Author Topic: [FF7-Steam][Port] Final Fantasy VII - Reunion R06g in Italian [g1.1]  (Read 14074 times)

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FFVII The Reunion R06g in Italian



Download v. g00 HERE
Last Hotfix g1.1 to overwrite existing files HERE.
[Based on Caledor's Italian ReTranslation v.1.5: 8/Dec/2020 1:00 CET]


Features
  • Full porting of Caledor's Italian ReTranslation for R05c: http://forums.qhimm.com/index.php?topic=18903.0
  • For Reunion R06g by Daniel Burke: website http://ff7.live/ or discord server (for beta releases, help and bug report in english release) https://discord.com/invite/ZgATfHM
  • Translated Letter Side Quest (see section below)
  • Summon Origin Explained & other scene restored
  • Miss Cloud's wig model will change based on the type of wig obtained
  • Mod support with Reunion Framework (not all the mods are compatible)

How to Install the Porting
  • Install FFVII Steam
  • Install R06g from the website. Please read documentation inside R06 zip file
  • Rename the folder <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\New_Translation in New_Translation_Eng
  • Extract my zip file (New_Translation_R06g_ita_g00.zip) in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\
  • Extract my hotfix zip file (hotfix_g1.1.zip) in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\ (overwrite existing files)

To-do List:
  • Improve exe editing
  • End credits translation (people.bin) - translated, waiting for Daniel Burke public release of ddraw.dll
  • Uniformation of prelude/end credit translation

Known issues:
  • Windows 7 unsupported: startup crash, upgrade to windows 10.
  • No sound at startup: due to a mistake in reunion installer the game start by default with muted option enabled. Open with notepad the file options.ini located in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\ and find the line Mute = y and change to Mute = n . Save the file.
  • R06 known bugs are listed in mod database (always check this file): https://docs.google.com/spreadsheets/d/1DUjmyW94zcYoX7gIW5yAT4giTPeNmCR4TCaHAiXOLlU
  • Other to be discovered :o

Addons

Only for version g1.1 (WIP - Not fully tested):

ATTENTION: the texts are fixed: if you change the buttons layout in config menu, the button texts don't change. This addons use the default psx western layout... here a psx/xbox schematic:
Spoiler: show

triangle / Y: menu
square / X: switch
circle / B: undo
x / A: confirm
L1 / LB: pag up
R1 / RB: pag down
L2 / LT: camera
R2 / LT: target
start: pause
select: assist



For all the versions:

How to Install Addons
After installing the porting
Spoiler: show
  • Save everywhere: Download the save_everywhere.txt in the hext addon page and save in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\hext . Open the save_everywhere.txt with notepad and read the instruction inside
  • Disable battle box transparencies (WIP): Download the trasparenze_battaglia.txt in the hext addon page and save in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\hext . Open the file trasparenze_battaglia.txt with notepad and read the instruction inside
  • Slow damage number in battle: Download the slow_damage_number.txt in the hext addon page and save in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\hext . Open the file slow_damage_number.txt with notepad and read the instruction inside
  • Psx, xbox, xbox360 icons: Extract Addon zip file in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\New_Translation (overwrite existing files)
  • HD menu & font: 3 possible installations (choose one)
    1) Inside New Translation_folder:
    - Extract Addon zip file in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\New_Translation (overwrite existing files)
    If you want more spacing with r character rename the file in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\New_Translation\hext from font_spacing.txt to font_spacing.txt.bkp and from font_spacing_hd.txt.bkp to font_spacing_hd.txt
    (to revert back just do the opposite)
    2) Inside GLOBAL folder
    - Extract Addon zip file in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\GLOBAL
    If you want more spacing with r character rename the file in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\GLOBAL\hext from font_spacing_hd.txt.bkp to font_spacing_hd.txt
    (to revert back just do the opposite)
    3) Inside CUSTOM folder
    - Create a folder in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\CUSTOM with a name you want, for example HD (don't leave space)
    - Extract Addon zip file in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\CUSTOM\<your folder name>
    - Open with notepad the file <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\options.ini ,  find the word Mod_ID = NONE and change to Mod_ID = <your folder name>
    If you want more spacing with r character rename the file in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\CUSTOM\<your folder name>\hext from font_spacing_hd.txt.bkp to font_spacing_hd.txt
    (to revert back just do the opposite)
  • For different sword in the main screen: Extract Addon zip file in a folder of your choice
    - choose one file and rename in buster_00.png
    - move the png in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\New_Translation\texture\menu or <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\GLOBAL\texture\menu or <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\CUSTOM\<your folder name>\texture\menu
  • For different avatar: Extract zip in <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\BASE\New_Translation\texture\menu or <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\GLOBAL\texture\menu or <your ff7 install folder>\FINAL FANTASY VII\The_Reunion\CUSTOM\<your folder name>\texture\menu


