Editing first post for ease of use:
Version History:v0.19: Fixed hunt descriptions/status. Doesn't always look really nice, but
at least it is all visible now. Did some simple automatic text
rewrapping. If anyone wants to do it by hand, contact me.
Some minor changes in the patcher. Hope this will fix the "couldn't
write section" problem that some people had reported.
v0.18: Fixed some license related stuff at Sandsea.
Added missing guest info displayed just after Amalia joins the party
as a guest in Garamsythe Waterway.
Corrected or changed names of many items (thanks DarknessSavior and
Tauwasser).
Fixed some magic desctiptions.
Fixed some gambit names and gambit descriptions.
Fixed some item descriptions.
Fixed garbage characters displayed in menu after elemantal icons.
Fixed wrong word order in equipment desctiptions "SapImmune:",
"Poision, CurseEquip", "WaterHalf Damage:", etc. This one was actually quite tricky.
I had to make some neat assembler hack to make it work properly and not screw
everything else (if done the easy way, it would completely block most of the menus,
so they would be greyed out). Good thing is that I used some internal mechanisms,
so I didn't have to rewrite all the print functions (hehe, I have already rewritten
some of them, but then I found an easier way).
v0.17: Fixed some additional fmv problems that occurred if FF12UK was used as
text donor.
Fixed some text/audio desyncs that occurred if FF12UK was used as text
donor.
The new game shouldn't freeze anymore if started in 16:9 mode (temporary
solution, in fact I just reverted one of the changes).
Fixed a bug that made it impossible to obtain some magic spells if the
jars in Royal Palace were opened.
v0.16a: Replaced one japanese file that accidentally got into the patch instead
of the english translation. Fixed bug in Strong Mode text.
v0.16: Fixed freeze in Necrohol of Nabudis (Door of Despair bug).
Fixed some buy/sell messages.
Added some some missing window title headers (INFO, WARRNING, etc.).
Added some missing translations regarding Trial Mode, Strong Mode,
Weak Mode and other minor texts.
Fixed location names (mostly Pharos and further).
Corrected some names and descriptions (thanks DarknessSavior for class
info translation) - they're not final yet.
Tracked and patched over 1000 images. Now all most important images
should be in english (or whatever language version you used - except
for the ones I had to edit manually as they will always be in english).
This includes Marquis Halim Ondore's memories, hunt starts and ends,
city names, dates, battle messages, espers and many, many more.
For full changelog see readme.txt.You can get the new version here:
http://www.ff12.pl/down/zjs_eng_patcher_v019.zip==============================================================
Some time ago I started Final Fantasy 12 polish translation project. As a side project, I started FF12Int:ZJS conversion into English. First alpha version is already available here (87kB):
http://www.ff12.pl/down/zjs_eng_patcher_v01.zipThe patcher requires you to have both ZJS version and NTSC U/C version (though, PAL UK or other PAL versions should do just fine, including German, Spanish, etc. - but the patcher was not tested that much with anything else than American version). ISO images of course.
Most (say 99.9%) of dialogs are already there. It's not that nice with all the other texts, but there still is over 95% already converted.
Once everything is more or less stable, I'll need some help of American language native speakers to either help me translate the exclusive ZJS Japanese text into English or translate "my English" translation into proper English (I would prefer the first choice, as my Japanese sucks the big time).
I published some info on the project last week on psx-scene forums (
http://psx-scene.com/forums/showthread.php?t=62222 ). But to summarize it. There is not much of problems with this. I didn't find (yet) how to change "space" width (there is no problem with changing widths of ordinary characters, as they're stored at the beginning in the font file, but since space is not a character, I just have to find the code that's responsible for the printing and change the offset used when space is recognized).
Everything else should not be a problem, since I coded tools for any important part of the game hacking (packers, unpackers, compressors, decompressors, text editors, image converters, etc.).
I had some problems with two files, that were freezing the game after conversion. Changed both to comply with the new rules. Had to change a lot in "battle log" file. It's related to the game script (game assembly). My guesses were as follows:
Just pasted text from another forum.
==================================================================
There was a problem with "battle log" texts. It seems that something has been changed in the game script. For example - in english version there was something like:
On script side (probably):
stackpush enemy_name
stackpush char_name_pointer
move a_or_an, val
move var0, item_name
display battle_log, steal_succ
and in the text:
{stackpop} stole {blue}{a_or_an}{var0}{white}
from {gold}{stackpop}{white}!
Yet in the ZJS we have something like that on script side:
stackpush item_name
stackpush enemy_name
display battle_log, steal_succ
Which will produce text like:
Wild Saurian stole {nothing_here}
from Potion!
Quite funny itsn't it? But it's not only that. If you don't use all the variables on stack, the game will freeze, if you will pop more variables than there are, the game freezes (it's obvious in case of stack, though).
So I had to change a lot of battle log texts. This particular text I changed to:
Stealing from {gold}{stackpop}{white}:
{blue}{stackpop}{white} successfully stolen!
Which produces:
Stealing from Wild Saurian:
Potion successfully stolen!
Though, most of the script part is just guessing, as I didn't hack the gamescript yet.
===================================================================
Here is the simple readme.
FFXII Int: ZJS English Conversion Patch by ffgriever v0.1
Usage: zjs_repack [-h][/?] [image_eng [image_zjs [image_output]]]
You can just make sure that you have "ff12us.iso" and "ff12zj.iso" in the
same directory as the main executable. Then just double click the patcher
and wait until it's done. You can specify the required filenames, if you
want to (you can specify only the first one, first two or all of them).
The default output file is "ff12engzjs.iso".
MAKE SURE YOU HAVE ENOUGH FREE SPACE OND HDD AND THAT YOU HAVE READ/WRITE
PERMISSIONS. MAKE ALSO SURE, THAT THE "TEMP" DIRECTORY IS IN PLACE, AS WELL
AS ADDITIONAL, MODIFIED FILES. IT'S ADVISED TO LOG THE PATCHING PROCESS INTO
A FILE.
Glitches I know about:
1. No FFXII ZJS exclusive texts are yet translated (so you will see just some
garbage).
2. There is no Tomaj's licence tutorial in the sandsea.
3. Some minor texts (NAME, QUANTITY, TOTAL, etc.) in menu are in japanese.
4. Some texts in menu (like bestiary and hunt descriptions) look like crap.
This will be fixed once I'll find how to change the witdh of "space".
5. Some battle minor texts were not translated yet.
6. Images were not translated yet.
Please report if you found any other problems (though, I'm most interested
in freezes and misplaced dialogs right now).If the process is interrupted for some reason, make sure you deleted everything in your temp directory.
Anyway... Even though it is an early alpha release, I would be glad if some of you would like to help me in testing (I just patch the game with my autounstutter patch and test it in hdl). I'm searching right now mostly for game freezes and misplaced dialogs (different dialog displayed than should be). If I'm the only one to test it thoroughly, the testing will take half a year or so (I don't have that much time to spend on it).
Best regards.