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Messages - Green_goblin

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76
It's because the character used for the last battle ISN'T CLOUD! (DUN DUN DUUUUUUUUN!)

No, for real. The model used in that battle has a completely different actor ID and the exe just sort of dumps Cloud's data into a dummy position in memory. When the "¡{CHAR} supera el Límite!" comes up it tries to use the model ID of the actor that the limit is now available. The Cloud in that battle is NOT the Cloud you've been battling with so it can't find a name for it.

It makes sense... Dou you know how to fix the message? How can we change the model ID so the "proper" Cloud is loaded in that battle?

77
I have been told that there is a bug in this particular battle. Cloud reaches its Limit and the red box appears.
It is supposed to say "Cloud Limit Break" or something like that, but the variable that controls the character's name is missing, so insted we have this:



(It should be "¡Cloud supera el Límite!")

This is the Spanish version but this happens in all versions, including US and International.

Do you know how to fix this?

78
Yes now it works, it looks like the "Makou_Reactor_en.qm" included in the 1.6.2 release is not ok.

79
It seems to be stuck in French by default, I can't get it to use English. It just shows a blank error box.

I have the same problem:


80
The word/dword alignment has been al old issue with Makou Reactor, I thought it was fixed already  :|
Let's see if myst6re can do something about it.

81
@green goblin.  This issue has been fixed already for Reunion, along with many others.  It is a fault with the original game, including PSX version.  A full list of changes will be in the readme.

Good. If you could tell me what exactly should I modify to change the color... As you know I'm planning to port your R02 into the PSX game but I also want to fix all those little issues.

82
One quick question. There is a field (trnad_4) where we can find a blue materia (MP Turbo). However this materia shows in yellow. I've opened this field using MakouReactor and I see the 3d model but I don't really know if it's possible to change its color. Do you know anything about this?

Regards

83
I am doing...  a full playthrough means I have to do every single scene and sidequest.  That's why it takes so long.

Good to hear. I just wanted to make sure that you were doing it right, because those submarine maps are usually forgotten and ignored by many players. Have you found many bugs/errors so far?

84
All dialogue has been relocalized.  You can't relocalize a game if you are missing bits out.

I know I know, but you should check how it looks like in-game, just to avoid bugs, problems with the window position etc.

85
Are you  doing a complete walkthrough? There are some points of the game where you can see different scenarios. For example if you win the submarine mini game you get the grey submarine. But then you can lose the mini game and then you will see this map with its own dialogues:



Also you can go back to Junon in order to get the red submarine and then you will see this maps with its own dialogues:



So my question is, are you doing a complete walk through, are you covering all these things?

86
Then we bump it on the buster sword background so everyone has to see it.  :evil:

In the PSX it's a tiny picture and there is no room for all those credits  :(


87
How about placing the names along the bombing mission like it's done in the metal gear games? When a certain point is passed a variable will be checked and then a borderless window will pop up with the name of the project member and his department. I would also separate Michael Baskett from Luksy and DLPB, so he will mentioned as original translator and Luksy and DLPB as new translators.

That would be great but I believe it involves some coding skills in order to insert all those borderless windows, variables etc, don't you think?

Ok I'll separate Michael in a different line:


88
General Discussion / Re: [REL] The Reunion
« on: 2014-07-28 13:26:40 »
I dunno how much room there is, but it'd be ideal to put the full credits in there. While DLPB and Luksy were obviously the big players in this, there are seven names with definite attachments to the project (eight if you count Michael Baskett, which you really should since some of his lines remain intact even in Beacause).



What do you think?  :roll:

89
Hello again Lasyan3

If you remember, in our last conversation I told you about some king of bug related to the {CHOICE} option, it looks like there is a problem in the way your software handles it. Have you looked at it?

Files with this problem:

ealin_1
chrin_2
i_townw
yougan_2
4sbwy (all of tem)

Regards!

90
Hello myst6ere

Is it possible to export all the field files using the PSX format?
I mean... the PC format has one single file with all the info in it, while the PSX version has that file divided in 3 sub-files (DAT, MIM & BSX/BCX). Do you think that will be easy to code?

Regards!

91
General Discussion / Re: [REL] The Reunion
« on: 2014-07-08 23:08:59 »
Another option is to include all those lines at the very beginning of the game, in the screenshots that I just showed. That is what I did when I translated Parasite Eve into Spanish:


92
General Discussion / Re: [REL] The Reunion
« on: 2014-07-08 22:15:19 »
Yeah, that looks nice!

Should be.. they are just textures.

Ok, I just want you to replace the name of the original translators and put your names (DLPB & Lusky).

