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Romhacking => Personal Projects => Topic started by: Green_goblin on May 10, 2015, 05:17:00 pm

Title: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 10, 2015, 05:17:00 pm
As I said some months ago, I decided to port the retranslation of the PC version into the PSX.

This is where it all began: http://forums.qhimm.com/index.php?topic=14914.0

After hours and hours of hard work, let me show you the result:

(http://www.romhacking.net/translations/psx/images/2340screenshot4.png)

(http://www.romhacking.net/translations/psx/images/2340screenshot1.png)

(http://www.romhacking.net/translations/psx/images/2340screenshot3.png)

(http://www.romhacking.net/translations/psx/images/2340screenshot2.png)

Credits:

Quote
Manager
    DLPB

Translation
    Luksy [693/693 maps, and non-dialogue]

New Localization
    DLPB

Original Localization
    Michael Baskett

Proof Checking and English Consultant:
    Covarr

File Editing
    DLPB, Luksy

Non-Dialogue Quality Assurance
    DLPB, Luksy, Defade, Herman, Ragnarok2040, JeffreyATW

Scottish Proof Check
    Prince Lex

Testers / Additional Proof Checking
    DLPB, kalkano, Green_goblin, JeffreyATW

And
    All those who have helped on Qhimm forum.


Donwload the PSX patch (1 April 2016) [R04c version]:

Mirror 1: Download (http://www.mediafire.com/download/lf0l1q6ht59k60a/Final_Fantasy_7_%281_April_2016%29.zip)

Mirror 2: Download (https://drive.google.com/open?id=1zFnaD2npwVKL04Pp2EQkJOFRAX4vuHvt)

You will need the original US version with the correct size and CRC-32:

Quote
Disc 1 (SCUS-94163): 747.435.024 bytes
CRC-32: 1459cbef

Disc 2 (SCUS-94164): 732.657.408 bytes
CRC-32: a997a8cc

Disc 3 (SCUS-94165): 659.561.952 bytes
CRC-32: 1c27b277

If you don't have the original ISOs please contact me using the contact form of my blog:

http://ff7translationproject.blogspot.com

I tested the game and everything is ok, but please report any bugs, dialogue issues, windows positions, spell errors, etc.

Meanwhile I'll try to send this into the "News" section.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Pennywise on May 10, 2015, 05:25:02 pm
Now, this is cool, but since this uses the US version as a base, does that mean that some of the content in the International version is not in the patch? Like I recall those dog bosses in the desert were removed from the US release.

Also, does this retranslation fix the W Item error? In Japanese, W is used for Double...
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 10, 2015, 05:29:24 pm
Now, this is cool, but since this uses the US version as a base, does that mean that some of the content in the International version is not in the patch? Like I recall those dog bosses in the desert were removed from the US release.

Also, does this retranslation fix the W Item error? In Japanese, W is used for Double...

The content of the International version is not in the patch. I don't have the International version but I do own the US version, that's why the patch is based on the US version. Are there many differences between the two versions?

And yes, I corrected the W-Item bug and the Spirit fix bug, and the infinite Elixir bug in the Ice cave and many many other bugs.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: vivify93 on May 10, 2015, 06:17:18 pm
Ah, so this uses the PC version's retranslation as a base? Meaning it doesn't use official Square Enix continuity. I know Marlene was called Marin in that. I appreciate the effort! :)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SunGodPortal on May 10, 2015, 09:16:28 pm
Did you change the music any? I remember thinking that with the Yamaha XG stuff or whatever installed (that came with the game) the PC versions sounded SO much better (unlike with the standard midi versions, which sounded worse than the PS versions). I've been wanting to hear those exact versions again. Problem is, Yamaha seemingly abandoned that program years ago and it doesn't appear to be compatible with newer versions of Windows. So now every time I hear those songs I think "This just doesn't sound like it's supposed to".
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on May 10, 2015, 11:11:16 pm
Woohoo!  That's awesome that someone finally fixed FF7. I can't wait to try it out. This guy are been sick for far too long.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 11, 2015, 05:31:48 am
Did you change the music any? I remember thinking that with the Yamaha XG stuff or whatever installed (that came with the game) the PC versions sounded SO much better (unlike with the standard midi versions, which sounded worse than the PS versions). I've been wanting to hear those exact versions again. Problem is, Yamaha seemingly abandoned that program years ago and it doesn't appear to be compatible with newer versions of Windows. So now every time I hear those songs I think "This just doesn't sound like it's supposed to".

No, I didn't change the music at all, sorry. I don't know if that's possible in the PSX version.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bregalad on May 11, 2015, 06:26:03 am
Did you change the music any? I remember thinking that with the Yamaha XG stuff or whatever installed (that came with the game) the PC versions sounded SO much better (unlike with the standard midi versions, which sounded worse than the PS versions). I've been wanting to hear those exact versions again. Problem is, Yamaha seemingly abandoned that program years ago and it doesn't appear to be compatible with newer versions of Windows. So now every time I hear those songs I think "This just doesn't sound like it's supposed to".
With PSX's FF7 sound engine it's impossible to make it sound (significantly) better. Most PSX games that use sequenced music write to sound RAM before every new song. However, FF7 only writes to it at two times:
1. When the game boots
2. In the cutscene before the final battle, voice samples are overwriting the last part of sound RAM (and it remains overwritten during the whole ending)

Since there is limited room in sound RAM and that it has to hold all the instruments for the whole game, the instrument's quality is poor. In the japanese FF7 demo, we can hear a couple of songs with better instruments (because the soundtrack wasn't finished so they needed less instruments, meaning more space for them) and it indeed sounds much better.

The only way to make a PSX version of FF7 with better sounding music would be to completely change the sound engine to be more like other PSX games where samples are loaded on song change, or to use Grandia-style streaming that supports disc access while streaming music. Both would be major changes to FF7's engine that would require much hacking skills.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on May 11, 2015, 10:37:50 am
The content of the International version is not in the patch. I don't have the International version but I do own the US version, that's why the patch is based on the US version. Are there many differences between the two versions?
Other than menus using different font sets (US just defaults to 12x12 all the way) and dialog strings having a reworked order, they are pretty much identical. As a matter of proof-fact, you can enable back the original Super Nova in any western edition just like you would on International.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on May 11, 2015, 10:57:10 pm
What was the difference between the Supernovas, anyway?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Seihen on May 12, 2015, 05:31:10 am
What was the difference between the Supernovas, anyway?

I believe the Japanese version was shorter. Here it is on YouTube

J -- http://youtu.be/aldmGmAYSW0?t=1m28s
E -- http://www.youtube.com/watch?v=hTc9sLmOR0A
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Rodimus Primal on May 12, 2015, 07:47:22 am
Is there a list of any of the changes made. Translation aside, I'm curious about character, item, and spell names.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 12, 2015, 09:08:37 am
Is there a list of any of the changes made. Translation aside, I'm curious about character, item, and spell names.

Yes: https://docs.google.com/spreadsheets/d/1rCfwrvE9jSO_vojc4rq0fOIlyrjj_6MOUlFCLN0VMgg/edit#gid=0

I warn you, it's a huge document.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: AustinCHowe on May 12, 2015, 09:48:06 am
Hi, I just wanted to stop in to say:

I've spent the past 6 months interpreting Final Fantasy VII more or less as though you might interpret a work of literature, dissecting it as a political and philosophical text. I intend to release a series of analytic essays on the game as a book. However, I do not speak or read Japanese. The original ending of my book was a desperate plea for a new translation of the game to preserve this historic game. I thank you, from the bottom of my heart, for managing to get this out before the book was finished. I now have a much more reliable version of the script to work with. Thank you so, so, so much.

You wouldn't happen to have a file that was simply the finished text of the re-translated script would you?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 12, 2015, 10:05:40 am
Hi, I just wanted to stop in to say:

I've spent the past 6 months interpreting Final Fantasy VII more or less as though you might interpret a work of literature, dissecting it as a political and philosophical text. I intend to release a series of analytic essays on the game as a book. However, I do not speak or read Japanese. The original ending of my book was a desperate plea for a new translation of the game to preserve this historic game. I thank you, from the bottom of my heart, for managing to get this out before the book was finished. I now have a much more reliable version of the script to work with. Thank you so, so, so much.

You wouldn't happen to have a file that was simply the finished text of the re-translated script would you?

Download this software: http://lasyan3.free.fr/progs/ff7/Hack7v2_1.zip

Or this one: http://sourceforge.net/projects/makoureactor/files/latest/download

With those software you can open the "FIELD" folder of the game wich contains all the dialogues.

Additionally you can analyze the KERNEL.BIN file of the game with this software:

http://lasyan3.free.fr/progs/ff7/KernelTextEditor.zip

Also you can analyze the file SCENE.BIN with this software:
http://sourceforge.net/projects/proudclod/files/latest/download
It contains the enemy's names and attacks.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 12, 2015, 11:05:55 am
Interesting project.
However, has this patch had any testing on real hardware?
I ask this because the patch runs as expected on ePSXe, though refuses to start at all on Mednafen's PSX core (which has more accurate emulation).

Perhaps this is a fault with the new intro cards?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 12, 2015, 11:10:12 am
Interesting project.
However, has this patch had any testing on real hardware?
I ask this because the patch runs as expected on ePSXe, though refuses to start at all on Mednafen's PSX core (which has more accurate emulation).

Perhaps this is a fault with the new intro cards?

I haven't tested the game in a real PSX and I really doubt it works on a real PSX due to the serious and intense hacking applied onto the game.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on May 12, 2015, 11:20:48 am
What was the difference between the Supernovas, anyway?
Shorter animation, lower damage, different status ailments inflicted. The battle with Sepher Sephiroth plays quite differently, too.

Perhaps this is a fault with the new intro cards?
Sounds like the usual plague with people hacking this game: nobody ever bothers to fix alignment issues. Emulators simply ignore them, but to hardware they are illegal and consecutively fire exceptions that are never handled (i.e. crash). Try the translated game on no$psx and you'll see some basic-to-fix error spawning countless times.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 12, 2015, 11:26:28 am
Sounds like the usual plague with people hacking this game: nobody ever bothers to fix alignment issues. Emulators simply ignore them, but to hardware they are illegal and consecutively fire exceptions that are never handled (i.e. crash). Try the translated game on no$psx and you'll see some basic-to-fix error spawning countless times.

I used Hack7 which handles well the word/dword alignment, and also Makou Reactor which recently fixed the alignment problem.
I used a special patch which allows you to use big SCENE.BIN and KERNEL.BIN files and I suspect that will cause hardware problems:

http://forums.qhimm.com/index.php?topic=11541.0
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on May 12, 2015, 11:32:04 am
If you extend KERNEL.BIN beyond its internal limit the only effect you get is a crash with certain strings and other kernel data overflow, which becomes evident on any platform. SCENE.BIN is mostly the same: it's a segmented file cached on demand, but it makes no difference how much it grows, as long as it stays within the internal limit (again, overflows would appear everywhere). Your problem seems to be somewhere else, but I can bet it's related to alignment. As a matter of fact, my personal version of FF7i (translated and repacked) suffers none of that and it's heavily hacked.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 12, 2015, 11:37:03 am
If you extend KERNEL.BIN beyond its internal limit the only effect you get is a crash with certain strings and other kernel data overflow, which becomes evident on any platform. SCENE.BIN is mostly the same: it's a segmented file cached on demand, but it makes no difference how much it grows, as long as it stays within the internal limit (again, overflows would appear everywhere). Your problem seems to be somewhere else, but I can bet it's related to alignment. As a matter of fact, my personal version of FF7i (translated and repacked) suffers none of that and it's heavily hacked.

Also I remember that the retranslated .DAT files where bigger than the original ones, and probably that causes hardware compatibility problems as well. Anyways it's better to use emulators (quick save states, graphics improvements, etc) so the game not working on a reals PSX is not a big deal  ::)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on May 12, 2015, 11:39:06 am
It's a big deal if you can't use it on everyone's favorite platform: the PSP. Plus most people like to have games on their TVs. Not sure why you wouldn't want max compatibility when the fix is like a 2 minute work.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 12, 2015, 11:42:32 am
It's a big deal if you can't use it on everyone's favorite platform: the PSP. Plus most people like to have games on their TVs. Not sure why you wouldn't want max compatibility when the fix is like a 2 minute work.

The problem is that I'm not a romhacker, I'm just a translator. I spent months and months trying to port the PC retranslation and finally I've made it. Do you want to help me with the compatibility problem?

Retranslated disc 1 and 2 are bigger than the original ISO, disc 3 for some reason have the same size.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on May 12, 2015, 11:44:29 am
I'm sure CUE or any other hacker would be capable and definitively glad to help with the issue. As for myself, I haven't been doing any hacks in years. Then again, I suspect you don't need a hacker to fix it, this is just runtime data issues you can easily detect with no$psx.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 12, 2015, 12:43:15 pm
Retranslated disc 1 and 2 are bigger than the original ISO, disc 3 for some reason have the same size.
For reference sake, the re-translated Disc 3 does start in Mednafen (though I don't have a save to test on that disc).

Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 12, 2015, 04:20:02 pm
I just tested the 3 ISOs with Xebra, which is known to be a super-accurate emulator, just like the real hardware PSX, and they all work well. I never used Mednafen and I do not own the PSP, so I'll wait until someone test the game on the PSP.

PD: The same happens with the emulator "No$psx", all ISOs work well.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SC on May 12, 2015, 04:40:13 pm
Someone should check out the integrity of the YAMADA.BIN file. :huh:

I particularly don't like this translation.
Judge by yerselves!

These same points are also valid on the new Spanish re-translation done on the PAL version by some people known as xulikotony and ortew.

But at least these new translations are better than the original ones. :thumbsup:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 12, 2015, 05:08:12 pm
Quote
It's excessively literal (good localisations are never so literal

It certainly is not.  Liberties were taken where needed and if ours was to be considered literal then virtually every localization would, including the original version. But some examples would be nice, with how you would have done it, as that would be positive criticism and give me a better idea of where your problem lies. 

If this was "excessively literal", I can assure you that the following dialogue would never have happened:

Code: [Select]
“Damn,man! Your face looks like
  a chocobo's arse! You tired,pops?”{NEW}
“Well,you can rest up on the third
  floor if you like.”
Quote
It contains new translation mistakes (seems the translator doesn't know much japanese)

Examples?  Also, the person working with me translated the entire game, works as a translator, and is extremely proficient in Japanese.  He is also working in Japan. Whilst it's possible some mistakes slipped through (a vast minority), if no-one tells us about them, they are not going to get corrected.  Making unfounded accusations about the competence of the translator is not helpful in the slightest.

Quote
Gives me the vibe the translator was somehow biased towards some ideas (judging by the new mistakes introduced)

Well, first you've stated that we are too literal and now you are stating we are biased to "some ideas".  Any non-literal localization is going to have preference bias in text.  You can't have it both ways.  However, I again need examples.

Also, do you speak fluent Japanese?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 12, 2015, 06:20:37 pm
I just tested the 3 ISOs with Xebra, which is known to be a super-accurate emulator, just like the real hardware PSX, and they all work well. I never used Mednafen and I do not own the PSP, so I'll wait until someone test the game on the PSP.
As I understand it, Mednafen has surpassed Xebra in recent years, in terms of accuracy.
Though with the above being said, I just tested the patch on the PSP and Disc 1 loads fine...

Any brave soul care to put a CD-R's life on the line to test this patch on a real PS1? I would do it myself, but my PS1's lens died years ago. 
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Seihen on May 12, 2015, 06:31:16 pm
Ouch... getting a little defensive about some criticism over the translation, are we? Not that I don't agree that examples would be nice when making statements, but on the other hand, it's worth at least considering the criticism before getting butthurt.

Though I haven't played the retranslation (nor do I have any intention to), I would like to stand up for it a bit due to a common misunderstanding I run into from other people. I've played through FFVII entirely in Japanese (once entirely through and then again through disc one) and in English (countless times).  When I played through the game over and over in English as a child, I kept feeling like I was just barely missing out on some truly amazing and deep plot points that were obfuscated with a clunky translation.  As I got older, learned Japanese (yes, I also live in Japan, work in translation, and am 'fluent,' so let's not go there), I ran across a disturbing reality:  the Japanese version itself isn't actually all that much deeper and also is full of dull, stilted dialog.

Don't get me wrong, it's still an awesome game and the English translation was awful.  But the Japanese writing for FFVII isn't gold itself, so sometimes a translation of it into English (which sounds dull or unnatural because the Japanese was dull or unnatural) comes off as a mistake of the translator.

That said... I don't think putting "Damn man! Your face looks like a chocobo's arse!" is proof that you are a good translator or localizer. Cursing -- especially unnecessarily --  is the J2E work of kids. I'm sure you have better examples to show off your work.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 12, 2015, 07:48:13 pm
Criticism without any substance isn't constructive. There is nothing wrong with criticism if comes with evidence and a suggestion of how to fix the issue.  Asserting things as facts without evidence, and slagging the translator off in the process, isn't it.

If you think that behaviour is okay, I suggest you address that issue with yourself.

My example wasn't even trying to "show off" the work.  Read the post again, I make the reason very clear.

Your post is precisely the reason I decided to base the translation at one forum (an adult forum) rather than multiple places.  There are too many people like you around, defending crap and brandishing childish insults like "butt hurt".  Let me make this simple for you... if you haven't got anything constructive to add to the project, do one.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Seihen on May 12, 2015, 07:58:49 pm
Criticism without any substance isn't constructive. There is nothing wrong with criticism if comes with evidence and a suggestion of how to fix the issue.  Asserting things as facts without evidence, and slagging the translator off in the process, isn't it. 

If you think that behaviour is okay, I suggest you address that issue with yourself.

My example wasn't even trying to "show off" the work.  Read the post again, I make the reason very clear.

Your post is precisely the reason I decided to base the translation at one forum (an adult forum) rather than multiple places.  There are too many people like you around, defending crap and brandishing childish insults like "butt hurt".  Let me make this simple for you... if you haven't got anything constructive to add to the project, do one.

Did I not try to explain where that criticism may be coming from (you know, that the Japanese original was itself dull at times, which may be misappropriated as the fault of the translator)? I'm not really sure what you're trying to say here, other than getting angry that people would point out personal quibbles with the revised translation (again, I don't care for unnecessary cursing, but that's a personal point).  I also provided a specific example of what I found wrong (which you asked for), so I think that should fall under your "valid" category.

So let's bring this back on track.

Could you please explain why the Japanese line was translated that way, keeping in mind the goals of the project to provide a cleaner FFVII translation closer to the source?

Thank you and have a nice day.  :)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 12, 2015, 08:02:53 pm
The line was translated that way because it is not a literal translation, as I was pointing out. The original Japanese line insults Cloud ("Go and wash your face") and so I added an insult.  Normally, I would have made the insult more generic, but adding "looks like a slapped ass"  etc, worked much better as "chocobo's arse / ass".  It was my choice to use that and it does not in any way change the established facts.

However:

Quote
Though I haven't played the retranslation (nor do I have any intention to),

I am not sure, given this admission, that you are really justified offering any critique of the project.  Surely to be eligible, you have to at least see it?  If you have no interest in this project whatsoever, I am a bit baffled why you are posting here...

