Ctrl-D).
  • Increase sense limit (Sense will work up to 65535 HP).
  • More steps (Increases steps travelled value to 4 bytes).
  • No battle boxes (All battle menu boxes will be removed).
  • No command box (Command text will appear without the box).
  • No dialogue boxes (Text will appear without dialogue boxes).
  • Invincible (Main characters will be immune to normal damage).
  • Lucky Cait (Manipulate Cait's reels).
  • Lucky Tifa (Tifa's reels will always display "Yeah!")
  • No random battles
  • Save/PHS anywhere
Information

Originally, when you wanted to make a change to the game, you would be forced to edit the executable.  With the increase in mods, making so many changes has proved tedious.  I therefore created a dll that could make memory changes from text file hex instructions.  Aali's driver injects the dll automatically on game start.  In other words, changing and editing patches can now be done from notepad, and can be easily added or removed.

Credits

DLPB:
   Invincible
   Faster battle animation
   Faster enemy death animation
   Faster battle numbers
   No battle boxes   
   More seps
   No random battles (modified from Kranmer's)

Kranmer:
   No command box
   No random battles
   Save/PHS anywhere
   
Dziugo:
   Lucky Cait
   Lucky Tifa
   Gypt
   No dialogue boxes
   Default run

Kruci:
   Default run

Aali:
   No mouse input
« Last Edit: 2013-05-28 18:25:29 by DLPB »

ABHA

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Re: [WIP] Menu Overhaul Project
« Reply #7 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.
« Last Edit: 2011-04-07 21:33:34 by yarLson »

Nightmarish

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Re: [WIP] Menu Overhaul Project
« Reply #8 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  ;)

DLPB

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Re: [WIP] Menu Overhaul Project
« Reply #9 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.
« Last Edit: 2011-04-07 22:21:31 by DLPB »

BloodShot

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Re: [WIP] Menu Overhaul Project
« Reply #10 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.

sl1982

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Re: [WIP] Menu Overhaul Project
« Reply #11 on: 2011-04-08 00:48:38 »
lol

BloodShot

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Re: [WIP] Menu Overhaul Project
« Reply #12 on: 2011-04-08 00:49:28 »
Don't be hatin, I ask to be allowed one stupid question per year  8-)

Timber

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Re: [WIP] Menu Overhaul Project
« Reply #13 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.

DLPB

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Re: [WIP] Menu Overhaul Project
« Reply #14 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.
« Last Edit: 2011-04-08 01:05:21 by DLPB »

Kemlin

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Re: [WIP] Menu Overhaul Project
« Reply #15 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.

DLPB

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Re: [WIP] Menu Overhaul Project
« Reply #16 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....

Kemlin

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Re: [WIP] Menu Overhaul Project
« Reply #17 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.

DLPB

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Re: [WIP] Menu Overhaul Project
« Reply #18 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



Timber

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Re: [WIP] Menu Overhaul Project
« Reply #19 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. :)

DLPB

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Re: [WIP] Menu Overhaul Project
« Reply #20 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.
« Last Edit: 2011-04-08 05:08:59 by DLPB »

fladimir_hokage

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Re: [WIP] Menu Overhaul Project
« Reply #21 on: 2011-04-08 18:43:40 »
man and the spanish fonts is fixed?

DLPB

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Re: [WIP] Menu Overhaul Project
« Reply #22 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.
« Last Edit: 2011-04-09 09:11:19 by DLPB »

fladimir_hokage

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Re: [WIP] Menu Overhaul Project
« Reply #23 on: 2011-04-09 09:26:06 »
ok thanks  ;D

BloodShot

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Re: [WIP] Menu Overhaul Project
« Reply #24 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.