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Author Topic: Final Fantasy 7 - Retranslation Project (PSX)  (Read 145934 times)

Green_goblin

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Final Fantasy 7 - Retranslation Project (PSX)
« 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:









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

Mirror 2: Download

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.

Pennywise

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #1 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...

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #2 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

vivify93

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #3 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! :)
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SunGodPortal

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #4 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".
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Bobolicious81

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #5 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.

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #6 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.

Bregalad

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #7 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.
« Last Edit: May 11, 2015, 10:43:31 am by Bregalad »

Gemini

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #8 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.
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Bobolicious81

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #9 on: May 11, 2015, 10:57:10 pm »
What was the difference between the Supernovas, anyway?
« Last Edit: May 12, 2015, 01:28:26 am by Bobolicious81 »

Seihen

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #10 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

Rodimus Primal

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #11 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.


AustinCHowe

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #13 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?
« Last Edit: May 12, 2015, 09:56:59 am by AustinCHowe »

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #14 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.

Burnt Lasagna

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #15 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?

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #16 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.

Gemini

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #17 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.
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Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #18 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

Gemini

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #19 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.
I am the lord, you all know my name, now. I got it all: cash, money, and fame.