Author Topic: FFVII: Shinra Archaeology Cut  (Read 15634 times)

Thestrifeisrife

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #25 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

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #26 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 #27 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

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #28 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

  • *
  • Posts: 3
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #29 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

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #30 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

  • *
  • Posts: 3
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #31 on: 2024-09-23 18:04:32 »
A Big thank you ! I must have tried every combination except this one  :-[

Thestrifeisrife

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #32 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

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #33 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.

  • *
  • Posts: 374
    • View Profile
    • Behemoth Productions
Re: FFVII: Shinra Archaeology Cut
« Reply #34 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

  • *
  • Posts: 2
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #35 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

  • Cosmo Memory Dev
  • Global moderator
  • *
  • Posts: 294
  • What goes here?
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #36 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

  • *
  • Posts: 17
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #37 on: 2024-10-27 07:31:42 »
just curious, is this mod now playable from start to end now?

Thestrifeisrife

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #38 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

  • *
  • Posts: 2
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #39 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.

Gazibaldi

  • *
  • Posts: 3
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #40 on: 2024-12-01 21:55:32 »
There will be esui icon support

Is the button icon support a feature that's still to be implemented or should it be in there now? I have the following mods in 7th Heaven (ordering in priority top to bottom):

Finishing Touch
Enhanced Stock UI
Shinra Archaeology Cut

Script changes are working but controller icons aren't (just says [Cancel] in Barret's opening chat) unless I disable Archaeology. Field Avatars on dialogue also don't work, but I can live without those. I've tired switching the order so Archaeology is above the UI mods but still getting the same result.

Cheers

Bonez

  • Cosmo Memory Dev
  • Global moderator
  • *
  • Posts: 294
  • What goes here?
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #41 on: 2024-12-03 21:38:51 »
Is the button icon support a feature that's still to be implemented or should it be in there now? I have the following mods in 7th Heaven (ordering in priority top to bottom):

Finishing Touch
Enhanced Stock UI
Shinra Archaeology Cut

Script changes are working but controller icons aren't (just says [Cancel] in Barret's opening chat) unless I disable Archaeology. Field Avatars on dialogue also don't work, but I can live without those. I've tired switching the order so Archaeology is above the UI mods but still getting the same result.

Cheers

Still will be. My dad recently died and dealing with estate stuff and everything that comes along with that takes up a lot of my free time right now, so I haven't had a chance to mess with ff7 for awhile.

Thestrifeisrife

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #42 on: 2024-12-04 19:44:05 »
Version 1.1 is out now. Here's the notable changes:

  • Fixed many typos and window sizing issues that still existed in 1.0.
  • Retranslated the debug rooms.
  • Added a new config setting for controller icon support, which means yes ESUI and Kactuar's controller icons can be used with SAC now.
  • Added a new config setting to support the use of PostScriptThree's multi-linked slots feature.

Also, sorry to hear about your father, Bonez.

Gazibaldi

  • *
  • Posts: 3
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #43 on: 2024-12-05 15:17:52 »
Still will be. My dad recently died and dealing with estate stuff and everything that comes along with that takes up a lot of my free time right now, so I haven't had a chance to mess with ff7 for awhile.

Sorry to hear about your dad. All the best.

Gazibaldi

  • *
  • Posts: 3
    • View Profile
Re: FFVII: Shinra Archaeology Cut
« Reply #44 on: 2024-12-07 14:20:25 »
I'm getting a crash when initially entering the sector 7 slums straight after the save point after the mako 1 reactor bombing. When Barret kicks Johnny and the rest out of 7th Heaven. It blows up before the field map is shown. Disabling the mod fixes the issue. Latest version

Thestrifeisrife

  • *
  • Posts: 25
    • View Profile
    • Shinra Archaeology
Re: FFVII: Shinra Archaeology Cut
« Reply #45 on: 2024-12-08 19:07:14 »
I'm getting a crash when initially entering the sector 7 slums straight after the save point after the mako 1 reactor bombing. When Barret kicks Johnny and the rest out of 7th Heaven. It blows up before the field map is shown. Disabling the mod fixes the issue. Latest version

A recent update to FFNx accidentally broke mods that overwrite field files like SAC, New Threat, and Echo-S. The newest stable version fixes it, so please update to that if you haven't.