Author Topic: [Important] We are in a small problem at this time  (Read 4491 times)

revenile

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Our script editor is no longer able to do the script editing.  As such that leaves us in a stand still, as we need a new script editor, I did a bit myself, but unfortunatly due to RL reasons I can't take up the job again and do my voice acting.  We need a script ripper (dividing the job) and I can make sure all the lines from a specific scene are there (and get them if they aren't), but only if that is necessary, we'd prefer a new editor in total.  SO we need help :)

Marc

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Re: [Important] We are in a small problem at this time
« Reply #1 on: 2008-09-12 21:44:30 »
I'll do it.

I'll make sure its properly done for the next steps too.

Send me the appropriate deadlines and I'll work it out.

Mesden

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Re: [Important] We are in a small problem at this time
« Reply #2 on: 2008-09-12 22:25:00 »
Talk to Psychlonic and have him explain to you how it's done Marcis.

Marc

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Re: [Important] We are in a small problem at this time
« Reply #3 on: 2008-09-13 06:43:19 »
I already know how to extract the text through Loveless.

I, however, might leave out the dummied text as too much of the games text is repeated in field files and that would take ages to go through it.

revenile

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Re: [Important] We are in a small problem at this time
« Reply #4 on: 2008-09-14 07:52:54 »
well yeah don't go hunting for dummied text, if you find some while ripping a scene, just add it.

Tsetra

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Re: [Important] We are in a small problem at this time
« Reply #5 on: 2008-09-14 09:00:33 »
Working on the unused stuff is my job  :-D
You guys aren't going to believe what I've done with the Honey Bee Inn so far.

Cyberman

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Re: [Important] We are in a small problem at this time
« Reply #6 on: 2008-09-14 17:56:19 »
The honey bee inn is the weirdest section of the game (it's also one of the most 'adult'). :D

Cyb

Tsetra

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Re: [Important] We are in a small problem at this time
« Reply #7 on: 2008-09-14 23:11:40 »
The honey bee inn is the weirdest section of the game (it's also one of the most 'adult'). :D

Cyb

Oh, it's even worse now. I took some of the unused dialog found here:
http://faceofthemoon.blogspot.com/search/label/Hot%20Blooded%20Detective%20Joe

...and put it back into the game. It's very seamless, adds another method of getting underwear, and the only drastic change is the room where Cloud passes out - which never made a whole lot of sense in the first place. Also, the fact that the girls in there were so rude to Cloud made absolutely no sense either. So when putting this stuff back in I made sure to strike a balance between the original intent which was slightly over the top, and the final release which simply made no sense.
Basically we're looking at this:

- You can ask the girl in the hall for her underwear. If you decide to get them from her, you can't go into the rooms. (Cloud's excuses are hilarious)
- Girl in the hallway will explain how the Inn works better, will ask if it's your first time there. She's also less rude, but still wants you to hurry up.
- Girl in hallway will ask if you're eavesdropping on the rooms that are occupied.
- The Queen room has a couple extra lines, which I felt justified adding because they actually make no sense if you've never played the game before, and makes it more of an easter egg.
- Some added dialog and another choice in the dressing room - I DIDN'T add the feature to apply different levels of make-up as this would involve reworking the entire Corneo "quest".
- The Group Room is exactly the same. So is the room with Reeves' parents.

I'm working on the final room, making it so you and the girl go into the bath as originally intended. It's not light porn or anything, in fact the girl complains about how bad Cloud smells but Cloud doesn't give a strawberries. Eventually he passes out as in the final release.

Comments? Bad idea? GTFO?

kruci

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Re: [Important] We are in a small problem at this time
« Reply #8 on: 2008-09-15 18:25:29 »
I already know how to extract the text through Loveless.

I, however, might leave out the dummied text as too much of the games text is repeated in field files and that would take ages to go through it.

Only curious... you extract text manualy by copiing trought loveles...? But you sure dont...(becouse ... its ...)