93
General Discussion / Re: [REL] The Reunion
« on: 2014-07-08 21:43:53 »
Well, the main script can be easilly exported to TXT format using MakouReactor, and then I'll just have to copy/paste it into the PSX files using Hack7. That would take one week more or less (700 txt files  :roll:)

But then we have some more things to translate, like the menus (re-arrange all the items alphabetically), the kernel file, the scene file (I also want to fix some glitches in the AI of some enemies), battle texts, world map texts, final credits (I don't know if this will be possible), subtitle the videos with the new translation), etc etc etc

Also I want to change the game experience with these graphic improvements:







So as you can image this would take several months, but the result would be amazing, don't you think?

94
General Discussion / Re: [REL] The Reunion
« on: 2014-07-08 21:15:25 »
Is there any way to install BEACAUSE to the PSX version if I have an iso? Kinda off topic but just wondering if anyone has accomplished this.

I'm going to port this DLPB and Lusky translation into the PSX game as soon as R02 is ready, I have all the tools ready  :)
Maybe I'll open a new post in the RHDN forum.

95
General Discussion / Re: [REL] The Reunion
« on: 2014-06-08 12:03:25 »
If I am correct Beacause R02 is finished and you just need some weekends to have it all ready, am I right?

96
Well, to be honest I don't really plan to work seriously on the project anymore (the steal of my laptop didn't help, even if I had not too old backups), I will make an effort at least to repair some bugs but I can't promise I will work again on new features. But hopefully you can still use the amazing Makou Reactor ;)

But since I'm still in contact with a french guy who is still working on the translation, and since he asked me some features (like editing tutorials, menus and world messages), eventually I'll do my best to add those at least.

Anyway, I just uploaded a new revision of Hack7 for your window.bin matter (I didn't put a news on the site neither changed the version since it's a very small debug). Can you test it and tell me if it's ok for you now?

And about the field maps, could you send me one corrupted file so I can analyze the content? Thanks.

Ok, your new version produces a good window.bin, the original size is 13.266 bytes and with your software I've got 13.189 bytes, not bad  :)

Here you have the source code of MakouReactor 1.5.1 http://sourceforge.net/projects/makoureactor/files/Version%201.5.1/Makou_Reactor-1.5.1-source.tar.gz/download

Maybe it gives you some inspiration on how to edit the Tutorials.

Now let's talk about the other bugs. For instance let's take "chrin_2" (17.484 bytes), inside the Midgar church with Aerith minigame.

Open the file with Hack 2.1.2, make some modifications and save the file. (19.194 bytes)

Then do the same thing with a new "chrin_2" file, but this time using Hack7 v3 beta. (19.066 bytes)

Please find attached all 3 files in case you want to analyze them: https://www.mediafire.com/?ui2q7sl4i34515n

I've taken "chrin_2" because it has no tutorials, maybe the tutorial files are more complicated and need a more accurate forensic analysis.

If you really add those functionalities (Tutorials, word.bin, menu files, etc)  I'll send you some € via Paypal.

97
Hi Green_goblin,
Well, since the compression function is not the same that the one square used, it's normal to have some minor differences in file sizes.
BUT I admit I found a bug with Hack7, that makes the file of the font twice less ! I'm working on it, I'll tell you when I made the correction asap.

That's good lasyan3, I'm glad you are still working on this project.
The Spanish team found some bugs (the characters got stucked in those maps, they couldn't move at all).
Problematic filed maps:

chrin_2
ealin_1
mds7_pb1
mds7_w2
junpb_2
yougan2
4SB (all of them)

By the way, these bugs happen when usin v3 beta, not using version 2.1.2

Also, could it be possible to add some functionality in order to translate the Tutorials? Only MakouReactor can do it, so it would be great if you can do something about it  :)

98
If you need to add a large scene.bin to a PSX ISO, search the forum for my old Disc Extension Patch. It should support scene files up to 2 Meg in length.

Here it is: http://forums.qhimm.com/index.php?topic=11541.msg159540#msg159540

 :)

99
Ok no problem. I want to port your translation to the PSX game, since I don't have the PC version. Of course all credits will go to you and Lusky. I already have the "kernel" and "scene" files ready, now I'll take care of the worst part (copy/paste the dialogs). I'm planing to use Hack7. Any advice for me?

100
Hello NF, I have a question for you

I'm trying to import the "scene.bin" PC version translated by DLPB into the PSX version.
Both PC & PSX files are identical so there should be no problem. However the size are not the same:

Original PSX file is 270.336 bytes (0x42000)
DLPB file is 278.528 bytes (0x44000)

So now I'll have to reduce the size of the file using your tool ProudClod until I get 270.338 bytes.
I deleted a couple of scenes (238 and 249), and I 've got the correct size. Are these scenes unused in the game? It looks like so, but I need your confirmation.

There is another problem, according to Thisguyaresick2 (a user form the RHDN forum):



Do you know something about that? Maybe there are certain scenes that, when modified, causes that oversized file.

Please let me know. Thank you and regards

DLPB, I thought you were using ProudCloud to edit the "scene.bin" file. As I said before I deleted scenes 238 and 249 which seem to be unused, can you confirm this please? When I open these scenes I only see dummy texts, dummy attacks, no real enemies at all.

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