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Topics - Gemini

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Seems like not much research was put into this, so I gave it a look myself and found out that:
- All versions of FF7 still have the data to execute the original and much shorter Supernova;
- Sepher Sephiroth behaves a little differently in its original incarnation.

Restoring the Supernova isn't very difficult, even though locating the data responsible for the change was tricky. So, step 1: we replace the reference index that calls Supernova Redux (ID 0x13E, file SNOVA\LASBOSS3.BIN) instead of Supernova (ID 0x125, file MAGIC\LASBOSS.BIN). If you try to execute Supernova now in the Sepher battle, all you will get is absolutely nothingness. This is because Supernova loads correctly, but doesn't execute at it's supposed to. So, step 2: we replace the entrypoint value, which is 0x801B0040 in LASBOSS3, with its original value, 0x801B0000. All this data is stored inside the main battle overlay, that is file BATTLE\BATTLE.X (gzipped, so decompress it first). This changes translate to these assembly lines that can be compiled with armips:
Code: [Select]
.open "BATTLE",0x800A0000
.psx

.org 0x800EFDA2
.dh 0x125 ; replace LASBOSS3.BIN reference with LASBOSS.BIN, was 0x13E

.org 0x800F03EC
.dw 0x801B0000 ; fix entry point, was 0x801B0040

.close
Final step: we replace the SCENE data for Sepher, which is subsegment 231 (counting from 0). The Japanese version uses a sightly different format for SCENE segments, so you've got to fix it to follow the international format, which uses 32 bytes for strings instead of 16. If you're too lazy to do this yourself, use my personal revision of the subfile.

This procedure was done on the International build, but with a couple address changes it should be compatible with other builds too. As for the PC port, no idea how it's managed there. The Supernova might still be there somewhere, but there's probably another procedure to call it. I'm not really interested in the PC port, so it's up to somebody else to find it because I won't for sure. :-P

You can find a video of the original battle here.

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Final Fantasy VII International (SLPS 1057/58/59)
All-in-one translation package

I'm currently planning to release the hacking tools I'm making for FF7i (Playstation only, of course). They are meant to let you do pretty much all you'd ever want to do for hacking text, graphics, and whatever is needed for a translation. Hacking at the current state:
  • Soft subtitles for the two movies that need to be translated;
  • Inserts dialogue text just fine. I tried reducing duplicate scripts as much as possible by checking which strings are actually used by events. The script is more or less 1,3 MB in UTF-8;
  • Automatic insertion, expansion, and relocation of the files inside the FIELD directory;
  • Automatic resize of most dialogue windows on reinsertion;
  • Supports extraction of tutorial segments in maps (no reinsertion of these yet, will be done soon);
  • Implemented Kernel text injection, which also supports the internal real-time lzs compression and some graphical tricks to fit more text;
  • Automatic full regeneration of WINDOW.BIN, which contains system textures (fonts, hud elements, etc...) and the width table for fonts;
  • Can rebuild SCENE.BIN automatically and in a few instants, inserting all monster names and their skills. Can also replace those annoying bits of dialogues embedded directly inside the AI scripts;
  • Implemented a variable width font for the 8x8 font, which is used only in Japanese versions of the game [FF7i only];
  • Extraction and insertion of strings from the world map module;
  • M-Def fix, as I've already done with the UK and US builds.

To do:
  • Better and complete support for menu translation. This is being implemented through asm scripts, very easy to manage [FF7i only];
  • Procedures to extract and replace textures for mini-games.

This program was born as an experiment I wanted to do with this game, to see how hard it is to hack FF7 nowadays; years ago a friend of mine translated the game into Italian with the use of almost no tools other than a couple compressors, a rudimentary repointer, and Translhextion. This unfortunately resulted in a somewhat limited work which had a few bugs and flaws here and there. Also, I was a bit disappointed by the current all-purpose hacking programs that aren't really suitable for a translation (they don't even dump to txt or replace duplicates efficiently), not to mention the fact that they only support occidental versions (boo :P).
The final product will be released in the form of source code (as a Visual C++ 2005 project) when I get enough work to make a full text translation possible. Before you ask, it can support the occidental releases, but it needs several changes to the code to do so. Oh, it will probably support the original Japanese FF7, too.

Tests showing the program at work:



Feedback topic:
http://forums.qhimm.com/index.php?topic=10018.0

Release date: when it's done. :-P

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Releases / [FF7PSX NTSC-U/C/PAL-UK] MDef bug fix
« on: 2009-01-10 16:18:51 »
Yesterday I made a very small patch that corrects one of the most infamous bugs on this game: the spirit+m.def bug. Works for both NTSC U/C and PAL UK versions (see readme for specific compatibility).

Notice the difference? :-)

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