I'd be very happy if you said you were going through all the Japanese v English text and pointing out anything you did not like.  A few have done just that, and it is very good feedback.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Seihen on May 12, 2015, 09:20:32 pm
I am not sure, given this admission, that you are really justified offering any critique of the project.  Surely to be eligible, you have to at least see it?  If you have no interest in this project whatsoever, I am a bit baffled why you are posting here...

Please let me know where I can pick up my application form to apply for permission to provide feedback on something.  :) As someone who has played both games in both languages and is fluent in both (are you, sir? Might want to think about that before questioning those around you), I'd say I have some sort of ability to discuss the differences in both versions of the game and common issues with the localization.

If there was a repository where one could look at the Japanese and English lines without having to actually pick up a controller and play the game manually, I'd actually love the opportunity to look through the translation and offer my 'qualified' feedback, since my feedback on your one posted line of text is apparently not needed, welcome, nor 'eligible.'  It'd be a great exercise and, hey, something good might even come from it.

However, I've been nothing but polite and cordial.  If you could at least speak respectfully, I feel like you could get some actual feedback which would do your project some good.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 12, 2015, 09:36:10 pm
I was not questioning your authority on the Japanese v Original English, I was questioning your authority on Japanese v Retranslation, since you haven't seen/played it, and admitted you never will...

I am more than happy for you to compare the two sets of text, or play through both games and offer up any suggestions.  I can then run anything that looks like a mistake past my translator and the issue will be fixed / added to the bugtracker, found here (https://docs.google.com/spreadsheets/d/1KBBbeilQTCAJJIOqOoLMnkKb-nEpqEoV5Ih4uW-Yoo8/edit#gid=1896870987):

If you are willing, I will give you both sets of text, so you can do that.  :)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: luksy on May 12, 2015, 10:46:35 pm
We might want to split this discussion or move it to the project thread depending on what Green_goblin wants, but it can't hurt to sum things up to avoid a flame war:

SC you've made at least two broad factual claims, that is to say the translation is too literal and incorrect in places. We have no choice but to dismiss these unless you provide concrete examples, we can give you some text dumps if you'd rather not play through the game itself.

Seihen I know you haven't criticized the retranslation directly, but your posts make it sound like you're giving weight to SC's "too literal" claim without having seen the translation yourself. We can give you the same text dumps if you're interested in having a look.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Seihen on May 12, 2015, 11:17:12 pm
Seihen I know you haven't criticized the retranslation directly, but your posts make it sound like you're giving weight to SC's "too literal" claim without having seen the translation yourself. We can give you the same text dumps if you're interested in having a look.

If they're available someplace, that'd be awesome to see it (and I think a great resource for people looking for FFVII quotes and to look up parts of the story). I think there was a Chrono Trigger project like that put up once, wasn't there?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 12, 2015, 11:37:08 pm
See PM

At a later date, I may pop these on the official thread.

Probably best to note anything in a text file and send me it when completed, rather than constant update posts  :thumbsup: :)

Thanks, and good luck!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 13, 2015, 06:48:00 am
Hi all

Maybe it's better if you discuss translation/interpretations/accuracy issues in the DLPB forum, since there is where it all began:

http://forums.qhimm.com/index.php?topic=14914.0

An we can use this post to simply talk about PSX problems, the PSP, emulators, hardware compatibility, etc.

I want to be synchronized with the PC retranslation, so if DLPB changes something I will reflect those changes in the PSX version as well.

Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bahamut ZERO on May 13, 2015, 11:22:06 am
Woah an FF7 project! I need to track my discs down and try running this off of PSP!  :woot!:

I have just a few quick questions to ask in the meantime (mostly out of curiosity).

1) Did you guys happen to uncensor any of the symbolized ( "!%#?" ) curse words?  Granted, there's no real need to, but I've always wondered what was coming out was coming out of Barret's/Cid's mouth at times.  Plus, the game already had a steady stream of cursing - I always wondered why Square bothered to censor the (very) few they  did.

2) How were you able to edit the text in the PSX version? I find that in itself awesome beyond belief! Is there some sort of text editor, or did you use hex editor/tables?


3) I am a really a Nigerian Prince. Please send me your credit card information to recieve your free sports car and/or erectile dysfunction medication NAO!   :D


Uh, don't answer the third one.  Still excited from coming across this thread.


Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 13, 2015, 11:42:11 am
Woah an FF7 project! I need to track my discs down and try running this off of PSP!  :woot!:

I have just a few quick questions to ask in the meantime (mostly out of curiosity).

1) Did you guys happen to uncensor any of the symbolized ( "!%#?" ) curse words?  Granted, there's no real need to, but I've always wondered what was coming out was coming out of Barret's/Cid's mouth at times.  Plus, the game already had a steady stream of cursing - I always wondered why Square bothered to censor the (very) few they  did.

2) How were you able to edit the text in the PSX version? I find that in itself awesome beyond belief! Is there some sort of text editor, or did you use hex editor/tables?


3) I am a really a Nigerian Prince. Please send me your credit card information to recieve your free sports car and/or erectile dysfunction medication NAO!   :D


Uh, don't answer the third one.  Still excited from coming across this thread.

1) Yes, the retranslation uses swear words when needed.
2) Hack7 and Makou Reactor:

(http://lasyan3.free.fr/images/ff7/hack7.JPG)

(http://image.noelshack.com/fichiers/2011/51/1324846456-snap_14_texts.png)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 13, 2015, 12:24:02 pm
As requested, this will be my last post here concerning translation.  Just pop in at Qhimm's for any questions regarding that :) 

Quote
1) Did you guys happen to uncensor any of the symbolized ( "!%#?" ) curse words?  Granted, there's no real need to, but I've always wondered what was coming out was coming out of Barret's/Cid's mouth at times.  Plus, the game already had a steady stream of cursing - I always wondered why Square bothered to censor the (very) few they  did.

We have uncensored swear words, but I've kept them to an absolute minimum.  If the situation calls for a stronger word (shit, bastard, asshole)  then it's used.  But I've been very careful not to brandish swear words all over the place.  Japanese doesn't quite work the way you'd expect with regards to curses and there isn't a 1:1 conversion.  It requires evaluating the context.  Most times Barrett is $%^& in the original, he is actually using rather benign curses in the Japanese text.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on May 17, 2015, 09:58:00 pm
Wow, this is super cool! It's unfortunate that I just replayed the game recently on my PS3, but I'll definitely give this re-translation a try next time! A big thanks to everyone that worked on this project! :thumbsup:

Quick questions/comments:
1 - Why is the batch file in a foreign language?
2 - The original PC mod have options to select between British/American English and using common FF names like Megalixir instead of Last Elixir. I'm not seeing these options available here. Is this planned for the future? Because I believe I would prefer the American + common names version to match Square Enix's modern re-translations of their classic RPGs.
3 - Are you planning to support the PSX port in the future to include translation updates? I see that DLPB is still working on it up to some extent.
4 - Does the patch include updated cinematics? I believe so based on the file size, but I would like confirmation.
5 - You should add a little readme file in the package with the credits and links to the relevant threads and future updates if applicable.

+1 for real hardware support. This is super important, if only for future emulator compatibility. I've seen this problem a lot with old Super Mario World and BS Zelda hacks.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 18, 2015, 07:14:12 am
1 - I live in Spain, that's why we programmed the batch file in Spanish.

2 - I used the American English because that's the language used in the original FF7 from Squaresoft. I cannot add a selector in the PSX, that is only possible in the PC version since it's a simple copy/paste of the files into the correct folder. But you can always play the PC version.

3 - Yes, I'll be synchronized with DLPB.

4 - No, but I included the retranslated videos (Sephirot talking to Jenova, and the final video).

5 - You are right, but I am very lazy and I believe that nobody reads the "Readme" files  ::)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on May 19, 2015, 12:02:34 pm
Awesome, thanks for your answers! 8)

4 - No, but I included the retranslated videos (Sephirot talking to Jenova, and the final video).
Sorry, but I don't understand what you mean here. The cinematics aren't updated, but they are included???

By the way, I always check the readmes to make sure that I'm not doing any mistakes during the patching process and verify that I have the latest version of a patch beforehand, so I was quite confused that there wasn't any.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 19, 2015, 12:06:58 pm
Awesome, thanks for your answers! 8)
Sorry, but I don't understand what you mean here. The cinematics aren't updated, but they are included???

By the way, I always check the readmes to make sure that I'm not doing any mistakes during the patching process and verify that I have the latest version of a patch beforehand, so I was quite confused that there wasn't any.

I retranslated the only 2 videos that have subtitles, that's all. The videos are not updated, they are exactly the same as the original ones, but retranslated.

The patching process is extremely simple, no need of readme files. The zip file includes the date of the patch, if I update the patch I will change the date accordingly.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on May 19, 2015, 12:25:20 pm
Oh... well that was exactly what I was wondering, so that's perfect then! :thumbsup:

Well yeah I could play the PC version, but I much prefer the PSX version because the overall quality is superior in my opinion - which is the main reason why I'm grateful for this port. :)

The date in the filename is probably sufficient to keep track of versions, but that assumes that I keep a bookmark to the RHDN page or this thread at all times to check for updates. Also, this is quite inconvenient for sharing, since anybody can rename the ZIP file in the sharing chain.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: gblues on May 20, 2015, 02:11:49 am
Well, I've partially identified why the patched version isn't working in Mednafen/Retroarch.

Disk 3 works, but here's the output to console when trying to boot patched disk 1 or 2:

Code: [Select]
CDIF_ReadSector() invalid sector type at LBA=16
This error repeats continuously until the emulator is stopped.

The unpatched file works with no CDIF_ReadSector() errors.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: robycop3 on May 20, 2015, 04:59:28 pm
  Perhaps someone here can help me.  Green Goblin, I followed your directions in downloading the "Beacause" patch, and I checked to make sure I had the right isos.

  When I try to drag/drop an iso into the 'bat file, a command line screen appears that says "Press any key to continue." When I press a key, the command line screen disappears & nothing else happens.

  I am using Windows 7, 64-bit. Knowing there'd been issues with Google Chrome affecting the parch, I made sure Google is off before trying to use the patch.

Same thing happens, whether I extract the 'bat file from the folder or not.  Any suggestions, anyone?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: gblues on May 20, 2015, 11:30:00 pm
  Perhaps someone here can help me.  Green Goblin, I followed your directions in downloading the "Beacause" patch, and I checked to make sure I had the right isos.

  When I try to drag/drop an iso into the 'bat file, a command line screen appears that says "Press any key to continue." When I press a key, the command line screen disappears & nothing else happens.

  I am using Windows 7, 64-bit. Knowing there'd been issues with Google Chrome affecting the parch, I made sure Google is off before trying to use the patch.

Same thing happens, whether I extract the 'bat file from the folder or not.  Any suggestions, anyone?



That means it patched. The patched version will have "(Beacause)" at the end of the file name.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Seihen on May 21, 2015, 01:36:15 am
Knowing there'd been issues with Google Chrome affecting the parch, I made sure Google is off before trying to use the patch.

Am I the only one curious why having Google Chrome running would affect a patching program...?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: xander on May 21, 2015, 04:27:00 am
I tested this on a real playstation and it actually works. I don't have a psp to test it on but im playing disc 1 right now on a playstation console.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 21, 2015, 04:45:09 am
I tested this on a real playstation and it actually works. I don't have a psp to test it on but im playing disc 1 right now on a playstation console.

 :thumbsup:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: robycop3 on May 21, 2015, 09:36:34 am
That means it patched. The patched version will have "(Beacause)" at the end of the file name.

  Thanx for the headsup, but it still didn't patch.  Any other suggestions?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 21, 2015, 11:19:44 am
I tested this on a real playstation and it actually works. I don't have a psp to test it on but im playing disc 1 right now on a playstation console.
Nice to know.
Then I guess this is an issue with Mednafen.

  Thanx for the headsup, but it still didn't patch.  Any other suggestions?
Try using Delta Patcher to apply the xd files to the ISOs.
http://www.romhacking.net/utilities/704/
You might need to change the extension from "xd" to "xdelta" for Delta Patch to recognize them though.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on May 22, 2015, 10:00:14 am
As far as I know, a real PlayStation doesn't check for bad sectors. Before blaming Mednafen, please read this piece of documentation and check if it's the cause of the issue:
"Since 0.8.4, Mednafen will perform simple data correction on ripped CDROM images that contain EDC and L-EC data(2352-byte-per-sector "raw" rips"). It calculates the real EDC, and if it doesn't match the EDC recorded for that sector, it will evaluate the L-EC data to repair the data. If the data is unrepairable, an error message will be displayed.
This may cause problems with naive patches that don't update the error-correction data(at least the 32-bit EDC, if that's correct, the L-EC data will be ignored)!"
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: PresidentLeever on May 22, 2015, 12:47:08 pm
Hi, I'd like to know what the bug fixes are and if this is compatible with the hard type hack?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 22, 2015, 12:49:03 pm
Hi, I'd like to know what the bug fixes are and if this is compatible with the hard type hack?

Magic defense bug & W-item bugs are fixed, plus:

Quote
ancnt1 / ancnt4: Corrects Vincent's animation

blin67_2:  Fixes Tifa infinite Love Points bug

canon_2: Fixes story skipping glitch

chrin_1b: Aerith missing dialogue in dream sequence reinstated
              Cloud/Aerith no longer turn to face Reno by accident
              Other changes to fix Cloud/Aerith interaction with Reno

chrin_2: Fixes issue that led to removal of Gongaga cutscene

cosin1_1: Fixes Barret infinite Love Points bug

del1: Allows player to talk to NPC on boat

elminn_1: Inserts missing Barret dialogue if not in party when receiving PHS

elmin4_2: Fixes old man's dialogue so that all three are shown

fr_e: Possibly to correct animation speed during FMV

fship_4: Fixes menu access bug after talking with Yuffie

gongaga: Tifa/Aerith Love Points check is now >40 and not >120

goson: Fixes the mayor's dialogue to show up correctly

hyou8_2: Fixes infinite Elixir issue

jtemplb: Aerith/Cloud now correctly exclaim at the same time

las2_1: Removes stupid "secret cow" added with 2012 version

lastmap: FMV is now full length and not chopped

min51_1: Some TV dialogues originally had little chance of being seen

mtnvl3: Second soldier's dialogue is now accessible

nmkin_2: Door will now open and shut for Jessie

psdun_2: Enables Aerith's dialogue when skipping Kalm

sichi: When proceeding north, you are not returned to world map

trnad_2: Missing Cloud scene reinstated

trnad_4: MP Turbo materia is now blue instead of yellow

I don't know anything about the hard type mod, but probably it's not compatible.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 22, 2015, 01:01:11 pm
As far as I know, a real PlayStation doesn't check for bad sectors. Before blaming Mednafen, please read this piece of documentation and check if it's the cause of the issue:
Okay, thanks for reminding me of this.
I tried looking for what files were causing bad sectors by extracting the contents of disc1 using ISO Buster and making note of all the files on bad sectors. Turns out, all the errors came from the MOVIE folder.
Then I created a batch file to insert the original movie files back in using CUE's PSX-MODE2 tool. The End result...the first disc now starts on mednafen (plays the intro credits and everything) but it crashes with a "Bad Sector" error right after pressing New Game...



Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 22, 2015, 01:12:11 pm
Okay, thanks for reminding me of this.
I tried looking for what files were causing bad sectors by extracting the contents of disc1 using ISO Buster and making note of all the files on bad sectors. Turns out, all the errors came from the MOVIE folder.
Then I created a batch file to insert the original movie files back in using CUE's PSX-MODE2 tool. The End result...the first disc now starts on mednafen (plays the intro credits and everything) but it crashes with a "Bad Sector" error right after pressing New Game...

I used this extension patch: http://forums.qhimm.com/index.php?topic=11541.20
which moves the kernel.bin and scene.bin into the MOVIE folder, probably that is causing your problems.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: PresidentLeever on May 22, 2015, 01:22:20 pm
Magic defense bug & W-item bugs are fixed, plus:

I don't know anything about the hard type mod, but probably it's not compatible.

Ok, thanks for the reply. I was really hoping it would be as I'd been putting playing the hardtype hack on hold for this translation. Oh well, maybe at a later date. 
:beer:

Edit: Can I read more in-depth about each bug fix somewhere? I've beaten the game a few times but still didn't understand a lot of stuff in the list.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 22, 2015, 01:30:10 pm
I used this extension patch: http://forums.qhimm.com/index.php?topic=11541.20
which moves the kernel.bin and scene.bin into the MOVIE folder, probably that is causing your problems.
Perhaps it would be best if you inserted your new movie files using PSX-MODE2 (instead of me trying to insert the originals back in).
http://www.romhacking.net/utilities/848/
I'll send you a PM with my batch file for inserting them.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 22, 2015, 01:40:16 pm
Perhaps it would be best if you inserted your new movie files using PSX-MODE2 (instead of me trying to insert the originals back in).
http://www.romhacking.net/utilities/848/
I'll send you a PM with my batch file for inserting them.

In fact I used PSX-MODE2 to insert the 2 retranslated movies, so I don't really know what happens with the bad sectors stuff.

Quote
Edit: Can I read more in-depth about each bug fix somewhere? I've beaten the game a few times but still didn't understand a lot of stuff in the list.

No, sorry, I just did what the author's of the PC version did. You can ask them in their thread: http://forums.qhimm.com/index.php?topic=14914.0
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 22, 2015, 03:10:00 pm
In fact I used PSX-MODE2 to insert the 2 retranslated movies, so I don't really know what happens with the bad sectors stuff.
Maybe I'm barking up the wrong tree with this, but what were the names of the two re-translated movies (their filename on the disc1)?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Rodimus Primal on May 22, 2015, 03:18:19 pm
I was skimming through the qhimm pages and noticed talk about an option for classic naming of characters. Aerith I am perfectly fine with, but certain characters like Elena, Reno, and Tseng I'd like to remain the same. Is it this way with the PSX translation or only with the PC version?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 22, 2015, 04:46:25 pm
Maybe I'm barking up the wrong tree with this, but what were the names of the two re-translated movies (their filename on the disc1)?

jenova_e.mov (disc 1) and ending2e.mov (disc 3).

I was skimming through the qhimm pages and noticed talk about an option for classic naming of characters. Aerith I am perfectly fine with, but certain characters like Elena, Reno, and Tseng I'd like to remain the same. Is it this way with the PSX translation or only with the PC version?

The PSX always uses the new translation, and that includes new names.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: gblues on May 23, 2015, 05:31:52 pm
jenova_e.mov (disc 1) and ending2e.mov (disc 3).

The PSX always uses the new translation, and that includes new names.

It looks like the retranslated movies are the culprit. There's clearly something funky going on because IsoBuster can't extract the movies successfully even from the original, unpatched image.

I was able to get it sans-patched-movie by doing this:

To start, you will need a valid image of the disks where GG's patch applies successfully with no checksum errors. You should make a duplicate of each, because we're going to modify them and you want to keep the original in case something goes wrong.

