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Final Fantasy 7 => FF7 Tools => Topic started by: Gemini on 2009-06-24 07:04:36

Title: [PSX] FFVII International all-in-one translation package (BETA 2)
Post by: Gemini on 2009-06-24 07:04:36
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:

To do:

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:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/aiscript.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/menumateriafinale.png)
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/fixedbuster2.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/configperfetto.png)

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

Release date: when it's done. :-P
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: hotdog963al on 2009-06-24 12:34:52
You sir, are a god among men.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: m35 on 2009-06-24 14:55:16
Indeed. I am stunned that not only have you the ability to hack this game into submission, you have taken (what I assume is) a great amount of time to do so. Then on top of it all, you are willing to release the source code, which is almost unheard of for most miraculous feats of hacking (see emulators and 90% of the original PSX hacking tools (http://www.zophar.net/utilities/psxutil.html)).

I am dying to dig into this code of yours (especially the Soft subtitles solution). :)

Thank you very much Gemini for your generosity.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Covarr on 2009-06-24 18:24:57
Win.

Is it safe to assume that this doesn't work with the US release of FF7?
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2009-06-24 18:34:38
It is possible to support all the versions, but it's gonna need some changes here and there (and I'm not really interested in doing so :evil:). All the formats are 100% identical and only some things vital to the translation are located inside the code move around with each different build of the game. I think the only things that can't be ported are:
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: koral on 2009-06-24 19:18:31
wow Gemini, you really are awesome!

I totally agree with m35, your gesture of sharing the code is uncommon, and extremely generous.

Thankyou!  :-D
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Chocobo on 2009-06-25 13:53:42
Omg, we've found the God of hackers...

Anyway, like everyone has said, very nice thing to do... Giving away the code. :O
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Unknown Master on 2009-06-26 22:33:21
OMG...

Gemin: man, YOU SCARED ME!!!!!!!!! =D

Your tools are most perfect than I could imagine...

Many things of the game that I've been translated was very hard (Menus, because in some cases you have to expand manually the windows, some texts in the battle with some specific enemies (like Guard Scorpion, the same of your screenshot and many others), I translated it with a Hex Editor, after extract all files inside SCENE.BIN).

Resuming: I lost A LOT of time, but I could translated all that I want, EXCEPT the movies, like I said before on another topic. 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.

Gemini, when you release your tools, I'll be the first to download them, good luck for you, man. I like to collect translation tools.

Go ahead, man, and never give up!!! I'll stay here waiting =P

See ya!
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2009-06-27 06:44:26
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/equipexpanded.png)
The layout in this submenu is truly horrible. Making it all fit perfectly is no simple task (look at the full Yoshiyuki name), and still I'm not sure it will work for every version. Anyway, I will try and add somewhere a commented instruction so that the translators can disable those useless HP/MP/LV stats in the case they'd need more space.

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. >_>

Quote
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.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Unknown Master on 2009-06-27 14:38:02
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. >_>

Ok, Gemini, I know, there's still so much work left... And I know that's very hard to code a tool to translate FFVII. We'll stay here, waiting for your tool. Good luck, and never give up! Your idea is really amazing.

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.

So, Gemini, please, can you make me a favor? If the videos are generated with the official tool, if you could, test my "little" tutorial about video reinsertion:

1 - To convert the videos, you can use PSXVideo, jPSXdec or PSX Movie Converter, this tools are able to play/rip any movie from FFVII PSX, to .avi format (it MUST BE uncompressed .avi, in order to reconvert to STR later). NOTE: I converted ONLY the subtitled videos, like JENOVA_E.MOV and the ending scene, the subtitled videos.

2 - During this process, write on a new file (notepad) the video specifications, both tools will show you (like FPS, Audio Channels, Width, Height (probably those values must be 320x224), etc.) I recommend PSX Movie Converter, the information are most efficient. If you use jPSXdec, it'll show you 13 FPS, and FFVII PSX videos uses 15 FPS, so you can rip a .avi file with 13 FPS by the jPSXdec, but it's possible change it to 15 FPS, using VirtualDub. Finally, open both original videos in a Hex Editor and copy the original header to a single file. Save it. You'll need later...

3 - With the video in .avi format on your hands, and uncompressed, you can put a subtitle easily with a tool like Subtitle Workshop, or similar. Personaly, I used it. Once more time, your subtitle MUST BE in .ssa format, in order to fix the subtitle over the original video permanently. I covered up the original subtitle with my new subtitle, with some effects to hide the original subtitle.