What has been done
Spoiler: show
- "Edited" (with hext for memory editing) a lot for menu dimension and positon in order to make space for italian words (most is done)
- The prelude (with the developer's name) is translated (used Sadnes, JordieBo and satsuki version)
- Developer room translated (alpha version).
- Edited font  in order to have sex symbol for chocobo (from french translation team idea), symbol °, ª, º and revert back psx buttons
- Reverted secret cow level (i love diablo)
- Translated battle Miss texture
- Ported other Caledor script change
- Every texture should have italian translation
- Magic: supernova has italian planet name, and tarot (roulette magic from Death Dealer monster) are in italian
- Translated New side quest (starts in gongaga, from french translation team idea)
- Cloud will change model when using wig (thanks Sega Chief for flevel coding)
- Translated turtle paradise texture sign (iczf.tex)
- Some FF7 remake weapon, armor and accessory description
- Eight new field models (thanks Sega Chief for help and vanilla models): zzzz (cloud brown wig, vanilla and model overhaul)
                                                                                                       zyzz (cloud frizzy wig, vanilla and model overhaul)
                                                                                                       zxbd (Shinra red soldier with gun, vanilla and model overhaul)
                                                                                                       zwab (Shinra red soldier no gun, vanilla and model overhaul)*
                                                                                                       zvbd (Shinra Grey soldier with gun, vanilla and model overhaul)
                                                                                                       zuab (Shinra Grey soldier no gun, vanilla and model overhaul)
                                                                                                       ztbd Shinra Green soldier with gun, vanilla and model overhaul)
                                                                                                       zsab Shinra Green soldier no gun, vanilla and model overhaul)
                                                                                                       
*from release e1.0.4 it's swapped with azhe
Not all soldiers models are used
- Recreated Sephiroth speech about summons in temple of the ancients (kuro_82), removed by developers in original game
- Recreated avalanche members speach before taking the trani in S7 (mds7st3), removed by developers in original game
- Re-added some dialogue box in the truck with Sephiroth (trackin), removed by developers in original game
- The rope in Corel Valley is now usable (sango1) and for now goes to an empty cave with some easter egg, removed by developers in original game


Letter side quest
Spoiler: show
This quest, created by Néo-Midgar - French Retranslation Team and with little modification by me (in var), starts in Gongaga. If you have started a new game with my porting mod there shouldn't be any problem, but if you already have started the game with original Caledor release or english R06 and passed at least one of these point (spoiler) the quest will be broken:
- already obtained titan materia
- already asked to Cid for the airship in rocket town
- already obtained typhon materia

In order to avoid progression bug, I've created a debug function in Kalm Town, in the house where the quest requires you to visit (on the second floor of the house with a dog and an old man). Keep pressed L1/pag. UP and speak to the woman, a dialog will pop up with the description "Letter Quest Var Helper": select only one choice that you've already passed (they are in chronological order for the quest) and go on with the quest. If you have already progressed at the end of the game with other mod, go to gongaga and start the quest, go to kalm and select the first option, go on with the quest until you stop at the second progression, return to kalm and select the second option, and go on until you stop at the third progression (but now you know what to do)... Never select all the choice at the same time, progress in the quest first.