1. Apply GG's patch and rename to beacause-1.bin, beacause-2.bin, and because-3.bin (for discs 1, 2, 3 respectively).
2. Extract /MOVIE/KERNEL.BIN and /MOVIE/SCENE.BIN from each of the beacause images. Name them kernel-1.bin and scene-1.bin for disk 1, etc. for remaining disks
3. Apply the FFVII Disk Extension Patch to the UNPATCHED bin file for each disk. Rename these to target-1.bin, target-2.bin, and target-3.bin respectively.
4. Use PSX-MODE2 to replace /MOVIE/KERNEL.BIN and /MOVIE/SCENE.BIN on the target image made in step #3 with the files extracted in step #2.

Code: [Select]
REM assumes kernel/scene files are named kernel-1.bin/scene-1.bin for disk 1, etc
ren kernel-1.bin kernel.bin
ren scene-1.bin scene.bin
psx-mode2 target-1.bin /MOVIE/KERNEL.BIN KERNEL.BIN
psx-mode2 target-1.bin /MOVIE/SCENE.BIN SCENE.BIN
ren kernel.bin kernel-1.bin
ren scene.bin scene-1.bin
REM increment all the '-1' to '-2' for disk 2, then '-3' for disk 3.

5. Rename the target-1.bin, target-2.bin, and target-3.bin to your liking, and rename/edit the corresponding CUE files to match.

Load up the CUE file in Mednafen and it should work.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 23, 2015, 07:07:18 pm
It looks like the retranslated movies are the culprit. There's clearly something funky going on because IsoBuster can't extract the movies successfully even from the original, unpatched image.
I no longer think they are the culprit.
There is only two re-translated movie files, with one on disc1 and the other on disc3. Disc3 is the only disc that can actually start in mednafen without crashing, with disc2 being the only disc that has all original movies but still crashes.

Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on May 23, 2015, 10:14:44 pm
Did some investigating. I was able to verify that the FF7 Disc Extension Patch is not the culprit.

However, I found that both Hack7 and Makou Reactor have such issues when attempting to save directly to the disc image according to quotes I found here (http://forums.qhimm.com/index.php?topic=10755.msg220371#msg220371) and here (http://forums.qhimm.com/index.php?topic=9658.msg227925#msg227925). I believe that's the cause of the issue.

EDIT: Looks like I was wrong about the FF7 Disc Extension Patch, see my next post.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 24, 2015, 05:29:35 am
Did some investigating. I was able to verify that the FF7 Disc Extension Patch is not the culprit.

However, I found that both Hack7 and Makou Reactor have such issues when attempting to save directly to the disc image according to quotes I found here (http://forums.qhimm.com/index.php?topic=10755.msg220371#msg220371) and here (http://forums.qhimm.com/index.php?topic=9658.msg227925#msg227925). I believe that's the cause of the issue.

I have not used Hack7 nor MakouReactor to insert the files. Instead I used this tool which re-organizes the disc sectors:

(http://lasyan3.free.fr/images/ff7/MassIsoUpdate.JPG)

http://lasyan3.free.fr/progs/ff7/MassIsoUpdate.zip
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: gblues on May 24, 2015, 12:55:10 pm
I have not used Hack7 nor MakouReactor to insert the files. Instead I used this tool which re-organizes the disc sectors:

(http://lasyan3.free.fr/images/ff7/MassIsoUpdate.JPG)

http://lasyan3.free.fr/progs/ff7/MassIsoUpdate.zip

I suspect that this tool is not correctly adjusting the XA subchannel data on the *.MOV files (the same reason IsoBuster fails to rip any of the *.MOV files).

There's a tool called PSX Imager that at least claims to leave XA data intact, but I can't test it because it's only distributed as source and building it on Window is a huge pain in the arse.

If anyone has the re-translated *.MOV files handy, I can give it a shot and see if it works.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on May 24, 2015, 02:37:19 pm
IIRC IsoBuster fails to extract not because the data is corrupted, but for a much simpler reason: can't deal with data stored as mixed modes. If the EDC for those sectors is correct, then there's no problem with movies. I'd be more concerned with how Mass Iso Update works. That fragmentation isn't good for cd seek.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on May 24, 2015, 11:58:24 pm
Did more investigating, and it appears that I was partially wrong in my previous post.

First of all, I used Virtual CloneDrive to mount the Beacause version of Disc 1. Turns out that Windows can't open the FIELD and MOVIES directories due to corruption. This doesn't occur with the original disc.

Next, I did the same thing with a version that only had the FF7 Disc Extension Patch applied on it, and I had a really weird result. First, Windows could not open the BATTLE directory due to corruption and I was still seeing the old KERNEL.BIN instead of the extended one... but when I tried to patch KERNEL.BIN with a fake one using Mass Iso Update, it was able to find the extended file and patch it.

And finally, I tried patching a fake 64 MB KERNEL.BIN on a clean Disc 1 using Mass Iso Update. No obvious corruption in Windows after mounting the disc, but it was the wrong KERNEL.BIN showing up. I was able to confirm that something changed though because attempting to patch the same file again resulted in Mass Iso Update thinking that the file size was the same.

So yeah, it looks like both of these tools just messes up everything. A different solution is most likely required.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on May 25, 2015, 08:07:05 am
I am very busy now, but when I have the time I'll try to create a new patch without the extension thing. I only need to delete some unused attacks in the scene.bin file to have the proper size in that file.

Meanwhile I recommend you all to use ePSXe or Xebra.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Tom on June 02, 2015, 08:51:34 am
IIRC IsoBuster fails to extract not because the data is corrupted, but for a much simpler reason: can't deal with data stored as mixed modes. If the EDC for those sectors is correct, then there's no problem with movies. I'd be more concerned with how Mass Iso Update works. That fragmentation isn't good for cd seek.

Gemini, this is Tom. I've been looking to get in touch with you again. I tried to send you a PM, but it says you're not accepting them. My e-mail has changed, but I would like to message you about our work! Send me a PM!

PS: On topic, I'll say that FF7 certainly deserved a re-translation. Bravo! :thumbsup:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: GrammerPants on June 03, 2015, 05:45:02 pm
Getting some odd text formatting issues in wonder square. Makes buying anything besides a potion with GP impossible.


(http://i.imgur.com/ePElnwn.png)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on June 04, 2015, 07:05:55 am
Ok, thanks for letting me know.
Will fix that in the next release.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: fosterpants on June 07, 2015, 08:01:28 pm
This is very cool, but I have two questions. Could this patch be made compatible with the Spirit Bug Fix by Gemini? As I understand, that's fixed in the original patch on qhimm, but this one is only the translation component.

And my second question is, are save files transferable from the unpatched game?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on June 08, 2015, 06:34:10 am
This is very cool, but I have two questions. Could this patch be made compatible with the Spirit Bug Fix by Gemini? As I understand, that's fixed in the original patch on qhimm, but this one is only the translation component.

And my second question is, are save files transferable from the unpatched game?

I fixed many bugs in my patch, including the spirit bug.

And yes, the old save games should work well.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: fosterpants on June 08, 2015, 11:12:30 am
Thanks bruh, that sounds good. That makes this more of a hack than a translation, right? I'll definitely try it out when it gets updated to work in Mednafen.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Spooniest on June 08, 2015, 11:58:56 am
Downloaded, and I've started a new game

Nice job dude.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: butane bob on June 15, 2015, 11:46:48 pm
Now that they showed that godawful trailer at E3 i feel the need to replay the original. Is there any news about this patch working with mednafen/retroarch? :)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: megamike15 on June 25, 2015, 07:34:59 pm
i am currently playong the patch and i got to say  i'm enjoying it.

now i ran into a bug last night that i'm not sure if it was my emulator or the patch: when i finally got up the top of the stairs at shin-ra hq and the battle with the guards started the game crashed. now this did not happen when i used the elevator. it gave me a missing error can't remember what it said thoe.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on June 26, 2015, 06:22:53 am
Tomorrow morning I'll start working on the new patch, so soon it will be ready.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: GrammerPants on June 26, 2015, 06:36:24 pm
Tomorrow morning I'll start working on the new patch, so soon it will be ready.

Awesome. Not getting any major issues, besides what I mentioned earlier and the text for sense being messed up when using it.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on June 27, 2015, 07:06:29 am
Awesome. Not getting any major issues, besides what I mentioned earlier and the text for sense being messed up when using it.

Could you please provide an example of the "Sense" text? I think I know what you mean, the text does not fit in the box, right?
That's because the enemies names were retranslated as well, hence the space problem.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Spooniest on June 27, 2015, 07:46:48 am
The line "Seems like we jumped pretty far" (Great Glacier) by Cloud is yellow and doesn't appear until you've advanced past an empty text box with Clouds name in it.

For the most part this is top notch. Mongo impressed.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on June 27, 2015, 09:35:21 am
The line "Seems like we jumped pretty far" (Great Glacier) by Cloud is yellow and doesn't appear until you've advanced past an empty text box with Clouds name in it.

For the most part this is top notch. Mongo impressed.

Where did you jump? There are 4 places where you can land. The entrance, the tree, the rocks and the forest.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Tivo6 on June 27, 2015, 09:44:01 am
hey

is this complete hack from start to finish

and nice job so far
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Spooniest on June 27, 2015, 10:16:09 am
Where did you jump? There are 4 places where you can land. The entrance, the tree, the rocks and the forest.

I ended up by the Tree I think.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Madsiur on June 27, 2015, 01:06:27 pm
is this complete hack from start to finish

Check the description here: http://forums.qhimm.com/index.php?topic=14914.0
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: JSnake on June 29, 2015, 09:36:56 pm
(http://i.imgur.com/u25ZRt4.png)

Getting a pretty big bug at the first visit to Gold Saucer. Talking to the woman who redeems your GP for prizes in the Wonder Square gives me that improperly formatted window. I can't move my selection cursor so I'm forced to buy the first item on the list to close the window. Using ePSXe as my emulator
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: megamike15 on July 01, 2015, 06:37:26 am
ok these issues i've been haveing have got to be due to the patch. now i already said the crash at shrin-ra hq . but i forgot to mention the random lag  spikes as i assumed it was the emulator [ whitch it can't be as i'm useing the most recent version of epsxe with the soft render plugin]. and now i ran into a game breaking bug with this patch. for some reason whenever i get into a random encounter the game is stuck on a black screen. now i just thought this was a bug with ultima weapon being where he was or something but it does this even in the final dungeon makeing the game un playable.

July 01, 2015, 06:50:04 am - (Auto Merged - Double Posts are not allowed before 7 days.)
the random encounter problem started on disk 3 btw i never had this issue until now.

July 01, 2015, 07:13:36 am - (Auto Merged - Double Posts are not allowed before 7 days.)
ok it's the patch i loaded my starting disk 3 save file in an unpatched iso and the battle ran like it should.  looks like i may have to put the game on hold until this issue is fixed well i know how the game ends so it's no big deal just more an annoyance.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on July 01, 2015, 07:58:42 am
I tested the game and that never happened to me, maybe you used the wrong discs to patch.
Have you checked the size of the discs?

I didn't see the Shinra Building problem, nor the battle problems in disc 3.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: megamike15 on July 01, 2015, 09:29:46 am
well it turns out the battle freeze was due to  me countinueing after the disk change it fixed itself when i reset the game and loaded the save. my disks should be fine as  the patch would not work if the file size was not right.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Spooniest on July 01, 2015, 11:30:52 am
well it turns out the battle freeze was due to  me countinueing after the disk change it fixed itself when i reset the game and loaded the save. my disks should be fine as  the patch would not work if the file size was not right.

I had that happen when I changed discs too. Don't use save states, is my advice.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: megamike15 on July 01, 2015, 10:56:44 pm
well i finished the game. i'm still un sure if the random lag spikes are because of epsxe or the patch. i also had a very weird sound buzzing during the ending fmv.  and that was the only fmv that did it.

July 02, 2015, 12:57:36 am - (Auto Merged - Double Posts are not allowed before 7 days.)
you know i think my issues might be the epsxe emulator i remember the reason i stopped useing it before was because  i could never get it working right.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: butane bob on August 02, 2015, 08:40:52 pm
Any news on the updated patch?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on August 23, 2015, 03:54:19 pm
Indeed, do you have an ETA Green_goblin? I'm looking forward to a patch that won't corrupt the file system so I can play it on my platform of choice. ;)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on August 26, 2015, 12:35:42 pm
DLPB is going to release his new patch in a few days and I want to launch the PSX patch at the same time.
Patience my friends.

:)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: vivify93 on August 26, 2015, 05:47:01 pm
I'll be looking forward to it! I saw some comparisons and I really wanna check this out now.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Isao Kronos on August 29, 2015, 06:01:40 am
Yeah, I've played the original game and finished it so I figure playing it with this might be a nice change of pace.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on September 01, 2015, 12:57:36 am
Green Goblin thank you SO much for getting this. I was aware of the PC translation when it was nearing release a few months ago but I only play games on the original consoles. I'm really happy to hear you have released it and am looking forward to the update to the patch. When it's released I'll test it on PS1 hardware. I'm looking forward to playing through a more faithful translation and sharing some of the games from my past with my wife on real hardware.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on October 06, 2015, 07:59:02 pm
Hi.  I want to have this retranslation finalized by January 1st, but before then I think it needs a proof check by a competent Japanese speaker to iron out any issues that could still be in there. I can supply Japanese and English files and coordinate with people who want to help. The issues that remain should be minor ones, but issues can easily occur when there is any loss of context.  Recently, the scene with Aerith and Cloud escaping the church was found to have been erroneously translated by both the original game and by Luksy. So these things can happen.

If you know of anyone who would be willing to do a proof check, then please forward this message to them.

Obviously the proof checker needs to have a good knowledge of FF7 too, because translation issues from Japanese are nearly always due to context errors.

Thanks.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Apolyptica on October 10, 2015, 07:42:38 pm
great looking project, I think I'll wait for the next update before trying then
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on October 13, 2015, 10:13:29 am
I got a question for Green_goblin.
Does this patch use US or UK English? I know the PC patch has an option for this (along with a bunch of other preference options) but I understand this PS1 patch doesn't, so which spellings does it use?

Also, it would be nice to have a readme for this version (perhaps when v1.1 comes out) documenting what fixes and text options where carried over from the PC version to PS1 patch.  Like the fixes mentioned in this post,
Magic defense bug & W-item bugs are fixed, plus:
Quote
ancnt1 / ancnt4: Corrects Vincent's animation

blin67_2:  Fixes Tifa infinite Love Points bug

canon_2: Fixes story skipping glitch

chrin_1b: Aerith missing dialogue in dream sequence reinstated
              Cloud/Aerith no longer turn to face Reno by accident
              Other changes to fix Cloud/Aerith interaction with Reno

chrin_2: Fixes issue that led to removal of Gongaga cutscene

cosin1_1: Fixes Barret infinite Love Points bug

del1: Allows player to talk to NPC on boat

elminn_1: Inserts missing Barret dialogue if not in party when receiving PHS

elmin4_2: Fixes old man's dialogue so that all three are shown

fr_e: Possibly to correct animation speed during FMV

fship_4: Fixes menu access bug after talking with Yuffie

gongaga: Tifa/Aerith Love Points check is now >40 and not >120

goson: Fixes the mayor's dialogue to show up correctly

hyou8_2: Fixes infinite Elixir issue

jtemplb: Aerith/Cloud now correctly exclaim at the same time

las2_1: Removes stupid "secret cow" added with 2012 version

lastmap: FMV is now full length and not chopped

min51_1: Some TV dialogues originally had little chance of being seen

mtnvl3: Second soldier's dialogue is now accessible

nmkin_2: Door will now open and shut for Jessie

psdun_2: Enables Aerith's dialogue when skipping Kalm

sichi: When proceeding north, you are not returned to world map

trnad_2: Missing Cloud scene reinstated

trnad_4: MP Turbo materia is now blue instead of yellow
I don't know anything about the hard type mod, but probably it's not compatible.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on October 13, 2015, 10:18:00 am
Since the original game uses the US English I also used the US English.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on October 13, 2015, 10:36:25 am
Cool, I dig US English.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 05, 2015, 10:00:23 am
Hi, I've knew about Makou reactor in this thread and want use it to make an Italian version of FFVII...
There's a problem though: I can see the text windows changing using the program, but once in the game the lines are cut (Windows size seems remain the original)
It is possible to change the Windows size permanently, or I shall adapt my text to the original window size?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on November 05, 2015, 10:03:32 am
Hi, I've knew about Makou reactor in this thread and want use it to make an Italian version of FFVII...
There's a problem though: I can see the text windows changing using the program, but once in the game the lines are cut (Windows size seems remain the original)
It is possible to change the Windows size permanently, or I shall adapt my text to the original window size?

There is already an italian translation: http://www.romhacking.net/translations/1458/

As far as I know, Makou Reactor does not resize windows, but Hack7 does.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 05, 2015, 10:32:23 am
Thank you very much for the quick answer!
I know very well that translation... but want to make one by myself.
Hack7  send me the message: "An error occured!  Device not ready" either at the program's start and when selecting a place (after I set the Disk image path in the option window)
Maybe I have to set the ASCII table path??




November 05, 2015, 10:40:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, I set the ASCII Table, but the program don't work...
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: MathUser2929 on November 05, 2015, 03:02:28 pm
Lemme guess, you wanna make Aeris, Aerith by default?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 05, 2015, 03:47:39 pm
Then If you're interested... I enjoy this program (it make translating game's work to everyone) and I'm making a dialectal version just for fun/delight for me and maybe my countrymen (If I decide to release it on the web...)
The program (makou reactor) works well, but my dialect (Sardo...) requires much space...
for example:

"Received Potion" becomes "Rezzia Abba Ardentedda" ...

Anyway I've always liked the idea of making translations (either for fun or for serious...), I don't see what's so bad, it's a funny thing isn't it??

P.S. Sorry for the english, if there's something incomprehensible, don't esitate to ask!






November 05, 2015, 04:13:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
P.P.S Ah, To answer your question: Aeris is the itanian word for the correct pronounce, there's no reason to change it ;)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on November 06, 2015, 07:14:48 am
Aeris is an Italian word? That sounds new.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: KingMike on November 06, 2015, 10:49:57 am
:D because Gemini is Italian, I think.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Spooniest on November 06, 2015, 11:43:37 am
I do believe it's possible the OP meant to type "Iranian."
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 07, 2015, 12:47:56 pm
The imputed phrase:  "Aeris is the itanian word (the word that we italians, use) for the correct pronounce (of the Aerith name)"

...in italian Language, the letter "S" is pronounced almost likewise your english pronounce of "TH"

I hope I explained, If something Isn't clear just ask ;) 

Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on November 07, 2015, 02:56:38 pm
By Italian reading rules, you'd get "Earis".
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 08, 2015, 08:16:20 am
Probably you're right, Bt we've Always read Aeris so... Ueris for you Others... Honestly, I've never thought about it (the first letter...), Then would be Eiris for us...
Insignificant details (IMHO), but if we want to be picky, we've to hear the original Japanise pronounce, right?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: mz on November 08, 2015, 12:21:58 pm
In Japanese it's エアリス, which in Italian could be Earis and/or Earisu, if it's anything like Spanish.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Isao Kronos on November 08, 2015, 12:24:56 pm
does it really matter when she dies anyways
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 08, 2015, 01:16:33 pm
However, I solved with Makou Reactor... The Windows don't resize, but there's the new page command that allow to extend the dialogs endlessly...
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: KingMike on November 09, 2015, 10:02:15 am
does it really matter when she dies anyways
Like all of us at some point. Our names must not be important. :P
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Spooniest on November 09, 2015, 10:11:36 am
Aeris is an anagram for "raise" in its bowdlerized version, and an anagram for "I, earth" in its original romanization.

