Author Topic: FFVII: Shinra Archaeology Cut  (Read 14676 times)

Salk

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Re: FFVII: Shinra Archaeology Cut
« Reply #25 on: 2024-09-01 05:36:15 »
Great to see this project not losing any steam!

Thanks for all your work!

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #26 on: 2024-09-02 21:15:34 »
Great to see this project not losing any steam!

Thanks for all your work!
Good timing, we just released version 0.43 lol. Gonna hot the end of disc 1 before we know it.

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #27 on: 2024-09-08 00:32:37 »
Considering how frequent progress is getting, i probably don't need to update the thread every time, but version 0.44 is out now lol. This update has the date scene retranslated.

Re: FFVII: Shinra Archaeology Cut
« Reply #28 on: 2024-09-08 23:54:21 »
I have to say, really looking forward to being able to play the whole game with this retranslation. I loved watching Tim Rogers "Let's Mosey" series about a lot of the missing meaning from the English script, but I applaud the team for keeping the iconic English lines. The spirit of the original game is there in the Shinra Archaeology Cut, and some of the new lines had me rolling laughing.

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #29 on: 2024-09-13 19:22:45 »
Version 0.5 is out now, bringing us all the way to the end of Disc 1. I'd say that puts us at about 70% of the way there, since most NPC text for Disc 2 has already been translated as well.

Marchombre

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Re: FFVII: Shinra Archaeology Cut
« Reply #30 on: 2024-09-20 17:59:12 »
Could anyone help me with the new puzzle from the mayor in the Shinra building ? I must be stupid, I don't see how the strategy from looking at displaced archives and the numbers given to them actually gives clues the password.... I get unuseful letters, I'm doing something wrong here...

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #31 on: 2024-09-21 23:42:12 »
Could anyone help me with the new puzzle from the mayor in the Shinra building ? I must be stupid, I don't see how the strategy from looking at displaced archives and the numbers given to them actually gives clues the password.... I get unuseful letters, I'm doing something wrong here...

We changed the way the puzzle works a bit compared with the original English version. Instead of looking at the letter the number points to, you should be looking at the word it points to.

i.e., if you find the document titled "7   Private Proposal from Heidegger for Special Shinra Public Security Act", the word it's pointing to is "Shinra." Once you've found all four words, you can make a password phrase out of the word options domino gives you, such as "Shinra Company the worst."


Marchombre

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Re: FFVII: Shinra Archaeology Cut
« Reply #32 on: 2024-09-23 18:04:32 »
A Big thank you ! I must have tried every combination except this one  :-[

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #33 on: 2024-09-24 03:45:37 »
A Big thank you ! I must have tried every combination except this one  :-[
One of the shortcomings of our implementation is that anyone with English grammar sense would want it to be "Shinra is the worst," but the Japanese equivalent has a different character as the second letter than the one we chose to make "is," so we had to opt for "company" instead.

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #34 on: 2024-10-20 16:51:53 »
I am happy to say the Shinra Archaeology Cut is now complete! The game is retranslated front to back, only missing some menu text stored in the EXE and the debug rooms, and I've restored just about as much cut content as can be.

Kuraudo.

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Re: FFVII: Shinra Archaeology Cut
« Reply #35 on: 2024-10-21 10:42:56 »
Congratulations on the official 1.0 stable release! Final Fantasy VII full retranslation now available!

Great job guys.

sekuza009

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Re: FFVII: Shinra Archaeology Cut
« Reply #36 on: 2024-10-26 03:03:52 »
This mod is great, do you think you'll be able to make a version that has controller icons/ESUI support? I know the way Final Fantasy 7 works translation wise is janky but it would be great if it was supported since this IMO is the best and most accurate translation mod.

Bonez

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Re: FFVII: Shinra Archaeology Cut
« Reply #37 on: 2024-10-26 03:18:27 »
This mod is great, do you think you'll be able to make a version that has controller icons/ESUI support? I know the way Final Fantasy 7 works translation wise is janky but it would be great if it was supported since this IMO is the best and most accurate translation mod.

There will be esui icon support

forkst

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Re: FFVII: Shinra Archaeology Cut
« Reply #38 on: 2024-10-27 07:31:42 »
just curious, is this mod now playable from start to end now?

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #39 on: 2024-10-27 15:56:23 »
just curious, is this mod now playable from start to end now?
As of a week ago, yes. All the story text has been retranslated from start to end. The only things left to do are some of the text in the menu and the debug rooms, but those don't matter much to most players.

sekuza009

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Re: FFVII: Shinra Archaeology Cut
« Reply #40 on: 2024-10-28 08:36:05 »
There will be esui icon support

Sweet, the only other compatibility request I have is for the 60 fps gameplay mod as at the full 60 fps mode it requires a script edit patch that's included but only works with vanilla FF7s English script by default.