Changelog
Spoiler: show
- Hotfix g1.1: updated to retranslation 1.5, re-added unused text from jap psx version (mds7st3, trackin), fixed soldier position in trackin, moved kuro_82 unused scene before boss battle, in sango1 the rope is now usable, fixed missing music in elmin2_2
- Hotfix g01: fixed missing script in elmin2_2
- Release g00: ported previous update to R06g, minor improvement in text and bug fix, ported [email protected] fix for parachute model and improvement in bigwheel cabin model, added sadnes prelude tex and magic.lgp from Caledor release, removed some hd italian texture and made optional pack, removed some hext txt and made optional download
- Hotfix f1.0.6: updated new model overhaul miss Cloud zyzz.hrc (now with long blonde hair)
- Hotfix f1.0.5: updated exe and phs menu fix (forgot to add in previous release), letter quest modification
- Hotfix f1.0.4: updated retranslation, changed rootmap background to faulked version
- Hotfix f1.0.3: update to Retranslation v1.12
- Hotfix f1.0.2: fixed dialogue box not appearing in chocobo farm
- Hotfix f1.0.1: fixed cos_btm bug (code by Daniel Burke), fixed chars.txt
- Release f00: ported previous update to R06f, added new green soldier model, changed battle to have green soldier, fixed psx/xbox wrong buttons
- Hotfix e1.0.6: hopefully last improvement in new vanilla model (head), fixed dialogue box bug in crcin_2, updated to retranslation 1.10b 2/may
- Hotfix e1.0.5: minor improvement in new vanilla model (head)
- Hotfix e1.0.4: translated rootmap text in ita instead of the original mixed characters with no sense (when Jessie explain Midgar structure in train monitor, used satsuki field texture), swapped zuab model with azhe (now train guard is zuab and red soldier/captain is azhe), changed field model for train guard swap, now reno vanilla model without face (dhaf) has a face
- Hotfix e1.0.3: updated to retranslation 1.10b, new jessie dialogue in nmkin_3, shop menu improvement
- Hotfix e1.0.2: updated to retranslation 1.10a, forgot to add model overhaul new character
- Update e1.0.1: missing new scene.bin updated in retranslation 1.10 20/apr
- Release e00: ported all previous update to R06e, improvement in kuro_82 new script
- Hotfix d1.4.1:update italian retranslation to 1.10 18/apr, added new weapon/armor description from ff7 remake, fixed missing character name in 2nd position when using a cure materia inside menu, now for submarine missile is translated siluro
- Update d1.4: improved minigame textures (chocobo and fort condor), fixed new field with cloud missing sword, improved model overhaul fhaa.hrc (Carry armor, now it has the back arms), updated italian retranslation to 1.10
- Update d1.3: fixed cloud missing sword in gaiin_6
- Update d1.2: text fixes, re-enabled dialogue in md5_w, limit level in stauts menu now is mandatory (for tutorial, integrated in ita_fix)
- Update d1.1: AIO packege for fix texture\magic folder, changed battle magic translation of death dealer tarots to reflect italian texture
- Update d01: fixed flevel choice, limit level in status menu now is optional, field text fixes, model change, save everywhere patch
- Release d00: ported previous update to R06d, translated iczf.tex, fixed edea.hrc wrong animation, fixed cid disappearing bug in nivl_3, masamune new description, in status menu re-enabled exp bar, limit level and bar, used caledor translated movie (now can play)
- Hotfix c5.3: added new red soldiers field models in wutai, status menu fix, new buster sword description from ff7 remake ita, new barret initial weapon name and description from ff7 remake ita
- Hotfix c5.2: modified position of new models, fix akao broken, added model overhaul versions of new models, changed prelude png to satsuki version, changed sword background to remake version
- Hotfix c5.1: added 2 more model, changed submarine soldier model, fixed wrong choice in gongaga inn
- Update c5: added Sephiroth speech about summons in kuro_82, added 4 new models, when cloud use a wig in the story the model will change, added side quest (starts in gongaga), choco billy will tell if chocobo needs more race winning when mating, new transparent texture in chocobo race (automatic/manual) added optional file slow_damage_number.txt (code by Daniel Burke here http://forums.qhimm.com/index.php?topic=19635.msg273822#msg273822), ruby weapon world map model fix for model overhaul
- Hotfix c4.9.1: reverted back model in blin60_1, fixed submarine minigame text, fix color text in games_2
- Update c4.9: AIO package, fixed jenova_e.avi, fixed ending2.avi, fixed after_1_00, fixed some text alignment, added ff7 remake description of buster sword (translated from eng text)
- Hotfix c4.8.1: improvement item menu, re-enabled quit menu (optional)
- Hotfix c4.8: updated to retranslation 1.0.9, improvement config menu, avatar icon updated (probably my fault using old reuinion png)
- Hotfix c4.7.2: fixed choice bug in some fields
- Hotfix c4.7.1: AIO package, reverted back original spacing
- Hotfix c4.7: font spacing update, font a_h update, a lot of caledor exe modification, scene.bin Soccì fixed
- Hotfix c4.6: font spacing r update, chars.txt update
- Hotfix c4.5: updated Caledor translation with xy coordinates, improvement in status menu, forced Caledor default name (mod bug: old english name are shown)
- Update c4.4: one package for previous update and hotfix (series 4), improved font spacing, included R06c hotfix 11
- Hotfix c4.3: included R06c hotfix 10, included obesebear  60i vincent fix, reverted back xy coordinates, added possibility to disable battle box transparency (name and hp box) in hext\trasparenze_battaglia.txt (open with notepad and read the comments)
- Hotfix c4.2: included R06c hotfix 9, translated dual (with crisi) and dual drain (with crisi drain) state in exe, little font fix
- Hotfix c4.1: added updated Aali.dll and ddraw.dll, fixed missing debug room translation
- Update c4: updated italian translation to Caledor 1.0.8b, ported tower5 and mrkt2 Caledor script, changed xy position of dialogues box
- Hotfix c3.1: fixed missing frcyo script forgotten by Caledor for chocobo name (already contacted Caledor)
- Update c3: included R06c hotfix 7 by Daniel Burke, fixed highwind pilot choice swapped, fixed battle menu box (now reverted original Caledor translation), other menu box improvement, fixed prelude, translated battle texture Miss with Mancato
- Update c2: improved prelude, fixed wrong status "interceptor", modified 4 chocobo texture, fixed choice menu, fixed "corsa dei chocobo" chopped (thanks Caledor), frcyo script by Caledor (with sex symbol)
- Update c1: improved prelude, improved font spacing (no more abilit à :D), fixed save menu box, status elements and other menu dimension, chars fix
- Release c00: initial port of Italian ReTranslation 1.0.8a for R06c


