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Romhacking => Personal Projects => Topic started by: 121J on October 20, 2017, 11:02:18 am

Title: Final Fantasy V - GBA Script Port (v1.12) Project Thread
Post by: 121J on October 20, 2017, 11:02:18 am
FINAL FANTASY V - GBA SCRIPT PORT (v1.12)
Project Thread


(http://www.romhacking.net/hacks/snes/images/3687screenshot1.png)    (http://www.romhacking.net/hacks/snes/images/3687screenshot3.png)



This hack is a complete port of the entire English GBA script for Final Fantasy V.
All text from the game has been ported, edited where necessary to get around the stricter space limitations of the SNES game.
I am still currently working to improve this project as much as I can, so any suggestions are welcome.

Project Page (http://www.romhacking.net/hacks/3687/)
News Article (http://www.romhacking.net/forum/index.php?topic=25066.0)
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: ExL on October 20, 2017, 12:35:43 pm
FF V was always my favourite, great to see it's getting refreshing treatment :)
What I want to ask is will only script be ported over or other stuff too? By other stuff I mean new jobs and dungeons, portraits, though there's not much space, but worth asking.

About font, maybe this one? http://www.romhacking.net/hacks/1086/ It looks nice too me, vivify93 tweaked it well...
Also what I'm curious about is will it use old Ice1, Ice2, Ice3 or Blizzard, Blizzaga, Blizzara? And will it have more equipment glyphs? Like disc glyph for disc weapons, etc.(forgot if there is proper glyhs for armor/robes in SNES version)

And lastly not so long ago there was this hack published http://www.romhacking.net/hacks/3698/ it wouldn't hurt to have same treatment for this iteration, will it be off scope of project?

Sorry for so many questions... :-[
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: Kiyoshi Aman on October 20, 2017, 12:47:31 pm
Really not a fan of nonuniform numeral height, honestly. Also, please make sure that whatever method you're using to scale up the font image is set to nearest-neighbor (or no filtering at all), because it's blurry and hard to make a judgement call on as a result.
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: 121J on October 20, 2017, 12:57:26 pm
FF V was always my favourite, great to see it's getting refreshing treatment :)
What I want to ask is will only script be ported over or other stuff too? By other stuff I mean new jobs and dungeons, portraits, though there's not much space, but worth asking.

About font, maybe this one? http://www.romhacking.net/hacks/1086/ It looks nice too me, vivify93 tweaked it well...
Also what I'm curious about is will it use old Ice1, Ice2, Ice3 or Blizzard, Blizzaga, Blizzara? And will it have more equipment glyphs? Like disc glyph for disc weapons, etc.(forgot if there is proper glyhs for armor/robes in SNES version)

And lastly not so long ago there was this hack published http://www.romhacking.net/hacks/3698/ it wouldn't hurt to have same treatment for this iteration, will it be off scope of project?

Sorry for so many questions... :-[
My hacking knowledge essentially amounts to using a text editor and some minor pointer editing, so the non-text content of the GBA version is out of scope. Similarly, I lack the required knowledge/effort to edit the battle sprites. The font you shared (the GBA font) is the one I'm considering using, however I'm currently using a VWF loosely based on FF4's fixed width characters, which is shown in the game screenshots. As for the longer spell names, I've updated most of them using 'squish tiles', however with this method I've hit a bit of a roadblock and don't really have anymore usable tiles, as it seems. As such, most spell names are updated with the exception of, unfortunately, Ice2, Bolt3 etc, as well as a couple of others.
Really not a fan of nonuniform numeral height, honestly. Also, please make sure that whatever method you're using to scale up the font image is set to nearest-neighbor (or no filtering at all), because it's blurry and hard to make a judgement call on as a result.
Blame Imgur's scaling for that - I wanted to make it bigger but I'll probably just upload the smaller version instead. The question I'm really trying to answer is whether to use the GBA font or the current one, however I'm welcome to suggestions, and if the GBA font's numbers are that all over the place (to which I agree) I could try to make them more consistent.

EDIT: Just did exactly that:
(https://i.imgur.com/LHCCell.png)
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: octorox on October 20, 2017, 02:27:46 pm
Can you use the compromise FF4 namingway edition used of Thundra and Thundga instead of Thundara and Thundaga? I belive Rodimus Primal was also able to get the full names for the Blizzard spells in with squish tiles: http://www.romhacking.net/?page=hacks&action=images&id=2337&imageid=2 (http://www.romhacking.net/?page=hacks&action=images&id=2337&imageid=2)
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: saldite on October 20, 2017, 02:41:31 pm
Do you prefer this font to the current, FF4 - styled font? And if so, do you have any other suggestions for improvement?
If people generally prefer this font then I'll get to work checking the script for spacing errors and hopefully update it soon.
I'm not a big fan of the GBA fonts, to be honest. The current dialogue font you use looks alright.
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: 121J on October 20, 2017, 03:19:01 pm
Can you use the compromise FF4 namingway edition used of Thundra and Thundga instead of Thundara and Thundaga? I belive Rodimus Primal was also able to get the full names for the Blizzard spells in with squish tiles: http://www.romhacking.net/?page=hacks&action=images&id=2337&imageid=2 (http://www.romhacking.net/?page=hacks&action=images&id=2337&imageid=2)
I'd like to do this, however I'm running into issues when it comes to space. Bear in mind my hacking knowledge is limited and I'll explain it as best I can.

Here is the image that the FF5 text editor gives me for the 8x8 font, each represented by hex 00 to FF:
(https://i.imgur.com/2pesmG5.png)

However, I am not able to use any of this space, which is unfortunate as the empty black spaces would be really useful.
(https://i.imgur.com/gWHqcys.png)

Say, for example, I replaced the text for the Fire spell with this symbol, hex 40.
(https://i.imgur.com/wfJQMT5.png)

However, when I go into the game, it looks like this.
(https://i.imgur.com/qJykLob.png)
The 'g' should be the symbol shown above.

(https://i.imgur.com/cdo5wTu.png)
There should be a japanese character corresponding to the hex value 40 in the top box, as far as I know.

