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Messages - Thestrifeisrife

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1
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-06-16 01:22:08 »
yes but ffnx music's fix also works

2
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-06-15 21:00:14 »
You don't NEED it but I'd use it anyway since the music is higher quality than the ogg files the PC version uses.

3
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-06-14 21:04:27 »
You retained the translation of ノルズポル (Noruzuporu) as "Knowlespole", but it's meant to be the Icelandic for North Pole. It should be Norðurpóll (nominative) or Norðurpól (accusative). If you look this up in Google Translate you'll get Norðurpóllinn, but that is the nominative definite article form. Icelandic generally doesn't use the definite article (it's mostly used in poetry) and it has no indefinite article. "The" North Pole is a proper noun in English so it's always considered to have the definite article which is the reason for GT's mistake.

The problem is that the FF7 font doesn't have the eth character (ð/Ð) :P. I'd suggest Nordurpóll, Nordrpóll, Northerpóll, or Norsurpóll. Square Enix's English style uses Midgardsormr and Nidhogg which are anglicized versions of the Old Norse words (Midgardsormr is anachronistic though). Their katakana spelling is from the Icelandic though so with that in mind Nordrpoll or Nordpoll could work. Alternatively you could modify the font :evil:.

Icelandic wikitionary entry. It's in Icelandic so the declension categories are below.

Eintala:SingularFleirtala:Pluralán greinis:no articlemeð greini:definite article
Nefnifall:Nominative caseÞolfall:Accusative caseÞágufall:Dative caseEignarfall:Gentive case

Hello. This is really interesting. We were never sure what to make of "Knowlespole," so this makes a lot of sense. Until we see if and what FFVII Revelation does, we're choosing to take your suggestion and use Nordrpoll. Thanks for the insight!

4
With the latest update to 7H I was able to implement the field fixes in SAC natively. I think it's still worth keeping in this mod as well though because otherwise ESUI would overwrite them when active.

5
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-01-18 02:58:45 »
This is a stupid question, apologies, but with the Shinra Cut mod, why did they fix the W-item glitch? Is there a way I could convince them to release a patch without the fix?

It's not fixed in the PC version of the mod, but the guy who ported the translation to PSX applied a few other common bug fix patches as well because "all the other FFVII rom hacks do it," which I'm not very happy about. Apparently it would be a very big pain in the ass to undo now so that's how it is.

EDIT: Okay he actually just did a patch to un-fix it. There we go.

6
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-01-17 15:20:19 »
There's now also a patch for the PS1 disc that lets you play it with SAC's retranslation (no cut content):

https://www.romhacking.net/hacks/9352

7
FYI in my latest update I've made all the SAC FMV related options in Harmony be tied to the corresponding options in SAC to avoid any confusion (as in, setting them in SAC will also set them in Harmony if they're both downloaded and active). This does mean the settings will need to be set in SAC rather than Harmony, but I did add a new option in SAC to accommodate the custom version of the ending you did to compensate.

8
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-01-02 23:28:02 »
SAC is primarily made by editing chunk 1. I made the thing, I'd know lol. What you saw was the flevel folder in "main content." That's where the other chunks are still stored, and used to be where the chunk 1s were stored as well, but after introducing controller icon support the chunk 1s get stored in the folder for that option instead, which is under "gameplay augmentation." SAC's file structure really wasn't made for anyone but me to see so it is not super well organized lol.

9
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-12-31 03:27:57 »
Any mod that edits a chunk is inherently incompatible with any other mod that edits that same chunk. Such is modding FFVII lol.

10
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-11-29 15:59:05 »
Due to the fact that decent chunks of the cut content weren't translated by the original translation to start with (Honeybee Inn especially), from a certain perspective that wouldn't be possible at all lol.

But yeah, while I appreciate that there are people who would want the cut content without the retranslation (you're not the first one to ask) at this point it wouldn't really be feasible to do. SAC is already like five mods wrapped up in a bundle, including two full-game mods (vanilla and arch mode, which are then further sub-divided into versions with and without controller icon support), so in order to do cut content without the translation I'd have to manually go through and re-apply the original translation to the cut content files and start maintaining a third version of the game, which frankly I do not want to do.

My concession to people who want the nostalgia hit was the "Cultural Heritage" bonus option, which reverts a few memorable things from the original translation (i.e. "this guy are sick"). Our main script also just keeps a decent few of those as-is (crispy critters, "is that some kinda disease") just because we liked them lol. I guess I don't mention that option in the OP actually, should add.