Modified Fields list:
Spoiler: show
The following fields change slightly from the original R06 script (added code):
anfrst_2 (letter quest)
anfrst_5 (letter quest, also added 3d model)
canon2 (fixed cloud missing sword)
colne_1 (new cloud wig script, also added 3d model)
colne_2 (new cloud wig script, also added 3d model)
colne_3 (new cloud wig script, also added 3d model)
colne_4 (new cloud wig script, also added 3d model)
colne_5 (new cloud wig script, also added 3d model)
colne_6 (new cloud wig script, also added 3d model)
datiao_6 (fixed cloud missing sword)
elmin2_2 (letter quest, also added 3d model)
frcyo (chocobo sex text, choco billy winning race help)
frmin (welcome text showed earlier)
gnmk (letter quest)
gongaga (letter quest, also added 3d model)
junin_3 (fixed cloud missing sword)
kuro_82 (Sephiroth summon explaination)
las2_ 1 (cow level)
md5_w (fixed kid dialogue impossible to see in vanilla)
mds7st3 (restored dialogue)
md8brdg2 (fixed cloud missing sword)
mkt_ia (new cloud wig script, also added 3d model)
mkt_m (new cloud wig script, also added 3d model)
mkt_mens (new cloud wig script, also added 3d model)
mkt_s1 (new cloud wig script, also added 3d model)
mkt_s2 (new cloud wig script, also added 3d model)
mkt_s3 (new cloud wig script, also added 3d model)
mkt_w (new cloud wig script, also added 3d model)
mktinn (new cloud wig script, also added 3d model)
mktpb (new cloud wig script, also added 3d model)
mrkt1 (new cloud wig script, also added 3d model)
mrtk2 (new cloud wig script, also added 3d model)
mrkt3 (new cloud wig script, also added 3d model)
mrkt4 (new cloud wig script, also added 3d model)
nmkin_3 (new jessie dialogue)
rcktin2 (letter quest)
rktinn2 (letter quest, also added 3d model)
sango1 (rope is now usable)
subin_1a (fixed cloud missing sword, changed red to grey soldier)
subin_1b (fixed cloud missing sword, changed red to grey soldier)
subin_2b (fixed cloud missing sword)
tower5 (caledor italian text)
trackin (fixed soldier position)
tunnel_6 (fixed cloud missing sword)

