Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Caledor

Pages: 1 2 3 4 5 [6] 7 8 9
126
I've solved all issues with .tex files and palettes a long time ago, so i could easily port & fix Sadnes' "mancato". I simply didn't like the outcome.

As for progress, i stopped after translating the end of disc one, i'm currently waiting for R06

127
Hello i have a problem with this patch :
i tried to UNINSTALL and clean the registry and re-install everything in this order :

[...]

So, i really thing at this point there is a problem with the FF7 ITA RELOADED patch : is there anybody that can solve this problem or contact INDREMA that posted first the patch on this forum please? thanks very much :-)

You replied to the wrong post, this is not FF7 ITA Reloaded

128
General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-22 23:17:40 »
You should read what I wrote.  Devoting massive resources to graphics takes time away from other areas of the game.  You realize this thing has a deadline and a budget... right?

ATM i think the opposite in my optimism. My opinion is that they don't care about budget and they can parallelize work by assigning battle graphics and story to entirely different teams. About the budget i'm convinced they will probably ignore it in the belief that if they do a good job, any budget they put in it will return a hundredfold, while if they screw this up it will haunt them forever. Scrapping most of CC2's work after 2 years only reinforced this belief.

129
Hi DLPB,

IIRC in the Italian modding scene, there was one tool able to automatically change the window size depending on your translated text. Is that a different case?

Yes. Dialogue box =/= command box. There was the Hex Documentation around here though... which allowed people to fiddle with a lot of stuff like text spacing, boxes and whatnot. I used that to make "Elemosina" (Zeninage) fit in the command box (among other changes) but i can't seem to find it now.

130
General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-16 15:55:35 »
Demo Minutes, 42:00 starts
Max Demo Impressions Resume (Walltext coming!):

So far looks really good to me and i'd be lying if i said i wasn't excited. I'm liking the gameplay as well and I think they've nailed it: feels action enough without being mere button mashing or AI driven (Gambits were a mistake). I want to believe they're putting a tremendous amount of care into this, more than they've ever done to any other project. The main worry is "how much" they will expand each part and how it'll fit with the whole story, but that's probably the last thing we'll get to know.

131
May I ask if the graphical "Miss" in combat will be translated in "Mancato"? I remember in the italian scene of modding someone got already this to work.

Sadnes has it, and IIRC i was having trouble porting it so i set it aside. Will probably try again for the full release.
Glad you're liking it so far, I hope to receive a lot of feedback from this alpha release.

Quote
The problem is R06 retranslation isn't finalized and half of the proof check isn't done.  So it will be a good idea to look at updating this mod again when R07 is out and everything is done.
You know I know. And I will  ;)

132
The new version of Reunion should be behind the corner now and the translation is going to be massively different.

Are you going to update the Italian one accordingly?

I followed the proofread so my translation is already much closer to R06 than it is to R05c. Also yes, I already planned to recheck everything anyway.

133
At this stage it's not meant to be used with any mod. It's to be used only with vanilla steam FF7 1.0.9.

BTW I've updated the installer a few times today. In case someone has the very first version you should download and patch again. There were a few bugs. Mostly dialogue windows "spilling over" to the black portion of the screen in the bottom, which should never happen.

134
Nuova Traduzione Italiana di Final Fantasy VII


Non-Dialogue Documentation HERE.
(Last update: 20/Jan/2024. Reason: IRO Update.)

Latest Downloads:
  • Installer, translation only (v1.5): HERE
  • Italian High-Res Textures (use with FFNx): HERE
  • 7th Heaven IRO (Translation + Textures) (v1.63): read below for 7th Heaven mod installation
Note: Unless you know exactly what you're doing, do not try to mix the installer version of the translation with other mods. If you want to mix mods I heavily recommend to use 7th Haeven and install both the translation and other mods from that tool.

Requirements:
  • Vanilla Final Fantasy 7 Steam version 1.0.9
  • OR FF7 with 7th Heaven installed
Features:
  • Built upon Reunion R05c
  • Game fully translated into Italian from scratch
  • Additional graphical tweaks and script fixes of my own
  • Compatible with FFNx.
Useful links:

Further Modding:

7th Heaven Installation:
  • Add Catalog Settings > General Settings > Catalog Subscriptions > + > insert the string "iros://Url/https$github.com/Caledor/7thCatalog/releases/download/canary/caledor.xml" > Save.
    Do this to be able to find and download this mod while browsing the catalog within 7th Heaven.
  • For a full high res mod, I recommend the following IRO packages from Satsuki : Battle, Field, Spell, Worldmap, FMV.
  • Always keep my IRO as highest priority (top) in the list.

