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### Messages - JBedford128

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1
##### Scripting and Reverse Engineering / Re: [FF7] 3D Battler RNG
« on: 2022-11-14 19:42:54 »
The linked calculator page gave the formula for calculating the probability so I wrote a quick JavaScript script to execute in the console

Code: [Select]
`//probability of succeeding a roll (win, loss)function prob(w, l) {  return 1/(w+l)*w;}function binomial(n, k) {    let coeff = 1;    for (let x = n-k+1; x <= n; x++) coeff *= x;    for (x = 1; x <= k; x++) coeff /= x;    return coeff;}//probability of rolling r number of successes at p probablity with n number of dicefunction P(n, r, p) {  return binomial(n,r) * Math.pow(p,r) * Math.pow(1-p,n-r)};//probability of rolling /at least/ r at p with nfunction Pplus(n, r, p) {  let out = 0;  for(let i = r; i <= n; i++) {    out += P(n, i, p);  }  return out;}function battler() {  let opponents = [    [120, 62],    [ 87, 83],    [ 64,128],    [ 64,192]  ];  let rolls = 19;  let wins = 10;    let output = [];    for(let [i, stack] = [0, 1]; i < opponents.length; i++) {    let p = prob(...opponents[i]);    let success = Pplus(rolls, wins, p);    stack *= success;    output[i] = [success*100, stack*100];  }    return output;}console.log(...battler());`

2
##### Scripting and Reverse Engineering / Re: [FF7] 3D Battler RNG
« on: 2022-11-12 17:51:31 »
I'm not a statistician, but there's no way you have a 25% chance of beating the fourth opponent.

There's a 25% chance you'll beat him in any given round, but to beat him overall you have to hit him ten times while avoiding being hit ten times. (I think) Since there's no ties, that means you have to roll a 4 on a d4 ten times in 19 contests.

Edit: This dice probability calculator says the probabiliy is 0.8903279303922318%.

Edit Edit: Opponent 1 is 92.58414292768207%. Opponent 2 is 54.13893634975759%. Opponent 3 is 6.4766172790962875%.

3
##### General Discussion / Re: FFVII world map viewer
« on: 2021-01-29 15:01:03 »
I believe the wiki's top-down Area images were taken in ficedula's Reeve. All the download links seems to be dead and it doesn't seem to be on ficedula's mirror unless it's been renamed or bundled into another program.

There's also a full world map render which came from this thread.

4
##### Releases / Re: FF7 Crisis Core Upscale Project
« on: 2021-01-26 10:26:19 »

"159-COVER1.0" seems as good as anything. It's definitely "COVER" (they call the doll construction a "Jenova cover") and looks like "1.0". Don't know what it was meant to say in Crisis Core.

5
##### Releases / Re: FF7 Crisis Core Upscale Project
« on: 2021-01-11 02:00:55 »
Higher resolution images of the Highwind artwork from e-books. The artwork isn't cropped in the printed Ultimania Omega, just the e-book crops it.

6
##### Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-08-29 14:02:50 »
I figure it says:

meaning "An emergency has occurred - All lanes are closed // Closed - Warning"

7
##### Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-08-28 09:05:14 »

It says "安全第一". It means "Safety First" and is used on Japanese safety signage. The cross derives from the green cross used as a symbol for safety in Japan.

8
##### Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-07-09 17:21:51 »
If this is the original textured version, it's blurry but I assume that's what I can make out.

9
##### Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-07-09 14:31:05 »
More flavor text in Hojo's lab:

The container in the Shinra science lab: In the original it says "SHINRA-01", which it appears you've changed to read "JENOVA". Jenova's not even being housed there at the time you visit it in Crisis Core. Sephiroth's Nibelheim freakout would probably have happened much earlier if he ever stumbled across that.

The mansion is called "Shinra Manor" in the localisation.

I believe "PA" here stands for "Parking Area", which is a wasei-eigo term. You might consider changing it to something more understandable, like maybe a circled/boxed "P".

If I'm remembering right, the year 3 is when before crisis starts.  Jenova was initially sealed in year 0, and then in the year 2000 they reset it to 0 again.  So year 3 is really 2003.  Or something like that.
Something like that. At the very start of Crisis Core is the date appears on the screen, [ μ ] – εγλ 2000. FFWiki says this is the same as [ μ ] – εγλ 0000, but I don't know where that comes from.

The modern era starts from [ ν ] - εγλ 0001. No Year 0.

Since FFVII, dates tend to get written this way. [ era ] - εγλ YYYY. I don't know if dates appear as just YYYY anywhere in Crisis Core.