No idea what's happening here, really. If I could somehow find a way to use some of this space I could easily update the relavent spell names. Unless you have any other ideas, of course.
(Apologies for my sloppy Snipping Tool work, it was a bit rushed)

EDIT: Just submitted a poll for which font I should use.

EDIT 2: RPGe actually added some more icons for their translation. For comparison's sake, here is the japanese version:
(https://i.imgur.com/RmBPiMK.png)
This gives me two choices - either forgo the -ra -ga spell system, or sacrifice some item icon tiles, possibly resulting in less clear/appealing item names.
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: Asaki on October 21, 2017, 02:30:51 am
The thinner GBA font is nice, but might be a little more difficult to read on a CRT television.
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: 121J on October 21, 2017, 09:48:39 am
An update (v1.07) has just been submitted. This contains two optional patches - one containing bugfixes from slickproductions.org, the other a patch made by myself that makes Galuf's hair consistently ginger. The latter patch has also been submitted as a standalone download.
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: darthvaderx on October 21, 2017, 07:35:29 pm
An suggestion : Levia to Leviat.

And this bug found in the final boss screen:

(http://i67.tinypic.com/23kf88m.jpg)

(http://i67.tinypic.com/m97qf8.jpg)
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: star_scream1646 on October 21, 2017, 09:17:01 pm
First wanted to say THANK YOU because the SNES version of this game is finally getting the refresh treatment it deserves just like the other 5 Nintendo Final Fantasy games have gotten. Wanted to know are you planning to add the ability to be able to dash without a having to have a thief in the party or using up an ability slot? Kinda how like they added it to the PS1 and GBA versions of the game?
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: Rodimus Primal on October 21, 2017, 11:10:44 pm
Something that I noticed when I made Namingway Edition is that you utilize more than you think. So you might want to look over everything you have name wise and perhaps redo what spell names are being changed in what way. I'm willing to help once I have some spare time. Currently I'm working on fixing up Woolsey Uncensored, and then I have a project I'm working on for my Youtube channel (I'm rather popular with my Transformers videos).

I think the SNES FFIV styled font is great and it's uniform to the dialogue and menus, even if it's thin in the dialogue. I don't care for the GBA or Earthbound styled font for Final Fantasy.

I also think that you should change back the RPGe icons back to the original SNES ones. That's just a personal preference.

Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: 121J on October 22, 2017, 11:10:54 am
An suggestion : Levia to Leviat.

And this bug found in the final boss screen:

(http://i67.tinypic.com/23kf88m.jpg)

(http://i67.tinypic.com/m97qf8.jpg)
Don't know what that is - it's there in the RPGe fan translation (of which this hack is based on) as well. Leviat I can do.
First wanted to say THANK YOU because the SNES version of this game is finally getting the refresh treatment it deserves just like the other 5 Nintendo Final Fantasy games have gotten. Wanted to know are you planning to add the ability to be able to dash without a having to have a thief in the party or using up an ability slot? Kinda how like they added it to the PS1 and GBA versions of the game?
I'd like to add that, but my hacking knowledge is quite limited. If there's a way to edit jobs then maybe making Sprint an innate ability of all jobs is a possibility?

October 22, 2017, 05:27:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So I tried to make more efficient use of squish tiles and this is the result:
(https://i.imgur.com/9QSYUd9.png)
I've tried to port as many spell names as I can. A few item icons have been sacrificed but nothing too drastic I think.
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: Zonekeeper on October 22, 2017, 04:19:25 pm
Playing through this on my SNES classic and I love what you've done with the game. I'm at the end of the first world and I'm having a blast.

I agree with Rodimus on restoring the status/magic icons to their original versions. Also, I'd say get rid of some of the extra icons. I don't think anyone would complain too much if the Ribbon used the helm icon or if the Flail used the staff icon as the names of those items are enough to describe them. In fact the Flail having the diamond icon makes it harder to tell what jobs can equip it - the game treats it as a staff, but other weapons with that icon aren't also staffs. The icons used for accessories might warrant staying, as the names of the items that use them usually don't indicate they are that type of item (i.e. thief gloves, leather boots), though I wouldn't mind them all using the ring icon if it meant getting better spell names. The scroll and potion icons would also be good ones to keep. (Basically ask yourself: would getting rid of this icon free up more space than it saves? i.e. The ribbon icon is redundant to the item name and only used on one helm, but the scroll icon saves the space needed to add the word "Scroll" to an item name)
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: Rodimus Primal on October 22, 2017, 06:22:44 pm
Don't know what that is - it's there in the RPGe fan translation (of which this hack is based on) as well. Leviat I can do.I'd like to add that, but my hacking knowledge is quite limited. If there's a way to edit jobs then maybe making Sprint an innate ability of all jobs is a possibility?

October 22, 2017, 05:27:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So I tried to make more efficient use of squish tiles and this is the result:
(https://i.imgur.com/9QSYUd9.png)
I've tried to port as many spell names as I can. A few item icons have been sacrificed but nothing too drastic I think.

Fantastic! I knew you could do it. I don't think all of the added icons will be missed and I think restoring the original icons would be better as well.
Title: Re: Final Fantasy V - GBA Script Port (v1.07) Project Thread
Post by: Raijinken on October 22, 2017, 08:03:58 pm
My first post here and it's for one of my favorite games of all time (And the version I've played the most). Really appreciate that you're doing this!

I just started a run this evening and noticed this in the script.
(https://i.imgur.com/sF1RFUC.png)
'flame' is there in place of 'wind'.
Title: Re: Final Fantasy V - GBA Script Port (v1.07) Project Thread
Post by: 121J on October 23, 2017, 01:12:25 pm
The update which adds the new squish tiles has just been submitted.

While I'm here, I might as well shamelessy promote my other minor hack - a hack that changes Galuf's in-battle hair to ginger for consistency's sake. (http://www.romhacking.net/hacks/3718/) It's currently included as an extra optional patch with this hack.