The following fields change slightly from the original R06 (3d model change):
blin1
blin59
blin60_1
md1stin (ff7 remake continuity)
mds7plr1
mds7st3
mds7st32
mds7st33
mtcrl_2
rcktbas1
semkin_3
tin_1
tin_2
tin_3
tin_4
uttmpin2
uttmpin3
yougan
yougan3
zcoal_3


Modified Scene.bin list:
Spoiler: show
File #155 (Changed Red soldier battle model to green)
File #196 (Changed Red soldier battle model to grey)
File #203 (Changed Red soldier battle model to green)
File #204 (Changed Red soldier battle model to green)




Credits:

- Caledor for:
   Texture, Exe editing, Italian ReTranslation: http://forums.qhimm.com/index.php?topic=18903.0
   Field script (frcyo, tower5 and mrkt2)
   Major help

- Kuraudo. for:
   Thread layout
   Testing
   Upscaled jenova_e video: http://forums.qhimm.com/index.php?topic=19493.0

- Daniel Burke for:
   Reunion: http://ff7.live/ or https://discord.com/invite/ZgATfHM
   Exe documentation
   BoxFF7
   Ochu
   Textmod

- SadNes City Translations, authors of the first FFVII PC Italian localization
   http://www.sadnescity.it/traduzioni/ff7/ff7.php

- Luksy for:
   touphScript: http://forums.qhimm.com/index.php?topic=14914.0

- Myst6re for:
   Makou Reactor: http://forums.qhimm.com/index.php?topic=9658.0
   Vincent Tim: http://forums.qhimm.com/index.php?topic=15404.0

- Sega Chief for:
   Added Field coding for Miss Cloud
   Vanilla 3D soldiers models addition
   Ninostyle chibi soldiers models porting
   Green battle soldier model
   Help, help and help (+ patience :-D)

- Ninostyle
   Original chibi soldiers models and textures: https://www.nexusmods.com/finalfantasy7/mods/4
   Exclusive miss Cloud blonde with long hair

- Néo-Midgar - French Retranslation Team for:
   Chocobo Gender Font: http://forums.qhimm.com/index.php?topic=17003.0
   Letter Side Quest

- satsuki for:
   Upscaled ending2 video: http://forums.qhimm.com/index.php?topic=19204.0
   Upscaled avatar
   Prelude png

- faulked
   rootmap background png http://forums.qhimm.com/index.php?topic=18466.0

- 7th Heaven for (in old release):
   JordieBo prelude font http://forums.qhimm.com/index.php?topic=19533.0
   Magic tarot textures

- sithlord48 for:
   Black Chocobo: http://forums.qhimm.com/index.php?topic=9625.0

- Vincent88 for:
   HD Menu & Font ITA version (Avalanche for the original work, darkvadd7 for the font, Satsuki for the base & alignment)
   Testing

- Panteleimon for:
   ZomiPlayFont UI: http://forums.qhimm.com/index.php?topic=19863.0

- [email protected] for:
   bigwheel cabin and parachute fix
   
- grimmy for:
   m_endo field walkmesh and re-texture

As suggestion use the Caledor version as first-run and help him to improve the translation, and then try this port.
« Last Edit: 2020-12-17 13:35:13 by usb »

luksy

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

Caledor

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BTW the sex symbol is not mandatory if you want to translate "Male" and "Female" for chocobos.
I know that trying to translate those words directly is a nightmare so i splitted the dialogues. If the game writes "Male" in the variable slot, i made it use a dialogue box with "Maschio" hardcoded in place of the variable slot, if it wrote "Female" it uses a different dialogue with hardcoded "Femmina"

Code: [Select]
------------------------------
#cy 6
#cy 8
#cy 65
Nome: {MEM3 440 6}
Sesso: Maschio
Classe: {MEM3 44A 1}
------------------------------
#cy 6
#cy 8
#cy 65
Nome: {MEM3 440 6}
Sesso: Femmina
Classe: {MEM3 44A 1}
------------------------------
#xy 173 48
Virido
“Dai un nome a questo
  chocobo maschio.”
------------------------------
#xy 173 48
Virido
“Dai un nome a questo
  chocobo femmina.”
------------------------------

usb

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

UPDATE: Completamente errore mio
Grazie, sto usando proprio quella di R06. Per ora ho un problema con i box quando è presente una scelta (choice): mi ne sono accorto in fship_25 (text 9) ma temo anche in altri che se non usavo lo stesso numero di righe della versione inglese la manina restava completamente buggata.
foto del problema