11
Oh nice, you finally released this.

12
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-10-16 18:32:37 »
There isn't actually a "Test 3" enemy so I don't know what model it uses. There's a pyramid in its corresponding enemy model slot so it probably existed at some point, but I don't have the means to unpack JORG and see what the actual enemy model would be before they all got swapped with pyramids.

If you unpack the latest SAC build and go into main_content\gameplay_mode\Cut Content On\battle, you can find all the models and animations in there. Just use those for your 60fps interpolation.

13
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-10-04 00:40:23 »
The project file for the video is on my old computer which is sitting in a storage unite currently so i can't check what the fonts were, sorry. You don't have to match it exactly perfectly though.

Anyway, I've done a few more updates recently. Mr. 4-8 Productions has been streaming SAC and made me aware of some enemy AI issues I didn't know about, and Sega Chief was willing to fix them for me. Normally that sort of thing wouldn't apply to vanilla mode but making it Arch mode exclusive would have been a ton of trouble, so everyone gets those fixes. Rude no longer gets brain freeze in the Relnihka fight, you can use a gold needle on gargoyles to defeat their first phase, and a bunch of other minor fixes.

14
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-25 10:43:34 »
Those two text entries aren't used on that map so it makes no difference. The player will never see them.

15
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-19 02:22:41 »
Okay new version is out.

I finally got around to adding NPC mouths to the facial animation system, meaning they can toggle between closed and open mouths. This will fix the infamous :O mouths they usually have, as I used the mouth replacer mod as a basis to give them all closed mouths and converted their default :O mouth textures to be their "mouth 2"s that are only used when I specifically set the NPCs to open their mouths (usually in scenes where they laugh or yell).

Also, @Chthon, this means you can re-fix shinra office map with this change (I had Palmer open his mouth in the scene where they find President Shinra dead that's why it changed). You have my permission to release your SAC 60fps fixes mod. I think it's less of a headache to just keep it separate because I don't find the hacky solution to detect if 60fps is active on my end very reliable. Just do me a favor and unpack SAC and find the "60fps fixes" folder and include everything in that too (it has 60fps interpolated animations that are unique to SAC).

EDIT: oh the FMV fonts. Opening FMV uses Helvetica Nueue Light STD medium condensed and bold condensed for the main text, and I think Times New Roman for the dates. jenova_e also uses helvetica nueue light std medium condensed. I forget what I used for the ending, do whatever you want there. If you want to use different fonts though that's okay. Also you can capitalize promised land.

16
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-06 18:33:16 »
Okay that's a lot to respond to.

I've changed blin70_2 since the last update so that will need to be redone, but maybe I could arrange for the rest of these to be added to the 60fps mod in a new SAC setting. There are also issues with Test 0 since the animations for it in 60fps are for the pyramid version.

Honestly if you're not doing my intros anyway, I don't want your upscales. It would just be inconsistent at that point. Maybe you can convince Satsuki to add them as an option in his mod instead. Capitalizing Lady Luck is fine btw.




17
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-02 18:49:47 »
FYI: The download for v1.3291 is corrupted.

Also, do you know how to contact htp314? The latest Ninostyle Fixes (v2.2) messes up Vincent's 60fps battle animations.

Edit: A couple more questions:

- 60/30 Gameplay has some field animation fixes, but cautions that they're likely not compatible with translation mods. Are these fixes incorporated into SAC? Is compatibility OK if SAC has higher priority than 60/30 Gameplay?

- I applied your retranslated subtitles to SYW's latest generation of upscaled videos. (With some help from Satsuki getting a clean enough copy of Jenova_E to remove the existing subs.) Would you be interested in using these?

- About that troublesome line in Ending2, how about "Yeah. Let's go meet there."? That preserves 会うwhile eliding its direct object by substituting an adverbial phrase, and sounds fairly natural.

Upload is fixed now. I think I must have thoughlessly closed filezilla before it finished uploading lol. And I can pass that along to htp314. [EDIT] He says it's fixed altready in 2.3
.
- SAC does not incorperate those fixes, no. frankly I'd rather the 60fps mod accomodate it with a SAC setting, which could also fix some of the other issues 60fps creates with it, but I'm not sure those guys are around anymore.