EDIT: The galuf hair hack was flagged as noncompliant, for some reason.
EDIT 2: Seems as though it was considered redundant as I included it with this hack.
Title: Re: Final Fantasy V - GBA Script Port (v1.06) Project Thread
Post by: Chronosplit on October 23, 2017, 02:58:09 pm
First wanted to say THANK YOU because the SNES version of this game is finally getting the refresh treatment it deserves just like the other 5 Nintendo Final Fantasy games have gotten. Wanted to know are you planning to add the ability to be able to dash without a having to have a thief in the party or using up an ability slot? Kinda how like they added it to the PS1 and GBA versions of the game?
This one should probably go into hack ideas, along with Mobile/PC's method of allowing sprint on the world map including vehicles.  This method wasn't exactly present in VI so it must be something only V could do somehow (looking at the touch screen d-pad, it appears you can walk without sprint in two speeds... is run always the default speed in there?  There are some mysteries about V I'm not quite so sure how they did things, like fixing SSlap/Mineuchi.)

The update which adds the new squish tiles has just been submitted.
Nice work!  It's definitely great to have the new spell titles in.  No sacrifices for Black Magic is great.
Title: Re: Final Fantasy V - GBA Script Port (v1.1 submitted) Project Thread
Post by: star_scream1646 on October 23, 2017, 07:50:27 pm
Don't know what that is - it's there in the RPGe fan translation (of which this hack is based on) as well. Leviat I can do.I'd like to add that, but my hacking knowledge is quite limited. If there's a way to edit jobs then maybe making Sprint an innate ability of all jobs is a possibility?

October 22, 2017, 05:27:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So I tried to make more efficient use of squish tiles and this is the result:
(https://i.imgur.com/9QSYUd9.png)
I've tried to port as many spell names as I can. A few item icons have been sacrificed but nothing too drastic I think.

Wow that looks really great!!! Awesome work indeed ;D

This one should probably go into hack ideas, along with Mobile/PC's method of allowing sprint on the world map including vehicles.  This method wasn't exactly present in VI so it must be something only V could do somehow (looking at the touch screen d-pad, it appears you can walk without sprint in two speeds... is run always the default speed in there?  There are some mysteries about V I'm not quite so sure how they did things, like fixing SSlap/Mineuchi.)

I think in the Mobile version of V if you slide your finger away from the virtual D/Circe pad the character does walk a bit faster compared to if you keep your finger within the D/Circle pad then they do walk a bit slower. The GBA versions of V and VI have an option for auto dash in the config menu, and the PS1 version you could just hold down on the O Button but none of those versions allowed for dashing on the over world map and it's something that's toggled on or off on screen. I guess FFV must handle its dash differently since you'r right it's not present in the IOS version VI.
Title: Re: Final Fantasy V - GBA Script Port (v1.1 submitted) Project Thread
Post by: 121J on October 24, 2017, 11:20:40 am
Submitted v1.11 - This version changes some monster/item names and restores some icons from the Japanese version (RPGe replaced some). The oversight Raijinken spotted has been fixed as well.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Zonekeeper on October 24, 2017, 11:35:37 pm
New patch is awesome! It's amazing that you got the full names of most spells in there. One that might be diffcult to do elegantly is the one that sticks out to me the most, though: Blowfish should be 1000 Needles. I suppose 1kNeedls would fit, though it'd be uglier than the current name. It would be in good company with Chocob and GblnPnch, at least.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: darthvaderx on October 25, 2017, 11:31:35 am
Finally !!!
Finally the great trilogy is complete, something that I have been expecting since the 1990s:

Final Fantasy IV - Namingway Edition
Final Fantasy V - GBA Script Port
Final Fantasy VI - Ted Woolsey Uncensored Edition

Rodimus Primal and J121, many thanks for your efforts.
(I can die happy now ... :laugh:)
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Tzepish on October 25, 2017, 12:09:43 pm
Can't die happy yet - we still need the Chrono Trigger DS script port.  :)
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: darthvaderx on October 25, 2017, 01:43:57 pm
Can't die happy yet - we still need the Chrono Trigger DS script port.  :)

I think ThegreatBen will be able to do this in the future with your Chrono Trigger Plus hack.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Kiyoshi Aman on October 25, 2017, 07:52:53 pm
New patch is awesome! It's amazing that you got the full names of most spells in there. One that might be diffcult to do elegantly is the one that sticks out to me the most, though: Blowfish should be 1000 Needles. I suppose 1kNeedls would fit, though it'd be uglier than the current name. It would be in good company with Chocob and GblnPnch, at least.

Except 1000 Needles is not actually an accurate translation. Much like Phoenix Down, though, it's stuck around because ~*~ iconic ~*~.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Zonekeeper on October 25, 2017, 08:03:24 pm
Except 1000 Needles is not actually an accurate translation. Much like Phoenix Down, though, it's stuck around because ~*~ iconic ~*~.

I'm aware. But not only is that name ~*~ iconic ~*~,  it's been the official name of the attack for almost two decades at this point. Calling it anything else would just confuse a Final Fantasy fan picking this game up for the first time.
Title: Re: Final Fantasy V - GBA Script Port (v1.1 submitted) Project Thread
Post by: Raijinken on October 25, 2017, 08:26:17 pm
Submitted v1.11 - This version changes some monster/item names and restores some icons from the Japanese version (RPGe replaced some). The oversight Raijinken spotted has been fixed as well.

Just glad I could help, one other thing I noticed and may have been fixed already (which I forgot to take a screen of) was while controlling a Mini Dragon 'Blaze' in the missing the 'a'
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: KingMike on October 25, 2017, 10:52:24 pm
Except 1000 Needles is not actually an accurate translation. Much like Phoenix Down, though, it's stuck around because ~*~ iconic ~*~.
I thought Phoenix Down was an accurate translation? Or was it a tail, not a feather?
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Chronosplit on October 25, 2017, 11:19:28 pm
I thought Phoenix Down was an accurate translation? Or was it a tail, not a feather?
Literal cues tend to say Tail, Reunion goes with that in literal mode too.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: star_scream1646 on October 26, 2017, 01:41:05 am
Finally !!!
Finally the great trilogy is complete, something that I have been expecting since the 1990s:

Final Fantasy IV - Namingway Edition
Final Fantasy V - GBA Script Port
Final Fantasy VI - Ted Woolsey Uncensored Edition

Rodimus Primal and J121, many thanks for your efforts.
(I can die happy now ... :laugh:)


Don’t forget the NES trilogy

Final Fantasy - Restored
Final Fantasy II - Refurbished
Final Fantasy III - Refurbished

All the Nintendo FF games are now perfect!!!
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: 121J on October 26, 2017, 06:07:54 am
New patch is awesome! It's amazing that you got the full names of most spells in there. One that might be diffcult to do elegantly is the one that sticks out to me the most, though: Blowfish should be 1000 Needles. I suppose 1kNeedls would fit, though it'd be uglier than the current name. It would be in good company with Chocob and GblnPnch, at least.