For duplicity text...
http://forums.qhimm.com/index.php?topic=7227.0

and... now ... I was nice ... so tell me where is submarine text(last untranslated text in FF7...):P
(note... a lot dots is in my text is becouse FF7, and hell of texts:P )

dziugo

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Re: [Important] We are in a small problem at this time
« Reply #9 on: 2008-09-15 18:44:52 »
Submarine text is in the ff7.exe code section. It looks like "display this bitmap here so we get letter M", "display this bitmap here so we get letter I", etc.

kruci

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Re: [Important] We are in a small problem at this time
« Reply #10 on: 2008-09-15 19:56:05 »
yeah... I know ... but positions of minigame .. values change... so its harder find .... and if I trace where its showing bitmaps... so there is hell of chaos:)
but I beat it! becouse we want release translation version 1.1 with it:P
I am only complainig about submarine everytime when I do post:)


dziugo

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Re: [Important] We are in a small problem at this time
« Reply #11 on: 2008-09-15 20:07:20 »
Well, if you need offsets:
Text is coded into the exe, and it's not even in a data block, it's in code section. In assembly it looks like this:
Code: [Select]
00796347  |> 66:C705 908DE9>MOV WORD PTR DS:[E98D90],0FF90           ;  text1[0].posX = -112; // +320
00796350  |. 66:C705 928DE9>MOV WORD PTR DS:[E98D92],0FF70           ;  text1[0].posY = -144; // +270
00796359  |. 66:C705 948DE9>MOV WORD PTR DS:[E98D94],19              ;  text1[0].sizeX = 25;
00796362  |. 66:C705 968DE9>MOV WORD PTR DS:[E98D96],13              ;  text1[0].sizeY = 19;
0079636B  |. 66:C705 988DE9>MOV WORD PTR DS:[E98D98],0DF             ;  text1[0].srcX = 223;
00796374  |. 66:C705 9A8DE9>MOV WORD PTR DS:[E98D9A],0               ;  text1[0].srcY = 0;
0079637D  |. 66:C705 9C8DE9>MOV WORD PTR DS:[E98D9C],5               ;  text1[0].color = 5;
00796386  |. C705 A08DE900 >MOV DWORD PTR DS:[E98DA0],3C23D70A       ;  text1[0].fract = 0.01f;
00796390  |. 8B15 6891E900  MOV EDX,DWORD PTR DS:[E99168]
00796396  |. 8915 A48DE900  MOV DWORD PTR DS:[E98DA4],EDX            ;  text1[0].texta = texta_reference;
0079639C  |. A1 B485E900    MOV EAX,DWORD PTR DS:[E985B4]
007963A1  |. A3 A88DE900    MOV DWORD PTR DS:[E98DA8],EAX            ;  text1[0].textb = textb_reference;
007963A6  |. 8B0D 788BE900  MOV ECX,DWORD PTR DS:[E98B78]
007963AC  |. 890D AC8DE900  MOV DWORD PTR DS:[E98DAC],ECX            ;  text1[0].textc = textc_reference;
007963B2  |. 8B15 1C8BE900  MOV EDX,DWORD PTR DS:[E98B1C]
007963B8  |. 8915 B08DE900  MOV DWORD PTR DS:[E98DB0],EDX            ;  text1[0].textd = textd_reference;

Or in C-language:
Code: [Select]
// Text: MISSIONINCOMPLETE
// M:
text1[0].posX = -112; // +320
text1[0].posY = -144; // +270
text1[0].sizeX = 25; // width of the image to copy
text1[0].sizeY = 19; // height of the image to copy
text1[0].srcX = 223; // x-pos in the text.tim
text1[0].srcY = 0; // y-pos in the text.tim
text1[0].color = 5;
text1[0].fract = 0.01f;
text1[0].texta = texta_reference;
text1[0].textb = textb_reference;
text1[0].textc = textc_reference;
text1[0].textd = textd_reference;

Size is hardcoded in at least 2 places, each text has it's own display function  - for MISSIONINCOMPLETE it looks like this:
Code: [Select]
00791BD8  /$ 55             PUSH EBP                                 ;  void draw_text_MISSIONINCOMPLETE();
...
00791BEE  |> 837D FC 11      CMP DWORD PTR SS:[EBP-4],11             ;  // size of the text == 17
...
Don't remember which version of ff7.exe is it about. 1.02 probably.

kruci

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Re: [Important] We are in a small problem at this time
« Reply #12 on: 2008-09-15 21:33:50 »
well little unexpected... THANKS!
well I must try it manualy.... as practise... becouse I am unable hunt this down.... and for you at looks... so easy:P
I thought that its hardcoded... and maybe saw this code, but didnt know anything about such structure.