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

Poll

Which font should I use?

The FFIIUS - styled VWF (current)
21 (58.3%)
The FF4/5/6 Advance font
15 (41.7%)

Total Members Voted: 36

Author Topic: Final Fantasy V - GBA Script Port (v1.13a) Project Thread  (Read 6724 times)

Zonekeeper

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #20 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.

darthvaderx

  • Jr. Member
  • **
  • Posts: 58
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #21 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:)
« Last Edit: October 25, 2017, 12:47:43 pm by darthvaderx »

Tzepish

  • Jr. Member
  • **
  • Posts: 19
  • I like swords
    • View Profile
    • The Devil's Jockstrap
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #22 on: October 25, 2017, 12:09:43 pm »
Can't die happy yet - we still need the Chrono Trigger DS script port.  :)

darthvaderx

  • Jr. Member
  • **
  • Posts: 58
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #23 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.

Kiyoshi Aman

  • RHDN Patreon Supporter!
  • Hero Member
  • *****
  • Posts: 2194
  • Browncoat Captain
    • View Profile
    • Aerdan's Blog
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #24 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 ~*~.

Zonekeeper

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #25 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.

Raijinken

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.1 submitted) Project Thread
« Reply #26 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'

KingMike

  • Forum Moderator
  • Hero Member
  • *****
  • Posts: 6204
  • *sigh* A changed avatar. Big deal.
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #27 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?
Quote
Sir Howard Stringer, chief executive of Sony, on Christmas sales of the PS3:
"It's a little fortuitous that the Wii is running out of hardware."

Chronosplit

  • Hero Member
  • *****
  • Posts: 919
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #28 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.

star_scream1646

  • Jr. Member
  • **
  • Posts: 6
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #29 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!!!

121J

  • Jr. Member
  • **
  • Posts: 35
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #30 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 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.
« Last Edit: October 26, 2017, 06:35:48 am by 121J »

Axiphel

  • Jr. Member
  • **
  • Posts: 80
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #31 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

TheZunar123

  • Full Member
  • ***
  • Posts: 235
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #32 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
Speedrunner and Let's Player.
www.youtube.com/ZunarSR

Chronosplit

  • Hero Member
  • *****
  • Posts: 919
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #33 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.
« Last Edit: October 26, 2017, 05:32:08 pm by Chronosplit »

darthvaderx

  • Jr. Member
  • **
  • Posts: 58
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #34 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.

Rodimus Primal

  • Hero Member
  • *****
  • Posts: 737
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #35 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.



darthvaderx

  • Jr. Member
  • **
  • Posts: 58
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #36 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.

Chronosplit

  • Hero Member
  • *****
  • Posts: 919
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #37 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.
« Last Edit: October 26, 2017, 09:48:17 pm by Chronosplit »

Spooniest

  • Hero Member
  • *****
  • Posts: 3018
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #38 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.

Chronosplit

  • Hero Member
  • *****
  • Posts: 919
    • View Profile
Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #39 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.