4 - Now, you can use VirtualDub with the plugin called "subtitler", the plugin open a subtitle ONLY in .ssa format. Open the .avi video on VirtualDub ("File->Open File"), go to "Video ->Filter" and choose subtitler plugin in the list. It'll ask for a .ssa subtitle. Choose it and you'll be able to see on VirtualDub two Videos: to Left - the original video, and to Right the video with your subtitle.

5 - Click on "Play" to see both videos played at the same time (there's a button for it in the VirtualDub). If all it's ok, go to "File->Save as..." to save a new .avi file. MAKE SURE that the VirtuaDub can save the video UNCOMPRESSED, go to "Video->Compression" to see it... Save your new .avi file, and test if it works well...

6 - It's time to reencode to STR again, you must use the Movie Converter 32 (official Sony STR Converter), or STR Converter. Remember the video specifications? It's time to use here! Open your new .avi subtitled, and choose convert "*.avi -> *.str." Put all video specifications correctly (FPS, Audio Channels, Width, Height, etc...) and convert it! You'll get a new STR file, with your own subtitle!

NOTE: the new edited video MUST HAVE A SMALLER SIZE than the original. Why? For a simple reason: you'll use the CDMage to reinsert the video, and if the video has a larger size, CDMage will not allow the file insertion, in FFVII PSX Disc. Vide file with a small size, would be reinsert without any problem, because the CDmage will ask if you want to fill the file with 00 00 00. So, the file will stay with the original size.

7 - Now, you must change the header file, copy the original header from JENOVA_E.MOV, and past it in the new edited video (JENOVA_E.STR). Rename it to original name (in this case, JENOVA_E.MOV), and play it on a STR Player (PSX Movie Convert or PSXVideo =P) to test it... It works well? Good =P It's time to reinsert it into the game.

8 - Open FFVII Disc Image in the CDMage, open the MOVIE folder, and reinsert your new edited video JENOVA_E.MOV. Fill it with 00 00 00 and the file will be replaced!

9 - Now, use the ECCRegen to correct the EDC/ECC Sectors.

Gemini, please, try reinsert JENOVA_E.MOV this way, and test if the new edited video works into the game on a PSX emulator! I haven't tested yet, because I'm translating Alundra for PSX, and I don't have time to play FFVII now...

I'll pray to this method work...

See ya!





Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2009-06-27 15:20:54
Sorry, but you should test your own methods if you really give a shit about what you write.
Anyway, your method will definitively fail, no matter how much padding you add or how many times you run ECC Regen (which is totally useless as CDMage takes care of regenerating sector fields). The additional info is at the beginning of EVERY video sector, not just at the beginning of the file.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Unknown Master on 2009-06-27 19:19:51
Ok, ok, man... I used this method, because yesterday I could reinsert the videos this way, because it's just an idea that I had in mind...

Like I said before, I don't have time to play FFVII by now, because I'm working on Alundra, translating to Portuguese Language, and my job in real life, takes from me all the time. So, I asked for you, or someone that's currently working on FFVII test the method, would be more easy than I start the game.

Anyway, thank you for you reply, it help me so much. I hope that you could find a way to edit those f***** videos.

All translation groups here in Brazil are almost givin' up... And I'm givin' up too. I search at this forum, and in the google too, but no one could edit or reinsert those videos.

See ya! Once more time, thanks!
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: UltraRamsus on 2009-07-10 08:01:43
Nice work! Original FF7 sounds more interesting actually, since its quite different to what we're used to.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: haquel on 2009-08-15 14:08:11
I hope you will release your program soon ! I'm so excited :D !
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: hotdog963al on 2009-10-30 21:55:25
Any progress updates Gemini?

I've stopped working on any FF7 modding, as I'm going to be using your tool when it's finally released whenever that may be!  :-)
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2009-11-12 18:51:17
I'm not sure if I can make a complete set of universal tools for all, but I'm working as usual on this project. This (http://www.youtube.com/watch?v=dnXaZs5VsOI) is the last thing I was able to implement. Hope you like it, it's still highly experimental and doesn't work with the ending very nicely, but it sure does with Jenova's movie.

EDIT: full support added for the ending now.
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/finalenormale.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/finaleridimensionato.png)
The first image represents what's actually in vram, the second what you see on a TV screen (or a resized emulator out). The thing works in hi-res, so the subs have to work exactly the same way. As you can see, there's no trace of the original subs. The routine takes care of removing them entirely with a nice and clean DMA trick.