She's a messianic figure, the whole point of the game is that she's still alive in the lifestream. Like Sephiroth, her consciousness is too powerful to be diffused into it.

And you thought she was dead.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Isao Kronos on November 09, 2015, 03:23:43 pm
she's dead enough to not be in the party
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: obscurumlux01 on November 09, 2015, 04:54:12 pm
This reminds me of the FFIV Parom/Polom twins situation.  They are both turned to stone by their own will and thus a Golden Needle (remove stone) item does NOT work on them.

In a similar vein, I'd see that Aeris/Aerith died of her own volition and willingly sacrificed herself for the greater good of the planet.  It might have been useful/helpful to have a situation prior to the CGI cutscene (or even part of it) where Cloud or another party member tries to use Phoenix Downs, cast Life/Revive, etc and then shakes their head as it does not work at all.

Or perhaps have it as part of gameplay (a brief playable part where you can move around and interact with things) right before the 'water burial' CGI cutscene plays where Cloud picks her up and moves her over to the rest of the party and tries the Phoenix Down/Revive/Heal/whatever and gets the message that 'she has chosen this path and cannot be revived'.

There was an amusing Game Theory episode (https://www.youtube.com/watch?v=tEJ_3_wYROc) on the Aeris/Aerith not really being dead but paralyzed and Cloud is the one who 'killed' her by mistaking her paralysis for actual death.

Back in 1997 when I played FF7 and she died I wasn't sad at all.  'Good riddance to that useless stupid hippie healer girl, now I can replace her with a better party member'.  Of course I was still in high school at the time and I hadn't experienced *real* sadness (Phantasy Star II Nei's death) or battled with the emotional complexities of death.  It was a video game so I just treated it like a video game thing.  No big deal.

As far as effectiveness in battle, Aeris/Aerith is completely useless for the most part.  Her Limit Breaks are semi-helpful but completely outclassed by stuff like the Blue Magic (Enemy Magic) abilities.  Her Level 4 limit is useful but the game itself is already so easy that such a thing doesn't even help after a certain point.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 12, 2015, 09:39:08 am
I can't apply the patch... the image size is correct but it Always says error...
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on November 12, 2015, 11:33:15 am
Aeris is an anagram for "raise" in its bowdlerized version, and an anagram for "I, earth" in its original romanization.

All that is irrelevant to me because on my file I named her FencePost.
This is an anagram for "stop cefen" (stop seven?)
She obviously wants us to sabotage the PS4 remake.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 17, 2015, 02:47:58 pm
"The reactors are slowly
            drainin' away the planet's life.
            An' one day... That'll be that."

I've never read this expression (that'll be that) before... what means??
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on November 17, 2015, 02:50:01 pm
"The reactors are slowly
            drainin' away the planet's life.
            An' one day... That'll be that."

I've never read this expression (that'll be that) before... what means??

It will be the end?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Badore90 on November 17, 2015, 03:01:37 pm
it's better now, thanks.

November 17, 2015, 03:23:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
...and compliments for the translation! Now I can explain some characters animations (certain dialogs are entirely missing in the original...).
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bahamut on November 18, 2015, 03:36:27 pm
It seems the patch breaks the game (infinite loading with beeping error) when you enter the village below Junon on CD1, it works on unpatched game
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: John Enigma on November 23, 2015, 07:01:06 am
I have two questions for this patch:

1. Is it complete or is the progress still ongoing?
2. How can I apply this patch?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on November 23, 2015, 07:15:46 am
I have two questions for this patch:

1. Is it complete or is the progress still ongoing?
2. How can I apply this patch?

1 - There will be a new patch as soon as DLPB publishes his update.

2 - Simply drag the original ISO into the .bat file, that's all.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: shadue on November 24, 2015, 04:33:42 pm
Good work. I will definitely try this!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on November 30, 2015, 10:54:33 am
The next update is the last for the "new menu" i created for 1998 version.  Then I'm working purely on old menu (which I find to be the only thing that fits this older game). The retranslation has had a few fixes and tweaks for R03e, but I will soon be going through the entire thing again fixing up any remaining grammar issues (like excessive exclamation marks - a remnant of the Japanese script). I plan on having it finalized for Jan 1st, when R04 comes out.  Someone on Qhimm's plans on doing a Japanese proof check of our work - which would help, and I've also asked Gemini if he would do the same (but I won't hold my breath :) )
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cold_spirit on December 14, 2015, 07:01:30 pm
What tools did you use to edit world map and menu text on PSX? I'd like to make further changes/additions to the script after installing Beacause. Sorry if this is the wrong place to ask, I'm still learning and am very curious. Thanks for putting this together!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on December 15, 2015, 07:14:46 am
What tools did you use to edit world map and menu text on PSX? I'd like to make further changes/additions to the script after installing Beacause. Sorry if this is the wrong place to ask, I'm still learning and am very curious. Thanks for putting this together!

To edit World Map texts and Menu texts you have to use Cebix Tools: http://www.romhacking.net/utilities/1050/
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kage52124 on December 17, 2015, 01:28:57 am
Hey all!

I ripped my old copies of FF7 Greatest Hits (NTSC) with Imgburn.

Here are my MD5s:

Disk 1: 7a f6 54 70 af fc 16 59 6a 58 bf 07 fc 5f b3 77
Disk 2: dd 0e 01 30 82 26 0f 03 de 51 01 b4 97 20 e8 11
Disk 3: ea c9 16 b4 2d 5c 24 f9 51 c8 de c2 f1 3a 63 de


Please notice that while my first two disks don't have the same MD5 as you have, my third disk does.  I even re-ripped the first disk from another computer, and it still wasn't the right checksum.  This is odd to me.  Any thoughts?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: saldite on December 21, 2015, 02:11:36 am
Hey all!

I ripped my old copies of FF7 Greatest Hits (NTSC) with Imgburn.

Here are my MD5s:

Disk 1: 7a f6 54 70 af fc 16 59 6a 58 bf 07 fc 5f b3 77
Disk 2: dd 0e 01 30 82 26 0f 03 de 51 01 b4 97 20 e8 11
Disk 3: ea c9 16 b4 2d 5c 24 f9 51 c8 de c2 f1 3a 63 de


Please notice that while my first two disks don't have the same MD5 as you have, my third disk does.  I even re-ripped the first disk from another computer, and it still wasn't the right checksum.  This is odd to me.  Any thoughts?
I'd verify your hashes with redump or some other online DB of clean rips.

http://redump.org/disc/66/
http://redump.org/disc/67/
http://redump.org/disc/68/

Just from a quick look, it seems like the only one that's ripping correctly is your third disc. The issue could be either your discs are scratched or your CD tray on your PC is shit. Mine is a combination of the two. Considering you tried with two different computers and got the same results, my best guess is your discs are the issue.

I'd try ripping with ISOBuster free. I've had luck ripping some games that ImgBurn craps out on for one reason or another with my drive.

EDIT: I didn't even see that on the main download page the MD5sums all matched redump.

In that case, your only real option is to keep trying to re-rip it until your hashes match.

It might take a few tries if your CD drive or discs aren't in good condition.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kage52124 on December 21, 2015, 04:10:01 pm
I'd be willing to try re-ripping at a lower speed, maybe 4x.  My disks are in quite good shape from what I can tell; not pristine, but good. This DVD drive I have is nearly in perfect shape since I rarely use it.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: saldite on December 21, 2015, 06:19:43 pm
Some drives in general just have trouble ripping things. My DVD drive is barely used, yet when using generic music ripping software, I end up with skipping music rips in anything that's not EAC or some other more accuracy focused ripper even with brand-new discs. If I were you I wouldn't go slower than 8x just because some newer drives actually have more problems with speeds lower than that, but yeah, give it another shot.

Some PS1 rips for me on my cheap Samsung drive can take three or four rips before they come out right, even at slower speeds.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: wepsteros on December 30, 2015, 02:00:27 pm
It seems the patch breaks the game (infinite loading with beeping error) when you enter the village below Junon on CD1, it works on unpatched game
Hi,
try little application ECCRegen, seems like after patching there is a lot of bad EEC blocks. After using that program game start working in mednafen psx emulator.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on January 03, 2016, 11:16:32 am
Looks like version 4b of the PC version of this translation is out

http://forums.qhimm.com/index.php?topic=14914.0

Can't wait for the minor grammatical changes to be added to this ps1 release.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 04, 2016, 09:17:37 am
Looks like version 4b of the PC version of this translation is out

http://forums.qhimm.com/index.php?topic=14914.0

Can't wait for the minor grammatical changes to be added to this ps1 release.

I will try to prepare the new PSX patches this weekend.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cold_spirit on January 04, 2016, 02:53:26 pm
Really looking forward to it. I check here almost daily  :)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on January 05, 2016, 12:51:49 am
version 4c of the PC release was posted but I don't think it had any script changes, just bug fixes for the PC version but this shouldn't affect the PSX release as it only imports the script, not any of the other changes.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 05, 2016, 07:55:41 am
There are changes in the dialogues, but very subtle.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on January 06, 2016, 04:02:18 am
The grammatical changes will occur at the same time as finalization.  The Japanese proof checker is working through the game in parts, and I am placing Story walkthrough on Youtube as that occurs. This will be very annoying for Green_Goblin, since there are quite a few changes needed to commas and exclamation marks (which are ridiculously overused in the Japanese game).
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on January 06, 2016, 12:06:58 pm
I believe this is DLPB's YouTube channel,

https://www.youtube.com/channel/UCXvDNLQWLBrn8qlJu_TQ5pg/videos

I'm looking forward to seeing the story walkthrough
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: acediez on January 06, 2016, 12:16:07 pm
I'm curious... since it's been mentioned that you didn't make this project with real hardware in mind (either PSP or PS1), what's the motivation to port PC dialogue to the PS1 version?

Is the PC version that bad, so that PS1 emulators are still the better choice to play this game on PC?  :P

Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 06, 2016, 12:56:17 pm
I'm curious... since it's been mentioned that you didn't make this project with real hardware in mind (either PSP or PS1), what's the motivation to port PC dialogue to the PS1 version?

Is the PC version that bad, so that PS1 emulators are still the better choice to play this game on PC?  :P

Most people don't own the PC game, but they do own the PSX game. I ported the game to the PSX gamers.
I think that the game already has hardware compatibility as it is, but I'll make sure it is 100% compatible in the next release.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on January 06, 2016, 02:15:26 pm
but I'll make sure it is 100% compatible in the next release.
Thanks!
I believe the same bad sectors that cancel out mednafen support crash the game later on (it seems regardless of emulation or original hardware), as stated by Bahamut.
It seems the patch breaks the game (infinite loading with beeping error) when you enter the village below Junon on CD1, it works on unpatched game

Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on January 06, 2016, 03:38:37 pm
Wepsteros mentioned running the patched disc through ECCregen. Does that fix the loading error on Disc 1? I don't have any save files in an appropriate place to check.

And also, regarding the question about the target audience, this project is great for those of us using a PS1 emulator on our phones  :thumbsup:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on January 06, 2016, 11:49:27 pm
Wepsteros mentioned running the patched disc through ECCregen. Does that fix the loading error on Disc 1? I don't have any save files in an appropriate place to check.
I didn't see Wepsteros's post till you mentioned it. ECCregen actually does fix the patched images (they now work on mednafen now).
This might also fix Bahamut's issue...Anyone got a save near Junon, on CD1, to test?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 09, 2016, 03:41:48 pm
New patch!

Download: https://drive.google.com/file/d/0BzlNWlGlBntUaXZzSTZKemZ3X2c/view?usp=sharing

Simply drag the original ISO into the .bat file, that's all.

This time I used "ECC-Regen" so the game should work fine on any emulator.

Now the PSX translation is synchronized with the PC translation.

I also updated the first page of this thread.

If you don't have the original ISO please contact me using the contact form of my blog:

http://ff7translationproject.blogspot.com
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: vivify93 on January 09, 2016, 06:02:54 pm
Did you fix that glitch with the Gold Saucer that was mentioned earlier?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: brainsolo on January 09, 2016, 07:38:07 pm
I signed up to extend my appreciation for the patch Green_goblin made of DLPB's excellent work :thumbsup:

Just to add my 2 cents to the discussion of who this patch is for, I would personally like to play the retranslation w/ bugfixes with as little other change to the original PSX experience as possible. The PC port has too many issues, and even the fixes in The Reunion can't take care of all of them (the framerate fix causing model stuttering/flickering elements is especially annoying for me).

Questions for G_g:

As vivify asked, did you fix all of the issues with this patch that were previously mentioned in this thread, or just the ECCregen stuff? Also, which revision of The Reunion was used in your most recent patch? I know there were still translation issues being fixed even from R04b to R04c (like the Mystile/Mystère armor still being called "Key Item Mythril"). It would be helpful (and keep people from asking this kind of stuff again, lol) if there were some kind of changelog for just this patch, such as the bug fixes listed on page 3. If not a full changelog, at least info on which revision was most recently used in the original post.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on January 09, 2016, 07:52:27 pm
No framerate issue anymore.  I fixed it.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: brainsolo on January 09, 2016, 08:05:33 pm
Hey DLPB, thanks for the hard work! :)

I apologize if I'm wrong as I haven't tried out the past couple of revisions, but the 60FPS Battles post on your official release thread still lists model stuttering and flickering elements as a problem. Is this still the case? These were the issues I was referring to, and why among other reasons (prerendered backgrounds look better on CRT) I prefer PSX. Sorry if I wasn't entirely clear :P
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on January 09, 2016, 09:28:28 pm
Ah - yeah.  Well, those are likely there to stay sadly.  Using pause to limit frames isn't the best solution :P  Still trying to work it out.  But may be impossible.  We'll see.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on January 10, 2016, 12:47:19 am
There is definitely room for both, I love that the PC version exists for a much wider audience with all sorts of enhancements. That said I had been hoping someone would take the much cleaned up English translation to the ps1 so you could play the original game with a clean script.

I love playing games on original systems, many thanks to DLPB and Green Goblin, and other team members involved like Luksy and Covarr to make this dream a reality.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on January 10, 2016, 03:35:24 am
Hmm, I was messing around with old save files, and they all worked fine except the very last save point on Disc 1 in the Forgotten City. I'm using ePSXe for Android and the game crashed when I tried to load that one. I haven't tried it on another emulator yet, but I'll try it on my PC tomorrow.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 10, 2016, 06:35:06 am
Did you fix that glitch with the Gold Saucer that was mentioned earlier?

Yes, now it is fixed.


Questions for G_g:

As vivify asked, did you fix all of the issues with this patch that were previously mentioned in this thread, or just the ECCregen stuff? Also, which revision of The Reunion was used in your most recent patch? I know there were still translation issues being fixed even from R04b to R04c (like the Mystile/Mystère armor still being called "Key Item Mythril"). It would be helpful (and keep people from asking this kind of stuff again, lol) if there were some kind of changelog for just this patch, such as the bug fixes listed on page 3. If not a full changelog, at least info on which revision was most recently used in the original post.

I fixed the Gold Saucer problem, I used the ECC-Regen and the PSX translation is synchronized with the latest R04c.
DLPB keeps me informed about the latest changes in the translation, so my PSX patch fixes the "Mystère" problem.

I will include the Reunion version in the first post.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on January 10, 2016, 11:53:07 am
I tried ePSXe on Android and pSX v1.13 on my PC, and on both emulators entering the room with the final save point on Disc 1 crashes the game. It worked fine in the previous patch. pSX gives me an infinite loop of "r3000: executed illegal opcode"
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: vivify93 on January 11, 2016, 08:27:42 pm
I'm playing on PSP and after having read Bobolicious81's issues, I decided to test it for myself on my PSP with 6.61 PRO-C CFW and yeah, the game just hangs and eventually crashes my system. This definitely needs to be fixed. (My PSP is fine, in case anyone was wondering.)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Tash on January 22, 2016, 04:06:43 pm
I'm playing on the PSXFin V1.13 emulator, and I've hit a glitch where the game won't load the flashback in Sector 5 Reactor. It just plays the heartbeat over a black screen, and then makes an error sound after 4 heartbeats.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cry0this on January 22, 2016, 06:48:54 pm
I'm playing on PSP and after having read Bobolicious81's issues, I decided to test it for myself on my PSP with 6.61 PRO-C CFW and yeah, the game just hangs and eventually crashes my system. This definitely needs to be fixed. (My PSP is fine, in case anyone was wondering.)

I checked on my PSP Go with 6.60 PRO-MOD CFW. Yeah, game may crash system with Fast Disk-Load speed, so you should set it to Normal.

I'm playing on the PSXFin V1.13 emulator, and I've hit a glitch where the game won't load the flashback in Sector 5 Reactor. It just plays the heartbeat over a black screen, and then makes an error sound after 4 heartbeats.

Also I have black screen in Sector 5 Reactor(when Cloud is passing out near reactor) on emulator and original hardware. There's no problem on previous vesion of a patch, so this must be fixed.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 24, 2016, 07:44:09 am
I'll try to fix that.
Sorry about the bugs guys, but as I said I have no romhacking skills, I'm just porting the PC translation to the PSX game.

January 25, 2016, 10:20:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Please try this new patch and let me know if everything is correct: https://drive.google.com/file/d/0BzlNWlGlBntURVhWME1vX2U5MUE/view?usp=sharing

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Tash on January 25, 2016, 06:59:02 pm
It seems to be fixed! I will play through it further, and see if there are any problems, but good job!  :thumbsup:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on January 25, 2016, 11:29:22 pm
Thanks a bunch, it seems ok now as far as I can tell.
Honestly, I'm playing through the PS4 port right now and I don't have the stamina to go through the whole thing again for a while, but I have a pile of saves from various points across all 3 discs and everything I've looked at checks out  :thumbsup:

Again, thanks for your efforts. They are appreciated!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cry0this on January 26, 2016, 07:16:51 pm
Bug in 5th Reactor is fixed! Thank you!

January 27, 2016, 08:43:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
There is black screen bug again when I entering Junon :-[
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 28, 2016, 10:05:29 am
Bug in 5th Reactor is fixed! Thank you!

January 27, 2016, 08:43:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
There is black screen bug again when I entering Junon :-[

Which emulator are you using?
I beat the game using ePSXe and nothing wrong happened in Junon.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bahamut on January 28, 2016, 03:06:40 pm
I remember having this on a PSP too, same happened on CD2 in chocobo ranch stables and battle backdrop in ancient capital
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 29, 2016, 09:36:45 am
I remember having this on a PSP too, same happened on CD2 in chocobo ranch stables and battle backdrop in ancient capital

Try to fix the patched ISO with ECCRegen, maybe that will solve the problem:

http://eccregen.software.informer.com/1.4/
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: butane bob on January 29, 2016, 05:36:03 pm
It still crashes mednafen unfortunately.