10
##### Scripting and Reverse Engineering / Re: [FFVII] Enemy AI Script questions
« on: 2019-03-23 23:25:53 »
There is no scene.bin as that is unique to the PC edition
The PlayStation versions use a scene.bin. Same format too-- except the original Japanese releases which had some additional padding. I think the only difference between the original English PS and PC scene.bins is the AI for the Chocobo enemy.

11
##### Scripting and Reverse Engineering / Re: [FFVII] Enemy AI Script questions
« on: 2019-03-22 23:49:21 »
RunScript(15) runs the enemy's sixteenth script: What Proud Clod calls "Custom Event 8". All custom scripts are executed in this way.

12
##### Scripting and Reverse Engineering / Re: FF7 World Map Scripts and Encounters
« on: 2019-01-26 22:23:22 »
One correction, though.  Lastmap does not go back to any other map.
There's a scene at las4_0 after the Safer fight and before the final Sephiroth fight.

13
##### General Discussion / Re: FF Wiki - Too much nonsense
« on: 2018-10-08 03:13:20 »
You can edit the wiki without an account if you don't mind revealing your IP.

I just checked the game and the Midgar Zolom has two spawns points, and always seems to spawn on the opposite side of the marsh. I didn't save/load the game each time, but I can't imagine it decides its spawn position differently to the way it does after its killed. So you can't get spawn trapped.

It wouldn't be as easy as saving the single point position of the Midgar Zolom if they wanted the game to load the game exactly as the Midgar Zolom appeared when it was saved. If they did ever consider it I could see the length and complexity being a reason to not even bother.

14
##### General Discussion / Re: FF Wiki - Too much nonsense
« on: 2018-10-08 01:24:39 »
Then fix it? The bit you're complaining about was written by someone with literally four edits to their name (and that was their first). The wiki receives lots of traffic, but only has like one or two people who check every edit made and they are not experts in everything.

15
##### General Discussion / Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« on: 2017-10-02 06:30:08 »
Above Bahba Velamyu's monstrous circular mouth is a rather human looking nose. It looks like a face. On its back it has a singular eyeball.

Baba Yaga is described as having chicken legs, and the Bahba Velamyu's legs are vaguely chicken-y. I think it's a stretch but it's a strange possibility.

16
##### General Discussion / Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« on: 2017-10-02 02:34:49 »
If this is just smashing words together as is done for many of VII's other WTF enemy names, the "myu" is probably the first syllable in "mutant". "rau" could be from "round" as in its mouth. "ve" from who knows.

I guess Baba Yaga kinda checks out. They usually write that バーバ but other enemy names formed in a similar way have ignored the chōonpu (and "baba" is also a Japanese word meaning old woman in the same way anyway).

17
##### General Discussion / Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« on: 2017-06-27 23:18:32 »
And Gongaga too. Yeah, I don't know you've translated it but Red XIII slips out his natural first person pronoun (オイラ) instead of the one he's been using around the party (私) when he first gets to Cosmo Canyon -- He effectively says "This is オイラ's... no no! This is 私's hometown".

This doesn't really translate, but the official localisation instead goes with "Here is where I was... I mean, ... this is my hometown.". Which doesn't make sense as a thing to say! "Here is where I was born" is true and conveys the same thing!

18
##### General Discussion / Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« on: 2017-06-22 20:15:09 »
The FFIV characters have had their names written in Latin text in Japanese publications that do not match the English localisation, such as the 25th Anniversary Memorial Ultimania and the Final Fantasy Art Museum cards (I'm sure there are older ones but I don't know what they are).

Honestly I'm not sure they're entirely reliable to the original author intention, but since they don't just go with the English localisation (e.g. Cain, Tella, Gilbart, Golbeza) they're a little more reliable: Palom and Porom are written "Palom" and "Porom" in these.

19
##### General Discussion / Re: Why does President Shinra recognise Cloud at the reactor?
« on: 2017-03-29 20:47:54 »
He has his strong build because:

"I never was in SOLDIER.[...]And I created an illusion of myself made up of what I had seen in my life[...]"
"Illusion, huh...? Pretty damn strong for a 'lusion, I'd say."
"I'm physically built like someone in SOLDIER. Hojo's plan to clone Sephiroth wasn't that difficult. It was just the same procedure they use when creating members of SOLDIER. You see, someone in SOLDIER isn't simply exposed to Mako energy. Their bodies are actually injected with Jenova cells..."

The game's explanation is that is just what Jenova cells do.

