Your tools are most perfect than I could imagine...Hold your horses. There's still so much work left, so they are far from even being good enough as is, not for a release at least. I've been working for less than a week after all. >_>
FFVII PSX Movies probably are encoded by a specific tool created by Square, for his games... The videos are different of normal videos of the PSX games.They are no different from the standard format and they were probably generated with the official tool for such task. The only real difference is the added info about the camera.
Hold your horses. There's still so much work left, so they are far from even being good enough as is, not for a release at least. I've been working for less than a week after all. >_>
They are no different from the standard format and they were probably generated with the official tool for such task. The only real difference is the added info about the camera.
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 using a crc32 on the whole script segments. Some rooms are sightly different strings, so they are still dumped entirely, but I've also implemented a string duplicate database to fix this issue. The script is more or less 1,3 MB in UTF-8;
- Automatic resize of 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];
- M-Def fix, as I've already done with the UK and US builds.
To do:
- Automatic insertion, expansion, and relocation of the files inside the FIELD folder;
- Better and complete support for menu translation. This is being implemented through asm scripts, which very easy to manage [FF7i only];
- Extraction and insertion of strings from the world map module;
- Procedures to extract and replace graphics for minigames.
Seems like I don't have enough time to keep on developing this set of tools for the moment. For those who are still interested and would like to take a look at my work, here (http://gemini.aerdan.org/upload/ff7i_src.rar) you can find an archive with the not-very-well-organized sources, which include assemblies (subtitle code is in there, check for SLPS/mdec), C++ source for dumper and inserter, and my personal data manipulation library (glib.rar, requires zlib and libpng). I haven't added any notes on which files to extract and where to place them for extraction (I was going to create a program just for that, but again time didn't allow me), so it's up to you figuring out what to do from the sources.
will be ready for when the BETA?Who said there was going to be a beta?
valid for the Spanish PAL PSX version?Unless it's called International, the answer is "no".
WOWOWOWOW very interesting program, this program is better than Lasyan3?Define "better".
Seems like I don't have enough time to keep on developing this set of tools for the moment. For those who are still interested and would like to take a look at my work, here (http://gemini.aerdan.org/upload/ff7i_src.rar) you can find an archive with the not-very-well-organized sources, which include assemblies (subtitle code is in there, check for SLPS/mdec), C++ source for dumper and inserter, and my personal data manipulation library (glib.rar, requires zlib and libpng). I haven't added any notes on which files to extract and where to place them for extraction (I was going to create a program just for that, but again time didn't allow me), so it's up to you figuring out what to do from the sources.
Good luck!
Are you sure you didn't mean the opposite? :p That screen is mainly used to see your immunities in battle.
Removals? Well, there are some statuses you can't attack *with*, such as Sadness and Fury.Nice catch. I might implement this one, even though that might make the assembly script a little more complicate to edit for other languages.
You can't attack with Darkness either (and even if you could, it wouldn't make any difference, as darkness only hits player commands).Are you sure about this one? There's an item ("イカスミ", no idea what's that called in English) that causes Blind/Darkness to enemies, which means that status can really affect foes as well. Still, I cannot remember a piece of equipment or Materia to cause similar effects with an attack. Anybody can confirm?
Demi and holy aren't immediately apparent.Gravity and Holy icons come directly from FF6, as well as the rest of them. :p But I've already changed Fire, Ice and Lightning to look a little better. Next on my list of edits is Earth, and that one's a bitch. :/
More feedback requested (:D):
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/patcher.png)
(Please ignore the fact that it's in Italian)
So, this is the latest program I've added to the translation package. In a few words, it's an all-purpose patcher that can be used both for translations and mods. It works with a custom format of patch, called f7i, which makes translations a lot smaller than they would be with xdelta or ppf (the latter was pretty obvious). f7i patches can be generated with a separate program that takes as input two ISOs of disc three (original and translated, of course). This format not only results in smaller output, but can be applied to all three discs and still produce working results.
I haven't decided yet whether to add this and the patch generator to the public package or not. This because the patcher is a bit tricky to configure and uses MFC for the interface (i.e. cannot be compiled with VS2005 Express). I probably will release both along with the rest of the sources if there's enough request for there. Of course, I'd also make J-SYNTHESIS use macros for switching language as necessary if that were to happen.
...The problem is that we have enough issues getting the newbs up and running with PPF.Newbies are condemned to death even in my readme, thus I don't care much about them. :P The feedback request referred to including the patcher or not in the package since it needs MFC to be compiled, ergo VS2005 Express cannot do that.
This package can be adapted to work on other versions of the game. For example, it can be configured to extract text from PAL or US builds by altering just one reference to the encoding.
A little warning for newbies who think they will find their all-hacking-cure here: this is not for the common newbie, even if it’s really simple to use. You’re gonna need at least some grasps of programming in order to alter things to your needing. If you have no idea what the previous sentence means, the content of this package isn’t for you and there’s no way you can make it work correctly, not in a million years. So please stop reading the rest of this document and go do something else now.
Q. Halp! Something isn't working!
A. Read the source and fix it yourself. If you don't know how, it was probably your screw up, anyway. Either way, leave me alone.
Newbies are condemned to death even in my readme, thus I don't care much about them. :P The feedback request referred to including the patcher or not in the package since it needs MFC to be compiled, ergo VS2005 Express cannot do that.
what program we need to read or look at? like was it c++ or something.
the only reason it is impossible for me to do it cause i don't know how to make a .ppf file. that's all.I did the hard work for you. (http://lmgtfy.com/?q=how+to+make+a+.ppf+file)
isocpy ..\MENU\EQIPMENU.MNU D:\SLPS-01057.bin 53992