This project's goal is to retranslate FF7 into Italian using Daniel Burke's Reunion as the English source for the dialogues, while constantly cross-checking with the original Japanese script. For non-dialogue terms I will be reusing official translations as much as possible. My aim is not to have a localization that looks only to FF7 as a stand-alone game, i want it to blend well with the other Final Fantasy games we already have in Italian.

Among the fixes from the original script: Cait Sith has the accent it needs (link to video preview), Reno gets his verbal tic adapted, Red XIII speech pattern emphasizes pre and post Cosmo Canyon... and much more. A few in-game screenshots HERE.

Report any bugs, translation issues and other suggestions in this thread.

Status: Completed
Spoiler: show


    Flevel (overall progress): 693/693 (100%)

    ff7.exe: Completed
    Kernel.bin: Completed
    kernel2.bin: Completed
    scene.bin: Completed
    world_us: Completed
    movies: Completed
    minigames: Completed


Changelog:
Spoiler: show

    0.25a - Translated until the World Map.
    1.00 - First full release.
    1.01 - Fix Forgotten capital hang. Minor changes to a few dialogues.
    1.02 - Added italian magic.lgp.
    1.03 - Fixed in-battle help text spillover.
    1.04 - Finished proofreading playtrough of disc 1.
    1.05 - Finished first proofreading playtrough. Updated ending2 video.
    1.05a-b - Various minor fixes, tweaks and corrections.
    1.06 - Fixed help text & action box flickering in battle.
    1.07 - High-res jenova_e video.
    1.08 - Names of a few NPCs changed.
    1.08a - A few dialogues updated following R06b release.
    1.08b - Minor text fixes and minor script fix at Chocobo farm.
    1.09 - Bugfixes: Text against Sephiroth rinato, command name bar in battle, missing italian textures.
    1.10 - Text update due to the release of FFVII: Remake. Fixed "Limite di !" bug in the very last battle. Fixed middle character's name disappearance when healing with magic outside of battle.
    1.10a - Field names length bug fixed.
    1.10b - Final (?) Cait Sith proof check. Big props to Kuraudo.
    1.11 - Chocobo minigame texture fix.
    1.12 - Chocobo sex display bug in the bottom right box fixed. Ghost cursor in the materia menu (Esamina -> Magia/Invoca/Nemitec) fixed.
    1.5 - First version compatible with FFNx. IRO containing Menu, Prelude and Magic high res textures released.
    1.6 - IRO Updated. 60 FPS Compatibility, thinner box borders


Credits:

- Daniel Burke for:
   Reunion, Exe documentation, various editing tools, Ochu, BoxFF7: http://ff7.live/

- SadNes City Translations, authors of the first FFVII PC Italian localization
   http://www.sadnescity.it/traduzioni/ff7/ff7.php

- Luksy for:
   touphScript: http://forums.qhimm.com/index.php?topic=14914.0
   lgp/ulgp: http://forums.qhimm.com/index.php?topic=12831.0

- Myst6re for:
   Makou Reactor: http://forums.qhimm.com/index.php?topic=9658.0
   Vincent Tim: http://forums.qhimm.com/index.php?topic=15404.0
   Kernel2 compressor: http://forums.qhimm.com/index.php?topic=17024.0

- sithlord48 for:
   Black Chocobo: http://forums.qhimm.com/index.php?topic=9625.0

- satsuki for:
   Main author of SYWV5: http://forums.qhimm.com/index.php?topic=20434.0
   Upscaled ending2 video, gave me permission to include high-res textures from his pack into my own for consistency.

- Aavock for:
   Aavock UI 1:1Remastered: http://forums.qhimm.com/index.php?topic=20331.0
   Greatly contributing to SYWV5, original author of some of the high-res textures included.