Spoiler: show


la mano parte sulla seconda scelta e se si muove il cursore giù scompare

Text ita
#h 4
Pilota esperto
“Che facciamo, {CLOUD}?”
{CHOICE}Andiamo
{CHOICE}Aspetta un attimo

text eng
#h 5
Qualified Pilot
“What are
  your orders?”
{CHOICE}Let’s head out
{CHOICE}No orders yet

text funzionante? usato makou reactor ma credo sia giusto così
#h 5
Pilota esperto
“Quali sono gli ordini,
  {CLOUD}?”
{CHOICE}Andiamo
{CHOICE}Aspetta

Inoltre devo controllare meglio (e magari è un mio errore) ma credo che in alcuni casi anche la dimensione della box con choice non è corretta. Testato solo con makou reactor

foto di sinin1_1
Spoiler: show


text ita
#h 4
"Ruota la manopola della cassaforte
  con cura, ma rapidamente. Hai 15 secondi.
  Non puoi ruotare la manopola indietro.
  I 4 indizi per i numeri sono…"{NEW}
{CHOICE}Cifra 1
{CHOICE}Cifra 2
{CHOICE}Cifra 3
{CHOICE}


BTW the sex symbol is not mandatory if you want to translate "Male" and "Female" for chocobos.
I know that trying to translate those words directly is a nightmare so i splitted the dialogues. If the game writes "Male" in the variable slot, i made it use a dialogue box with "Maschio" hardcoded in place of the variable slot, if it wrote "Female" it uses a different dialogue with hardcoded "Femmina"

Code: [Select]
------------------------------
#cy 6
#cy 8
#cy 65
Nome: {MEM3 440 6}
Sesso: Maschio
Classe: {MEM3 44A 1}
------------------------------
#cy 6
#cy 8
#cy 65
Nome: {MEM3 440 6}
Sesso: Femmina
Classe: {MEM3 44A 1}
------------------------------
#xy 173 48
Virido
“Dai un nome a questo
  chocobo maschio.”
------------------------------
#xy 173 48
Virido
“Dai un nome a questo
  chocobo femmina.”
------------------------------

l'ho notato guardando il tuo script. Tutt'ora non saprei cosa scegliere  ;D
« Last Edit: 2020-03-04 11:22:53 by usb »

DLPB_

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

I'm creating full people.bin support for R06d but if you want to add it to ts for non R06 then that's cool too.  We could work on format together too so both are same?


An aside... I am not sure it's a good idea to overwrite BASE folder.  But I guess with completely different translations, that's an exception and I should probably encourage it for that purpose.  My installer will always delete BASE folder though, so mods will need to be placed back afterwards.  Should be noted that anything that changes from this point will need to be revised in your release.  It's not clear what things will stay the same or change with future revisions format wise.  I certainly think the current BASE folder format is more or less complete.  Also note that my flevel makes a LOT of fixes and is definitely not complete.  I'd suggest waiting until a lot further in the future before making use of my flevel - if you are using it.
« Last Edit: 2020-02-24 18:06:22 by DLPB »

usb

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I'm creating full people.bin support for R06d but if you want to add it to ts for non R06 then that's cool too.  We could work on format together too so both are same?


An aside... I am not sure it's a good idea to overwrite BASE folder.  But I guess with completely different translations, that's an exception and I should probably encourage it for that purpose.  My installer will always delete BASE folder though, so mods will need to be placed back afterwards.  Should be noted that anything that changes from this point will need to be revised in your release.  It's not clear what things will stay the same or change with future revisions format wise.  I certainly think the current BASE folder format is more or less complete.  Also note that my flevel makes a LOT of fixes and is definitely not complete.  I'd suggest waiting until a lot further in the future before making use of my flevel - if you are using it.
Yes, I'm using your flevel and I know that is still in improvement process and that I need to do some change after every release, but this is a start to understand R06 change and let people play it in italian.
As the BASE folder... I've installed/reinstalled ff7 and r06 several time and always copied  the folder new translation temporarily in global folder. I am used to...
for now the only problem found are some problem with choice box (only with italian version), some box dimension (need to know memory addresses) and chocobo race texture chopped (problem already present in your database)
« Last Edit: 2020-02-24 18:59:14 by usb »

Caledor

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usb, leggi l'help di ts. Non è #h che gestisce le domande, ma #o

Ora come ora hai problemi con tutte le domande dove il mio numero di righe differisce da quello di DLPB.