Yeah, I didn't really mind abbreviations with these spells as, for example with Blue Magic, it'd show "GblnPnch" in the menu, and then show "Goblin Punch" in the VWF. However with the other spells, it'd show something like "Bersk" in both the VWF and the menu, which was especially jarring for me. I could shorten 1000 Needles in the menu in this way (as 1kNeedls or simply Needles) but Blowfish still works well.

Just glad I could help, one other thing I noticed and may have been fixed already (which I forgot to take a screen of) was while controlling a Mini Dragon 'Blaze' in the missing the 'a'

Thought I fixed that - I'll have to check. RPGe uses two squish tiles for "Bla", and the table file with the text editor I use doesn't work with this very well and displays it as "Bl". This should already be fixed but I'll check.

October 26, 2017, 06:26:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Can't die happy yet - we still need the Chrono Trigger DS script port.  :)

For this hack, I was able to use this (https://www.romhacking.net/utilities/898/) to rip the GBA text - I'm unsure as to whether something like this exists for the DS Chrono Trigger. Something similar to the Woosley Uncensored patch would be pretty good as I especially remember a lot of the battle captions being awkward in the SNES version. Unless someone would be willing to play both games side - by - side and manually copy every single item of text in the game?

October 26, 2017, 06:33:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)
EDIT: My internet was being horrendously laggy, so I ended up posting the same thing twice.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Axiphel on October 26, 2017, 10:51:17 am
Now if only the battle backgrounds could be updated to the GBA ones then the SNES version would be definitive without a doubt. :D
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: TheZunar123 on October 26, 2017, 11:01:05 am
To me, it's kind of irritating how squished together things like "Thundaga" look. If it were me, I might've tried being a little more freeform and do something maybe like Lit, Litra, and Litga instead since those fit and Lit has been used in previous games for Thunder spells (similarly, you could do a squish li character and do Bliz, Blizra, and Blizga since li doesn't look too bad squished). But take my opinion with a grain of salt, I'm just a random person on the internet not involved with the project at all.:P
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Chronosplit on October 26, 2017, 11:22:26 am
Speaking about CT, it has all scripts ripped and everything for research.  It's kind of a thing that they do to compare translations similar to FFVI.  IDK about just doing that though, the DS version works great and there are actually a couple of points where Woolsey got it right and Slattery didn't.  An example is equipment names, where you take a gander at the concept art/names to find that things like the Karate Gi and Power Meal/Bento Box are more correct.

If one feels it's needed, IMO a TWUE style hack for it is the better way to go.  There's plenty of in-depth info about the scripts, and you'd need to contend with the menu space for item/tech names anyway.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: darthvaderx on October 26, 2017, 05:50:01 pm
   Final Fantasy - Restored

Final Fantasy Restored changes the original layout too much, I much prefer The Collector's "FF Original" , because although it is not as complete as the first hack, at least it stays more faithful to the original game.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Rodimus Primal on October 26, 2017, 07:41:50 pm
Speaking about CT, it has all scripts ripped and everything for research.  It's kind of a thing that they do to compare translations similar to FFVI.  IDK about just doing that though, the DS version works great and there are actually a couple of points where Woolsey got it right and Slattery didn't.  An example is equipment names, where you take a gander at the concept art/names to find that things like the Karate Gi and Power Meal/Bento Box are more correct.

If one feels it's needed, IMO a TWUE style hack for it is the better way to go.  There's plenty of in-depth info about the scripts, and you'd need to contend with the menu space for item/tech names anyway.

That's something I'd love to undertake with Chrono Trigger if I had the time.

Final Fantasy Restored changes the original layout too much, I much prefer The Collector's "FF Original" , because although it is not as complete as the first hack, at least it stays more faithful to the original game.

I've been using Restored with my Font Options patch applied but I do agree that more was changed than was necessary. Correct me if I'm wrong, FF Original doesn't have a B Button dash right?

Now if only the battle backgrounds could be updated to the GBA ones then the SNES version would be definitive without a doubt. :D

I like the differences in both. Maybe I'm a bit of a purist in that regard.


Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: darthvaderx on October 26, 2017, 08:10:38 pm
I've been using Restored with my Font Options patch applied but I do agree that more was changed than was necessary. Correct me if I'm wrong, FF Original doesn't have a B Button dash right?

Yes, but FF Original is an incomplete hack, if FF Restored had the option of the original graphics (like the title and battle screens) only keeping the uncensored elements, it would surely be my chosen version.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Chronosplit on October 26, 2017, 09:34:00 pm
Another thing I forgot: about the spell names, what I did in FFT was make a patch with the original numbering system.  Something similar to that might work out for people not in love with the modern spell name thing.

That's something I'd love to undertake with Chrono Trigger if I had the time.
It has occured to me that I could, yes.  I want to wait a bit partially due to wanting FMV compatibility with the addendum though.  Plus there's minor things to consider that everyone is in odds about, like Frog or what to do with Lightning (DS has it as Light which synergizes with Shadow in localization, but what both retranslations have pointed out not only tie in to Cross's white but account for the wind-aligned techs).  So it's all a definite maybe on my end.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Spooniest on October 26, 2017, 10:31:14 pm
Why are people so obsessed with there being some "official" take on stuff like spell names and item names?

To have anything official would require the team that made the original game for Squaresoft to be doing it. Everything in romhacking is unofficial and unlicensed. It seems like it'd be more efficient to have a discussion about what works, rather than what it "should" be, or "what the creators intended." They didn't intend for you to rip the cart to a rom file and start tinkering with it in the first place.

Since we're playing in someone else's sandbox without their permission, officiality is kind of out of the question...

...What do you guys think? I apologize if this sounds like I'm mixing the bucket a little, but this is kind of schizophrenic, from my point of view, this treatment of spell/item names as a thing which we're going to finally settle on one way to do...