Now I've got only to fix a bug with the second text bank and add a procedure to detect what CD is currently inserted.
The softsub hack is officially done (http://www.youtube.com/watch?v=qJ-ShahsMWc).

EDIT 2: dialog insertion seems to work more or less perfectly. Tests done on the bombing mission:
http://www.youtube.com/watch?v=Nm7CGkyvY-8
http://www.youtube.com/watch?v=T-fN0GpEiRE

For those who cannot watch youtube movies (or if you're just lazy), screennies:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/dialoghi2.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/dialoghi4.png)
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: TheKeiron on 2010-03-02 20:47:10
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.



Will this include the ability to change any/all graphics? i.e. will we be able to replace the blocky character models with others like in the pc versions?
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-03-02 20:48:47
Nope. That's not part of any translation process, so it won't be included.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-04-13 14:56:23
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!
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: m35 on 2010-04-15 05:15:35
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.

I was impressed that you were trying to tackle such an ambitious project. Thanks for your contributions and sharing your work thus far!
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: davoker on 2010-04-17 20:53:21
OMG! will be ready for when the BETA? valid for the Spanish PAL PSX version? WOWOWOWOW very interesting program, this program is better than Lasyan3?
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-04-18 16:01:51
will be ready for when the BETA?
Who said there was going to be a beta?

Quote
valid for the Spanish PAL PSX version?
Unless it's called International, the answer is "no".

Quote
WOWOWOWOW very interesting program, this program is better than Lasyan3?
Define "better".
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: davoker on 2010-04-19 14:11:09
About Lasyan3, it said that he already has a program to re-translate FF7 psx, automatically re-tap, makes larger text boxes and many more things, but has some bugs.

What of: "Unless it's called International, the answer is" no. "
The title of the Topic International puts xD wondered why, just a pity that is not apparent to the Spanish version U_U

The Beta I say that is what is usually done, nothing else
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Aurangzeb56 on 2010-04-30 18:38:49
IF you dont mind me asking then are you translating all of the four discs of FFVII International or only the fourth Bonus disc which contains artworks and stuffs??
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Prince Lex on 2010-04-30 19:39:10
I think it's pretty obvious from the screenshots on this thread that the tool is used to edit the game-data of FF7 International. As you can see, the text uses roman letters instead of Japanese because his editor allows you to.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Unknown Master on 2010-05-14 16:54:10
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!

Gemini,

Thank you very much to release your sources, man. It helped me to understand many, many things!

Like, m35 wrote before, I can say too:

Thanks for your contributions and sharing your work thus far!

You're amazing, Gemini! :D


Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-06-03 03:13:35
Time for another update:

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/menulimit.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/smadonnamentolayout.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/saveloadfinal.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/oggettinomefinal.png)
For those wondering what's wrong in the second screen, try and remember how the Buy/Sell/Cancel and Item/Materia options were placed. If you can't remember, here goes shiny picture (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/shopbeforeeng.png). I've changed it to make it easier to translate, so that you don't need to do a mess with spacing and crap. I've also changed the Print12 routine to use 0xE7 as line carry even in menus, since all it previously did with such code was printing a useless blank character.

I haven't updated the source package link yet. I'll probably do that when more stuff is done. Stay tuned for the moment.

[EDIT]
Need some feedback for this one:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/statuspag2finale.png)

I have rewritten the code for printing attack/defense effects related to statuses, as you can see from the picture. There's a big difference, tho, as I've removed many statuses that really don't make much sense in there. This revision of the menu removes: Near dead (it never shows anywhere), Haste, Regene, Barrier, M-Barrier, Reflect, Ref-absorb (dummy status, no idea what it does), Shield, and Peerless. Statuses kept are: Death, Sleep, Poison, Sad, Fury, Confusion, Silence, Slow, Stop, Toad, Minumum, Pietrify, Gradual Petrify, Death Sentence, Berserk, Paralysis, Darkness.

Any suggestions on what should be reimplemented or definitively removed? Consider that many of the statuses I removed cannot be inflicted by attacking, nor can be nullified because there is no equipment or Materia to do so; there are also special cases that are triggered only by particular spells, like Peerless.

Anyone?
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: ff7rules on 2010-06-05 09:36:19
Maybe remove all the ones that are ineffective after battle and keep the ones that are still active even on the field? Just a suggestion.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-06-05 12:48:02
Are you sure you didn't mean the opposite? :p That screen is mainly used to see your immunities in battle.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: ff7rules on 2010-06-05 15:54:18
Are you sure you didn't mean the opposite? :p That screen is mainly used to see your immunities in battle.