Quote
CDIF_ReadSector() invalid sector type at LBA=16
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kazuma36 on January 30, 2016, 07:12:51 am
Oh a new translationproject for FVII. Why do you want to retranslate it? :laugh: :)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on January 30, 2016, 10:57:57 am
Oh a new translationproject for FVII. Why do you want to retranslate it? :laugh: :)

Beacause this guy are sick, off course!  ;)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cry0this on February 01, 2016, 03:08:36 pm
Which emulator are you using?
I beat the game using ePSXe and nothing wrong happened in Junon.

I'm using PCSX-Reloaded, but I have the same problem on psp.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 01, 2016, 03:12:37 pm
I'm using PCSX-Reloaded, but I have the same problem on psp.

Please use ECCRegen to fix the ISOs and let me know what happens:

http://eccregen.software.informer.com/1.4/
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cry0this on February 01, 2016, 03:37:00 pm
Please use ECCRegen to fix the ISOs and let me know what happens:

http://eccregen.software.informer.com/1.4/
Hey, seems it's working!  :laugh:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: KlooKloo on February 01, 2016, 08:07:07 pm
Hmmmm... My hashes are all correct and everything, but Disc 3 before and after the patch are the exact same size (though the hashes do change after).

Is this supposed to happen?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 02, 2016, 06:38:07 am
Hmmmm... My hashes are all correct and everything, but Disc 3 before and after the patch are the exact same size (though the hashes do change after).

Is this supposed to happen?

Yes, for some strange reason disc 3 have the same size before and after the patch.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SirLittleTurd on February 02, 2016, 11:41:21 am
Yes, for some strange reason disc 3 have the same size before and after the patch.

Regards

It's the last disc so maybe it's padded with lots of 0s that are replaced with the re-translation patch. I don't really know, I'm talking out of my ass. But I have a question - I was battling in battle square in Gold Saucer and noticed that the characters sometimes do 5-digit damage. Just now Cloud did 17k damage with one hit with the Braver limit. Is this something that comes with the re-translation patch or is it a bug? I've been trying to find out if this is a feature in the changes list on qhimm forum but I can't find it.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 02, 2016, 11:44:42 am
It's the last disc so maybe it's padded with lots of 0s that are replaced with the re-translation patch. I don't really know, I'm talking out of my ass. But I have a question - I was battling in battle square in Gold Saucer and noticed that the characters sometimes do 5-digit damage. Just know Cloud did 17k damage with one hit with the Braver limit. Is this something that comes with the re-translation patch or is it a bug? I've been trying to find out if this is a feature in the changes list on qhimm forum but I can't find it.

Some time ago we decided that the 9999 damage limit was a bug itself and we fixed it, now the damage limit is 65000.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SirLittleTurd on February 02, 2016, 12:38:41 pm
Some time ago we decided that the 9999 damage limit was a bug itself and we fixed it, now the damage limit is 65000.

Thanks for the quick reply. I noticed one other thing in battle square. The BP gained can't be shown as a 5 digit number after the battles. The dialogue window seems to drop the 5th digit because when it finally shows the Total BP, the sum is correct with a 5 digit number. So the calculations seem to be right but the 5th digit of BP gained is just not shown in the window.

EDIT: One more thing - The window also drops the 5th digit for GP (Gold Saucer currency) when you approach the lady behind counter to enter battle. I have 10,000 GP (cheating obviously) but it shows 1,000. Maybe the game isn't supposed to let you have more than 9,999 GP...
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 02, 2016, 01:05:06 pm
Quote
The BP gained can't be shown as a 5 digit number after the battles.

Can you please upload an screenshot of this problem?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SirLittleTurd on February 02, 2016, 01:20:41 pm
Can you please upload an screenshot of this problem?

It's a bad example because it's difficult for me to get 10k points but imagine I gained 82,650 BP after this battle and all we can see are the first 4 digits, i.e., 8,265.
(http://i.imgur.com/ExHVOVl.jpg)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 02, 2016, 01:21:57 pm
Thanks. It looks like a window resize problem.
Will fix that in the next release.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cry0this on February 05, 2016, 08:22:42 pm
There is black screen again when entering Junon (on 2nd disk)  :-\
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 06, 2016, 07:12:46 am
There is black screen again when entering Junon (on 2nd disk)  :-\

Have you fixed CD2 with ECC-Regen?
I'm really tired of this game, bugs never end  :banghead:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on February 08, 2016, 01:45:43 pm
Some time ago we decided that the 9999 damage limit was a bug itself and we fixed it, now the damage limit is 65000.

Not sure who told you that, but it's definitely not true.  The 9999 limit has been deliberately programmed into the original game. Not to mention the battle menu is clearly designed for 4 digits and not 5.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 08, 2016, 02:23:51 pm
CUE told me that it's a bug: http://romxhack.esforos.com/hacer-y-mostrar-dano-superior-a-9999-en-ff7-de-psx-t726?sid=7f495c8023f431a39e66cef9d9f5e6cc

I don't know if it's a bug or not, but I like the possibility of making more damage than 9999.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: RyanfaeScotland on February 08, 2016, 05:20:54 pm
CUE told me that it's a bug: http://romxhack.esforos.com/hacer-y-mostrar-dano-superior-a-9999-en-ff7-de-psx-t726?sid=7f495c8023f431a39e66cef9d9f5e6cc

I don't know if it's a bug or not, but I like the possibility of making more damage than 9999.

Very last post there is CUE saying it isn't a bug. :)

Pretty cool none the less and I like the overflow glitch as well.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on February 09, 2016, 11:17:31 am
Green_Goblin, when using ECC-Regen did you set it to "Secure Mode" and "Fix mode 2 form 2 sectors"?
I ask this because ECC-Regen found (and fixes) bad form 2 sectors when scanning with these options.

Also, can people upload their save files for when they find a crash? I'd like to troubleshoot the issues but I have no fast way of testing.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on February 20, 2016, 08:52:30 pm
I'm happy to see that this project continues to get some love! However, I would like to be able to customize my experience just like DLPB's installer does for the PC version. Is there a step-by-step guide that I could follow to do so? Is it as simple as applying the disc extension patch, overwriting a couple of files (which ones?) from the patched PC version and fixing the discs sectors using CCRegen?

Some time ago we decided that the 9999 damage limit was a bug itself and we fixed it, now the damage limit is 65000.

Wait, I thought this was a re-translation hack? Why does it contain a gameplay bugfix that can be strongly argued to actually break an intended feature? Are there other non-dialog stuff included too?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 21, 2016, 05:55:23 am
I'm happy to see that this project continues to get some love! However, I would like to be able to customize my experience just like DLPB's installer does for the PC version. Is there a step-by-step guide that I could follow to do so? Is it as simple as applying the disc extension patch, overwriting a couple of files (which ones?) from the patched PC version and fixing the discs sectors using CCRegen?

Wait, I thought this was a re-translation hack? Why does it contain a gameplay bugfix that can be strongly argued to actually break an intended feature? Are there other non-dialog stuff included too?

The PC game is easy to customize, the PSX game is not. You have to use several software to modify the different files and then insert them into the CD image. Cebix tools, Hack7, Makou Reactor, PSX-mode2, etc. It's a nightmare. As far as I know there is no guide for this.

It's a retranslation patch, but we also fixed some bugs (spitit defense bug, infinite elixir bug, doble item bug, etc etc etc).
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on February 24, 2016, 03:30:11 pm
The PC game is easy to customize, the PSX game is not. You have to use several software to modify the different files and then insert them into the CD image. Cebix tools, Hack7, Makou Reactor, PSX-mode2, etc. It's a nightmare. As far as I know there is no guide for this.
I agree with this.  While it is possible to make a patch that is kinda-sorta-modular, it takes a lot of work to do (maintaining many patches at once for one single project takes a lot of juggling in the first place, trust me on this) and you'd have to have that idea from the get-go with a text project such as this.  The only case I've personally seen this be done with ISOs is the batch of Suikoden II bugfixes.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on February 26, 2016, 01:53:41 pm
I was also ok with this using the canon names (for the big characters only) given how it can't be customized.  But that's the choice of Green_Goblin.  I prefer the correct names, but I am in a minority.  Of all the names, I guess I just don't like Leno :P That's the only change from the original I don't like.  But...  I didn't name them  ;D
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on February 26, 2016, 03:00:30 pm
Hey GreenGoblin, did you ever run "fixup" from the FF7 tool-chain on the finished ISOs?
https://github.com/cebix/ff7tools
Quote
* fixup
   Recalculate absolute sector references to files in a CD image of the
   game.
It sounds like it should fix the issue with crashing.
I tried to run it myself but it depends on PSXImager to run, which is Linux only (I tried also running it on a Linux Mint VM but it keeps complaining about not finding PSXInject despite a compiled binary being in the folder).
 
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on February 26, 2016, 03:02:14 pm
Hey GreenGoblin, did you ever run "fixup" from the FF7 tool-chain on the finished ISOs?
https://github.com/cebix/ff7toolsIt sounds like it should fix the issue with crashing.
I tried to run it myself but it depends on PSXImager to run, which is Linux only (I tried also running it on a Linux Mint VM but it keeps complaining about not finding PSXInject despite a compiled binary being in the folder).

I don't have Linux so I cannot use that tool.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on February 26, 2016, 03:20:41 pm
...Anyone who runs Linux mind running "fixup" on the ISOs? A compiled binary for PSXImager on Linux Mint can be found here (this should run fine with all Ubuntu based Distros). 
https://github.com/aybe/psximager/releases

March 02, 2016, 05:50:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, I finally got "fixup" to run on Linux Mint. I had to add a "./" in front of psxinject in "fixup".
However, it chokes up during the procedure with this error.
Code: [Select]
Patching 'FIELD/FIELD.BIN'...
CRC check failed 0xb3fab5c5 != 0xc41b80a3L
...
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on March 28, 2016, 10:40:20 pm
I'm loving every bit of the detail that went into this.  A long time ago, a friend of mine was going to re-translate FF7, but passed away before he could do so.  It's like the culmination of a dream, and I thank you dearly for it.

That said, on the PSP the game keeps freezing when entering Junon for the first time.  The music keeps playing over a black background, and thus the game is literally unplayable at the moment.  Anyone have any ideas?  It also occasionally plays the error sound on its own.

Also as a throwaway, there is an instance of "Soldier" erroneously capitalized during the instance where Tifa finds her father in the Niblheim Reactor.  Thanks in advance for any help offered on the above issue.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on March 29, 2016, 08:32:14 am
Burnt_Lasagna and I will try to fix the PSP error, hopefully he knows better than me how to fix the bug.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on March 29, 2016, 09:08:15 am
#xy 64 8
{TIFA}
“Sephiroth,Soldier,
  Mako reactors,Shin-Ra…
  All of them!”

<

No capitalization problem in my files (or R04c).
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on March 29, 2016, 09:13:36 am
Ok, it's a PSX problem.

The file "nvmkin1" is problematic.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on March 29, 2016, 10:54:58 am
Burnt_Lasagna and I will try to fix the PSP error, hopefully he knows better than me how to fix the bug.

Regards
I just got your PM with the files.
I'll try and see if I can fix the bug. I have some ideas.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on March 29, 2016, 10:57:05 am
I just got your PM with the files.
I'll try and see if I can fix the bug. I have some ideas.

If you have questions about how to use Cebix tools, read carefully the Readme.txt or ask the creator of the tools, Chirstian Bauer: cb@cebix.net

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on March 29, 2016, 11:07:58 am
I know how to use Cebix's tools. I got a Linux Mint VM running and it's correctly running Fixup and PSXBuild. Though thanks for the info.

@Phantasia Knights
Could you provide a save near Junon? Your PSP save will work.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on March 29, 2016, 01:13:43 pm
Interesting, I wonder if the patch application glitched somehow if I had that one instance of capitalized text and no-one else did...  Since it is using the US version as a base, that would make sense...

Regardless, here's the save file.  *deleted*  Thanks for the amazingly fast replies.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on March 29, 2016, 08:44:10 pm
I see your third save is in the Junon Airport. When you say "entering Junon for the first time" do you mean walking out into Junon (Right) from this save? I ask this because I'm not getting any crashing with ePSXe, with nothing done to the ISO outside the base patching.

EDIT: Also, If your referring to first entering Under Junon (which your 4th save is just about to do) there is also no crashing. This is also the case with mednafen with an ECCRegan cleaning.
I'm I missing something?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on March 30, 2016, 03:18:48 am
EDIT: Nevermind, i'm tired and didn't read that properly.  Yeah it's the fourth one just about to enter Junon from near Fort Condor.  If it's not crashing on your end, does that mean it's a problem of CFW, or maybe it's the way I made the ISO...?  Crap, that's gonna be a pain to figure out.

Also if it'd prove i'm not just jerking chains, I can upload a short gameplay video of the freeze in action.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on March 30, 2016, 07:43:34 am
Maybe the bug only happens in the PSP, but not in ePSXe and Mednafen.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on March 30, 2016, 10:39:49 am
EDIT: Nevermind, i'm tired and didn't read that properly.  Yeah it's the fourth one just about to enter Junon from near Fort Condor.  If it's not crashing on your end, does that mean it's a problem of CFW, or maybe it's the way I made the ISO...?  Crap, that's gonna be a pain to figure out.
Try running ECCRegen on the ISOs
http://web.tiscalinet.it/eccregen/download/eccr141.zip
Make sure secure mode is turned on in the settings and "Fix mode 2 form 2 sectors".  Regenerate all found bad sectors (there should be a "select all" option when you right click).
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: John Enigma on March 30, 2016, 04:41:46 pm
I wonder, does this hack works perfectly on the ePSXe emulator?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on March 30, 2016, 11:05:53 pm
Try running ECCRegen on the ISOs
http://web.tiscalinet.it/eccregen/download/eccr141.zip
Make sure secure mode is turned on in the settings and "Fix mode 2 form 2 sectors".  Regenerate all found bad sectors (there should be a "select all" option when you right click).
No errors reported...  I think i'm near about the end in possibilities.  I checked my firmware version and everything, it just seems impossible on my setup. 

EDIT: I also just now used the same ISOs I used for the retranslation to make an unpatched PSP image and THAT version doesn't freeze in Junon, further proof it's not the ISOs in this case.  Hmm...
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on March 31, 2016, 12:09:49 am
No errors reported...  I think i'm near about the end in possibilities.  I checked my firmware version and everything, it just seems impossible on my setup. 
Did you run it on the patched ISOs?
I only ask this because not getting any errors is not normal for this patch.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on March 31, 2016, 01:20:41 am
I went ahead and repatched the games and scanned them.  It did fix a bunch of errors, but now for some reason when I try to run a new compiled Eboot it hard freezes the whole system.  Just this one game too, as I have several fan translations on it.  I REALLY don't get it...  I may just have to wait for the next patch.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on March 31, 2016, 10:10:10 am
PSP locking in specific places = code errors or data alignment gone to hell. That is a bad thing because it means the hack isn't even compatible with actual consoles, including the PS2. Also not sure why the patch doesn't come with ECC/EDC regenerated out of the box.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on March 31, 2016, 12:15:16 pm
I thought someone had it running on a ps1 earlier in the thread, I'll have to test it later myself
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on March 31, 2016, 02:06:14 pm
It doesn't help when there are tons of errors in the original game that were not fixed.  Some, I am probably the first to even notice:

http://forums.qhimm.com/index.php?topic=14914.msg239256#msg239256
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on March 31, 2016, 03:09:40 pm
I went ahead and repatched the games and scanned them.  It did fix a bunch of errors, but now for some reason when I try to run a new compiled Eboot it hard freezes the whole system.  Just this one game too, as I have several fan translations on it.  I REALLY don't get it...  I may just have to wait for the next patch.
Check your PM.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on March 31, 2016, 03:18:08 pm
It doesn't help when there are tons of errors in the original game that were not fixed.  Some, I am probably the first to even notice:

http://forums.qhimm.com/index.php?topic=14914.msg239256#msg239256
Holy crap, no wonder i'm not wanting to have to use the PC version.  SE's bad porting would make that a field day in addition to all the glitches from the PS1 version.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on March 31, 2016, 03:23:34 pm
Holy crap, no wonder i'm not wanting to have to use the PC version.  SE's bad porting would make that a field day in addition to all the glitches from the PS1 version.

Those errors are nearly all to do with the PSX version.  The ones there that are PC are caused by our higher quality models needing extra script.  Also, when using higher quality models errors show up more easily.  You don't notice that cloud's hand is facing the wrong way when you have a block hand.  But you do with better models.  When they created the animations, they were clearly using a higher quality model as placeholder.  Still, mistakes were made.

But some errors in PC are purely because of a bad port.  Not this time, though.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on March 31, 2016, 03:28:34 pm
Ah, I was basing that off of memories of the original PC release and thinking they didn't even bother to fix/optimize many of them, if any, for the Steam release.  Especially given that I hear they never did replace FF8's MIDI music even on Steam.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on March 31, 2016, 04:32:19 pm
I won't post this stuff again since it's offtopic - but here's an example:

https://www.youtube.com/watch?v=xCL73kTcGe8
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on March 31, 2016, 06:15:50 pm
Alright, I sent Phantasia an EBOOT made with ECC/EDC regenerated ISOs. He confirmed that it crashed all the same when entering Junon on the PSP (I guess his previous attempt to make an EBOOT was a dud).
To put the nail on the coffin, I decided to burn the first ECC/EDC regenerated ISO onto a CD-R and test Phantasia's save on real hardware. There was no crashing when entering Junon (small cut-scene plays and I'm able to play as normal). There is also no crashing (when using an ECC/EDC regenerated ISO) when entering this town on mednafen or ePSXe.

Unless others confirm other forms of crashing on real hardware/mednafen, I'm positive that this is just an issue with the PSP not being able to handle the patch.

EDIT:
Also, here is a version of the patch that has the ECC/EDC regenerated by default.
https://dl.dropboxusercontent.com/u/47184537/temp/FixPatch.zip
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on March 31, 2016, 06:46:10 pm
Yeah, the short of it is that Junon is inaccessible on disk 1 but not on disk 3, which points to it being a system conflict with the event code in all likelyhood.  Maybe it just doesn't like the Junon story event.  At this point i'm just getting my PSP saves converted to PS1 so I can finish this.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on April 01, 2016, 08:07:47 am
EDIT:
Also, here is a version of the patch that has the ECC/EDC regenerated by default.
https://dl.dropboxusercontent.com/u/47184537/temp/FixPatch.zip

Thanks Burnt_Lasagna, I just updated the first post with this new patch.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on April 01, 2016, 02:30:22 pm
@Green_Goblin
Cool. You might also want to put a warning in the opening post that the patch isn't compatible with the PSP.

On a side note, I'd like to create a Square-Enix canon addendum patch for this project.
My current list of Names, Items and Summons to change is below.
(NOTE: Left is Luksy's translation, right is canon name)
Quote
~Abilities~
Protect = Cover

~Limit Breaks~
Crime Hazard = Climhazzard
Rending Light = Blade Beam
Meteor Rain = Meteorain

~Names~
Barrett = Barret
Gusto = Gast
Sierra = Shera
Godot = Godo
Shin-Ra = Shinra
Leno = Reno
Zeng = Tseng
Yrena = Elena
Zax = Zack
Moguri = Moogle
Marin = Marlene

~Summons~
Ramu = Ramuh

~Status~
Minimum = Mini

~Items~
Phoenix Tail = Phoenix Down
Hero Medicine = Hero Drink
High Potion = Hi-Potion
Last Elixir = Megalixir
Ether Turbo = Turbo Ether
Uchide Mallet = Mallet
Panacea = Remedy
Mask = Mute Mask
Tantalum Greens = Tantal Greens
Mimetite Greens = Mimett Greens
Silkis Greens = Sylkis Greens
Scales of Leviathan = Leviathan Scales
I feel I am missing some, so I’d like others to help suggest changes before I start work.
For reference, this is any Name, Item , Summon, ect. that Square-Enix has used consistently throughout the series.  Any names that are exclusive to Final Fantasy VII (AKA, never mentioned in Crisis Core/Advent Children/Dirge of Cerberus or any other game) I will leave as Lusky has it.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on April 01, 2016, 11:06:49 pm
I'd like to create a Square-Enix canon addendum patch for this project.
Wonderful.  This has been something I've been waiting to see since this appeared on PS1.  If you need help on any common names give me a holler, I had boned up on this a little bit for the FFT patch (and perhaps got a little bit overexcited over it, but oh well.)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on April 02, 2016, 08:33:40 pm
The only things in the series that are consistently named the same are Hi-Potion, Ramuh, Phoenix Down, and Megalixir.  The rest change or are  going to change eventually. Otyugh is changed to Ochu because of copyright issues with D&D.

In terms of FF7 "canon", I can't speak for the games I have not played, but the ones you have listed above are correct.  I would point out, though, that Zeng is actually the same thing as Tseng - the difference is that Zeng uses the new official (and more accurate) Chinese romanization.  I don't know how they've spelled it in other games, but since they are so lazy and reluctant to correct errors, I am guessing it's Tseng.

Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on April 02, 2016, 10:01:58 pm
A couple of Materia and Spell name suggestions for the Square-Enix patch, based on the posted spreadsheet:

Protect = Cover (Near every game, or at least I've never seen one that doesn't call the act itself Cover.)
Minimum = Mini (Also the status.  Known as Size way back in the original US FFIV localization, every other game calls it Mini.)

The rest check out in that category.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on April 03, 2016, 12:47:47 am
A couple of Materia and Spell name suggestions for the Square-Enix patch, based on the posted spreadsheet:

Protect = Cover (Near every game, or at least I've never seen one that doesn't call the act itself Cover.)
Minimum = Mini (Also the status.  Known as Size way back in original US localization, every other game calls it Mini.)
Thanks, I added them to the list.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on April 03, 2016, 12:49:16 pm
Misposted, I guess I had hit quote instead of Modify. :P
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 06, 2016, 01:50:55 am
Hello everyone, I'm new here.

First I would like to thank everyone involved in this patch, it has been a great effort so far. I only wanted to submit an issue I had while testing on a real PSX.

I burned the latest version of the translation, April 1st. I had an old save file saved just outside Corel, just before going to the Gold Saucer to get the date event. If I go back to the Corel Bridge, with Aerith in the party, I get that scene where Cloud has the option of offering to help her or warning her about being with him. However, I had Cid in the party and right when the event triggered, Cid was stuck in a running animation and the game froze, I could access the menu but I couldn't move nor talk to either character.

So I put my original game disc and if I go through the bridge, I don't get that event at all. My guess is that since I didn't trigger it the first time around you visit Corel you can't trigger it again. It makes sense for Cid to not have lines because he wasn't in your party yet. Now if I go with say Barrett, I will get Aerith's and Barrett's lines fine and the game keeps going.

So far this only happens with Cid, I tried with other characters who aren't supposed to be while you visit Corel the first time, like Vincent or Cait Sith, but they just don't come out of Cloud and Aerith does and the event plays out just fine.

So I don't know if it's a new glitch of if it always existed, only thing I know is, that if I try to replicate it with the original game, I don't even get the event at all.

Thanks for your attention to this post.

April 06, 2016, 03:08:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry to add up, I believe I found an oversight on the translation. Right after Sephiroth kills Aerith, he says "Do not worry..." that ends with {NEW WINDOW} and then the rest of the text follows making a big text box. I think the fault here is that it should only be {NEW} instead of {NEW WINDOW} ?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on April 06, 2016, 09:14:20 am
Hello Kensou

The bridge scene is deactivated in the original game, but DLPB activated it in the retranslation.
I will let him know about it.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 06, 2016, 09:57:01 am
Thanks, I'm loving this translation so far a lot. I have the PC version too but I didn't like the menu mod that has to be installed plus the PSX is what this game was designed for.

Should I find anything else I'll keep posting here.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on April 06, 2016, 10:34:04 am
That's not really a bug.  Cid shouldn't be there at that point in the game (and a first visit would have ordinarily happened) - and so it's fine :)  It's not a bug if someone does something that is ordinarily impossible.

I can always add an "if game progress = "  there to make sure it only plays at a specific part of the game.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on April 06, 2016, 11:14:47 am
Sorry to add up, I believe I found an oversight on the translation. Right after Sephiroth kills Aerith, he says "Do not worry..." that ends with {NEW WINDOW} and then the rest of the text follows making a big text box. I think the fault here is that it should only be {NEW} instead of {NEW WINDOW} ?
I'm looking at it now in Mako Reactor Editor. There is a {NEW PAGE} positioned right after of the planet’s energy.”. The {NEW PAGE} needs to be in its own dedicated line or it will be assumed to be in-game text.
NOTE: The file in question is ancnt3.dat
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on April 06, 2016, 11:17:46 am
I'm looking at it now in Mako Reactor Editor. There is a {NEW PAGE} positioned right after of the planet’s energy.”. The {NEW PAGE} needs to be in its own dedicated line or it will be assumed to be in-game text.
NOTE: The file in question is ancnt3.dat

Ok, I will correct this.

Thanks and regards.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 06, 2016, 11:29:38 am
That's not really a bug.  Cid shouldn't be there at that point in the game (and a first visit would have ordinarily happened) - and so it's fine :)  It's not a bug if someone does something that is ordinarily impossible.

I can always add an "if game progress = "  there to make sure it only plays at a specific part of the game.

Yeah I thought as much, I didn't know the scene didn't play out in the original release, I mean, I'm usually in Corel for the first time using some other 2 characters; so I assumed the game flagged the scene as to not replay it once you're past that point in the game. What is interesting is, that it only happens with Cid and one would think it would happen with Vincent or Cait Sith because they aren't supposed to be there either, but neither of them comes out of Cloud and the scene plays out just fine.

Anyway, thanks for looking into it.

Ok, I will correct this.

Thanks and regards.

Thanks to everyone, if I find anything else I'll be sure to post it up.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on April 06, 2016, 03:19:57 pm
I also had to repair the script there anyway, so I may have overlooked something. Let's see:

No, it's just that certain characters aren't even loaded on that map, so it's impossible for them to show up. Cid HAS to be allowed, because you can play as him during the Huge Materia quest. If his model wasn't loaded on the map, then you'd end up with invisible character there.

Vincent and Cait will never show on that map (not unless someone were to edit them in - but there's no point).  Red XIII, Yuffie, Tifa, Cloud, Aerith, and Barrett all have their own dialogue for the bridge scene. Cid is only loaded because he has to be later in the game.  It's nice to see the programmers/writers bothered to give Yuffie some fun dialogue there.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cold_spirit on April 06, 2016, 06:45:28 pm
On a side note, I'd like to create a Square-Enix canon addendum patch for this project.

This is something I would really like to help you with. Here is a quick list of character name changes in the Beacause patch given by DLPB:

Zax>Zack
Leno>Reno
Yrena>Elena
Gusto>Gast
Elmina>Elmyra
Zeng>Tseng
Mina>Myrna
Sierra>Shera
Godot>Godo
Crean>Chole
Grean>Choco Bill
Greene>Choco Billy
Marin>Marlene
Barrett>Barret

I noticed you were missing Barret, Gast, Shera, and Godo from your list. Those names have either appeared in the short story collection On the Way to a Smile or Dirge of Cerberus.

Will you be including towns or limit breaks in your patch? Dissidia canonized a number of limit break names for Cloud, Tifa, and Aerith as well as weapon, armor and item names.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on April 06, 2016, 07:09:44 pm
Will you be including towns or limit breaks in your patch? Dissidia canonized a number of limit break names for Cloud, Tifa, and Aerith as well as weapon, armor and item names.
I'm kinda on the fence about that myself.  Mostly in regard to Climhazzard.  While I realize that it's also an FFIX ability, Crime Hazard ends up being a better descriptor for both at the same time.  If I were ever going to go and make a patch for FFIX that fixes references (palom and porom, etc), I would probably make the ability Crime Hazard in the process because it makes even more sense in that game.

Give DLPB and Luksy a trophy for that one.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on April 06, 2016, 07:26:15 pm
I noticed you were missing Barret, Gast, Shera, and Godo from your list. Those names have either appeared in the short story collection On the Way to a Smile or Dirge of Cerberus.

Will you be including towns or limit breaks in your patch? Dissidia canonized a number of limit break names for Cloud, Tifa, and Aerith as well as weapon, armor and item names.
Thanks!
I will change any name for anything that's been mentioned outside of Final Fantasy VII. Therefore, Limit Breaks, Weapons and Armor are all free game.
Please send me a list of everything you can think of (and perhaps a reason why it's canon). I'm not super "in the know" on allot of small details, so I'd greatly appreciate the help. 

Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on April 06, 2016, 08:44:07 pm
Thanks!
I will change any name for anything that's been mentioned outside of Final Fantasy VII. Therefore, Limit Breaks, Weapons and Armor are all free game.
Please send me a list of everything you can think of (and perhaps a reason why it's canon). I'm not super "in the know" on allot of small details, so I'd greatly appreciate the help.
Alright I'll pitch in, as far as Limit Breaks go it's mostly Cloud:

-All of Cloud's were captured in Final Fantasy Tactics word for word the same as VII (plus Cherry Blossom).  WOTL changed Braver to Brave Slash for some odd reason, and Finish Touch to Finishing Touch.
-Climhazzard is also in FFIX as a Sword Tech, but it's a completely different effect.
-Cross Slash appeared in FFIV The After Years, also Cross Slash Prime.
-I know that in the Dissidia games at least Climhazzard, Blade Beam, and Meteorain are confirmed. (I haven't played the later games all that much).

I also know that at least a couple of Tifa's Limit Breaks reappeared in VIII too.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on April 06, 2016, 09:22:15 pm
Thanks, got Climhazzard, Blade Beam and Meteorian on the list. I'm keeping Braver the same since War of the Lions seems to be the only game that changed it's name (and there have been newer games that keep it as Braver).
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cold_spirit on April 07, 2016, 12:19:08 am
Here's a big list. Sorry for the repeats!

Quote
Character Names:
Barrett = Barret
Yrena = Elena
Gusto = Gast
Godot = Godo
Marin = Marlene
Leno = Reno
Sierra = Shera
Zeng = Tseng
Zax = Zack

Other Names:
Moguri = Moogle

Locations on the World Map:
Icicle Lodge Area = Icicle Inn Area
Nibl Area = Nibel Area
Rocket Village Area = Rocket Town Area
Midhir Area = Mideel Area

Locations on the Field:
District = Sector
Icicle Lodge = Icicle Inn
Niblheim = Nibelheim
Mt. Nibl = Mt. Nibel
Mithril Mine = Mythril Mine
Midhir = Mideel
Great Crater = Northern Cave Crater / Northern Cave
Rocket Village = Rocket Town
Shin-Ra = Shinra
Zax's Home = Zack's Home

Enemy Names:
Nibl Wolf = Nibel Wolf
Morbor = Malboro
Yrena = Elena
Godot = Godo
Leno = Reno
Zeng = Tseng

I still have to check through weapons, armors, accessories, items, key items, limit breaks, materia, and magic.

EDIT: In case anyone is worried, I'm cross-checking each name with various resources (example: Crisis Core emails, Crisis Core mission descriptions, On the Way to a Smile short stories, etc.)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 07, 2016, 02:38:42 am
I came across another issue, albeit small. On the ending FMV, ending2 that is, on a real PSX there's noise coming out of either sound channel. This so far only happens on that one FMV. Could it be because of the new subs? I haven't had a chance to test it on the other subbed FMVs because I don't have save files near those.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on April 07, 2016, 05:33:37 am
I came across another issue, albeit small. On the ending FMV, ending2 that is, on a real PSX there's noise coming out of either sound channel. This so far only happens on that one FMV. Could it be because of the new subs? I haven't had a chance to test it on the other subbed FMVs because I don't have save files near those.

Yes, that video was modified to re-translate the subtitles, and probably that caused the extrange noise. I don't know how to fix that.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on April 07, 2016, 09:43:19 am
Thanks, got Climhazzard, Blade Beam and Meteorian on the list. I'm keeping Braver the same since War of the Lions seems to be the only game that changed it's name (and there have been newer games that keep it as Braver).
Yeah, WOTL is... interesting with it's name changes.  Let's leave it with that.  :D
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 07, 2016, 11:10:53 am
Yes, that video was modified to re-translate the subtitles, and probably that caused the extrange noise. I don't know how to fix that.

Oh well, doesn't matter too much, small price to pay for such a great job.

I think I'm gonna do a full play-through of the game and I'll keep posting if I find anything else.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on April 07, 2016, 12:38:20 pm
There are ways around re-encoded movies and similar errors, like soft subtitles. You don't even need to supply huge patches that way and there are zero quality reductions due to re-encoding of macroblocks. My code for soft subtitles on FF7i should still be somewhere, somebody even ported it over the non Internal builds and reported the code to work fine.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on April 07, 2016, 02:18:39 pm
Here's a big list. Sorry for the repeats!
Thanks!
To avoid derailing this thread, lets continue this discussion through PM.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Bobolicious81 on April 07, 2016, 04:28:00 pm
My apologies if it's been mentioned, but there's also a typo in the ending's subtitles. When Cloud and Tifa are on the ledge together in the northern cave, Tifa says something like "Thank godness everyone's safe" rather than "thank goodness"
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on April 07, 2016, 04:49:00 pm
There are ways around re-encoded movies and similar errors, like soft subtitles. You don't even need to supply huge patches that way and there are zero quality reductions due to re-encoding of macroblocks. My code for soft subtitles on FF7i should still be somewhere, somebody even ported it over the non Internal builds and reported the code to work fine.

I see your old code here: http://forums.qhimm.com/index.php?topic=8571.msg134116#msg134116 (http://forums.qhimm.com/index.php?topic=8571.msg134116#msg134116), but the link it's not working. Can you please upload it again?

Regards

My apologies if it's been mentioned, but there's also a typo in the ending's subtitles. When Cloud and Tifa are on the ledge together in the northern cave, Tifa says something like "Thank godness everyone's safe" rather than "thank goodness"

Thanks, I'll try to correct this in the new patch.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on April 07, 2016, 06:15:33 pm
Uploaded here: http://appleofeden.de-doc.com/psx/ff7i.rar
Sources to soft subs are located under SLPS, mdec.asm and mdec_extern.asm are the whole thing. It can be changed a bit to accept whatever binary data to work as text, otherwise it will be using the provided data with scrambled font order that requires only the symbols actually used for the translation [generated via script in the inserter].
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on April 08, 2016, 07:10:52 am
Uploaded here: http://appleofeden.de-doc.com/psx/ff7i.rar
Sources to soft subs are located under SLPS, mdec.asm and mdec_extern.asm are the whole thing. It can be changed a bit to accept whatever binary data to work as text, otherwise it will be using the provided data with scrambled font order that requires only the symbols actually used for the translation [generated via script in the inserter].

Good, thanks Gemini.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: cold_spirit on April 09, 2016, 12:15:11 pm
Just a heads up, Dexterity is translated as Agility in the Status menu, but some materia still list things like "Dexterity +50%" in the Materia menu. Just a minor inconsistency.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on April 10, 2016, 05:36:49 pm
Just a heads up. Dexterity is translated to Agility in the Status menu, but some materia still list things like "Dexterity +50%" in the Materia menu. Just a minor inconsistency.

Thanks cold_spirit, I will check that.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 11, 2016, 12:37:55 am
I believe I have found a couple of things, don't know if they actually can be considered "issues".

On Shin-Ra building 66 floor, there's an NPC walking that on the original release only says "..............." like a few times in a row and then he finally says "..sigh...", you had to keep talking to him. On this retranslation you get all the ".............." and the "...sigh..." on a single big text window.

Now for the other one, and this might not be an issue at all but I noticed something different in the scene where Cloud, Tifa and Barrett eavesdrop on the Shin-Ra meeting. I remembered that when Hojo entered the meeting, the music changed from "Under the rotten pizza" to "Shin-Ra company theme". At first I thought it could have been a script oversight, but then I put the original game in and the same thing happened.

The music does change, but on the PC version only, was it a script oversight on the PC version, or was the script revised on the PC version?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on April 11, 2016, 11:15:39 am
The first problem with ....... does not exist in Reunion - it's an oversight of Green_Goblin not to set the height of box to 1 line (I forget how many pixels that is - I think 16?).

Here is my entry:

Code: [Select]
#h 1
“……………………
 ……………………
 ……………………
 ……………………
 ……………………
 ……………………
…sigh…”

The second issue is a PC error, which I have corrected here:  http://forums.qhimm.com/index.php?topic=16893.msg239652#new

It affected a lot of areas.

The PC script and PSX script are identical for the most part.  There are some fields that differ but they are a minority.  The PC game differs due to bad porting and the use of older source code (see above). The vast number of issues with PC are because the engine does not do what the PSX game did.

Edit.  I have just realized, the reactor music playing in PC version in the Cloud revealed scene is also due to music lock bug above. So it even affected one of the most iconic scenes.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 11, 2016, 02:10:01 pm
Thanks for the clarification.

I knew the PC version had issues with the audio, specially the Spanish version, you'd get music changes on the most inappropriate times. However, having the Shin-ra company theme when Hojo enter the scene, seems very appropriate, that's why I thought it could have been a revision to the scene script.

Oh well.

I'll keep posting what I find. Thanks again to everyone involved and for making it happen on the PSX version since I love playing it on the system it was made for. Should there be any new versions of the patch I'll try them out inmediately since I don't mind burning a few CD-Rs.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on April 11, 2016, 02:56:22 pm
Yeah, that locking bug has had a hand in so many of the music faults.  There are a few akao functions that don't work either - certain fading effects.  These can be worked around by altering script.  I am not sure what exactly is broken with akao.  At a later time, I may try and fix that too.

Edit.  I'll only reply to issues that are my fault.  The one below me is not an issue on my side.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 12, 2016, 03:41:14 pm
I believe I've found something.

When I do Sense to enemies weak to lighting, it says "Weak to light", confirmed on Moth Slasher (Moss Slasher on this translation), Hundred Gunner and Heli Gunner. Doing it on Motorball it says "Weak to Lightó"

April 14, 2016, 04:05:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Found another small detail. When talking to the chocobos to get the first summon Materia, the dialog box when the chocobo asks, there last word has "Kweh" split between 2 lines. So you get like KW on one line and then EH on the line below.

Also, on Cloud's Flashback, when Tifa says: "Shin-Ra, Soldier, Mako Reactors I hate them all!", Soldier is on capital letters.

April 19, 2016, 03:40:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I have kept playing the game, I just got the buggy, I haven't had much time to sink into the game but so far I haven't found any other issues. Please let know when a new version of the patch is coming so I can test it out.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on April 28, 2016, 12:30:51 pm
I'm already on disc 2, stuff that I've found that I haven't mentioned before are as follows:

In the world map area surrounding Niblheim, it says: "Nibel area", shouldn't it be "Nibl Area" according to the new translation?

Going into Gongana the first time, after fighting Rude an Leno, Cloud says on the conversation "That leaves...." to which one of the party members will reply "a Shin-Ra spy?", shouldn't it be more correct to say "That means..."  and then "a Shin-Ra spy?" instead of "That leaves..."?  or maybe "That must mean..."

I'm just judging on the tone of the conversation, also, take this with a grain of salt, English is not my native tongue.

I just got to the Icicle Lodge, I'll keep posting what I find.


Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on April 28, 2016, 02:24:57 pm
Quote
In the world map area surrounding Niblheim, it says: "Nibel area", shouldn't it be "Nibl Area" according to the new translation?

It should.  My version is fine.


Quote
Going into Gongana the first time, after fighting Rude an Leno, Cloud says on the conversation "That leaves...." to which one of the party members will reply "a Shin-Ra spy?", shouldn't it be more correct to say "That means..."  and then "a Shin-Ra spy?" instead of "That leaves..."?  or maybe "That must mean..."

I'm just judging on the tone of the conversation, also, take this with a grain of salt, English is not my native tongue.

Either are grammatically fine. The former (which I've used) is probably more likely in an English conversation of this nature - it sounds more natural.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on May 03, 2016, 02:22:53 pm
I´m just before the crater, only thing I´ve noticed so far is the name of the Malboro´s drop item. It´s called "Morbor Tentacles", I believe it's "Morbol tentacles", I know it's hard because of all the thing with L and R in japanese, but in FFXI which I played for many years there was a drop item that was "Morbol vine" also, the whole species was called "Morbols".
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 03, 2016, 03:07:17 pm
Their called Malboro across the board.
http://finalfantasy.wikia.com/wiki/Malboro
Final Fantasy XI has a different enemy called the Morbol.
http://finalfantasy.wikia.com/wiki/Morbol_%28Final_Fantasy_XI%29
Which is like a cousin of the Malboro.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on May 03, 2016, 03:59:31 pm
The only time I've seen the actual monster translated as Morbol was in PS1 FFT.  In everything else mentioned, Morbol is the name of the family of monsters a Malboro is a member of.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on May 05, 2016, 08:45:15 pm
The only time I've seen the actual monster translated as Morbol was in PS1 FFT.  In everything else mentioned, Morbol is the name of the family of monsters a Malboro is a member of.

Exactly what I meant, sorry if I wasn't clear enough. I'm willing to bet the japanese name of the item is モルボル (moroboro) and whatever the word for "tentacles" is, and it makes sense in a way that they translated it as "Morbor", but officially it's "Morbol".
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 07, 2016, 12:48:23 pm
Green_goblin,
I just sent you a working ending movie that was re-subtitled using FF7Tools's "subending" program. The results are a lossless version of the original movie but with new subtitles.
With the above being said, if you can't find a better way to sub JENOVA_E, I suggest using the original video with old translation. The one currently in the patch has distorted audio (also looks like it was down-scaled from a janky upscale...allot of detail is missing as a result)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on May 08, 2016, 02:36:08 am
I'm interested in having a noiseless video on the PSX version.

On other news, I found another inconsistency in the Midhir island, it says "Mideel Area" on the menu, I believe this is the same as "Nibel Area" when near Niblheim that I pointed out before.

Also, I think any enemy weak to Lighting will not properly show its weakness when using Sense, it will either just say "Weak to light" or add a random character after the T of "light" dunno what could cause it.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 08, 2016, 05:37:04 am
Exactly what I meant, sorry if I wasn't clear enough. I'm willing to bet the japanese name of the item is モルボル (moroboro) and whatever the word for "tentacles" is, and it makes sense in a way that they translated it as "Morbor", but officially it's "Morbol".

https://docs.google.com/spreadsheet/ccc?key=0AnKl04es5qkqdHFKVjF1SVY2RjlKUGNzSU1Db0tzenc&usp=sharing

There is no way to know for certain - but I have gone with Morbor for very good reason :) Although, even given "Morbo" - it's possible they just intended an l and not an r.  But I'd still go R there because Mor - Bor.  And because it's more likely the Japanese person who came up with the monster name would use an R over L for obvious reasons. I'd like to know why the English localizations chose to use L... whether it was chosen because someone in the know told them that was actually the spelling, or because they just saw L as more westernized.  I suspect the latter.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on May 10, 2016, 02:06:09 pm
Alright, here is a version of the patch I compiled.
https://dl.dropboxusercontent.com/u/47184537/Projects/FF7-Because.zip
I rebuilt the ISO via PSXImager (compiled it for Linux Mint 17.3) and used FF7Tool's "fixup" to patch in the new LBA. The end result should be a much cleaner, error free, image (I've tested it with mednafen and everything seems good).
I also included the translated nvmkin1.dat that Green_goblin forgot, fixed the {NEW PAGE} issue when Aerith dies, fixed the ellipsis soldier text and included the new ending movie (subtitled with FF7Tools). However, the old JENOVA_E was reinstated due to it being difficult to subtitle and the current one having distorted audio.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kensou on May 14, 2016, 01:25:18 pm
Found an issue, an important one I believe. On Shinra Building on disc two when returning to it to grab the items you can encounter the Hammer Blaster http://finalfantasy.wikia.com/wiki/Hammer_Blaster I get a "Invalid Data Scene 424 Code 32"

Is it this issue http://forums.qhimm.com/index.php?topic=11127.0 ?

It told me to L1+R1+Select and it took me out of the battle and I could play the game fine after that.

May 14, 2016, 01:30:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I can confirm it also happens with formation 426, wiki says something about an animation of this enemy.

"The purpose of Hammer Blaster turning off its death handling upon death is because it has a different death animation to normal enemies."

Game will not show an error if I don't attack it, I guess it happens because I'd kill it on the first attack and can't load the death animation properly?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: raceng on May 25, 2016, 01:07:45 pm
Can someone help me.?
 
I was playing the disc 1 after Aeris gets kidnaped and you go to the wall with the grafiti and the cable you have to climb.

In the script scene with the kids showing you the place the game freeze during one of tifa dialogues, about save aeris

I put Aeris a new name with 8 letters... Maybe its too long?



May 25, 2016, 04:14:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hi, i resolve the problem i have.

Its just what i was thinking. If you put a very long name to Aeris (and i presume that is the same with other Playable Characters) it can happen that the textbox dont have the capacity to show all the text and the game freeze.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: trostboot on June 05, 2016, 08:10:59 am
Alright, here is a version of the patch I compiled.
https://dl.dropboxusercontent.com/u/47184537/Projects/FF7-Because.zip
I've seen some issues with this as compared to the April patch. On Disc 2, when entering the Spiral Tunnel coming out of District 8 (where you encounter the Turks), the entire scene is a garbled mess that persists into battle.

Similarly, simply selecting the Escort Guard in the Equip menu will produce similar results, and the game will lock after exiting the menu. I haven't double-checked this one to confirm it only happens with your patch, however. The first one does.

Edit: Also, entering the Shinra mansion basement in Niblheim on Disc 2 post-lifestream events causes the game to lock up, as well - as with the Escort Guard, I haven't done any further testing with other patch versions as of yet.

Here is a memory card with a save right before entering the Spiral Tunnel if you want to check it out for yourself: https://www.dropbox.com/s/w95bdskkltrn4tm/FINALFANTASY7.0.mcr.zip?dl=0

This is running on retroarch/mednafen.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on June 05, 2016, 12:45:42 pm
Here is a memory card with a save right before entering the Spiral Tunnel if you want to check it out for yourself: https://www.dropbox.com/s/w95bdskkltrn4tm/FINALFANTASY7.0.mcr.zip?dl=0
Thanks for providing a save. I will look into this.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: trostboot on June 05, 2016, 05:01:54 pm
Thanks for providing a save. I will look into this.
Cheers.

One other thing related to your patch, during the ending one line has a missing space, so there's 2 words stuck together (sorry, forgot which one during the credits).

And another minor and more general note, one of the jump prompts in the second or third screen in the Great Crater still reads "Press [Ok] to jump".
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: theonyxphoenix on June 16, 2016, 07:49:03 pm
I'm getting xdelts3: target window checksum mismatch: XD3_Invalid_input

I managed to get disc 2 and disc 3 to patch and they are the correct size. 
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on June 20, 2016, 04:30:32 pm
That just means somethings wrong with your base image for disc1. Get a rip that matches with redump's MD5, here.
http://redump.org/disc/66/
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SunGodPortal on June 20, 2016, 06:01:47 pm
I haven't read much of the thread so forgive me if this info is already here but...

I recently busted out my PS2 again and have been playing burned PS1 games. I've been wanting to revisit this game since it looks like I'm not going to have any interest in the FFVII remake. What I'm wondering is, have all of the kinks been fixed in this one yet? It's a little more important in my case since I'll be burning it and playing it on my PS2. I'm just about ready to play this but I don't want to encounter any game-breaking bugs and end up with a wasted disc.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on June 20, 2016, 06:08:18 pm
I'd wait. I'm currently trying to iron out some kinks (some of which I are game breaking).
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: CVReynolds on June 29, 2016, 02:55:52 pm
Sorry if this was already reported (VERY minor spoilers below):



In Wutai sidequest:

"I know. I know that as well anyone..."

I think it was supposed to be:

"I know. I know that as well as anyone..."
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on June 30, 2016, 11:13:08 am
Sorry if this was already reported (VERY minor spoilers below):



In Wutai sidequest:

"I know. I know that as well anyone..."

I think it was supposed to be:

"I know. I know that as well as anyone..."

Thanks for that. It's annoying when my brain fills in the missing word and doesn't tell me.   ;D
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Retrolife on July 02, 2016, 10:07:33 am
A ffvii were aries doesn't die would be best
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on July 04, 2016, 12:35:34 am
A ffvii were aries doesn't die would be best

Disagreed.  That would be cliche and lame.  It's far more gutsy and interesting to have a main character die - it's much better storytelling and has a greater impact.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SunGodPortal on July 04, 2016, 12:52:24 am
Disagreed.  That would be cliche and lame.  It's far more gutsy and interesting to have a main character die - it's much better storytelling and has a greater impact.

A thought just popped into my head. Were someone going to do a hack where she isn't removed from the game after a certain point it would be much more interesting if she came back as a villain or as your zombie girlfriend.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on July 04, 2016, 02:55:18 pm
A thought just popped into my head. Were someone going to do a hack where she isn't removed from the game after a certain point it would be much more interesting if she came back as a villain or as your zombie girlfriend.
One thing I enjoyed about FFT WOTL was Undead Algus/Argath, and it's kind of related to this because it runs off of the same idea.  In the original he just dies and is a one-off character who started Delita's separate storyline, in the remakes he ends up as an undead knight out of nowhere.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: CVReynolds on July 04, 2016, 03:21:36 pm
Found another. Somebody probably already reported this error in the hack, but here goes:

Potential spoilers below, though people in the topic are already talking about it anyway.



When Sephiroth is talking during the big event (you know the one) at the end of disc 1, there's an errant "NEW PAGE" in the script that doesn't achieve its desired function. I don't remember exactly where it is, but considering it's right after the big famous scene, it should't be hard to locate.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on July 08, 2016, 12:25:46 am
http://goo.gl/gzjzSP

The field bugs (all the moderate or minor bugs) have been fixed. The backlog is vanquished. Now it's time to get Reunion R05 out - and hopefully Green_Goblin can incorporate my fixes into the PSX version.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on July 12, 2016, 01:09:02 pm
hyped for Reunion R05
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: CVReynolds on July 19, 2016, 03:39:33 pm
For if no one has reported it yet:

In the Gold Saucer's Speed Square, ask to see your high scores. It displays an empty box.

EDIT: This is on Disc 2, by the way.

UPDATE: New one (may not be an error): Try using the wrong limit break item on Tifa. She says, "I've got the wrong person." This is assuming the characters are speaking in these occurrences. If that is true, it should be "Got the wrong person.", "You've got the wrong person.", or "I'm the wrong person." That's what I suppose, anyway.

UPDATE: Another error. After Carry Armor, Cid's line (should you have him with you) is a little truncated. "We'll just have to take it from 'e" I think it says.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Rodimus Primal on July 21, 2016, 12:51:47 am
I haven't read up on this in a while. Is the current Square names project still being worked on? I know Green Goblin's original project was taking the PC retranslation and apply it to PS1.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on July 22, 2016, 12:30:57 am
Hopefully someone finally fixed the mistranslation of North Pole into Knoll's Pol.  Knowlespole was one of the most famous mistranslations in the original US version, i'm rather surprised it was mistranslated twice.  Also I hope in the next version I can finally play it without needing to run the game exclusively on disk 3.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on July 23, 2016, 07:16:54 am
Hopefully someone finally fixed the mistranslation of North Pole into Knoll's Pol.  Knowlespole was one of the most famous mistranslations in the original US version, i'm rather surprised it was mistranslated twice.

It's been Knoll's Pol in mine from the beginning, since I came up with it :P (and it does seem very likely).  I'm not sure how that's crept into this version?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on July 23, 2016, 12:22:26 pm
Nah, I didn't mean Knowlespole is in it as well, but referring to how Knoll's Pol itself is not the intended reference to North Pole, unless there's a mythological reference you realized.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on July 23, 2016, 10:50:46 pm
The Japanese kana is difficult to decipher, but it certainly isn't "North" or "Pole".
That would place the literal meaning as "Pole at the mountain top / Mountain's Pole"  - which is precisely the correct location.  it may even be a reference to https://en.wikipedia.org/wiki/The_Knoll 

But the point is the Cetra called the location a geographical north "Pole" [Pol is what the kana is and is very likely from a non-English language https://en.wiktionary.org/wiki/pol, designed to make the place sound more foreign - since this is the Cetra who named it] on a mountain.  It not only fits the kana perfectly, but also the logical location in-game. The Great Glacier is a mountain - and the whole region is a mountainous area. 

[Edit.  See the following discussion. Knoll's Pol is possible, but Nord Pol is far more likely given the new evidence]
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on July 23, 2016, 11:22:32 pm
So that's how you'll fool them.  So that's how you fooled them. :p

But interesting.  I don't think a lot of people know about that spelling of pol, and it's definitely something I never heard of until now.  I was hoping i'd get your attention to help that long-standing debate for sure.  Might be something to address in a note with the patch in the future, simply because a lot of older players would probably ask the same question.  Thanks for not getting annoyed though.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on July 24, 2016, 06:17:06 am
NP.  ;D I've already placed the reasoning on the BugTracker (which now houses the non-dialogue and place name information).

You see, the issue is this:

ノース (Noosu)  North.  FF7 uses ノルズ (noruzu) 

You can already see that the kana is different.  It's of course entirely possible that they took the English and mangled it (the argument against that is how different the kana is).  As in, the actual name is based on North, but different to give a uniqueness to the Cetra's name for it. If that's the case, Knoll's (or Knolls') would be incorrect, even though it matches the kana they've used; and a better localization would be something close to North Pole, like Nord Pol (which is German for North Pole too).  Something that allows an English person to see a North Pole influence, while not being the actual English. In either case, the Japanese writers made it clear that they definitely do not want North as a 1:1.  And I have to go with likelihoods that Knoll's  is what they meant.

Similarly, Pole is ポール and not ポル.

The reason it ended up Knowlespole in the original game is because Baskett was clever enough to see that it was too different to be North Pole - and so he conjured something up.

i'm debating this with Luksy.

edit

Edit.  OK after some discussion we are left with the following:

1. This is a unique, intended name (Knoll's Pol).  Chance:  Very possible.
2. This is a spelling mistake for North Pole. Chance: Very unlikely.
3. This is a deliberate alternation of North Pole. Chance: Very possible.
4. This is a unique, intended name (Nords' / Nord's Pol).  Chance: Very possible.

I'd be VERY surprised if the original writer didn't intend 1, 3 or 4.  Luksy is gunning for 3 and 4.  I am on the fence with 1,3,4.  I think given that Knoll means a small hill - I have to bite the bullet and consider it the more unlikely of the three.  The question now is whether to use Nord Pol  or Nord's Pol.  Luksy noted that "Nords' / Nord's is also a match to the kana

Edit.

This seems VERY promising.

matches the kana... (https://ja.wikipedia.org/wiki/%E3%82%A2%E3%82%A4%E3%82%B9%E3%83%A9%E3%83%B3%E3%83%89%E3%81%AE%E3%83%95%E3%82%A3%E3%83%A8%E3%83%AB%E3%83%89)

Which seems to also be a very big indicator.

http://www.etymonline.com/index.php?term=north


Edit.

Edit. OK, I've decided. We're changing it to Nord Pol. The kana matching the old English / Norse for "North" - and those regions on Earth - clinches it for me.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on July 24, 2016, 10:25:57 am
ノルズ comes from Norður (ノルズル), meaning North, and ポル probably applies to a similar Nordic transliteration. North Pole is definitively the best approximation or a Nordic name (FF7 has plenty), everything else sounds like silly Engrish.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: monadmaniac on July 24, 2016, 10:27:28 am
Alright, here is a version of the patch I compiled.
https://dl.dropboxusercontent.com/u/47184537/Projects/FF7-Because.zip

I can't get this patch to work on my Playstation. It seems to work in mednafen for me and I can get Green_goblin's Apr 1st patch working on the actual hardware, so I'm not sure what the issue could be.

Let me know if there's something I can do to help troubleshoot this. Thanks for all the great work y'all have put into it.   :thumbsup:

EDIT I was, however, able to get it working on my PS2 w/softmod + disc swap
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on July 24, 2016, 10:29:42 am
ノルズ comes from Norður (ノルズル), meaning North, and ポル probably applies to a similar Nordic transliteration. North Pole is definitively the best approximation or a Nordic name (FF7 has plenty), everything else sounds like silly Engrish.

I think given the kana and the region, a really good localization is "Nordpol"; it even means "North Pole" in German. 

https://de.wikipedia.org/wiki/Nordpol

  And as you also noted, it's taken from Norð, which matches the kana.  A few places in Iceland are named Norð and use Noruzu.  The intention of the writers is definitely to give the name a Nordic feel to it, since the Cetra named the area. Using the English "North Pole" loses that - so I'll definitely stick to Nordpol.  It's probably even exactly what they had in mind.

@Phantasia Knights  It seems we made a mistake after all. Thanks for bringing this topic up.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on July 24, 2016, 11:30:46 pm
It makes me very happy that I encouraged a key change in the game's translation for the better.  Thanks for taking it seriously, the project just got that much cooler for me.

July 24, 2016, 11:38:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I can't get this patch to work on my Playstation. It seems to work in mednafen for me and I can get Green_goblin's Apr 1st patch working on the actual hardware, so I'm not sure what the issue could be.

Let me know if there's something I can do to help troubleshoot this. Thanks for all the great work y'all have put into it.   :thumbsup:

EDIT I was, however, able to get it working on my PS2 w/softmod + disc swap
A few months ago when I first tried to run this game, the forum and I discovered that the retranslation only really had problems running on real hardware.  Specifically I wonder if you're having the problem I had of the transition pointers for a lot of the game being screwed up.  I later discovered on emulator the game would only reliably not crash on disk 3.  Of course it later hit me that's because I was running it on BizHawk, which I found out is a cycle-accurate emulator, and thus would have the same problem as the PSP.  In fact they crash in all the same places.

EDIT: Actually, it occurs to me that might be good diagnostic data. If anyone from the team wants my BizHawk error log, let me know.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on July 25, 2016, 07:57:48 am
I was running it on BizHawk, which I found out is a cycle-accurate emulator, and thus would have the same problem as the PSP.  In fact they crash in all the same places.
BizHawk uses Mednafen for it's PSX emulation. Which is accurate, but  not cycle accurate ( I doubt we have CPUs good enough in 2016 to run something like that).
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Phantasia Knights on July 25, 2016, 03:19:16 pm
Well I was able to finish the game, but now I am back to having no idea what went on with that in the first place then.  I'll be very curious how it does on the next patch.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: CVReynolds on August 01, 2016, 10:48:47 am
When you give the Guidebook to the Kalm traveler, he says he'll give you a "Diving" materia. The materia you receive is named "Aqualung" instead. I don't know if this is an error, but in case it is, I'm reporting it here.

Edit: Oh, and this happens on Disc 3. Don't know about Disc 2.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on August 01, 2016, 12:40:28 pm
When you give the Guidebook to the Kalm traveler, he says he'll give you a "Diving" materia. The materia you receive is named "Aqualung" instead. I don't know if this is an error, but in case it is, I'm reporting it here.

Edit: Oh, and this happens on Disc 3. Don't know about Disc 2.
I'm pretty sure this was an intentional change, but looking at the doc I can't find the materia to confirm.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on August 02, 2016, 06:45:52 am
It should now be Aqualung across the board, as it will be in R05 for the PC. Diving is correct to the Japanese, but sounds rather clunky as an English name.  It's very likely intended to be based on (scuba) diving equipment.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on August 02, 2016, 10:43:28 am
Ah, I thought so!  Thanks for confirming.

So wait a minute, I don't mean to sound like a butt here, but if Aqualung came from the name sounding awkward where did Status Null come from?  That also sounds kind of awkward in my opinion, at least when you compare it to other spells.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on August 02, 2016, 10:52:33 am
Status Null comes from S-Nu (エスナ), basically Status Nullify.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on August 02, 2016, 11:08:25 am
Status Null comes from S-Nu (エスナ), basically Status Nullify.
I see.

Here's the strange thing though: a single word ending in -na kind of feels like it would jive better than Status Null (to me at least), but I don't know how you'd put that in without using the originally localized spell name.  Statna/Stat-na sounds wrong, so I can see why Null was used like that.  I almost want to say Nullify sounds more like a spell would.  That's about all I can think of.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Gemini on August 02, 2016, 12:04:48 pm
I have it myself as S-Null and Basuna as BS-Null, even if BS sounds like bullshit in English, but nevermind. :D
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on August 02, 2016, 12:54:03 pm
I see.

Here's the strange thing though: a single word ending in -na kind of feels like it would jive better than Status Null (to me at least), but I don't know how you'd put that in without using the originally localized spell name.  Statna/Stat-na sounds wrong, so I can see why Null was used like that.  I almost want to say Nullify sounds more like a spell would.  That's about all I can think of.

Status- Na makes 0 sense in English, as you said.  It's meant to be nullify, and that's even what FFs after VII use.  I recall FFX using Null for various things. Aqualung is not too far away from the intended meaning they were getting at.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: CVReynolds on August 04, 2016, 03:50:44 pm
Aqualung is fine. The problem is that the Kalm traveler twice claims he's giving you "Diving" (complete with pink letters) but you get Aqualung (also with the pink letters).

But if I read DLPB's reply correctly, this will be fixed in the next version. :3
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on August 04, 2016, 05:27:40 pm
Well, it doesn't need fixing in PC one since it's being added in R05.  This issue is a problem with this project :)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on August 10, 2016, 01:41:13 pm
DLPB, where is R05? Still only seeing R04 on your forum

http://forums.qhimm.com/index.php?topic=14914.0
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on August 10, 2016, 08:03:21 pm
DLPB, where is R05? Still only seeing R04 on your forum

http://forums.qhimm.com/index.php?topic=14914.0

Quote
since it's being added in R05

It ain't out yet.... :P It's been in the making quite some time but is near completion.

See The Reunion Database (linked to in first post) to see the kind of stuff fixed.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: SmashManiac on August 27, 2016, 09:43:50 pm
So what's the current state of the PSX project exactly? I haven't seen Green Goblin reply in a while, and since his last post I've seen posts about another code fix by Burnt Lasagna (http://www.romhacking.net/forum/index.php/topic,19709.msg305937.html#msg305937) not on the first post and talks about an updated Reunion patch.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on August 27, 2016, 09:58:02 pm
I'm only guessing, but I bet the plan is to wait for the new Reunion version to come out so the script gets updated.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on September 01, 2016, 09:56:43 pm
http://forums.qhimm.com/index.php?topic=14914.msg243673#msg243673

Just in time too, beacause these definitely need a fix.

I will have some minor adjustments for Green_Goblin in the coming days, because Reunion R05 will be out within the next 5.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: xadox on September 12, 2016, 01:39:35 am
Does this patch work on real hardware or just in in emulators?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on September 23, 2016, 08:12:03 pm
Xadox it works on hardware.

The PC version of R05 should be out soon and then it can begin being ported to ps1
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on September 23, 2016, 10:23:24 pm
R05 is out.  I am sure there will be some sort of issue.  :D

IN any case, R06 will be the finalized version. Remaining grammar issues and box placements will be fixed.  Green_Goblin then wants to simply port any and all fixes (there are hundreds) across via the files.  It will save an enormous amount of time.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on September 23, 2016, 10:37:24 pm
R05 is out.  I am sure there will be some sort of issue.  :D

IN any case, R06 will be the finalized version. Remaining grammar issues and box placements will be fixed.  Green_Goblin then wants to simply port any and all fixes (there are hundreds) across via the files.  It will save an enormous amount of time.
Brilliant!  Thanks a ton for all your work DLPB. :D
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: xadox on September 24, 2016, 02:07:52 am
Great news!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Rodimus Primal on September 24, 2016, 10:53:53 am
Awesome news indeed. I can only hope once everything is finalized that Burnt Lasagna can make an update for the offical Square name patch.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Burnt Lasagna on September 26, 2016, 09:42:32 am
I can only hope once everything is finalized that Burnt Lasagna can make an update for the offical Square name patch.
When everything is finalized in the main PSX patch, I'll also finalize my addendum.
I look forward to your release Green_goblin!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: pating on October 22, 2016, 08:39:12 am
May I ask if this version already fix the bug when selling ribbons and water ring?

For example I got 20 ribbons and I equip it with my 3 characters, let us say, Cloud, Tifa and Barret. So in my inventory I still have 17. But when went to a shop and sell the ribbons I have but in the selling menu screen it says that I equipped none of my Ribbons.

When accidentally checked my water ring with I have 5 in my inventory and I did not equip anyone with it I saw that in the selling menu screen it says I equipped 3 water rings.

Amazing isn't it?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on November 28, 2016, 06:16:24 pm
R05C of the PC version is out. Looking forward to R06!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on January 28, 2017, 06:51:35 am
http://forums.qhimm.com/index.php?topic=9658.msg247507#msg247507

Anyone else had this issue?  I think I found the reason.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: dukejp on April 04, 2017, 01:01:52 am
I found a bug, i think. In the Shin-Ra building, when i fight this enemy (Hammer Blaster), the game crashes with the "scene 424 code 32" message. To fix this, for now, i extracted the original (untouched) SCENE.BIN for the normal game and replaced it in the  retranslated iso. This not affect the translation, only the enemies name, i can live with that.  I am using the last version of Mednafen PSX core.
(http://i.imgur.com/tiErF2k.jpg)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: chrome99001 on April 13, 2017, 03:07:10 am
Is it possible to do a patch with just the retranslation and without the bug fixes?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: reiko23 on May 11, 2017, 12:50:59 pm
Is Green_Goblin ever going to continue working on this? Wish this could be completed!  :angel:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kallisto on May 11, 2017, 04:11:01 pm
Now, this is cool, but since this uses the US version as a base, does that mean that some of the content in the International version is not in the patch? Like I recall those dog bosses in the desert were removed from the US release.

Also, does this retranslation fix the W Item error? In Japanese, W is used for Double...

Really? I never knew there was a cut-boss from the game.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 16, 2017, 06:30:41 pm
Is Green_Goblin ever going to continue working on this? Wish this could be completed!  :angel:

He is.  But he's also waiting for me to finish R07, which will have finalized translation.  Final as in really final.  Window placements and all.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: reiko23 on May 18, 2017, 01:16:30 am
Nice to know! Thanks DLPB, I wish you all the best for your next release! Can't wait!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Kallisto on May 18, 2017, 12:17:00 pm
This translation are sick.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on May 18, 2017, 01:33:25 pm
He is.  But he's also waiting for me to finish R07, which will have finalized translation.  Final as in really final.  Window placements and all.
I'm eager to see the results, I almost lost hope on the PS1 version.  Are any major changes slated for the finally final translation?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: renegadeofunk on May 28, 2017, 04:18:33 pm
I've been skimming both the Reunion thread and this one but I can't tell if the PSX version has the full translation or not.

As in, I don't mind window placements and stuff like that, but is the translation pretty much 98%+ correct? Asking because I'm itching to play it right now and I'd like to use pSX's fast forward function :)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on May 30, 2017, 05:09:21 pm
You are best off waiting.  R07 will include quite a few fixes - especially from our proof checker, Charlie Beer, who is going through all fields and noting anything that sounds off.  So far, 2 major errors, and dozens of minor. R07 will also have greatly improved grammar and the localization will be, finally, 100% complete.


Don't get me wrong... as it is the re-translation is still a professional job - but it's not got my seal of approval until R07.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: renegadeofunk on May 30, 2017, 10:34:50 pm
Ok good to know, thanks!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Rodimus Primal on May 31, 2017, 10:22:11 pm
You are best off waiting.  R07 will include quite a few fixes - especially from our proof checker, Charlie Beer, who is going through all fields and noting anything that sounds off.  So far, 2 major errors, and dozens of minor. R07 will also have greatly improved grammar and the localization will be, finally, 100% complete.


Don't get me wrong... as it is the re-translation is still a professional job - but it's not got my seal of approval until R07.

Thanks for all your great work on this. Once it's finished I would like to see both the PSX and PC versions have official current Square Enix names of everything for series continuity reasons.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: DLPB on June 18, 2017, 10:11:01 pm
http://forums.qhimm.com/index.php?topic=14914.msg251250#msg251250

This is pretty much a case in point as to why the project needed another set of eyes in a Japanese proof check. It's all coming along nicely though!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: xadox on April 25, 2018, 05:42:02 am
Is this still alive?
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on April 25, 2018, 07:43:54 am
Is this still alive?

It is, I will publish a new version as soon as R07 is ready, but that depends on DLPB.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: reiko23 on April 25, 2018, 09:54:59 am
Woh! Really didn't expect the project was still going-on on your side Green_goblin, haven't seen you much lately. Hope DLPB can release R07 quicky so that you can finish your project! Thanks man for your patience, we will all be waiting for this moment!  :angel:
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: HorribleRedrum on May 05, 2018, 08:42:11 am
(https://i.imgur.com/l4wcWoe.jpg)
Game constantly shows this error when entering random encounters with these particular robots (Shin-ra tower, 64f.). I used a .bin image of a correct size for patching.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: reiko23 on May 17, 2018, 02:05:27 am
It has already been reported before, we just need to wait for a new version of the patch to come up. He is not going to solve it until DLPB's retranslation of the game is 100% complete.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Psiloc on January 07, 2019, 06:26:18 am
Hi there,

I don't know how useful this is to you but I haven't seen anyone else mention these yet.

Currently playing through this in a Raspberry Pi (lr-pcsx-rearmed) and have encountered the following issues:

Pressing select to bring up the 'finger' helper sometimes crashes the game - the emulator restarts. Seems to be scene specific.
Got to the first translated FMV last night (Sephiroth during Niblheim flashback) and there was this loud repeating high-frequency squeak noise that played throughout. The original sound from the movie could be heard playing normally, but the noise played over the top.

Can also confirm the issue with the robots in the Shin-Ra building, and some odd message box placement issues (noticed the "live TV ratings" during the parade is screwed up).

Some of these may be related to my choice of emulator (it's hardly considered 100% accurate), but I thought I'd mention them. The FMV thing stands out as the unaltered FMVs all play perfectly.

Absolutely loving this by the way. Can't believe you managed to port it over to the PS1.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 08, 2019, 12:25:03 pm
Hi there,

I don't know how useful this is to you but I haven't seen anyone else mention these yet.

Currently playing through this in a Raspberry Pi (lr-pcsx-rearmed) and have encountered the following issues:

Pressing select to bring up the 'finger' helper sometimes crashes the game - the emulator restarts. Seems to be scene specific.
Got to the first translated FMV last night (Sephiroth during Niblheim flashback) and there was this loud repeating high-frequency squeak noise that played throughout. The original sound from the movie could be heard playing normally, but the noise played over the top.

Can also confirm the issue with the robots in the Shin-Ra building, and some odd message box placement issues (noticed the "live TV ratings" during the parade is screwed up).

Some of these may be related to my choice of emulator (it's hardly considered 100% accurate), but I thought I'd mention them. The FMV thing stands out as the unaltered FMVs all play perfectly.

Absolutely loving this by the way. Can't believe you managed to port it over to the PS1.

Hi Psiloc,

I have fixed the sound issue with the FMV. I was using the wrong software but now they are ok.
This time I will use Cebix Tools (https://www.romhacking.net/utilities/1050/) to insert the texts so probably all those errors you all are reporting will be fixed.

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Psiloc on January 09, 2019, 12:22:30 pm
Would I be right in thinking the FMV issue is fixed, but you're holding fire on releasing it until R7? Any time frames yet? :)

January 10, 2019, 04:33:53 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Encountered a bug last night. Sorry if it's already been reported.

Right after the initial visit to Rocket Town, when you escape on the Tiny Bronco and it takes a hit to the tail, there's a non-FMV scene where Cid exclaims "this is going to be a big splash" - "hold on to your pants and don't piss in 'em".

The bug is that while the rest of the message boxes are automatic, Cid's re-translated dialog now requires a confirmation button press to shift between the two dialogues. If the player takes a second to do that (which is understandable as the other boxes are automatic ones), the timing of the scene gets messed up and the final FMV never kicks in, meaning the game hangs.

I'm guessing because the non-consecutive FMVs and the field scenes all have to sync to the music, the game is designed to expect a tight hold on the timing and it gets in a mess if the player takes a second with that message box confirmation.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on January 10, 2019, 05:03:55 am
Yes I'll try to apply all these fixes on the new patch (R07).
DLPB said that R06 is almost ready, so R07 must be ready soon as well I think.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: nicoblog on September 14, 2019, 08:01:26 am
DLPB said that R06 is almost ready
I'm confused. R06 was almost ready in 2016, 3 years ago. Is it really coming out?
Also is R04c the latest version for psx? "Final Fantasy 7 (1 April 2016).zip"

Thanks!!
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on September 14, 2019, 08:28:10 am
I'm confused. R06 was almost ready in 2016, 3 years ago. Is it really coming out?
Also is R04c the latest version for psx? "Final Fantasy 7 (1 April 2016).zip"

Thanks!!

Unfortunatelly the proofreader cannot dedicate much time to this project, he is still re-translating the texts.

Yes, R04c is the latest PSX version.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: zfreeman on September 17, 2019, 03:30:04 am
http://forums.qhimm.com/index.php?topic=14914.msg268077#msg268077

"Reunion R05c will no longer be up for download starting 17th September.  This is because R06 is scheduled to be released very soon and R05c is ancient."
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Panzer88 on September 24, 2019, 12:56:13 pm
Keep in mind the PC mod has many other features besides the retranslation. These other features have been the main focus over the last year. That said there is good news. R06 for the PC mod is due out October 1st 2019, and the author is going to do his best to get R07 out before March 2020, which is when Square Enix releases their FFVII remake. At that point we will need to allow green goblin some time to bring in the new script, and give users the opportunity to bug test it. If all goes well we should have a final playable version on PS1 in April or May if 2020, not so far away. In the meantime, there is plenty of time to play through the previous 6 Final Fantasy games. Cheers
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: pating on September 26, 2019, 10:18:24 pm
This bug is still present at the retranslation... yet I am using the international version of the game...

I already said a special thanks to GEMINI for the Magic Defense Bug fix in all FFVII PSX version



September 26, 2019, 11:20:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm sure CUE or any other hacker would be capable and definitively glad to help with the issue. As for myself, I haven't been doing any hacks in years. Then again, I suspect you don't need a hacker to fix it, this is just runtime data issues you can easily detect with no$psx.

https://gaming.youtube.com/watch?v=rCO9ncwWmuQ&feature=share

October 01, 2019, 12:09:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok someone already gave me the assembly source code how to fix the glitch or bug within the sell menu... just wait I don't have the rights to show it public.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: A_Rightsider on November 19, 2019, 01:30:22 am
Hi

What files am I supposed to drag to create the patch?

(https://i.imgur.com/AR6cWsT.png)
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: trostboot on November 20, 2019, 07:41:31 am
Wrong tab. You want to apply the patch, not create one.

In the apply patch tab, "patch" is where a patch file goes, "source file" is the corresponding original FF7 disc image, and "output file" is where you want the patched disc image to be.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Green_goblin on November 21, 2019, 06:13:07 am
Now R06 is ready but the retranslation is not yet. That will be part of R07, and only then I will work on the new PSX patch. See this document to check what is being done: https://docs.google.com/spreadsheets/d/1jcnXS15WprRsqaVQ_HFwZSaz_XV-H39Yru_GRpkUT0w/edit#gid=44134831

Regards
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: 91-MPH on November 29, 2019, 12:47:14 am
I'm just curious. Does this project update the game's terminologies to their Modern-Canonical-English equivalents?

Ex: Fire, Fira, Figa < Fire1, Fire2, Fire3 < Fire, Fira, Firaga.

If that's the case Last Elixir was supposed to be Megalixir the whole time. Check Wikipedia of you don't believe me.

Edit: On 2nd thought, disregard what I just posted, I didn't know about the Canon-Addendum patch that Burnt Lasagna may or may not be working on until now. >.<

November 30, 2019, 06:51:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But if I may be so bold,

would it be okay if you also made a Square-Enix Continuity Addendum Patch for the project?

It's just that, it's been a while since Burnt Lasagna has posted anything, and I'm worried, that his project may be kaputt.
Title: Re: Final Fantasy 7 - Retranslation Project (PSX)
Post by: Chronosplit on December 02, 2019, 12:10:18 pm
IIRC Burnt Lasagna never died or anything, it's already been mentioned earlier in his thread that the patch is waiting for the next update.

We all have lapses of not logging in, it's the nature of forums in the age of Discord and the like.