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Author Topic: Final Fantasy V - GBA Script Port (v1.12) Project Thread  (Read 5004 times)

Sephirous

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #40 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.  :-\

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Spooniest

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #41 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.

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Squall_FF8

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #42 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,...)

TheZunar123

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #43 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.
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octorox

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #44 on: October 27, 2017, 10:46:27 am »
Fwiw, I prefer the modern naming with squish tiles to the numbered system.

star_scream1646

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #45 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.

121J

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #46 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?

darthvaderx

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #47 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?)
« Last Edit: October 27, 2017, 04:48:00 pm by darthvaderx »

Digitsie

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #48 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.

star_scream1646

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #49 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!
« Last Edit: October 27, 2017, 05:27:47 pm by star_scream1646 »

Rodimus Primal

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #50 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).

Gemini

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #51 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 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.
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Squall_FF8

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #52 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:

TheZunar123

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #53 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 ;)
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Kiyoshi Aman

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #54 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.
« Last Edit: October 30, 2017, 11:42:47 pm by Kiyoshi Aman »

G061

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #55 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.

Squall_FF8

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #56 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'.

vivify93

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #57 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.)
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Chronosplit

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #58 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.
« Last Edit: November 01, 2017, 09:13:36 am by Chronosplit »

lilpuddy31

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Re: Final Fantasy V - GBA Script Port (v1.11) Project Thread
« Reply #59 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