Yeah I mean the opposite lol. Looking forward to seeing more of this tool.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Bosola on 2010-06-08 00:35:51
I recommend not, because FF7 (unless your translation deals with this) tends to do a bad job of explaining which statuses are blocked by a piece of equipment. Also, elemental defense isn't active out of battle - the point is to gain a quick overview of how elems and statuses will perform *in* a fight.

Removals? Well, there are some statuses you can't attack *with*, such as Sadness and Fury. You can't attack with Darkness either (and even if you could, it wouldn't make any difference, as darkness only hits player commands). But, this would mean a lack of symmetry.

The only suggestions might be to space out the status glyphs more. I can't disagree with your choices on status. The element listing is smart and intuitive, so it stays. I don't know about the element icons, though. Demi and holy aren't immediately apparent. VIII used a cross for holy, but I've always wondered if that strays near to offensiveness for whatever reason.

Something like IX's slow icon may work for gravity, come to think of it.

See here (http://'http://forum.chaos-project.com/index.php?topic=2007.0') for a rip of VIII's status icons, too. I don't know your feeling about using icons instead of text : many symbols can be rather ambiguous, which defeats the whole point of an all-in-one status screen for quick views on config.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: DLPB_ on 2010-06-08 04:08:38
The difference is Bosola, that you can light up all the "elementals" but with some of those status' they have absolutely no attack or defend...even in battle. In fact in battle those status' like Near Death and Shield don't show up, it is all internal.

Outside of battle I think it is right to get rid of anything that cannot light up, whilst keeping it all symmetrical.

Actually, I would say going further and removing the attack status' that aren't used, these are:

Sadness, Fury, Gradual Petrification, Death Sentence, Paralysis, Darkness?

That correct?
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-06-08 08:36:21
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.

Quote
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?

Quote
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. :/
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: DLPB_ on 2010-06-08 13:07:51
Ink (in the english) > イカスミ > Cuttlefish Ink

http://ja.wikipedia.org/wiki/%E3%82%A4%E3%82%AB

And I did some checking, I could find no way to create darkness attack in the menu, as well as the others listed above.

Sadness, Fury, Gradual Petrification, Death Sentence, Paralysis, Darkness (although obviously Curse Slash will do paralysis, but this isn't an attack status in the menu)
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-06-09 14:39:51
Bumping the new split topic with downloads to the lastest build of the package:

Follow the instructions in the package for correct usage. If you have no programming knowledge AT ALL, skip this and carry on.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-06-19 09:45:38
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.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-07-06 20:50:37
Seems like nobody gave a crap about the patcher. I guess it wasn't that needed after all, but I'll keep it in the package just in case. ??? Well anyway, it's time for yet another update.

Menu
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/menumateriafinale.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/menuequipfinale.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/menumagia1.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/menumagia2.png)
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/phsfinale.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/inserimentotutorial.png)

Field
“Oh wait, it's six!”
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/asktest.png)

In other news, I've been able to make deflate use better compression by toying around with the deflateInit2 parameters, so now gzipped overlays like Chocobo Race will produce better results, and, more importantly, can be finally altered and translated. I'm also working on a new BETA 3 release of the package, with a much more expanded readme.

Stay tuned. :-o
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Bosola on 2010-07-06 21:22:48
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. At least with a 'scene' standard, they can look to forum posts and threads already written (i.e. not by me). Including f7i for, say, Rebirth would open up a whole can of worms, as attractive as it would be technically speaking.

Mind you, I guess having a 'bespoke' FF7 patching tool would be simpler for many of my users (who'll likely never patch a PSOne game again). My issue is the use of Visual C, though, which I doubt many newbies will handle.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-07-06 21:39:19
...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.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: DLPB_ on 2010-07-06 21:43:17
i will be trying this out soon :)  It is great work!
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2010-07-10 09:00:26
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/chocobogenere.png)
Notice the part where it says "femmina"? That's the Chocobo gender, and I'm finally able to edit it after two straight days of work on a goddamn text parser. :'( It's achieved by compiling a dump of the events from FRCYO. For those who'd like to see the format used for such dumps, here (http://pastebin.com/JJRDGmfd)'s a sample. And yes, those fancy labels are regenerated automatically so that you don't need to adjust the jumps every damn time.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: ttp on 2010-08-16 01:24:27
Just dropping in to say thanks! I had a little trouble getting things set up (seems to be a few missing window TIM files for font generation?) but with some clever commenting out of code I managed to get around that.

