News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Final Fantasy 7 - Retranslation Project (PSX)  (Read 140019 times)

Green_goblin

  • Full Member
  • ***
  • Posts: 107
    • View Profile
    • Parasite Eve Translation Project
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #260 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

Kensou

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #261 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?

DLPB

  • Jr. Member
  • **
  • Posts: 51
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #262 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.
« Last Edit: April 11, 2016, 12:51:52 pm by DLPB »

Kensou

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #263 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.

DLPB

  • Jr. Member
  • **
  • Posts: 51
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #264 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.
« Last Edit: April 12, 2016, 04:56:46 pm by DLPB »

Kensou

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #265 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.
« Last Edit: April 19, 2016, 03:40:38 pm by Kensou »

Kensou

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #266 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.



DLPB

  • Jr. Member
  • **
  • Posts: 51
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #267 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.

Kensou

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #268 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".

Burnt Lasagna

  • Full Member
  • ***
  • Posts: 248
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #269 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.

Chronosplit

  • Hero Member
  • *****
  • Posts: 1397
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #270 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.

Kensou

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #271 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".

Burnt Lasagna

  • Full Member
  • ***
  • Posts: 248
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #272 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)

Kensou

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #273 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.

DLPB

  • Jr. Member
  • **
  • Posts: 51
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #274 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.
« Last Edit: May 08, 2016, 05:42:19 am by DLPB »

Burnt Lasagna

  • Full Member
  • ***
  • Posts: 248
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #275 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.

Kensou

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #276 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?

raceng

  • Newbie
  • *
  • Posts: 1
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #277 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.
« Last Edit: May 25, 2016, 04:14:08 pm by raceng »

trostboot

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #278 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.
« Last Edit: June 05, 2016, 09:26:13 am by trostboot »

Burnt Lasagna

  • Full Member
  • ***
  • Posts: 248
    • View Profile
Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #279 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.