I'm probably just exhausted and being scatterbrained, again.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Chronosplit on October 26, 2017, 10:51:33 pm
^I like my menus to be as familiar as possible when it comes to games from the same series.  It does nothing on the gameplay level for the same spell with the same effect in two games to be named two things.  Besides, since this is a port of the script offically accepted by Square it might as well attempt to be close to official as possible.  In the end though it's the hacker's choice.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Sephirous on October 27, 2017, 01:27:50 am
I found a glitch and I don't know what is causing it.

At the very end after ExDeath is defeated and the Epilogue is scrolling up.
The text jumps around causing repeats of text to show up at the bottom of the screen that is at the top.
And it keeps doing it until the screen fades out before returning to the characters in she stars.
I don't know how to explain it exactly except its like having some of the text switch to other text while scrolling up then appearing again where it should be blank.  :-\

Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Spooniest on October 27, 2017, 03:20:01 am
(...)since this is a port of the script offically accepted by Square it might as well attempt to be close to official as possible.

Quote from: Spooniest
I'm probably just exhausted and being scatterbrained, again.

Called it.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Squall_FF8 on October 27, 2017, 08:42:49 am
To me, it's kind of irritating how squished together things like "Thundaga" look.
Totally agree - it looks very irritating. My suggestion is to use numbers not -ra -ga. And what -ra -ga mean for any English speaking? Nothing. It's far more convenient to use numbers (and I bet you will not have the problem with squishing, the need to make custom symbols,...)
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: TheZunar123 on October 27, 2017, 09:46:03 am
-ra and -ga are convenient in Japanese since they don't take any more characters. For example, Thunder, Thundara, and Thundaga are サンダー, サンダラ, and サンダガ respectively. It doesn't work as well in English unfortunately, but it's kinda neat.

Using numbers works, but the compromise I suggested could also work if you wanted to keep the unique names.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: octorox on October 27, 2017, 10:46:27 am
Fwiw, I prefer the modern naming with squish tiles to the numbered system.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: star_scream1646 on October 27, 2017, 12:57:45 pm
Final Fantasy Restored changes the original layout too much, I much prefer The Collector's "FF Original" , because although it is not as complete as the first hack, at least it stays more faithful to the original game.


I know what you mean, I would play FF Original but like you mentioned it’s not as complete as Restored, which is why I play Restored. Even with some of the layout changes it still looks more faithful looking to the original when compared to GFF. I did use Rodimus Primals font hack, as well as FF Hackster to re add the Peninsula of Power, and didn’t add the new boss music to keep as vanilla as possible.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: 121J on October 27, 2017, 01:02:13 pm
I found a glitch and I don't know what is causing it.

At the very end after ExDeath is defeated and the Epilogue is scrolling up.
The text jumps around causing repeats of text to show up at the bottom of the screen that is at the top.
And it keeps doing it until the screen fades out before returning to the characters in she stars.
I don't know how to explain it exactly except its like having some of the text switch to other text while scrolling up then appearing again where it should be blank.  :-\

I don't know either. I checked and that glitch is in the RPGe fan translation as well.

Totally agree - it looks very irritating. My suggestion is to use numbers not -ra -ga. And what -ra -ga mean for any English speaking? Nothing. It's far more convenient to use numbers (and I bet you will not have the problem with squishing, the need to make custom symbols,...)

As this is a port of the GBA script I've tried to keep things mostly consistent to how they are in that version and the series currently, as well as having a personal preference for the new spell names. I had to use squish tiles to accomplish this as I do not know how to extend the length for spell names. I could create two seperate versions, but it would be more of a hassle to maintain. And if I chose between the two systems, then either way there's going to be people left dissapointed. Should I start a poll on this issue?
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: darthvaderx on October 27, 2017, 04:00:16 pm
As this is a port of the GBA script I've tried to keep things mostly consistent to how they are in that version and the series currently, as well as having a personal preference for the new spell names. I had to use squish tiles to accomplish this as I do not know how to extend the length for spell names. I could create two seperate versions, but it would be more of a hassle to maintain. And if I chose between the two systems, then either way there's going to be people left dissapointed. Should I start a poll on this issue?

If it were that way, Rodimus Primal should have also created a "Cure1-2-3/Fire1-2-3" version of his FFIV/VI hacks, but I've never seen anyone complaining about the naming of his spells, so why precisely do they complain about your hack? Remember that you can not please everyone, but in your case only the majority, then continue the way you are because it is magnificent. You did miracles. :thumbsup:

(People are getting for free a much more complete and accurate translation than the official and the RPGe and are still complaining about the look of the words? Do me a favor, right?)
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Digitsie on October 27, 2017, 04:51:20 pm
I wouldn't start the poll. It's your hack, if they want it another way, they can do their own.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: star_scream1646 on October 27, 2017, 05:03:11 pm
As this is a port of the GBA script I've tried to keep things mostly consistent to how they are in that version and the series currently, as well as having a personal preference for the new spell names. I had to use squish tiles to accomplish this as I do not know how to extend the length for spell names. I could create two seperate versions, but it would be more of a hassle to maintain. And if I chose between the two systems, then either way there's going to be people left dissapointed. Should I start a poll on this issue?

I don't think a poll is necessary, like you said this is a port of the GBA script so I think the spell names should match or be close enough to the same names found on the GBA port. For anyone who would want to play this game with the numbered spell names (Fire, Fire2, Fire3) there's always the RPGe translation or Spooniests Final Fantasy V - Legend of the Crystals or The PS1 version of FFV.

If it were that way, Rodimus Primal should have also created a "Cure1/2/3-Fire1/2/3" version of his FFIV/VI hacks, but I've never seen anyone complaining about the naming of his spells, so why precisely do they complain about your hack? Remember that you can not please everyone, but in your case only the majority, then continue the way you are because it is magnificent. You did miracles. :thumbsup:

(People are getting for free a much more complete and accurate translation than the official and the RPGe and are still complaining about the look of the words? Do me a favor, right?)

Exactly!!! I don't ever recall anyone either saying anything about the spell names in FFIV Namingway Edition or FFVI Ted Woolsey Uncensored Edition. Why take a step forward with this project just to go back two?

