Author Topic: FFVII: Shinra Archaeology Cut  (Read 154151 times)

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #125 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.

Chthon

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Re: FFVII: Shinra Archaeology Cut
« Reply #126 on: 2025-10-14 14:05:44 »
"Restored Test enemies' models from JORG, meaning they are no longer all pyramids."

What animations should I use for them for 60fps?

The best list I can find via googling is:
Test 0 = Guard Hound
Test 1 = Grunt
Test 2 = Deenglow
Test 3 ?
Test 4 = Hedgehog Pie
Test 5 = Serpent
Test 6 = Adamantaimai
Test 7 = Grosspanzer A
Test 8 = Grosspanzer B
Test 9 = Grosspanzer C

Edit: And which Grosspanzer is which? 7=big;8=small;9=mobile?

On the video front, I've worked out how to reproduce the beta text crawl pretty closely. I've just been delayed by some ongoing family stuff.
« Last Edit: 2025-10-14 14:37:08 by Chthon »

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #127 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.

Chthon

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Re: FFVII: Shinra Archaeology Cut
« Reply #128 on: 2025-11-20 04:50:59 »
Alright, fun and exciting times!

HERE are the 15fp FMVs with SAC subtitles over the latest SWY upscales. Includes Opening-beta, Opening-demo, JenovaE, Ending2-standard, Ending2-storyboard. Unfortunately, the download link expires in a week. Please let me know to reupload if you miss it.

HERE is my "compatibility pack" mod with 60fps fixes for SAC, 30fps versions of the same videos, and some other goodies.

And HERE is the github with the notes, scripts, etc. used to make my mod. These should prove useful if you ever want to move the 60fps fixes into SAC itself, or redo the movies, or whatever.

Re: FFVII: Shinra Archaeology Cut
« Reply #129 on: 2025-11-24 14:05:00 »
It says in the OP that the mod was made to accomplish two things, first a retranslation and second restoring unused content. We're currently able to have the retranslation without the cut content, but are we ever going to be able to do the inverse -- restoring the cut content with no retranslation?

I can appreciate the effort put into the retranslation, and it looks very well done, but honestly I've never had an issue with the original game's translation, even if it is inaccurate or inconsistent with later games, so I'm not very keen on changing it if I don't have to. I do, though, really like the idea of being able to play through cut content like the famous extended Honey Bee Inn scene.

I understand that, with a project of this scope, there's probably a lot involved, so I understand if that's not really feasible to do, but I figure it can't hurt to ask

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #130 on: Yesterday at 14:59:05 »
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.