- 7th Heaven for:
   JordieBo prelude font: http://forums.qhimm.com/index.php?topic=19533.0 (old thread)
   Magic tarot png textures

- Panteleimon for:
   ZomiPlayFont UI: http://forums.qhimm.com/index.php?topic=19863.0

- Kuraudo. for:
   Major help in post-release proof checking. Upscaled jenova_e video: http://forums.qhimm.com/index.php?topic=19493.0

- usb for:
   Translated prelude and magic png textures

Special shoutout to Tim Roger's "Let's mosey", an amazingly educational and entertaining video series about FF7's translation mistakes.

135
https://ja.wikipedia.org/wiki/%E3%83%AB%E3%82%AF%E3%83%AC%E3%83%84%E3%82%A3%E3%82%A2%E3%83%BB%E3%83%9C%E3%83%AB%E3%82%B8%E3%82%A2

There's Lucrezia as a kana spelling.

Wanted to point out that the change from Lucretia to Lucrezia is just a sign of time passing. With the fall of the Roman Empire, Latin evolved into "Volgare", and the "Lucretia"s became "Lucrezia"s.

Lucrecia is the spanish equivalent for that name, but in japanese it's usually rendered as ルクレシア, Rukureshia.

136
Can confirm. Both latin Lucretia and italian Lucrezia have the same pronunciation and become Rukuretsia in katakana.
Lucrezia is also how it's pronounced in english Dirge of Cerberus by the way (despite still being Lucrecia in written form).

137
You can't reply in a retranslation project that something is "translated wrongly" without saying why or how. It just sounds like a baseless complain to something you don't like.

138
Se avete bisogno di una mano fatemi sapere.

Credo di poterlo aiutare. Ho usato spesso la Hex_Documentation che DLPB aveva pubblicato per modificare le finestre a mio piacimento per tradurre Beacause in italiano.

E a proposito... tu parli italiano? Cioè seriamente? Com'è possibile che seguendo il lavoro di DLPB per anni per cercare di tradurlo non me ne sia mai accorto?

139
Hi usb.

I tried to send you a private message but i couldn't (you might want to check your settings) so i hope to reach you through this.
I'm an italian modder too and i've tried for the past few years to fully retranslate FF7 using DLPB's Beacause. You can easily find your my project searching for "caledor ff7" on google. The only thing left to do for me is to translate dialogues so yeah, i've already adjusted every window that required a fix and among them there was the shop menu one. Please reach out to me, either through PM here or trough my project page.

140
Solved: must export from Vincent Tim as bmp, edit file with Usenti and reimport with Vincent Tim.

141
Hi guys

I'm having issues with editing the "btl_win_X_Y" tex files from menu_us.lgp on the Steam version of FFVII. No matter what i do, when i reimport the tex back into the game they are always screwed up. Here's what i tried so far:

Omega: damages texture on import
Img2Tex: doesn't import the palettes. Can work with character pictures, not with btl_win_a_h and the like.
TexTool: same as Img2Tex
Vincent Tim: finally a tool that works with palettes, but colors are screwed up after import.

During the editing phase I tried: Usenti, Paint.net, MS Paint and Photoshop.

I really don't know what else should i try. Someone that tried modding the menu lgp of this game can tell me the tools they used and if they experienced similar issues?

Thanks in advance.

142
Aerith on Cargo Ship
Quote
But I really want to ride on it,
  even if it’s just the once
Shouldn't it be "just once"?
Never mind that, i was wrong.

143
Ahah, nice then! I'll leave it like that as well.

144
And... sorry for double posting but what about the one in junpb_3 saying "Wakame! Wakame!"?

145
Oh, my bad, i completely missed that. Thanks!

146
Another dialogue related question. East Junon Weapon Shop jun_w
Quote
The machine’s been actin’ up
  ever since that Weapon got to it!
which machine? weapon damaged it?

147
Mine is 15.540 bytes. I'll try again with yours (have to install again to grab it) and tell you know if it works.

148
Nope, clean install with 2012 version and only moved kernel2.bin

149
I didn't.  This forum (Covarr) changed it.  ;D

@Caledor.  The 2012 version IS Aali's driver.  So it should have the limit breaker.
Well, i installed 2012 version and moved only kernel2.bin (edited with TS, fully working with 98 + driver) and it crashes.

150
About kernel2.bin size limit, i know that aali's driver removes that and he posted this years ago. can't we apply a similar workaround for 2012/steam version too?

Pages: 1 2 3 4 5 [6] 7 8 9