Keep doing what your doing 121J because what your doing is AWESOME!
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Rodimus Primal on October 27, 2017, 06:23:59 pm
Personally I think you've done an excellent job porting over the GBA script, which includes spell names and the like. If anyone wants the old system, there's always going back to the first translation, or Legend of the Crystals from Spooniest.
However, everyone says the GBA script is the best translation so I think by doing so, you've accomplished a great service to fans of the game!

I think the reason people don't complain about Woolsey Uncensored is because there was a way to extend the spell names and make them not squished at all. Chillyfeez and I attempted to do that to Namingway Edition but FFIV's spell names are written in RAM, so it wasn't possible (at least until someone figures out HOW to changed it). I don't know how FFV is assembled so if there WAS a way, you'd probably also need to move the spell names to a place where free space resides (similar to how it's done in Woolsey Uncensored).
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Gemini on October 28, 2017, 05:10:27 am
Chillyfeez and I attempted to do that to Namingway Edition but FFIV's spell names are written in RAM, so it wasn't possible (at least until someone figures out HOW to changed it).
byuu suggested (https://web.archive.org/web/20130121234738/http://byuu.org/articles/hacking/proportional-fonts) years ago to prerender all strings and DMA them to vram on demand. You could address them to some unused region of vram (there should be plenty of that in menus) and DMA them when the menu is transitioning or when an equipment / item needs to be swapped.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Squall_FF8 on October 30, 2017, 05:14:15 am
-ra and -ga are convenient in Japanese since they don't take any more characters. For example, Thunder, Thundara, and Thundaga are サンダー, サンダラ, and サンダガ respectively. It doesn't work as well in English unfortunately, but it's kinda neat.
Hehe thank you very much TheZunar123, my question was rhetorical, but its always good to learn something new!

Square had used creatively the naming for two reason - to convey something meaningful (to the Japanese speakers) yet to resolve some SNES limitations. Same way whatever translation try to convey more authentic meaning, should have the same creativity to achieve the 2 goal: meaning (to the English speakers) and overcoming the limitations

Should I start a poll on this issue?
No. Its your hack, your preferences  :thumbsup:
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: TheZunar123 on October 30, 2017, 11:11:13 pm
I was just throwing my two cents out there, as I mentioned. Using the squish tiles makes it look less uniform and loses the consistency that the numbering system has. But like Digitsie said, it's your hack, do what you think is best. If someone is bothered enough by it, they'll make the changes themselves or just not play it. No need to change your project just because some random guy on the internet thinks you should ;)
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Kiyoshi Aman on October 30, 2017, 11:36:56 pm
While we're on the subject of spell names: per examples like Aeroga/エアロが and Carega (officially Curaga/ケアルガ), pretty much all spells ending in -ra or -ga should be the full English word (e.g. Firega, Blizzardga, Thunderga, Gravityga) rather than as they are literally presented in Japanese (compare: Figa/ファイガ (or Firaga, since gotta be consistent even when that breaks convention), Blizzaga/ブリザガ, Thundaga/サンダが, Graviga/グラビが). The reason these spells are all truncated as they are is twofold:

1. Tradition (Firega/Blizzardga/Thunderga have always been written that way)
2. Adherence to a four-character restriction.

Some spells in more recent games (FF7 and later, IIRC) break from this tradition due to there no longer being a four-character limit for spells, but only if they don't already have an existing convention. (Also, it amuses me that pretty much everyone agrees that ヘイスガ is Hastega, not the nonsensical Haysga (or some other interpretation that omits /t/).) Some other spells that have been consistently misunderstood: Poisona/ポイズな ought to be Null Poison, because Esuna/エスナ is better read S-na or, more clearly, Null Status. Likewise, Libra/ライブら ought to be Library. And so on.

Speaking personally, just go with what looks good and fits instead of trying to shoehorn a system that ends up looking ugly due to squishy tiles.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: G061 on October 31, 2017, 11:00:10 am
Uh please don't compromise on the spell names due to squished tiles. I can read them fine and its more important to get the authentic series canon names in the game than to have something made up for convenience sake imo.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Squall_FF8 on November 01, 2017, 05:51:05 am
its more important to get the authentic series canon names in the game than to have something made up for convenience sake imo.
Its funny how people use words they don't understand just to put some 'weight' on the balloon they have blown :laugh:

Dude since when Square has made a canon of spell names???
The only thing close to a canon would be how they officially translated the names in the games. But guess what? All official translation were using numbering not -ra-ga. The very first official translation using -ra-ga is FF8. Unfortunately although my fav FF char is from FF8 it is full of untranslated Japanese words, like 'Renzokuken', so it seems more like lazy translation rather making a new 'canon'.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: vivify93 on November 01, 2017, 06:13:06 am
since when Square has made a canon of spell names???
...Since 2006? Every FF game has had the same spell names since then, the exception being FFX | X-2 HD, the games of which still call Raise, Arise, and Reraise as Life, Full Life, and Auto-Life due to them just dumping the original localization back into the remaster. (Might be some other minor discrepancies as well, but I'm unsure of them.)
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Chronosplit on November 01, 2017, 09:07:06 am
Name canon is a thing.  There was a slight effort since IV to keep things the same, where the first shares terms with SNES II.  This makes sense as the franchise reuses a lot of terms in battle.  Termology is one of the few items that keep the games united under the same banner.

VIII made most of the newer spell names, and every game after including re-releases followed suit (honestly thank goodness, the number system only looked better to me in NES II and VII, but others feel the opposite).  There are attempts to keep things as consistent as possible to the point that you can find everything from every game in the wiki just by looking up the term.  There are differences mind you, but most of them come out of instances like War of the Lions where everything is in a certain atmosphere.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: lilpuddy31 on November 01, 2017, 12:10:19 pm
While this is a good idea for a translation, and I do perfer seeing the definitive translation of FF5 over the PS1 version, I would love to see the original PS1 translation used for SNES game. To me, it just seems more fitting as SNES era translation.

I know, unpopular opinion lol
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: GHANMI on November 01, 2017, 12:19:32 pm
While this is a good idea for a translation, and I do perfer seeing the definitive translation of FF5 over the PS1 version, I would love to see the original PS1 translation used for SNES game. To me, it just seems more fitting as SNES era translation.