- Our version of Jenova_E is already upscaled so I don't need that but I wouldn't mind the opening variants and ending variants if you've got them, as long as they're still the original framerate (higher FPS versions should be added to that mod instead imo). I was thinking the quality looked poor on our version of those. Also if you do want to give us them, please change it from "O, lady luck" to just "O lady luck" on Cid's line. That's an edit I've had in the docket for a while.

- I can ask Turq but I think he has it where he wants it. [EDIT] Yeah he doesn't want to change it. Hope is that Remake 3 gives us an excuse to have a less literal translation anyway lol.

18
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-01 16:50:04 »
Like?

As far as the materia growth thing, it's because SAC changes the text to say "Materia Growth" when the vanilla game just says "Growth". ESUI's rearranged menus doesn't account for this. It expects it to just say "Growth" like the regular game does and spaces it accordingly.

But I'm not aware of any other issues...
Might not hurt to have a thing for the placement of that text like you do for the menu width, at least under the hood if SAC is being used. Otherwise I think Chris and I worked out most of the major kinks with SAC and ESUI, unless there's something else I don't know about.

19
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-08-02 19:03:47 »
Upload got corrupted. It's fixed now.

20
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-07-09 22:31:31 »
Multi-linked slots option doesn't seem to be working. I'm not seeing the changes in weapon/armor slots. I have Postscriptthree's Gameplay Tweaks (Version 1.56)
I messed up the file path for it when i added Cultural Heritage Mode. It's fixed now in version 1.321.

21
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-07-03 15:17:04 »
I'm playing this right now and love it so far. But I just ran into a major bug. When you go up to the 68th floor of the Shinra Building without having the Keycard you get stuck there. You can't leave the Stairwell because you don't have the Keycard and if you try to go back down the stairs the escalator automatically takes you back up. It completely softlocks your game. I wonder why nobody mentioned this before since a lot of people probably go up there to get the Hardedge.

I think this bug has something to do with a different mod rather than SAC itself. I've had it reported a couple times but I've never been able to replicate it.

22
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-05-19 15:25:35 »
Updated to version 1.315

Changes:

  • Removed a few instances of the word "fuck" in the script. I know people were mostly fine with them but the fear of the project being perceived as juvenile got the better of us. There's still two instances in places we feel it's appropriate.
  • Expanded "This guy are sick" option into "FFVII Cultural Heritage Mode" option that adds back even more strange lines from the original script.
  • Changed line in the cave with fire in Wutai so Cloud says "crispy critters" as in the PS1 translation because funny. This is a main script edit and not part of the aforementioned Cultural Heritage Mode.
  • Update dancing Vincent graphic.

23
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-05-03 03:27:37 »
There's hasn't been any one big update in a while, but I've released a bunch of micro updates over the past month that I've neglected to mention.

Added some content from the FFVII Sampler demo from March 1996, spruced up some textboxes a little (mostly adding spaces after ellipses or adding new commas), and I fixed a bug with the base PC port of FFVII in the big scene in the Northern Cavity where you're supposed to see Sephiroth flicker on screen briefly but his model isn't placed in a spot where you can see him.

24
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-04-21 03:53:38 »
Yeah, I couldn't replicate either. So it probably was one of those random occurences.
But I did just run into a new bug.
After finishing Rocket Town's Huge Materia mission, when on the Highwind during the break in the next cutscene, if you try to leave the screen instead of talking to Red XIII, when he talks to trigger the next scene, Cloud tries to run into position and gets stuck on Cait Sith or the Highwind Pilot (depending on where you tried to exit) and it leads to a soft lock. It's a glitch most people won't run into since they'll talk to Red instead of leaving, but I wanted to see if you'd be allowed to leave lol.
I always exit the map from the bottom so I never encountered this lmao. I've released a new version that fixes the issue.

You're not supposed to be able to progress the scene by talking to red though. Did you?

25
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-04-19 01:08:48 »
Enabled XXXXXXX lives!
Was confused when the scene happened
Came here and read through to realize I fell for some funny trolling. Kudos lol


Edit: Got a infuriating crash just now after giving the traveler wife's the letter and returning to Gongaga. The moment I entered Gongaga, I got a crash. Hadn't saved in awhile so I'm a bit upset, but yeah. The mods I have are PostScripts, Gameplay tweaks(only Tifa YEAH! Always turned on), the Cosmo mods, and the High Detailed World Map mod

Sorry about the crash. I tried to replicate but it didn't happen when I did it. May have been a freak occurrence. Anyway, you don't need to go back to Gongaga after delivering the letter, he won't be there anymore.

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