The "Corsa dei Ch   bo" texture issue: dunno why that would be in the Reunion database.
The reason for that issue is quite simple: The SadNes used the spanish version of the game as basis for their italian translations.
So the x/y/width/height info for grabbing that piece of texture and placing it on the screen doesn't match since we're now using the english exe with textures meant to work with the spanish one.
So... all I did was open the spanish exe, find where that info is stored and copy paste it into the english one.
I didn't even look at which byte does what, it worked like a charm right away. Easy peasy.
« Last Edit: 2020-02-25 03:05:29 by Caledor »

luksy

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Se serve: https://github.com/ser-pounce/touphscript/releases/tag/1.4

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

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

usb

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Se serve: https://github.com/ser-pounce/touphscript/releases/tag/1.4
Grazie mille !!!

@usb come dice Caledor le finestre che hanno opzioni devono avere un parametro #o, senza ts non riesce a impostare i valori nello script.
usb, leggi l'help di ts. Non è #h che gestisce le domande, ma #o

Ora come ora hai problemi con tutte le domande dove il mio numero di righe differisce da quello di DLPB.
Grazie, sono un idiota... mi ero totalmente scordato della #o . Ora funziona

The "Corsa dei Ch   bo" texture issue: dunno why that would be in the Reunion database.
Maybe for future translation purpose other than english or simply to let people know the problem with non english file

The reason for that issue is quite simple: The SadNes used the spanish version of the game as basis for their italian translations.
So the x/y/width/height info for grabbing that piece of texture and placing it on the screen doesn't match since we're now using the english exe with textures meant to work with the spanish one.
So... all I did was open the spanish exe, find where that info is stored and copy paste it into the english one.
I didn't even look at which byte does what, it worked like a charm right away. Easy peasy.
I know the spanish sadnes ff7.exe. Unfortunally I'm not very skilled to understand what address has this file (i need a start point :cry:)

Also make sure to link to my thread and Reunion Database - and add full credits (for flevel fixes and so on) and what not. Other than that, I'll be adding to R06 soon to sort texture issue, hext issue, and people.bin
I'll update first post

Nanaki90

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Domandone, è normale che il gioco sia in una finestrella? Non c'è modo di ingrandirla in full screen?

usb

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Domandone, è normale che il gioco sia in una finestrella? Non c'è modo di ingrandirla in full screen?
In <la tua directory di installazione di final fantasy 7>\FINAL FANTASY VII\The_Reunion troverai il file options.ini. Aprilo con il blocco note e dentro troverai le opzioni per la risoluzione e full screen (sotto la scritta [OPENGL])

usb

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New package link for v4.9, my mistake

Update 22/3: menu ita 1.2 fixed access link
« Last Edit: 2020-03-22 12:42:25 by usb »

Kyrith

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Hey, friends!

I'm having trouble getting the avatars to work. I have Satsuki's upscaled backgrounds working already via the "CUSTOM\satsuki\Texture" folder, but for whatever reason adding those avatar .png's to that same folder (under "menus" of course) isn't resulting in any chance to the pixelated vanilla avatars.

Anyone have any idea why that might be?

Kuraudo.

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Hi, are you using another language or are you playing in English? If you are playing in English then try:

"CUSTOM\yourmodname\Texture\menu" make sure the mod ID in Options.ini reflect the same
Save and play.

Have a look at this message for any troubleshooting.

« Last Edit: 2020-03-23 14:09:25 by Kuraudo. »

Kyrith

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Hey, Kuraudo,

I am running the game in English so no worries there.

Unfortunately, upon adding a separate folder and line for "avatar" (screenshots of my file explorer: https://imgur.com/a/b4rTmJj ) not only did the avatars fail to update, but the rest of Satsuki's upscale ceased to render at all. So I was suddenly playing with neither Satsuki update.

I took a look at your other message, as linked, and was unable to find this particular problem discussed, so I figured I'd just respond directly and ask if you had any idea why this might be.

Thanks again!

usb

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Hey, Kuraudo,

I am running the game in English so no worries there.

Unfortunately, upon adding a separate folder and line for "avatar" (screenshots of my file explorer: https://imgur.com/a/b4rTmJj ) not only did the avatars fail to update, but the rest of Satsuki's upscale ceased to render at all. So I was suddenly playing with neither Satsuki update.