20
##### General Discussion / Re: Why does President Shinra recognise Cloud at the reactor?
« on: 2017-03-29 19:26:16 »
Sephiroth/Jenova suggests in the illusion at the crater that the Jenova cells in Cloud created "Cloud" from Tifa's memories. While that wasn't true, I don't think there's much reason to think Jenova can't do that. For the player it alludes back to what Ifalna says in the recordings at Icicle Inn, about Jenova appearing as people's loved ones -- taken from their memories.

With that said, I thought it was a point in the original game that in Cloud's case it wasn't Jenova stealing memories. It doesn't have to be. Cloud didn't get his Nibelheim memories directly from Zack's memories. Cloud has his Nibelheim memories because he was there, with the blanks filled in from what Zack told him (I believe all scenes where Cloud wasn't actually there, Tifa also wasn't there so we don't have to believe his retelling of those scenes were 100% accurate because there's no one to call him out anyway). Jenova's involvement is that her cells "helps" Cloud patch together his mind, filling in gaps and somewhat influenced by Cloud's ideal (which Zack fulfilled).

The reveal Cloud was there the whole time explains why he can fairly accurately retell the events. If the truth is Jenova still siphoned Zack's memories, then.... Well it's just absolutely unnecessary.

21
##### General Discussion / Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« on: 2017-02-28 21:00:12 »
You say there's no good reason to have a Quit option, but is there a good reason to not have it?

You say it's not as the developers intended, and of course you are referring to the Japanese developers-- who didn't put in a Quit option because you don't just quit applications on the PlayStation. Rather, the Quit option is as the developers intended because the people who worked on the PC version saw fit to specifically add that option for the PC version.

You say "catering to the minority" like one extra option at the bottom of the menu they can simple ignore ruins their experience. It doesn't. I've not seen anyone call for its removal before.

And yeah, you can use Alt+F4... except in the scenarios where you can't. And then there are scenarios where it's just more difficult, or it's just not what people like to do. If this was a debate of adding a Quit option, sure, whatever you say. But you're removing a feature that people were already using that absolutely doesn't detract from the game.

22
##### General Discussion / Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« on: 2017-02-24 21:55:05 »
I assume a Neck Hunter doesn't collect necks. I would assume they target the neck, and thus remove the head. A Head Hunter removes and collects heads.

As for Nomura knowing English: Well if we were to follow the artwork Bomb would be "Bom" and Yang would be "Yan". :p

Although yeah, VII has more bad cases than good cases. There have just been a few times I've thought "oh, that's a clever improvement" in amongst the "why just 'Wig'?"s.

This isn't to say there's anything wrong with trying to be as faithful as possible. I expect fan-translations to be more literal than liberal because their only purpose is to give a foreign product to an audience already interested in the source. Professional translators want to transform the product to fit in well with a new English audience. I have to say I didn't think about FFX's or XIII's text and dialogue much when I first played them. It was only when I saw scenes with the original Japanese text and audio compared that I was concerned with the number of liberties been taken.

23
##### General Discussion / Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« on: 2017-02-24 20:31:29 »
[...]Neck Hunter are literally that when you translate the katakana. The question here isn't why they were changed for the sake of it, but why did the original localization change them at all?
Because it's localisation. With the English names transcribed into katakana the people who choose the names might not even have a good idea of English. "Evil Wrap" (or Ibiru Rappu) might sound good to a Japanese audience but "Bad Wrap" far exceeds it as a good name for an English ear. The puns! Neck Hunter is another fair example, because "Head Hunter" barely changes the original meaning and adds in the wordplay.

You might view adding these cases of wordplay as unfaithful, but the Japanese version uses wordplay, and there will be times where that's untranslatable. The pun in ミラージュ on Mirror (ミラー) and Mirrage (ミラージュ) sort of comes across in English, but it's a lot more obvious in Japanese.

Though I won't defend changing サーチアイ to "Scrutin Eye". That pun's just bad.

24
##### Support / Re: [Request] Final Fantasy VIII Blood uncensor Mods
« on: 2017-02-18 20:15:25 »
The red and green versions of that Ultimecia Castle exist in both versions of the game, and the scripts to switch to the green version.

I don't know much about VIII scripting, but the difference is in Entity#10 director0, Script#1 Default. The English version has these lines:
Code: [Select]
`PSHN_L      1PSHN_L      53REQ         12`
I don't have the means to test it, but getting the blood version might be as easy as removing those lines in Deling.

25
##### FF9 Tools / Re: [FF9] General editor - Hades Workshop (0.35c)
« on: 2017-01-31 15:38:18 »
I assume he refers to enabling the Save option in the menu (which was used for debug purposes). At the very least the menu name and description are left in the data.

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