I'm looking forward to playing around with BETA 3 ;) Best of luck, Gemini, this is some awesome work!

Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: kogami on 2010-10-24 14:24:15
Hello, I would have liked to have news of the beta 3 version of your tools?

I plan to use them later to make me a french version of Final Fantasy VII International.

I'll do some tests with the beta 2 package, I have no programming knowledge, but I tried with the explanation you gave.

Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Bosola on 2011-01-21 18:15:17
Quote
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.

Haha, brilliant.

Reminds me of some documentation I once read, roughly along the lines of:

Quote
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.

Anyway, I should have a version of VS2005 up and running fairly soon. Looking forward to giving the tools a spin.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: learner on 2011-03-04 16:37:02
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.

well if i were you playstation guru i think it is more better to teach us newbies how to do stuffs.
like for what program we need to read or look at? like was it c++ or something. like me a 12 year old who wanted to know how to make a .ppf file for mdef bug fixed in the international version. :-D 8-)

just like on what you did in ntsc u/c and pal version of ffvii.  ;D

please i'm begging you. you said you condemn us newbies, was it a crime to look up to you and want to be your pupil?
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Bosola on 2011-03-04 18:15:47
It's not contempt, it's pragmatics. If you have to ask a question like

what program we need to read or look at? like was it c++ or something.

It's going to take a long time to get you up to speed. That's quite an investment for potentially no return. Doing the research yourself proves your motivation, and thus the likely return on teaching you. If you don't enjoy doing the background reading, you won't enjoy modding, and assisting you won't be a valuable use of time.

This isn't being unpleasant, it's just realistic.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2011-03-04 20:11:25
I told you how to do it, gave you the exact assembly script to compile. If you can't even download and execute a simple command line program you're hopeless and I don't intend breastfeeding you. Seriously dude, you're getting on my nerves now. Enough already.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: learner on 2011-04-18 12:32:56
never thought a playstation guru would say something like that... anyways you're the one who made the first 2 .ppf file i had 3 versions of final fantasy vii here... and only my international version doesn't have been fixed and so if you don't wanna do it, fine with me... if i were in your shoes i just make the .ppf file. 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.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: hotdog963al on 2011-04-19 18:09:25
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)
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: learner on 2011-04-21 05:21:08
all right i already did that before i became a member here at qhimm.com. and all i found is those rubbish links? anyways thanks for the hard work which i already did in the past
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2011-06-17 19:45:47
Could a moderator please move this to Tools? It's not really a mod, but a set of programs after all. And please, remove learners crap while you're at it. :-\
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Lazy Bastard on 2012-07-24 18:22:56
I know, I know...I've become quite the necromancer. ;)

There's a program contained in the latest download referenced in this thread, called isocpy.exe. This program is called by a simple batch file, with commands like:

Code: [Select]
isocpy ..\MENU\EQIPMENU.MNU D:\SLPS-01057.bin 53992
I assume this command would copy EQIPMENU.MNU (currently residing one directory up, in the adjacent directory MENU) into the disc image SLPS-01057.bin, at LBA 53992, presumably over the top of whatever previously existed in the space required.

If this assumption is correct, am I to understand that, if so inclined, one could use this program to insert files into disc images at specified LBA? I realize there are other apps out there that can also do this CDMage, CD-Tool, etc), but as this seems like a very simple tool, it would eliminate confusion related to configuration, settings, etc.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2012-07-25 17:55:06
Careful how you use isocpy, all it does is injecting a file into the ISO without expanding anything: it doesn't update TOC information nor it considers if the file is larger than the original entry (i.e. corruption of the next file in the ISO might happen). The program is not meat to be used by newbies, which is why I never released it to the public other than for this project (and with MNU files you can't possibly screw).
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Lazy Bastard on 2012-07-25 19:09:06
I figured it was a fairly raw utility with no safeguards, and I wasn't intending to copy anything larger than the original file.

Still, you should post it separately somewhere, with a note regarding its dangers, etc. It could prove quite useful.
Title: Re: [WIP/RELEASE] Final Fantasy VII International all-in-one translation package
Post by: Gemini on 2012-07-25 19:17:06
That would need at least a few changes to the poor sources, which I have no idea where the hell I have them (if they still exist somewhere on my disks). Plus it's no complicated tool, anybody can reprogram it with better results, hence why I never bothered releasing it in the first place.
Title: Re: [FF7] FFVII International all-in-one translation package (BETA 2)
Post by: snt on 2016-11-09 00:07:58
How I can download this package? Links dont work