I know, unpopular opinion lol

Back when Final Fantasy V was supposed to get an official English translation on the SNES as "Final Fantasy Extreme", Ted Woolsey begun work on it, but that work was reused for the PS1 version. It is the official SNES translation.

This doesn't mean it's the best translation for this game. If you feel strongly about it, you can do it yourself since this game has easy to use text editor tools.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: TRIFORCE89 on November 04, 2017, 08:29:54 am
Thank you for doing this. Nice to see so many text projects for the SNES trilogy.

SNES version with GBA text patch, or GBA version with SNES music patch? Which way would now be considered the way to play?
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Chronosplit on November 04, 2017, 01:29:48 pm
SNES version with GBA text patch, or GBA version with SNES music patch? Which way would now be considered the way to play?
All is personal opinion, but I still say if you're thinking GBA outside of Custom Classes you might as well go mobile.  It has the correct sound, the GBA extras, and fixes Mineuchi (which no version has a patch for yet), enables Sprint on vehicles, there's no online DRM, and the UI is far better than VI's.  The only issue with it is the odd look, which I can see why someone wouldn't like it for that (though V's new tiles do fit it's tone and the battle screens actually look pretty good, they did it in a pretty lazy manner which can really put someone off and the styles can clash).

If you don't like the sound of that, I'd say the original.  V's postgame is better than the other Tose ports, but it doesn't really do anything to the original game outside of some new jobs (of which honestly Cannoneer is the only one worth noting outside of stat gains, Oracle sucks and Gladiator has the odds too much against it for me.  Necromancer is really cool but you get it too late).
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: 121J on November 04, 2017, 03:59:09 pm
I'm considering creating an optional patch renaming Exdeath to Exodus (http://finalfantasy.wikia.com/wiki/Exdeath#Etymology), anyone think this is a good idea?
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Axiphel on November 04, 2017, 04:07:39 pm
SNES version with GBA text patch, or GBA version with SNES music patch? Which way would now be considered the way to play?

Really there's a potential negative in every version.

GBA without the sound restoration: Slowdowns in battles/towns without the patch. Oh and the portraits can be seen as a negative too

GBA with sound patch: Slightly worse quality sound than the SNES or mobile/PC ports but no slowdown compared to vanilla GBA. Portraits

SNES: No extra content and the battle background are dated and sacrifices in translations have to be made for spacing issues

PC/Mobile: Seams everywhere! Like wow it's worse than in the VI ports. Portraits

For me the best version would be the GBA with sound restoration (or if I could have the slowdown removal without the sound but that doesn't exist) as you get SNES sound while preserving the graphics and the extra content.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Rodimus Primal on November 05, 2017, 10:51:41 pm
So I've been looking over the font used for the menus and I noticed a few things that could be done for space saving AND  to make the overall font look better. If you want to try this out it might be helpful.

First of all, move most of the letters so they are centered. This will make the squish tiles you use touch LESS of the letters. Currently they are touching the left side of the space they use. Second, remove the extra bit on the lowercase L so that it is just a vertical bar. Also do this for your squish tiles using the lowercase l. You will find that you might have more room after you do this with some letters.

If you'd like, I can give a hand maybe further optimizing the space you are using with all of the squish tiles. It's up to you.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: G061 on November 05, 2017, 11:48:32 pm
Really there's a potential negative in every version.

GBA without the sound restoration: Slowdowns in battles/towns without the patch. Oh and the portraits can be seen as a negative too

GBA with sound patch: Slightly worse quality sound than the SNES or mobile/PC ports but no slowdown compared to vanilla GBA. Portraits

SNES: No extra content and the battle background are dated and sacrifices in translations have to be made for spacing issues

PC/Mobile: Seams everywhere! Like wow it's worse than in the VI ports. Portraits

For me the best version would be the GBA with sound restoration (or if I could have the slowdown removal without the sound but that doesn't exist) as you get SNES sound while preserving the graphics and the extra content.

The way I see it "No extra content" isn't a negative, it's a plus for the other versions at best but FFV didn't become better in everyone's eyes suddenly because there was more stuff to do in later versions.
And as for the dated graphics the GBA probably has better background sprites but at the cost of screen crunch and bad audio. We don't even need to talk about the mobile/pc ports so SNES is still superior overall imo.

On topic I think an extra patch for Exodus wouldn't hurt but Exdeath is globally accepted now so that's what I'm sticking to despite liking the sound of Exodus more.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Chronosplit on November 06, 2017, 11:55:52 am
I agree that there's a negative to every version too, it's like VI in that regard but not as stark.

Anyways, on Exodus I like Exdeath better.  It fits more to his blatant moutache-twirling evil bark of evilness.  He likes death, don't you know?  A patch certainly does no harm though.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: 121J on November 06, 2017, 02:27:56 pm
So I've been looking over the font used for the menus and I noticed a few things that could be done for space saving AND  to make the overall font look better. If you want to try this out it might be helpful.

First of all, move most of the letters so they are centered. This will make the squish tiles you use touch LESS of the letters. Currently they are touching the left side of the space they use. Second, remove the extra bit on the lowercase L so that it is just a vertical bar. Also do this for your squish tiles using the lowercase l. You will find that you might have more room after you do this with some letters.

If you'd like, I can give a hand maybe further optimizing the space you are using with all of the squish tiles. It's up to you.

I tried what you said about shifting the characters along and removing the extra bit on the L. Here are the spell names as of now:

(https://i.imgur.com/bsVgNxB.png)(https://i.imgur.com/wKHsEg5.png)(https://i.imgur.com/RIIzWtS.png)
Some of the long names (eg. Thundaga) are still squished considerably, but note that aga and ara etc. are shared between spell names.
I seem to have exhausted my space. The font is below, and if you have any other ideas then let me know.
(https://i.imgur.com/zZ0hAbG.png)
At some point I'll also review Blue Magic and see if I can port over a few more names. I'm not as bothered with abbreviations here as I can show the full names in the VWF anyway.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Rodimus Primal on November 06, 2017, 05:28:42 pm
I tried what you said about shifting the characters along and removing the extra bit on the L. Here are the spell names as of now:

(https://i.imgur.com/bsVgNxB.png)(https://i.imgur.com/wKHsEg5.png)(https://i.imgur.com/RIIzWtS.png)
Some of the long names (eg. Thundaga) are still squished considerably, but note that aga and ara etc. are shared between spell names.
I seem to have exhausted my space. The font is below, and if you have any other ideas then let me know.
(https://i.imgur.com/zZ0hAbG.png)
At some point I'll also review Blue Magic and see if I can port over a few more names. I'm not as bothered with abbreviations here as I can show the full names in the VWF anyway.