I took a look at your other message, as linked, and was unable to find this particular problem discussed, so I figured I'd just respond directly and ask if you had any idea why this might be.

Thanks again!

i really don't know if it is possible to add 2 mod id entries. Have you tried to use in mod_id your field hd texture and put avatar upscaled in global\texture ? make shure that in your custom folder there aren't png with the same avatar name
I don't know your problem because doesn't appear from my side


Update: here you wrote
Hey, friends!

I'm having trouble getting the avatars to work. I have Satsuki's upscaled backgrounds working already via the "CUSTOM\satsuki\Texture" folder, but for whatever reason adding those avatar .png's to that same folder (under "menus" of course) isn't resulting in any chance to the pixelated vanilla avatars.

Anyone have any idea why that might be?

but in your image mod_id is satsukis... so the avatar/hd texture goes in CUSTOM\satsukis\Texture
« Last Edit: 2020-03-23 09:15:05 by usb »

Kuraudo.

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You are right Usb. Anyway, he solved the situation. It was already loading but he didn't notice due to resolution settings.

fabrymari

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Ciao usb, vorrei chiederti se è possibile prendere le immagini .png del layout del controller xbox one in modo da inserirli direttamente nella cartella texture/menu in New_Translation. Perchè ho qualche problema a far funzionare il layout del controller xbox one. Infatti, quando vado in opzioni/controlli->personalizzata, nonostante abbia applicato il file "Xbox One graphic texture in game", continua a visualizzarmi i pulsanti del controller playstation. Come potrei fare per far funzionare le texture del controller xbox one correttamente nel menu e nei dialoghi?

usb

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Ciao usb, vorrei chiederti se è possibile prendere le immagini .png del layout del controller xbox one in modo da inserirli direttamente nella cartella texture/menu in New_Translation. Perchè ho qualche problema a far funzionare il layout del controller xbox one. Infatti, quando vado in opzioni/controlli->personalizzata, nonostante abbia applicato il file "Xbox One graphic texture in game", continua a visualizzarmi i pulsanti del controller playstation. Come potrei fare per far funzionare le texture del controller xbox one correttamente nel menu e nei dialoghi?
Se usi un font HD questo sovrascriverà completamente i caratteri Xbox. Quando avrò tempo farò anche il font HD Xbox... Per ora l'unico modo è cancellare dalla cartella texture/menu tutti i file usfont*

update: messo link ad una versione iniziale per xbox (mancano i font dei menu)
« Last Edit: 2020-03-27 16:30:24 by usb »

Kuraudo.

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Great addition: Miss Cloud changing models depending on which wig you receive!

Thanks Usb & Sega Chief to make it happen.

Cheers,
Kuraudo
« Last Edit: 2020-03-30 09:16:03 by Kuraudo. »

Agravaile

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Re: [FF7-Steam] Final Fantasy VII - The Reunion R06d in Italian
« Reply #20 on: 2020-04-04 22:52:36 »
Is there an english version of this GUI available?

usb

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Re: [FF7-Steam] Final Fantasy VII - The Reunion R06d in Italian
« Reply #21 on: 2020-04-05 09:11:48 »
Is there an english version of this GUI available?
this mod uses stock reunion GUI or satsuki HD menu translated in italian (from french)... for english i think you can ask satsuki if he has a link
« Last Edit: 2020-04-05 10:26:05 by usb »

Agravaile

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Another question, does the x360 and xone buttons mod alter anything in the script other than button icons? Can those be used with English version too?

If it does, maybe someone can provide unaltered versions of the script before the were translated, but include button icons so they can be used with english Reunion as well?
« Last Edit: 2020-04-08 05:55:26 by Agravaile »

usb

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Another question, does the x360 and xone buttons mod alter anything in the script other than button icons? Can those be used with English version too?

If it does, maybe someone can provide unaltered versions of the script before the were translated, but include button icons so they can be used with english Reunion as well?

you need the font with a field modified (for modified colors buttons). The layout is the same as the psx and you can try to use with original reunion (only usfont* file) but, if it's used specific color buttons you'll never see xbox B button, xbox A button and xbox Y button
« Last Edit: 2020-04-08 14:05:06 by usb »

usb

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new 1.2 link, wrong folder position