Author Topic: FF7 Translation  (Read 15494 times)

ficedula

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« Reply #25 on: 2002-12-06 17:06:32 »
Firstly; I call the compression Haruhiko because (as Ombra noted), the LZSS compression was originally devised by Haruhiko Okumura, so far as I can tell. I don't call it LZSS compression because *all* the compression algorithms output LZSS files - Haruhiko's algorithm just outputs better compressed LZSS then ours do ;)  So, since the algorithm Cosmo uses is essentially a direct port of Haruhiko's code, I call it LZSS/Haruhiko compression.

Qhimm: The Haruhiko code compresses very fast - it uses fixed trees, and so the speed seems *comparable* to your own. I haven't benchmarked it in any way, but for FF7 purposes, if it compresses a level in less than a second, you're happy enough, regardless of small differences...

M4v3r: Yes, the problem is that Cosmo is 'too clever'. If you change the length of a piece of text, it tries to rewrite all the pointers in the level to accomodate the new size. When it works, that's really funky. Unfortunately, when it doesn't, it corrupts the level file. Even worse, sometimes (I don't know why) it thinks you've changed the length when you haven't, which is obviously worse still...

The black dots: Yes, they're still a pain in the proverbial. Unfortunately, I've pretty much now decoded about 95%+ of the background (see latest LGP Tools for working-in-many-locations animations and transparencies) and they don't change a thing at all - quite a few of the black dots appear in locations that aren't covered by animations or transparencies at all, so it's a more basic problem than that.

I've developed one or two simple filters that try to eradicate them, but they're less than totally effective...LGP Tools has a checkbox to enable the filter; you can see the difference by loading a level with the filter off, turning it on then clicking 'Reload'. Sometimes it works really well and eliminates lots of the dots. Often it doesn't. If I were to actually pay attention to some of my lectures at uni, I might be able to develop a better filter... ;)

(Actually, I really should see what's on my departments pages about this sort of application. There's a surprising amount of code and information available if you know where to look, although I'm not sure how useful it'd be for this. I suspect the format of having some sort of horrible quirks that you'd only discover by guesswork.)

The Skillster

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« Reply #26 on: 2002-12-06 20:13:03 »
interesting,
looks like this may have kickstarted something good :D

mav

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« Reply #27 on: 2002-12-07 07:53:42 »
1. I think that 'black pixel problem' is a palette problem, because, when you load a palette from that level, there is some black pixels in there. Maybe this will help you:
http://members.xoom.it/m4v3r/screen.zip
You have here a screenshot from the game, and the same location in cosmo (320x200 converted).
2. Why in LGP Tools 1.55 there is no Export to BMP function ?
3. I've looked for battle texts in LGP's and I have a question. Are the files in battle.lgp compressed ? Because when I select extract all fuction, there is no dialog like 'files seems to be compressed. decompress them? [Yes/No/All]' like in flevel.lgp files.

Alhexx

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« Reply #28 on: 2002-12-07 12:11:53 »
I think I've mentioned that before ... no the files in the battle.lgp are not compressed (at least to my knowledge)

 - Alhexx

 - edit -
...and like I said before: I doubt that you will find any texts in the Battle.lgp, since there are only battle character models and the battle locations... so keep on searchin' anywhere else

_Ombra_

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« Reply #29 on: 2002-12-07 12:12:35 »
M4v3R: The link is not working...

By the way... i was thinking... it's possible that the game use a color for the background ? maybe those black pixels are filled with a background color... i'm just wondering :P (maybe is just a stupid theory :P)

mav

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« Reply #30 on: 2002-12-07 19:34:23 »
No, I've checked it, these pixels has diffrent colors.

Edit: I've updated that link.  :roll:

mirex

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« Reply #31 on: 2002-12-09 12:07:36 »
Now it comes to my mind that battle texts could be pictures ... i haven't checked it out yet .. so try looking at the battle model textures ......

_Ombra_

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« Reply #32 on: 2002-12-09 12:12:31 »
mirex, i don't think is graphics beacause the font is the same as the in-game text...

mav

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« Reply #33 on: 2002-12-09 15:25:56 »
Hm.. Mirex, good point ;). I've decompressed every file from the game and searched only one word from the battle texts (counterattack as I recall) in them with no result, so it can be true :). But that's a wacked theory :D.

ShinRa Inc

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« Reply #34 on: 2002-12-09 18:24:37 »
The in battle texts are overlayed exactly like the "assistance" text stuff you can activate by hitting select, just on the top of the screen instead.  So, I'd think they'd be stored similarly, and not as graphics.

mav

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« Reply #35 on: 2002-12-09 19:37:46 »
I've checked Kernel folder and there's nothing there...

Alhexx

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« Reply #36 on: 2002-12-09 20:00:17 »
Quote from: James Hetfield (Metallica)

Seeaaa~~~rchi~~~ng,
Seek and...

...translate! :D

 - Alhexx

mav

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« Reply #37 on: 2002-12-10 05:18:39 »
Um.... What ?? :D