This looks MUCH better now. Before some of the letters looked off. Is it possible to change the current text's VWF to have a matching lowercase l? It would make it look consistent and personally would probably look better overall. Also, what is that space in between the it and li? Maybe you can use it for ni or in?

As for the Blue Magic spells, perhaps altering the abbreviations might look better. For example, Goblin Punch might work as GobPunch, if it fits.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: TheZunar123 on November 06, 2017, 11:08:21 pm
I do agree it does look better, but the Blizzard and Thunder lines are still way too squished together in my opinion. Not really much you can do to help that though.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: 121J on November 08, 2017, 03:00:13 pm
v1.12 has just been submitted. This adds the font changes suggested by Rodimus Primal among the usual minor changes.

I've also tried to edit the Blizzard and Thunder tiles. They're still squished, but hopefully easier to read now:
(https://i.imgur.com/AKrhpYr.png)

EDIT: I couldn't use that empty blue tile as it's used for spacing with the monster names. Exile is really the only spell name that hasn't been changed to its GBA counterpart, but I kinda like it.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: Spooniest on November 08, 2017, 07:13:41 pm
v1.12 has just been submitted. This adds the font changes suggested by Rodimus Primal among the usual minor changes.

I've also tried to edit the Blizzard and Thunder tiles. They're still squished, but hopefully easier to read now:
(https://i.imgur.com/AKrhpYr.png)

EDIT: I couldn't use that empty blue tile as it's used for spacing with the monster names. Exile is really the only spell name that hasn't been changed to its GBA counterpart, but I kinda like it.

(http://i.imgur.com/d8Ho5lKm.jpg) (https://imgur.com/d8Ho5lK)

I noticed you're using imgur. Did you know you can use a larger photo on imgur, and then click the "medium thumbnail" option at the bottom of the pop up window, and then copy the 'Linked BBC Code' instead of the regular 'BBC Code' link? This lets the user click through to the larger version. :)

Us old blind people need bigger letters on everything, lol

Edit: Oh yeah, this looks wonderful. I haven't really been keeping up with it, and fonts don't really bother me personally, but I like the way it looks, you did a great job.

Is this project finished? Are all the softlocks worked out? Was there a softlock bug? Uh...wow I traipse around these forums too much, I'm losing track of which hack is doing what.
Title: Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
Post by: 121J on November 09, 2017, 03:13:37 am
(http://i.imgur.com/d8Ho5lKm.jpg) (https://imgur.com/d8Ho5lK)
Oh yeah, this looks wonderful. I haven't really been keeping up with it, and fonts don't really bother me personally, but I like the way it looks, you did a great job.

Is this project finished? Are all the softlocks worked out? Was there a softlock bug? Uh...wow I traipse around these forums too much, I'm losing track of which hack is doing what.

All the main porting work is done, it's just fine-tuning from here. As far as bugs go, I've included an optional add-on patch with fixes from Slickproductions, however there are some other bugs that have been discovered, such as the buggy Poem of Light text. I may post on Slick about it as my hacking knowledge is rather limited.
Title: Re: Final Fantasy V - GBA Script Port (v1.12) Project Thread
Post by: Kiyoshi Aman on November 10, 2017, 12:21:04 pm
Honestly, the better solution to lack of room for spell names is reducing the spell display to two columns and adding scrolling.
Title: Re: Final Fantasy V - GBA Script Port (v1.12) Project Thread
Post by: 121J on November 10, 2017, 12:55:20 pm
Honestly, the better solution to lack of room for spell names is reducing the spell display to two columns and adding scrolling.

I'm not very well versed in ASM hacking, and I'm not even sure if that's possible without extensive modifications. Blue magic uses longer spell names, so a possible solution could be to use its code for the other spells... except I have no idea how to do that.
Title: Re: Final Fantasy V - GBA Script Port (v1.12) Project Thread
Post by: Sephirous on November 10, 2017, 03:46:28 pm
Turns out the Epilogue Error may not be permanent. I tried the patch on a different emulator and found the glitch didn't happen. The text scrolled perfectly. I am going to look into that now that I know it's not the actual patch that causes the glitch.  :thumbsup:
Title: Re: Final Fantasy V - GBA Script Port (v1.12) Project Thread
Post by: Kiyoshi Aman on November 10, 2017, 11:30:04 pm
Turns out the Epilogue Error may not be permanent. I tried the patch on a different emulator and found the glitch didn't happen. The text scrolled perfectly. I am going to look into that now that I know it's not the actual patch that causes the glitch.  :thumbsup:

Which emulators were you trying?
Title: Re: Final Fantasy V - GBA Script Port (v1.12) Project Thread
Post by: Sephirous on November 11, 2017, 06:13:10 pm
Snes9X Causes the glitch but the Snes9X for PSP doesn't.

Unless it has something to do with the graphic settings I have selected in the PSP version that differ from the PC Version.

I am using the same patched from on both systems. The only major difference I use is VSync. Where I have to have that disabled in the PSP Version because of resource limitation.
Title: Re: Final Fantasy V - GBA Script Port (v1.12) Project Thread
Post by: Kiyoshi Aman on November 11, 2017, 06:17:05 pm
I'd recommend bizhawk, if you're on Windows, or OpenEmu if on macOS. (Or retroarch with the bsnes-mercury core.)
Title: Re: Final Fantasy V - GBA Script Port (v1.12) Project Thread
Post by: Squall_FF8 on November 16, 2017, 09:15:57 am
The only way to discern the nature of the error is by using real emulator - higan (aka bsnes).
If you see error then it is a problem of the hack, if not then its emulation error  :laugh: