Possible fixes - Evade Fix, GengiOff Fix, SrBehemoth Fix.I really should remove Genjioff, since it's extremely broken right now. I do believe Drakkhen's damage overflow fix encompasses what I was trying to do, so I recommend you get that instead (http://drakkhen.jalchavware.com/).
I have to give it to Woosley. He said so much more with less.
I really wish more people would understand this. Writing isn't just about throwing words on a page and getting literal meaning across; nuance is so much more important!
btw it's woolsey (http://en.wikipedia.org/wiki/Ted_Woolsey)
Was this a bug in the Japanese release or just the US one?Every single bug originated from the Japanese version. :thumbsup:
I really wish more people would understand this. Writing isn't just about throwing words on a page and getting literal meaning across; nuance is so much more important!no it is not. any thinking automaton need only receive a direct accounting of events to understand fictional content as diction and connotation are devoid of referenceable meaning. [bip whirr click]—whoops, left my arguebot on. He thinks he’s people.
Terrato is now MdgrSrm for short and in the script it is Midgar Sormer."Midgardsormr," actually. (ref (http://en.wikipedia.org/wiki/J%C3%B6rmungandr))
Do you have plans for that one Narshe guard who speaks like Cyan just before Kefka invades?
[caption #3077]
<A7>: No_NO!!!!
A [kid] like me doesn't know the meaning of defeat! <E$0A><OP$12>
[caption #3078]
<A7>: Gotcha!! <E$08><OP$12>
[caption #3079]
<A8>: I won't be done in by an older woman! <E$08><OP$12>
[caption #3080]
<A8>: Wait a minute,
lover boy! <E$08><OP$12>
[caption #3081]
<A8>: You can't just throw me aside! <E$08><OP$12>
[caption #3082]
<A8>: How about a nice portrait for you, hmm?! <E$08><OP$12>
That's already been done. I went through the entire script as well to uncap EVERY SINGLE characters name. I corrected a few as well.Wow, amazing! You know, I tried to retranslate this game once, but I gave up, because I didn't know a thing about ASM and the pointer stuff (besides, I was doing everything alone). I also tried to restore the graphics of the final boss, but the graphics are compressed. I could restore only the 2nd tier (the one with a tiger). Whenever I tried to restore the 3rd tier and recompress it, the smc got corrupted. IIRC, Lord J made a patch that could restore those graphics, but it's buggy. Another thing I tried to do was to restore the Silence spell animation, but some parts were missing. I still have them here with me, I hope it will be of any use to you.
Just so you know, the hack has already been released and if any updates happen they do so here on this site.
http://www.romhacking.net/hacks/1386/ (http://www.romhacking.net/hacks/1386/)
Both characters act much more like the macho military of imperialism that we'd expect, and their behavior towards Terra is denigrating like military personnel would be to a POW or captured women - and how it would be portrayed for dramatic, or lifelike effect. Both the guys kinda pick up a more "jarhead" personality and dialogue, which is more in character and befits the mood of the scene.. instead of basically 2 dudes just pondering about a sorceress and Esper.The line which mentions "witch" has no swearing in the original, so it's nothing big. The original text:
In the original Woolsey scene they are basically softened up; solemn or humble in a sense that we dont find them the least bit jarring.
They then invade a small town and run over a bunch of people in super armored tanks. It just doesnt mix and I'm not sure Woolsey wanted it that way either (remember in the JPN version Terra, a woman, is reffered to as that in the cliff scene - http://kwhazit.ucoz.net/trans/ff6/01intro.html).
Not that the viewer hates them in Slattery's, but there is more context there. Which suggests it possibly had the right amount of pitch.
Maybe even most important of all is the use of "witch", where 'witch' already has its negative connotations.. but is also used in a smug way or context that sounds much like "our bitch". This really sets a tone, and helps an audiences' ability to empathize better with the conflicts and events that happen right after.
I think that translated line is more dramatic and a stroke of genius, considerin he had to deal with a company that censored a minor scene with Celes on the very same version. Indeed, someone aware of the usage could even use some realistic rationale and allow some thoughts in on if the girl could have been sexually harassed, or worse.
「生まれながらに魔導の力を持つ娘か…
魔導アーマーに乗った兵士50人を
たった3分で倒したとか…
恐しい…
"So this is the girl born with the power of sorcery?カイエン「マランダ国を滅ぼした
悪名高い 将軍!
この帝国のイヌめ!
そこになろれ!!成敗してくれよう!
Cayenne "The infamous generalIn the same vein, durin the Narshe invasion one of the guards calls your party "self-important swine" - which is no doubt an allusion to the phrase cops/police authority = pigs, and an example of Woolsey's own ingenious way of handling this type of stuff. They both got a point across to anyone paying attention, and got it to pass NoA - possibly without the fools in suits even realizing it.The "machine-riding, self-important swine" part was one of Woolsey's liberties. The original is:
At least for both lines im certain they give a rawer, gritty feeling - without being profane - and either should be kept, or fleshed out.
ガード「帝国の思うようにさせるか!
Guard "I won't allow the Empire to do what they want!"
I know Woolsey had his liberties, but there were times I think it worked a little better. In fact, Square themselves prefer Woolsey's Kefka over the way he was in the original Japanese.
I have to say, I'm very impressed with this. Is there any chance that you'd be willing to release the info on how you managed to revert Kefka's tiers, and how one would go about putting in the original Mute symbol? Or are you going to leave that info undisclosed to promote your hack? Understandable, if that's the case. :)
Not disagreeing, but just curious. Where did you hear that Square preferred Woolsey's Kefka?
Read that on the GameFAQs board at the end of this thread: http://www.gamefaqs.com/boards/930370-final-fantasy-vi-advance/58151714 (http://www.gamefaqs.com/boards/930370-final-fantasy-vi-advance/58151714)
It's no secret that I didn't copy the battle tiers myself, but Dr Meat on the ff6hacking.com boards was able to do so with his own project, which I play tested. From what I understand that he did, he copied directly from the Japanese ROM, but the pointer table was in a different place than the US rom. Once located he copied it directly, which he accidently copied a line too much screwing up Cyan's dream. After realizing he did that, he put the right amount of data in, we play tested and everything ran smooth. I got a little anxious to release it and that was my version 1.4 and 1.4a. I gave him credit on my hack because it was a major accomplishment. I still have the patch that is JUST for the final battle.Would you be able to teach me how to import the original tiers? Also, what about the Cafe sign in the Zozo battle backdrop? You reverted all the Cafe signs, right? I'm doing a small hack that's more or less porting the PSone port to the SNES game, while cleaning up some typos and making some of the text more coherent... I know that it's pretty easy to replace the Cafe signs, but the one in Zozo's battle backdrop is compressed.
As for the MUTE button, the graphic is not compressed, but it is in about 5 pieces. If you are using a headered ROM, then in YY-CHR the offset is 130500. Without a header, seeing the word MUTE is much easier, but it is still in a lot of pieces. You could redraw it, but you'll need to test to make sure it lines up properly.I managed to more or less replace the original Silence symbol. It has a few problems, but I managed to do it.
Also, what about the Cafe sign in the Zozo battle backdrop? You reverted all the Cafe signs, right? I'm doing a small hack that's more or less porting the PSone port to the SNES game, while cleaning up some typos and making some of the text more coherent... I know that it's pretty easy to replace the Cafe signs, but the one in Zozo's battle backdrop is compressed.You don't have to uncompress anything to fix that. Just paste all the original signs over the Cafe signs, and it'll be uncensored in battle too. The game loads the same Pub sign from the field. ;)
I managed to more or less replace the original Silence symbol. It has a few problems, but I managed to do it.It looks good. I did this before too, and I don't know where are the other 4 missing borders. It's like they were deleted.
Left is original, right is in my mod.
(http://i.imgur.com/16BcMTb.png) Here's the differences between the two symbols. I'm going to keep it as is.
Sorry to go offtopic here, but why port the PSX version to the SNES? All it added(I am not counting the porting difficulties such as the occasionally inaccurate sound and the slowdowns of JESUS CHRIST) was a music player, a bestiary and a little bit of uncensoring.Well, there were a few textual changes made, and I like the uncensored graphics, so that's basically why I'm doing this. It'll be a cleaned up Ted Woolsey translation with some changes the PSone port made and uncensored / reverted graphics. I also want this to be a base for other patches, so people won't have to look for stuff like all the uncensored graphics and such with major changes. If I've changed anything from the original US game, it's only for completionist issues or user-friendly changes.
You don't have to uncompress anything to fix that. Just paste all the original signs over the Cafe signs, and it'll be uncensored in battle too. The game loads the same Pub sign from the field. ;)Oh! Awesome! Thank you so much, Almagest!
I.E. if it affects gameplay negatively, it's fixed, if it helps you, he left it alone.By that description you could justify not having the Evade bug fixed. You could save money on buying Relics that prevent Blind, for one. Though the argument could go either way since it's a bug in the game that wasn't originally intended.
6) When Mog explains how to defend the esper, there are too many lines of text. The word "No" is forced into a new text window.
7) It looks like there are two spaces between Wind and Slash in "Wind Slash" (the monster ability).
8 ) ThiefKnife could (and should) be Thief Knife.
Awesome. Thanks for letting me know. Kudos on the project, it's pretty fantastic. :thumbsup:
There is only one space between Wind and Slash. I double checked. However, Theif Knife is now two words. I also pushed "Need some info? Yes No" to a second page. I didn't get your opinion on the shields.
Thanks.
The stooge was named Curly, not Curley. But why not the names used in the GBA version?
Al Jabr, not Al Jabra.
Galypdes, not Galpydes.
At the ancient castle, someone says: "A 1000 years in the past"....
Fixing Curley to Curley. I think the humor is lost with the GBA names in favor of the Woolsey names for the stooges.
Reading just a bit of this gave me flashbacks. Ughhhhhhhhhb
This game is a freaking beast to work on
I can think of another good example for script comparisons. If I remember correctly, in the cutscene where you name Sabin, his final line in Woolsey is "Tears...?" which I never fully understood until I saw the GBA line: "Are you... crying?" Both are saying basically the same thing, just the GBA is clearer on the meaning of the sentence.
I had to create an account just to say "thanks" for this.
Earlier today I was looking to play FFVI again and trying to decide which version I wanted to play. After reading a lot about the version differences and translation differences, I decided that the best version for me would be the SNES version for the performance and English translation but with some of the text corrections from FFVIa brought in (where they didn't mess up the text I knew and loved so much from the original) but without the censoring. Many hours later I found this, which appears to be exactly what I wanted. I had to create an account to share my enthusiasm and say thanks for working on this these past few years and continuing to work on it, in the hopes that it would invigorate you and give you some measure of payoff. FFVI has always been my favorite RPG and this version, thanks to its minor changes (enhancements) seems like the perfect (base) version for me.
Also thanks to the others that have posted some confirmations on which patches work with this version. I'm thinking I might try some of them this time around (I've always played the original cartridges or CDs before, so I haven't tried a version with bug fixes; but then again, I can't recall taking advantage of or encountering these bugs either).
Just created this account to give my thanks to you for doing a wonderful job and also happy new year :)
What's the point of calling it the Woolsey Uncensored Edition if you're not doing it as a "Woolsey", though?
FF IV Namingway Edition and FFVI Woolsey Uncensored Edition are the ultimate versions , now only FF V were retranslated the same way, the SNES trilogy would be perfect ...
FF IV Namingway Edition and FFVI Woolsey Uncensored Edition are the ultimate versions , now only FF V were retranslated the same way, the SNES trilogy would be perfect ...
Legend of the Crystals (http://www.romhacking.net/hacks/1788/) may be worth looking at, darthvaderx...just saying.
HELP
I love the sou d of this Hack, and have downloaded it for my Android for use in a SNES Emulator.
But when I launch the game in Snes9x EX+, nothing but a black screen appears.
I can happily launch the original FF III verion of VI, but this VI Hack version doesn't want to load.
Can anyone help? Thanks in advance!
Fair enough; didn't know it's that strict and can't even be discussed. Let's leave it at that then. I'll try to figure it out. Good luck to Rodimus in his future endeavors, will be keeping an eye on your stuff!
Nah, just the site for reference, because what I was asking concerned it specifically. Granted, this seems to be the wrong place for that line of inquiry. No need for zealous mini-modding.
So is this the change that FF3USME makes when you use it? Interesting. Some think its a bugfix.Yes, I'm pretty sure that's about it plus the Mag Roader patch. I thought it would be more drastic, but it appears to basically change the part of the battle script of Hell Rider to say cast Death at the line directly after attacking and that's it. I think this may be more of an easy testing base to make sure changes to the battle scripts are working or whatever, because I'm pretty sure it's not a global thing. But that's my opinion.
Looking into it, I didn't run into Hell Rider casting Death at all. In fact, what he does is cast Reverse Polarity as one of his attacks and uses Silverpike in response to a successful Steal/Mug. It's possible that maybe the ROM you are using may have been corrupted for that battle script for whatever reason. I also looked at his battle script in FF3USME and he is following exactly what is described.Huh. I've triple checked the checksums, they match and it doesn't appear to be an artifact of a bad dump or corruption. Looking at the patch in IPSPeek (I am using bugfixes+updated opera, and encountered this first before the opera patches were made, so it could be just a bugfix patch problem), it does indeed alter the code at around that area including the byte mentioned. Therefore also the script is changed.
F0 EE EE EF ; Rand. spell: Battle or Battle or Special
0D ; <MB>Death
F0 EE EE FE ; Rand. spell: Battle or Battle or Nothing
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE FE ; Rand. spell: Battle or Battle or Nothing
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE A5 ; Rand. spell: Battle or Battle or Virite
FF ; End first wave of attack
FC 01 05 06 ; If monster has been attacked by cmd: Steal or Mug, will target attacker
F1 45 ; Targeting: last ally/monster who attacked (random ally if N/A)
EF ; Special
FE ; End If and reset targeting
FC 01 00 00 ; If monster has been attacked by cmd: Attack or Attack, will target attacker
F0 C9 FE FE ; Rand. spell: R.Polarity or Nothing or Nothing
FF ; End
F0 EE EE EF ; Rand. spell: Battle or Battle or Special
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE FE ; Rand. spell: Battle or Battle or Nothing
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE FE ; Rand. spell: Battle or Battle or Nothing
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE A5 ; Rand. spell: Battle or Battle or Virite
FF ; End first wave of attack
FC 01 05 06 ; If monster has been attacked by cmd: Steal or Mug, will target attacker
F1 45 ; Targeting: last ally/monster who attacked (random ally if N/A)
EF ; Special
FE ; End If and reset targeting
FC 01 00 00 ; If monster has been attacked by cmd: Attack or Attack, will target attacker
F0 C9 FE FE ; Rand. spell: R.Polarity or Nothing or Nothing
FF ; End
Gerad and Sabin should definitely go in. It goes along the idea of restoring content.The question isn't really if they play nice with other fixes, but more if they play nice with TWU. I've done some testing on this, and the patch with every bugfix on the 'net doesn't play nice with a TWU with no bugfixes. So while most patches do appear to work, some won't and it's smart to be careful with applying stuff.
As for the rest of LeetSketcher's bugfix patches, they should go in the bugfix version given they don't interfere with any other fix. But knowing the author, he usually make sure his fixes do not interfere with existing one from those who fix bugs as well.
Another dialoge-related fix, have you considered the Incoherent Gungho dialogue fix?
The question isn't really if they play nice with other fixes, but more if they play nice with TWU. I've done some testing on this, and the patch with every bugfix on the 'net doesn't play nice with a TWU with no bugfixes. So while most patches do appear to work, some won't and it's smart to be careful with applying stuff.
The question isn't really if they play nice with other fixes, but more if they play nice with TWU. I've done some testing on this, and the patch with every bugfix on the 'net doesn't play nice with a TWU with no bugfixes.
This also might be notable for restoration, just popped in today: http://www.romhacking.net/hacks/3148/
Basically, the Japanese version of VI had the ability to change controls like VII. Of course, I haven't much of a clue if this changes around the dash assignment so I'm not 100% sure about compatibility here.
Another worth mentioning is the tritoch animation fix, it appears to be 100% compatible as-is.
I fixed another small graphic bug that assassin pointed out to me: http://www.ff6hacking.com/forums/showthread.php?tid=3347
However it's not a good patch if you already changed the Cafe sign to "Pub" as an example...
I agree that this is pretty useless if the B button can't be remapped due to conflicts. XD
Another worth mentioning is the tritoch animation fix, it appears to be 100% compatible as-is. We've been getting a steady stream of potentially useful material lately.
I'm looking at the 'Frozen Terra' fix and wondering if that's worth the trouble, as I remember running across it -once- long ago during one of my SNES play through somehow.
In my opinion, the fix is bigger than fixing the wounded returner event. This might be the only place where that non-reset RAM do damages but there could be other instance where a reset followed by an event repetition could lead to weird behaviors. Given in vanilla ROM bank $C3 has 0x1000 bytes of space at the end, those 17 bytes worth their place. But hey, it's the patch creator talking here so don't mind me :P
Chronosplit mentioned an Incoherent Gungho fix earlier - what is that about?Basically, in a mistake the original screws up a couple of his lines. Since the script was gone over however, that's probably fixed already.
Better to at least mention the lines that were messed up instead of assuming it was fixed?Ah, you're right!
When first meeting Gungho in Thamasa in the WoB, there are two conversations that can take place: one without Strago in your party, and one with. There's a line of dialogue from Gungho in both versions where he addresses Strago in the second person, that doesn't make sense when Strago's absent. There's also a seemingly extra line of dialogue in the Strago-present version, where Gungho inexplicably speaks of him in the third person.
So do you think that adding that would cause conflicts with anything within TWU? I probably won't add that at all unless it's play tested.
This makes me laugh and wonder what it falls under - bugfix? Restoring content?This one concerns Kefka's "hit" attack (http://finalfantasy.wikia.com/wiki/Blank_special_attack_bug) for the most part, however this has some unexpected synergy with Shadow's Status which is already in here. Most don't really notice this bug, and I don't think any rereleases fixed that either. Whoops. Still for the sake of the Shadow event I'd say yes to this.
http://www.romhacking.net/hacks/3240/
Ive been dying to find or build a a mega patch for the original gameOther than other things folks would like added, its complete. I think its a great entry into the game if never played before and excellent for someone who wants to replay it as well. It's stable and many have played it over quite a few times.
People I know have been chomping at the bit to replay (or play for the first time) and its such stuggle to make a mega patch that doesnt fall apart
Whats the status of this patch so far? Pretty stable?
Ive been dying to find or build a a mega patch for the original gameLook no further, you've found the motherlode for the original SNES game at it's best. TWU is perfectly stable and good running.
People I know have been chomping at the bit to replay (or play for the first time) and its such stuggle to make a mega patch that doesnt fall apart
Whats the status of this patch so far? Pretty stable?
Does Kefka say "Son of a submariner" or "Son of a sandworm" in this hack?Some things are better left unchanged:
I may or may not be silently throwing together a rough list of FFVI fixes that won't work.
I'm curious to see what you have that -does- work well in conjunction that's not already included.
I'm curious to see what you have that -does- work well in conjunction that's not already included.Take this with a grain of salt, but here's what I have insofar:
Novalia Spirit: Not tested yet (er... anyone have a place to download for those fixes? They aren't here or anywhere else I've looked.)
there are so many bugfix patches for ff6 snes that it surpises me nobody's written a program to make sense of all of them and help the user along or somethingI've thought the same thing. It'd be cool to have something like Suikoden II's bugfix patcher but I can see how a lot of work would be involved with it. I don't really know how you'd get around the header thing either outside of having a mode for both.
Not to stir the pot, but I'm gonna defend the current bugfix version on this one. While it doesn't have everything, it is stable and contains the exploits many like to use while fixing the biggest logical errors. TWUE stays true to it's own feel and mission in that way, and I didn't intend to one-up that version.
(Also Imp Skimp has the same problem in other butfix compilation patches, huh. Maybe I should find a way to report that.)
I'll be at least be keeping the pastebin up to date and mention new stuff. But I want to delay it a couple of days just in case if a last-minute fix or a compatibility patch comes up (like what happened just now with Chain of Command). It happens. Either way there have been a lot of patches coming out lately, so I can assure you that there will be some good updates on that.
I agree. Maybe the only thing that would be restoring content from the Japanese ROM at this point is the Bushido (SwdTech) Rename restoration but I am not sure if that messes with the already updated names I used in TWUE. Not to mention, at this point people can access your list.
@Chronosplit: Nice job on this list!Ah, thanks for the info! I'll put this in whenever the pastebin gets updated next.
As a note, the EXP version of my Multi-Font patch would work as it leave the original font intact (it does not use the originalfonts.bin file provided). However you may need to assemble the main_EXP.asm file with xkas in order to relocate the GBA font in expanded ROM elsewhere than the default $F20000 location (yes, the EXP version of the hack is for an expanded ROM only). That been said I don't even know if TWU expand the ROM at all...
Also, if strictly using the patches, the music player and Multi-Fonts would conflict in bank $C3 free space (and likely with other bufixes that use the $C3F091-$C3FFFF block). This is the reason I always provide easy to modify ASM files in order for the user to manage himself the free space used by the hacks, which is very difficult with patches only given the updates made or customization aspect of some hacks (like modifying song names in the music player).
Wouldn't you just restore the content from the Rename, then re-name the default names as you wanted post-patching?
Also, Auction Chocobo fix is already installed in all patches.Whoops, I'll take that off the list then.
My brain hurts reading the Leet Sketcher stuff. No particular order there? When you say 'check the readme', WHICH readme are you referring to?No order in Sketcher's stuff is really needed, as long as Dead Hare is early and you use the compatible patches (he has patch versions that are compatible with other patches, to fix conflicts. It's less complicated than it sounds, just note what you've applied before.) I mean the readme files included with the patches; names are listed there as well as version differences (for Zombie/Rippler, Soul Saved, and Zombie/Tapir.) I'll be sure to clarify what's in the write-up a little more.
I'm thinking that once you have compiled the list together to ensure compatibility completely is to either directly add it to the readme or include a document noting what patches are compatible. I think that's probably the best solution instead of updating and adding patches each time. However, I do want to test out the SwdTech Renaming patch as that would be the final thing restored that was removed from the Japanese version. I wonder if at that time if the Vanilla version (no bugfixes) of Ted Woolsey Uncensored would be considered a translation instead of a hack.I'm thinking that for it to be in the readme, a list of what doesn't work would be a good idea to not make it hugelong. I can agree with this solution though. There are only a few patches I see that "preserve the feel" so to speak, and I think the majority of these have been made (outside of patch updates that is).
So I wrote up an additional Notepad document to be included with downloading the patches with all of your information in it. It's been submitted to the site but you also have it there in the pastebin as well. Thanks a LOT Chronosplit! :woot!: :cookie: :woot!:You're quite welcome! :beer:
How possible is it to fix up the run-button to be re-assigned to B every time there's a change to the button config? Like, you assign a function to B, then add the run feature as well?I'm not really sure how you could make it jive with the dash. I wonder if there's a way to lump the dash into Cancel, nipping the whole problem in the bud?
I absolutely love these definitive hacks, as someone who gets so bothered by censorship and errors it'll put me off a text-heavy RPG, but appreciates a solid localization, these are amazing to me :)Thank you for the kind words. Hope you enjoy this project!
I decided to try out the reassigning patch and see how it works. From my testing, I switched B with OK and A with Cancel, and switched Y and X for Party and Menu. B is still assigned with run, but with that set up if you run into someone you will automatically talk to them. So people can use it but B is still assigned to dash.Sounds about like I was thinking. It works, you just don't want to map the B Button to the menu or whatever. I'm assuming the same thing goes for Y Equip Relics, but I haven't used that patch ever.
Edit - Where does one find Novalia Spirit's patches? I went to his site http://novaliaspirit.99k.org/ and it's just not there anymore.I got them from Madsiur, I'll send a PM.
Also, if it's not too much trouble, what in the world are the relationships between Leet Sketcher's patches? I did see that the text file noted that some patches need to be applied in a certain order, but when all was said and done, Leet Sketcher's step of this process contains 55 patches, and to be blunt I don't have the time to look through the readmes.What's up is that many of his patches have versions that are compatible with other patches, otherwise they would conflict. IE there's a version of Imp's Retort for each version of the Jump Megafix. You need to look in the readme for the patch listings of each one, or else you might accidentally screw things up.
Given how many patches there -are-, my vote would be that once Rodimus settles on what is to be included in his next patch, there be a Chronosplit 'recommended compilation patch' of bugfixes that can be added as well. Whether separately or as an addendum, don't care. With that many -patches- to go through that apparently requires specific orders, it'd be better, frankly, to make sure that what's already been discovered to be a good order should be done. I imagine all you have to do is basically compare the end result (nonheadered) vs the non-headered TUE-patched rom for a patch anyway.As far as Sketcher's patches are concerned: keep a list of what you've used beforehand, then use Dead Hare. You're golden as long as you glance for the 'fix patch for a non-headered SNES ROM file with ________'s "_______" patch applied' patches and you saved these for last. Use that instead of a normal patch. From then on, there's no specific order outside of that.
Trying to piece together the exact order to do the 55 L33tSketcher patches and finding all the patches is the current issue I'm having with the list, so a compilation patch or a more documented process would probably be most helpful here.
I got them from Madsiur, I'll send a PM.Thanks! I appreciate it. :)
I'd love to get those patches too. I'll try my hand at assembling a compilation set of bugfixes.I'll be sending.
I do have a question about the Rage patch mentioned - does that count as 'restoring content' or were they dummied out because they weren't intended to be kept?
Chronosplit, do you know how Zephyr129's (aka mblock129) patches would factor into the patches allocation? https://web.archive.org/web/20131007113928/http://zephyr129.brinkster.net/ (You can download off of here no problem.)Oh hey, there's something I missed! Here's what I have:
They appear to be for an unheadered ROM, but I didn't really have a way of testing.These are for headered I'm pretty sure. Used IPS Peek and it points to a bit of free space on a headered ROM. Also tests OK. I'll be putting in the neglected info for later on (as well as Stuck in a Pose). :P
Alright, to my knowledge that just about covers everything, then. Thank you. :)I'm thinking both are in there, Rodimus has said so anyway. :P
Edit - There's another you missed in the Pastebin, Chronosplit: Frozen Terra Fix (http://www.romhacking.net/hacks/3137/) and Auction Chocobo Fix (http://www.romhacking.net/hacks/3153/) by Madsiur.
And would the SwdTech speedup patch work with this too? http://slickproductions.org/ff6patch.php?id=Tweak%20-%20Sword%20Tech%20Gauge
Whoops, forgot to look at the readme. My bad! Thanks for your input on the speedup patch. :)No problem. :D
No problem. :Dso this is still evolving?
January 08, 2017, 02:34:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
http://pastebin.com/zpf5xNyL
Update, some somewhat older patches I had missed:
-mblock129's patches
-Stuck in a Pose
-Swdtech Gauge Speedup (end mention)
Apparently. Trying to break them up into compilation patches so that you can install one set group of patches then just update one compilation but if he keeps finding more...one big mega patch needed?
one big mega patch needed?I'm not planning on doing that myself, no.
Something requires attention, alright.
(http://i.imgur.com/QEayIuJ.png)
This can randomly happen upon starting a new, unaltered TWUE with the Bug Fixes + Opera patch. I thought it was the result of me putting some personal flavor in the text, but, uh, no. This's on you, Rodimus, apparently. :o I've made this happen most often by continuing a previous save file, resetting, then starting a New Game. But it doesn't always happen.
All save files have over 100 hours, if it helps.
Something to take note of when I was looking over your patch. Reflect barrier shown on bodygaurds fix is in my regular Read Me.Ah, I must've missed it. Noted for if I ever need to add anything new.
EDIT: Actually, come to think of it... IMO the nature of this sounds like a bug concerning Frozen Terra, but I'm not sure of it. If it is, it's pretty obscure.
Okay. I'll have to apply this to the next TWUE update along with updating Chronosplit's file. Speaking of which, what is everyone's suggestions of what should be added to the bugfix patch with keeping in line with the project's goals?Hmm... if I were to say one thing that's really needed it's the Jump/Launcher/Superball fix. I think it fits in anyway.
Uh...I do not recall when I last posted in this thread. I hope that I was polite.
FF6 is my favorite game, so no, I don't like your script, that's why I made my own :P Neener neener
But man, you really haven't let this one get off your desk. Your devotion to working on this is kind of inspiring.
...I suppose, when it's ready, I ought to have a go of it. The music is the same, I hope. :)
Edit: I, uh...I wish you'd change the name of the thing. Ted Woolsey Uncensored Edition is kind of a mouthful, and you do seem to be doing more than simply uncensoring the script. What about something like...here's a few off the top of my head. Or you can just tell me to stuff it, I don't care.
- Woolsey Special Edition
- Premium Woolsey Edition
- Re-Woosleyized or De-Woolseyized
- Xbox Live Arcade Edition (This is a joke because that's who Ted Woolsey works for now ^_^ I'm priceless)
- Woolsey's Revenge
Ok now they're just getting silly.
Best wishes with your hack, man. I'll look forward to when it's ready to play :)
Hi !1. Yes. That certain scene was only censored in GBA, all versions of it. Ratings or crime in Japan were to blame. TWUE uncensored absolutely everything including the final boss's background.
Thanks for that amazing work you've done.
Just a little question, does this include the uncensored version of Celes torture scene or other things that were censored in the US version ?
Are you planning (or is it already included?) to put:
- The GBA Two bonus dungeons are added: the Dragons' Den and the Soul Shrine ?
- Four new espers were added: Leviathan, Gilgamesh, Cactuar and Diabolos.
- A bestiary ?
- An auto-battle function ?
What are you planning for the next updates ?
thanks
Hi !
Thanks for that amazing work you've done.
Just a little question, does this include the uncensored version of Celes torture scene or other things that were censored in the US version ?
Are you planning (or is it already included?) to put:
- The GBA Two bonus dungeons are added: the Dragons' Den and the Soul Shrine ?
- Four new espers were added: Leviathan, Gilgamesh, Cactuar and Diabolos.
- A bestiary ?
- An auto-battle function ?
What are you planning for the next updates ?
thanks
That certain scene was only censored in GBA, all versions of it. Ratings or crime in Japan were to blame.
I think the specific reason the scene with Celes's punishment was censored was because at the time of release, there was a murder or series of murders that had happened in Japan involving women being beaten to death, and Squeenix felt it would be tasteless to leave it in. (There was a death animation in one of the Crash Bandicoot games that was removed for similar reasons.) That doesn't explain why they couldn't have put it back in for the international releases, though.
I just wanted to know if you had a roadmap or smt similar.
Or if you are just happy about how your patch is right now
Thanks for everything !
Was just playing the FF5 on steam, and the auto mod is pretty cool. Not a must have but certainly a plus ;)
- The GBA Two bonus dungeons are added: the Dragons' Den and the Soul Shrine ?
- Four new espers were added: Leviathan, Gilgamesh, Cactuar and Diabolos.
- A bestiary ?
- An auto-battle function ?
Bestiary: Possible. Easiest way is via the rage menu, where clicking on a monster name would open a window with his stats.
I always thought "why can't the names of Monsters in 'cleared-for-the-veldt' formations appear "greyed out" in the Rage menu, before they are then Leapt and learnt by Gau, and then appear white once learned?"
i have to ask: Any chance of getting the music player hack into this? I've read some people here were trying to make it more modular/easier to reuse.
Novalia Spirit made recently a hack that does exactly this. I've seen screenshots but I'm unsure if he released it here. Slick Forum is down ATM so I can't link the post.
Well with the ASM files it's already modular. You can have your song titles separated from the bank $C3 menu code and strings are what takes the most space. There is also 3 different implementations, two in the config screen and one in the main menu. The core of the player have its own file reused in all implementations.
If Rodimus Primal wants, I can make it work on TWU. I suspect it's a simple free space conflict and it wouldn't be more than an hour or two of work start to finish / tested. I could patch the latest TWU version and try it next weekend if there is an interest of having the music player in the hack. Rodimus Primal only need to tell me where he wants the option (see the 3 options here (http://www.ff6hacking.com/forums/showthread.php?tid=3356)) and if the song names / order are ok for him (see here (http://pastebin.com/Kk7hJbdx)).
Novalia Spirit made recently a hack that does exactly this (greyed-out rage menu entries for checklisting purposes - ed). I've seen screenshots but I'm unsure if he released it here. Slick Forum is down ATM so I can't link the post.
In fact, i don't even understand why RHN doesn't do this automatically for any snes ips that requires it other than 'it's always been this way'. Even the notion to 'archive the originals' can the mantained by offering both versions.That wouldn't change anything, and in fact FFVI proves it.
It would certainly reduce confusion and user errors. I know about it very well and still trip myself occasionally, besides being a waste of precious minutes.
Pastebin related note: Stuck in a Pose was found to have an obscure-ish bug inside, I'm going to leave it to you guys if you want to leave it in the list or leave a bug since I can't really get it done. :P
I want a mod that makes FF6 have realistically proportioned characters that, within the size constraints of the SNES sprites for FF6 characters, resemble Amano artwork
Actually that would be pretty cool, I thought of trying it once but you're talking about painting little lithe thin characters like that in such a tiny space with pixels that are, proportionally, the size of softballs.
Hrm...I dunno, do you think it would be interesting? Would eyes be able to be kept distinguishable with such proportions? :/ I wish I knew more about proportional anatomy drawing...
What does it cause? I've never used it myself.Stuck in a Pose fixes a small graphical error where after an event, your sprite may end up stuck in a walking pose by adding a check. It incidentally did also fix some other little misc. errors related to that.
Has anyone ever asked the question "Why is FF6 the most modded FF?"Probably the same reason as "why do people still mod Doom when it's over 20 years old" except less bug fixes: extensive research, good tools/resources, a community still going at it, and for FFVI many many documented places for improvement that (most) people can agree on. I'm not sure if the hacking's brought in new fans or not, but I think I can safely say it's bigger than when it was being sold.
It is, I think. Why is that? It wasn't exactly a big seller, though FF4 and 1 were not TV advertised in the States as it was. FF7 came right after and was the hit, but PSX isos are a bit more difficult to work with, and hold more text...
Is FF6 at some weird singularity focal point for romhacking? It seems like it to me sometimes.
Stuck in a Pose fixes a small graphical error where after an event, your sprite may end up stuck in a walking pose by adding a check. It incidentally did also fix some other little misc. errors related to that.
The bug involved is actually pretty funny: in an out of the way NPC talk during the river poisoning event in Doma, it would trigger a battle with 4 Terras. o.O
I located it at the ff6romhacking thread, but the patch is still dated 2-20-2016. Where did you get the updated one?Slick Productions: http://slickproductions.org/forum/index.php?topic=2172.0
(Man, there's a number of updates for a bunch of these patches here that weren't posted...!)
Nix the text warning. Apparently Stuck in a Pose has been updated to fix the bug and lessen the size, so far it's working (thank goodness for both ROM patcher and Unipatcher, I was actually able to do a rare test.)
That screen shot looks awesome by the way!
It uses a large chunk of free space and my concern will be that adding might make other bugfixes NOT in TWUE incompatible. So, like I had said before, this will be an add-on additional patch that will include the Blitz Naming.
D4F806-D501FF [2554 Bytes] Unused Space
I can do a version that split the code from the song names. Song names use around $600-$700 bytes, there is one other spot in the ROM that qualify for this I think:Well I did have to modify the song names a little and I'm going to release it as a "with add-ons patch." With ALL the other bugfixes out there within the community, I'm curious as to what's compatible if the Music Player and Naming Blitz are added in. If the song names are moved it's not a big deal so long as it's after my modifications to them are taken into account.Code: [Select]D4F806-D501FF [2554 Bytes] Unused Space
Even with this solution, you still need the music player code in bank $C3 and this alone use around $400 bytes so it's possible some bugfixes use this space too.
Man. I have no idea now how to get all those other bugfixes lined up with your main addons. I'm just going to throw my hands up and let you, Chronosplit, or whoever add them all up in the bugfixes. :D
Hey there, I'm the guy from Twitter that was talkin' about some lines needing fixes.
I've put all of the mistakes I've caught so far in an Imgur gallery. http://imgur.com/a/veXve
Keep in mind this is my first playthrough, and I'll still be playing with the 1.89 patch as I continue through the game. ;)
One thing that was just reported to me about the music player:
If a map has 00 as music ID, it's silence / current song, which mean song ID 00 does not overwrite the previous song that was playing. This mean if you are on a map with song ID 00 and use the music player, when exiting the menu the music player song will continue to play, given another song than 00 is not set in the entrance event of the map as an example.
It's not technically a music player bug, more something that needs to be modified in order to take into account this exception. I'll look into this this weekend but the only thing I can think about is stopping the music player song and play nothing if map song ID is 00, since you can't predict when a player will enter a map with song ID 00.
Just registered for this forum to say that this is just the patch I've been looking for to play through Final Fantasy VI again with. I've even been recording and uploading a gameplay series of FFVI using your translation, and what I have seen of it so far (just finished the Magitek Factory) has been very solid. Combining the best aspects of the original 1994 localization with the refinements of later efforts in addition to doing away with all of the silly censorship, this is probably as good a retranslation as it gets for this great game.
Well, that's not the only reason. I've encountered a strange graphical error during my playthrough that has been bugging me ever since.
(http://i.imgur.com/5fbHN1p.png)
This is Edgar's Bio Blaster on a clean ROM.
(http://i.imgur.com/ITOupa3.png)
This is Edgar's Bio Blaster on a ROM modified by your patch (I'm just using the 1.89 translation patch that comes with no additional fixes). As you can see, the semitransparent cloud effect is now a solid screen cover. Not only that, but it appears to screw up the graphics of other attacks/skills until you finish the battle (which you can see in this video (https://youtu.be/VkdkmXBK2KU?t=16m57s) I recorded)
At first I thought this was an emulator issue and tried switching emulators but no... this is being caused by the patch.
Interestingly enough, this only seems to affect Edgar's Bio Blaster and not the variant usable by Magitek Terra.
Nobody seems to have brought it up on this thread, so I felt compelled to do so.
Also, the description for Level 3 Confuse is trying to tell you that casting on a target that's actual level is a multiple of 3 will confuse it. For example, if you cast it on one of your characters, and they are level 18, they will be confused because they are at a level divisible by 3
Strange. Doesn't the song that the map is on begin to play when you exit the menu? Wouldn't the instructions tell the game to do that? Just curious about the coding of it.
I've got a few screenshots from my recent session, in an Imgur gallery as usual. http://imgur.com/a/BjzDm
Thanks, I honestly don't think I would've been able to figure out what it meant on my own.
Many of the maps have the 'play current song' flag set on them, to either continue the song from a previous map (think entering a house inside a town), or use this to play a song via the entrance event during a certain time. So if there is no event bit currently set or clear to play a song, it will play the last current song, which is the music player song.
If a map does have a song that is set to play instead of the play current song, or nothing which it is, than there is no issue with the map song kicking back in after exiting the menu/music player. The issue is for the maps that have nothing/play current song and currently have no event bit telling it a song to play, which there are many instances.
Extremely time consuming, and some of them a bit tricky. I'm in the midst of it as we speak lol. Hopefully though Madsiur can code in an instruction to set the song back after closing the player as you mentioned, that's his plan. I just couldn't wait since I have nothing else to fix at the moment and event editing is something I can do to fix this in the meantime for my hack at least.
Can't you run some kind of code that checks what song (if any) was playing before entering the music player menu, save that somewhere in the data, then when the player exits the menu recall the saved song data if it detects a music track change?
hi, awesome translation you've made ! thanks !!!
quick question, does your patch include all the fixes available here ? :
http://slickproductions.org/forum/index.php?topic=2230.0
They corrected a lot of things.
If no, are you planning on doing it ? or why you don't wanna do it ?
Yesterday I tried psychocyan on your 1.91 and I was able to do it.
I've reached the moment when you have to wait for Shadow before going to WOR, but when he comes, my games freezes and I cannot move on... I don't know what to do...
EDIT: I loaded my last savegame with the non patched version and it worked...
EDIT2:... for a moment, now I got the same bug when I met Edgar and he's going on the ship, just in front of the pub. It's like the trigger never hapens.
Snes9x 1.54.1
I'm using the 1.91 ted woosley (i think it's yours)
I never tried with 1.53
Yeah sorry. I'm using yours "Final Fantasy VI (TWUE 1.91) + Bug Fixes, Add-Ons, & Updated Opera.ips"
how do i know that ? where can i find one ?
Na I only applied the ted mossley patch.
I started the game with the 1.90 and played for 3h approx. Then I continued the game with the 1.91 with the same save, maybe it's because of that. Anyway it's weird because the game "unblocks" itself if i play with the non patched version.
I'm far from these 2 points mentioned before. Not gonna do 20h of gameplay to check if it's still stuck... ;)
Happy that I could help you (i really little bit) in your project which is great.
Still, I don't understand why there is no patch like the unoficial bugs fixes for the Elder's scrolls series. A fixed game is better for anyone.
I read somewhere that a japanese made an incredible mod for FF6 where he added gba additions to the snes game. Would that be to hard to copy that content over the US 1.0 game ?
Woah. I see I wasn't the only one encountering this bug, I was about to mention it as I thought for a second there it would be related to Frozen Terra again (due to the save thing). Wonder what caused a problem that big?
As for further bugfixes, I could go crazy trying to add them all in. The biggest thing about them is that the ones I added in were actual real issues or things missing. I on purpose didn't add exploit fixes too. If any of you think I should add more of them in, I will.
Throwing my 2 cents in and saying keep it to a minimum, there is nothing wrong with being able to breaking the game using exploits and such, some even find that fun, and people can just not do it if it bothers them, like with Vanish+Doom.
The problem with all these bug fixes is that no one actually tests their shit outside the bubble the fix is for, and it will cause problems down the road, just look at that Edgar's Bio Blaster glitch.
Ah, so that was it! Probably should mention it in iffy patches just to be safe. Strange though, I know Bye Bye Breath had a problem about editing unless you made a couple alterations but not this one.
I actually agree with Special on patches. We've got the guide for the rest, and as tested as it is anything can still happen. One of these days I'll find a way to test it to the addons version if no one does by then (I doubt anyone's attempted Patch Checker on Wine, but I'm not ready for testing quite yet).
I just sent you the new Music Player patches (config1 and config2). It's an improvement from previous version but my song restoring fix might not work with 100% of the possible scenarios involving music setting in an entrance event (more details here (http://www.ff6hacking.com/forums/showthread.php?tid=3356&pid=34085#pid34085)). I also made a new version of my mini-map patch with a bit lighter colors for land and mountains because I found the version from last week to be a bit too dark. In any case, the palette can always be edited. I don't remember if you said you wanted to include it as an add-on..
Is 1.93 worth downloading if I don't use the Music Player? Does it fix anything else?
Config 1 changes the option in the Config menu for Stereo. It removes Mono in place of the Music Player.
(I could have sworn I left a comment here a week ago, but oh well)
Anyways, I'm now playing through the World of Ruin, and I just got to the point where Celes meets "Gerad" at Nikeah. After following him for a bit through town there's a point where Celes tries to hold him up before he enters the harbor. It was at this moment that I got stuck and unable to do anything--the music was still playing and the NPCs were still moving about in the background, but it would appear I got stuck in a broken event. I couldn't move, couldn't talk, couldn't enter the menu or do anything.
This is the point in question.
(http://imgur.com/TBnsVYy.png)
Also, I noticed you've been commenting on my videos. Don't be alarmed if they aren't showing up--YouTube keeps thinking they're spam for some reason even though I allow all comments on my videos.
Edit: fixed image link
Version 1.94 has been submitted to fix this bug.
Does this also include whatever Madisur did with his most recent typo fix to his music patch?For this locking bug you can fix it yourself using the anti-patch.
And that is indeed an odd bug, does that mean it has to be patched -every- time you make a change?
More errors spotted, sir!
http://imgur.com/a/o06Hr
I have Version 1.93 ready to go and it can be downloaded from a link on ff6hacking.com for those who don't want to wait. I know this site is recovering from a server crash and I will submit it here at that time.
In the meantime, here's something you have to look forward to. Madsiur was kind enough (more like awesome) to make all 3 versions of his Music Player compatible with Ted Woolsey Uncensored Edition. What does this mean for the next version? Well in the package will be a folder for the Music Player with three patches. Main Menu, Config 1, and Config 2.
The Main Menu patch (which is compatible with ZSNES) changes the Main Menu to fit the Music Player. Config 1 changes the option in the Config menu for Stereo. It removes Mono in place of the Music Player. And Config uses the blank space at the bottom of the Config menu for the Music Player.
DKK (or Dragonsbrethren as he's known now) based that off of an incomplete version of the patch I think. There's FFV The Legend of the Crystals which works better imo though it may not count as much coming from me, since i put a bit of work on it lol. you can find it in the translations section of RHDN as an addendum
Bloody hell! Excellent! On behalf of all ZSNES users everywhere, Thank You! Presuming that this applies going forward in future patches?All future patches are this way now. At this point I'm not adding to this any longer and only intend to do things like script or glitch fixes if they need to be. I'm hoping to be finished with this game as far as tweaking it is concerned.
spooniest is actually the one who made it, i just worked on it a little bit. i think it's fine how it is now. you're welcome to try to revise it additionally if you want
I'd like to point out another thing with the music player add-on. Quoting Gi Nattak:
The music player takes a bit of a hit in the caves to and during the leet river, cause of the way they coded the thing, has F0 00 (play silence) first thing with the entrance event, then does the volume change to lower volume river track, but this makes the song stop to silence when exiting the menu. [...] I removed the F0 00 in the entrance event and made some event trigger and edit the raft event instead, with the appropriate volume cuts, but it's not perfect [...]
This is an example of the music player limitations with entrance events music related code. It's not something I can fix with the music player code and the way I coded it is the best overall fix (song and volume saving on menu opening, song / volume restoring on menu exit). It however does not address all the problematic cases. The next thing to do would be to come up with an add-on patch for the music player that fix all the problematic entrance events music code in vanilla ROM. It's not something I'm planning to do soon though.
So, to clarify, does that mean a 1.95 is in the works? And should we wait to update?.
.Cool!
Well a 1.95 is coming but to fix some script overflow errors that were found. Really minor stuff. But I'm not sure how to work around the Music Player code.
I'm not sure how to work around the Music Player code.
Gi Nattak just finished a full RotDS playthrough testing the music player everywhere, and a few maps, especially those playing waterfall sound pose problem. I'll have a full list later and I'll do a standalone events fix patch that you can merge with your music players if you want. There was also another small bug where playing a sound effect on a map, entering the menu and exiting menu would resume the music volume to half-full volume because SFX and song share the same volume register. I've already fixed this one and will release a separated patch soon as well since it affect bank $C0 alone.
I've been doing a live stream on my Youtube channel and I didn't notice anything wrong with Leet River's volume, but I didn't test the Music Player.
Hey hey hey, a nice surprise, this hack works perfectly with MSU-1 hacks, first patch with MSU-1 ips and then TWUE + Music Player Main Menu and finally "Button Settings Menu Restoration" (optional, but I really like this hack) .That's actually really interesting. I never thought the MSU-1 hack would work out at all considering how much goes into it (then again I personally rarely touch them).
Too bad that other hacks like Secret of Mana and Chrono Trigger do not work the same way ...
(And sorry for the my poor "engrish" , it's not my native language.)
I found a bug on this screen:Verified. Unheadered 1.0 rom with the "Final Fantasy VI (TWUE 1.95).ips" and the "Final Fantasy VI (TWUE 1.95) + Bug Fixes, Updated Opera, & Add-Ons.ips". It is not corrected when adding the music player patch.
(http://i67.tinypic.com/vjs0m.jpg)
Verified. Unheadered 1.0 rom with the "Final Fantasy VI (TWUE 1.95).ips" and the "Final Fantasy VI (TWUE 1.95) + Bug Fixes, Updated Opera, & Add-Ons.ips". It is not corrected when adding the music player patch.
And just when you think you're done? BAM, a glitch shows up.. Though you've been at it longer, I feel your pain guys.
Edit; Not sure if it'll matter, but the patching utility I used was LunarIPS.
Ok. When it goes live I'll give it a try. Thanks RP!
It's not you. I really don't know what caused it but I'll have it fixed tonight. That certainly is the strangest bug as I never touched that line.
EDIT- Version 1.95a has been submitted to fix that bug.
The problem continues, so I tested all the patches separately and Final Fantasy VI (TWUE 1.95a) + Bug Fixes, Updated Opera, & Add-Ons.ips was the only one that kept presenting the bug.
Must have been an oversight on my part. Had some health issues to take care of IRL and was rushing to fix this before that happened. I've submitted an update with a fixed version of that patch.
Okay, okay, it's all right, just do not overdo it, you've done a lot for us ... :thumbsup:
I really don't know what caused it. They only thing I can think of is that FF3USME could have scrambled the line wrong if I accidentally hit save twice in a row. Since I'm at the point where I'm only concerned with fixing line errors, I hope this irons out all of it.Just briefly tried out 1.95b, everything seems fine. Very cool. And Thank You for all your hard work!
It's been updated to Version 1.95a.
Just briefly tried out 1.95b, everything seems fine. Very cool. And Thank You for all your hard work!
Thanks. I've submitted version 1.96 with a couple of things I found in my last playthrough and hopefully that should be all.This is great, I really should play through this again with 1.96.
EDIT- Version 1.96 is now live!
On that note, since I got TactText working on Wine I intend to get Patch Checker and IPSPeek going soon. I won't have any guarantees for a good while, but I'm going to attempt to get some vague idea about the add-on patch that can be thrown into the .txt files.
Since for the most part this is probably going to be just looking up conflicts with space, I'm pretty sure not much will change but there will be a couple of notes.
EDIT: Rain check on that, this isn't working as well as I had hoped because both need the dreaded dotnet40.
Hi, I'm the coder of IPS Peek. Yeah, unfortunately it is incompatible with Linux due to its reliance on this: http://objectlistview.sourceforge.net/cs/index.html ... Other than that, it would pretty much work with Mono. My plan was to eventually support Linux + Mac too, but I had to put my plans on hold (working on a big project at the moment.)Ah, I see. Thanks a lot for this information!
To get it running on Linux, I would either need to:
1. Find a ListView comparable to OLV with Mono support.
2. Completely rewrite IPS Peek in another language or UI technology.
So I'm trying to follow the included guide on incorporating more bugfixes that are not included with TWUE but I'm honestly not sure where to find all of the mentioned fixes (they're not all on RHDN). Does anyone have a full list of download locations for the newest versions of all these additional fixes?
Hey guys. I've played FF6 (the FF3 US SNES release) as a kid but never finished it and want to go back and play it all the way through, but I'm having a hard time deciding which version is best.
Is this considered the best version of the game? I'm looking, I guess, for the version that is truest to the original vision of the Japanese game designers, but understandable (that is to say, literal translations sometimes aren't the truest to the original vision because they don't express the original ideas adequately in the new language).
I played this version a bit and it's my favorite just at a glance, the translation seems fantastic and little things like the font being better than the RPGOne version and the "class" names in the menu and SwdTech correctly being called Bushido are really great.
I don't want to play any of the GBA versions because I'm playing on a CRT and the different aspect ratio makes it look way worse.
I'm strongly leaning towards using TWUE one over any of the others, but just wanted input on how it compares to the official FF3 SNES release (side question: is there any difference between the v1.1 US SNES FF3 ROM and FF3 on Wii Virtual Console?) and the "Relocalization Project" (https://sites.google.com/site/ff6relocalized/ again, ugly font, but the translation otherwise seems to be of comparable high caliber to TWUE). Those are the 3 that seemed to be the most of what I'm looking for, dunno if I'm missing any really important ones. RPGOne is just ugly and I don't think I can handle all the literal name translations like calling Espers: Demons.
Also, I'll definitely be using the Bug Fixes if I use TWUE, but should I use the Updated Opera and Add-ons?
Thanks so much.
Hey guys. I've played FF6 (the FF3 US SNES release) as a kid but never finished it and want to go back and play it all the way through, but I'm having a hard time deciding which version is best.
Is this considered the best version of the game? I'm looking, I guess, for the version that is truest to the original vision of the Japanese game designers, but understandable (that is to say, literal translations sometimes aren't the truest to the original vision because they don't express the original ideas adequately in the new language).
Also, I'll definitely be using the Bug Fixes if I use TWUE, but should I use the Updated Opera and Add-ons?Bug Fixes IMO are a must, the selection here hits all the worst ones while still preserving the original SNES feel. If you're not going to be adding much of anything else the addons are great (though it appears limited additional patches do cooperate with them I can't say anything 100% definitive).
Thanks so much.
I took a lot of care to try and make Ted Woolsey Uncensored Edition be the best version and a lot of people consider it as such. While it doesn't have the extras that the GBA and PC versions have, it takes the original US Final Fantasy III to being what it needs to be. I made sure the font was the same, with the exception of taking a pixel of space in between letters to give more text space overall. The translation used Woolsey's translation as a base, but I literally went line for line looking at the GBA, RPGOne, and a direct dry Japanese translation from Lina Darkstar as I edited it. Sometimes I inserted a GBA line, and sometimes I merely uncensored the lines.
I went for modern naming for spells (Thunder instead of Bolt 1), items (Phoenix Down instead of FenixDown), and monster names (with a few exceptions such as Bum Rush). This was done because that is Square's official naming currently and is what they are directly from Japanese. There are still instances of abbreviations which I couldn't get around for REALLY long names (like Litwor Chicken).
As for the opera, that is up to you. As much as I like the modern take (which is what Square has had people sing IN CONCERT), I decided it was best to include the original for people who prefer it.
I say the Bug Fixes and Add-Ons are worth it as well. You don't NEED to add the Music Player, but it's a nice addition for people who want something that the GBA version has. .
You want this one, yes. Best description I can think of on this subject is that it's as close as the SNES script can get to original without losing the SNES nuance. What we should've had in the first place, more like. I agree with Rodimus on what he says.
Bug Fixes IMO are a must, the selection here hits all the worst ones while still preserving the original SNES feel. If you're not going to be adding much of anything else the addons are great (though it appears limited additional patches do cooperate with them I can't say anything 100% definitive).
I vote for the new Opera, though this is personal preference it is official.
Awesome, thanks so much for the reply, and for your hard work. I'll definitely be playing through your version.
Bold is exactly what I am looking for. Thanks so much. What exactly do the Add-Ons add-on?
I also have a quick question just out of curiosity. Rodimus mentioned that he used e.g. Thunder in place of Bolt 1. Does Square Enix do the same thing with rereleases? Like, in the PC/mobile version of FF6 (or the PSOne Classic version), did they change Bolt to Thunder? What sort of translation did they use in general?
Ever since FFVIII, Square began using a unified naming of spells and items. So every Final Fantasy after, including re-releases and remakes, use them. So Ice-1, Ice-2, Ice-3 becomes Blizzard, Blizzara, and Blizzaga. The GBA and Steam/Mobile versions of FFVI use them as well. The PSX version is for the most part an unaltered SNES version with LONG load times and unnecessary video FMVs at the beginning and end of the game.
The Add-Ons include the name of the Blitz spells in the main menu, and what the rewards display for when you bet an item in the colosseum.
I know it might be long and tedious, but I recommend going through some of the back pages in this topic, as well as checking out the ReadMe file if you haven't already.
Has anyone checked if this patch will work with MSU-1 mods, such as the Dancing Mad mod (https://github.com/Insidious611/DancingMadFF6/releases)? And if so, does this patch need to be applied before or after the MSU-1 patch?
Does the bug fix patch remove any of the uber-damage exploits like Wind God Gau?
And which of the... 6? patches would I need to use?
I don't know if anyone has tested this to work with the MSU-1 mods and I'm not sure where it uses the free space in the game to make this work.I understand how the patch is set up, I was asking which of them would be compatible with the MSU-1 patch.
I made it a point to not remove any exploits when I added any bug fixes. I wanted to keep the original experience while fixing annoying and sometimes game breaking bugs.
You only need to use ONE of the 6 patches to get what you are looking for. The Updated Opera is a the GBA version of the infamous opera scene that matches the music much better than the original lyrics did, but some people prefer the original so I made you make that choice. The read-me details what is in each one but if you want everything, patch with Bugfixes + Updated Opera + Add-ons.
The Music Player was custom coded by Madsuir to work with TWUE because the version he has on ff6hacking.com and on here uses some of the same free space in the game as Ted Woolsey Uncensored Edition does. You can add this IF you want to, and it's nice to have, but not necessary.
I understand how the patch is set up, I was asking which of them would be compatible with the MSU-1 patch.
Since that post a week ago, I've been getting into helping Insidious611 work on his Dancing Mad MSU patch (it's in open-beta atm), helping him locate a few bugs, fix his PCM music (it's now normalized and a few parts are edited), and I made a few new tracks for him.
Just last night I started compatibility testing with this patch (applying the MSU patch first, then this patch), and was coming on here to post the results so far, when I saw your response. :thumbsup:
The patches appear 100% compatible so far (to the point that the music player plays the MSU-1 PCM tracks!!!), but too soon to say for sure; I've already found 1 bug in the MSU-1 patch itself while testing this patch with it, and need to wait for that to be fixed before I can continue testing (fix should be posted later today hopefully).
Do you have a list of the free space addresses this patch uses (TWUE 1.96 + Bug Fixes, Updated Opera, & Add-Ons + Music Player)? Possibly the easiest, and most thorough, compatibility test would be just comparing that list to the list Insidious611 uses (it's apparently a very small list), since you both use an unheadered v1.0 US ROM.
A quick search (google is everyone's friend) found me the tool IPS Peek (https://www.romhacking.net/utilities/1038/).
IPS patch offset lists:
Current (2017-10-9 beta version) Dancing Mad IPS patch: https://pastebin.com/X1ZY0tPi
TWUE 1.96 + Bug Fixes, Updated Opera, & Add-Ons IPS: https://pastebin.com/bZLXLzEw
TWUE - Music Player Main Menu IPS: https://pastebin.com/FWzbrJ88
I'm pretty sure 100% compatibility is verified.
I'm about to start working on the audio for the Opera scenes MSU audio. I'll have plenty of chances to compare the two versions of the opera scene while I do it. ;)
*edit- And now that I've done it manually, I find this by accident: Patch Checker (https://www.romhacking.net/utilities/1080/) Which is specifically designed to check patch compatibility... Again verified 100% compatible.
*edit2- BUG REPORT: "Final Fantasy VI (TWUE 1.96) + Bug Fixes, Updated Opera, & Add-Ons"(no MSU patch, just that one) - During the ending scene, specifically Relm's part, her last line (STRAGO: RELM! How can toy be thinking about pictures at a time like this?) requires you to hit a button, rather than progressing automatically. If you wait too long to hit the button, the timing gets messed up enough that the game goes to a black screen, and stays there.
Verified the bug is still present in the "Final Fantasy VI (TWUE 1.96)" basic patch, so it's not caused by the bugfixes, addons, or music player.
(Is the delay in posting for a moderator to approve my posts a permanent thing, or is that going to stop after I hit enough posts?)
As you should be able to see, the spacing on the capital I is a bit off (by a pixel, I think), causing it to blend into the n. Other than that it's superb so far.I believe the patch removes 1 pixel of space between all letters to give it the space to fit longer names and descriptions on-screen. Not a bug, a 'feature'. ;D
Is there anywhere that documents all the monster name changes? I'm having a hell of a time figuring out Gau's rages with the renames.
The item, monster, and spell names are the current names used by Square in all versions of Final Fantasy VI (GBA, Mobile, and Steam). Obviously I had to shorten some of them because of space. Here's the list from Gamefaqs:So Marshal is "Guard Leader" in this?
https://www.gamefaqs.com/gba/930370-final-fantasy-vi-advance/faqs/46956 (https://www.gamefaqs.com/gba/930370-final-fantasy-vi-advance/faqs/46956)
Some letters it might make sense for me to add that single pixel like the letter "I" or the lowercase "m" and "n" but I hope that doesn't create a spacing issue in the text. I do have to work on another update and should be able to get one up soon.It's only the I that has the problem. It looks like if you were to add one more pixel of space then it would be consistent with the other characters.
Yea, I was checking the timing for the OST version of the ending, because things were out of sync, with your patch installed, and noticed the problem, did a number of checks afterwards with differently patched roms to track down which one was causing the problem (needed to add some silence to the beginning of the track, and fade-out/fade-in to eliminate the cross-fade into part 2 of the ending, and add some more silence between the 2 parts. timing's perfect now).
The point at which the lockup causes the unending black screen seems to be if you don't hit the button to advance the text until after the next section's music (I think it was shadow's) ends.
The only way to keep things in sync is to be ready to hit the button to advance the text in Relm's ending as soon as it pops up. (with or without the MSU-1 audio playing, the effect is the same).
October 18, 2017, 02:44:30 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry for the double-post, but I felt my last post too old for just editing this in.
The Music Player patch is compatible with the Dancing Mad MSU-1 mod... Mostly... With some glitching...
With the Music Player patch and the Dancing Mad MSU-1 patch both applied, there is some slight audio glitching when entering/exiting the menu screen (usually just a momentary muting of the sound).
In at least one location, the Returner's Hideout, after Banon joins your party, and you are supposed to get on the raft, if you return to the hideout, exiting the menu screen will mute the music until you change rooms, and the wrong track will play on the screen just outside the Returner's Hideout (not the world map, the screen just outside the cave). This only happens with both patches applied, either one individually is fine.
This is likely not something that can be fixed without the code for the music player patch, since it's not a case of both patches using the same block of data, and frankly is minor enough to not be worth the time to fix (as compatibility is a nice bonus the patch author didn't even consider until I started testing, though I've seen him use the TWUE patch and music player on at least one of his demo videos since then, lol).
My advice: Use just the TWUE + MSU patches (patch with MSU then patch TWUE). If you want to use the music player to listen to the MSU-1 music tracks at some point, copy your rom file, apply the music player patch, use the player to listen to the music, then revert to the patch without the music player to continue playing the game.
Madsuir who made the Music Player (and the version that comes with Woolsey Uncensored) made a fix, but to my understanding has issues with volume being too loud. If you download their hack http://www.romhacking.net/hacks/3183/ (http://www.romhacking.net/hacks/3183/) the fixes are in that file. Perhaps I should include them in my Music Player file.At least part of the problem comes from this part of his patch:
I coded a current field song save when entering main menuSince there's a noticeable audio glitch every time you leave the menu when using the MSU patch with that one. (pretty sure Insidious has a similar code somewhere for the MSU audio and the glitch is from running both sets of code)
and song restore when pressing B to exit the main menu. This should guarantee
the music player song will never play on the field, even if silence was the
previous field song.
At least part of the problem comes from this part of his patch:Since there's a noticeable audio glitch every time you leave the menu when using the MSU patch with that one. (pretty sure Insidious has a similar code somewhere for the MSU audio and the glitch is from running both sets of code)
I do have to say, his readme is very well documented on the changes made and what they do. If there's a similar document covering the changes made to the TWUE version, Insidious might be able to fix that part of the issue.
Those music player fixes would likely help though.
The only difference between the one for unpatched games and TWUE is that the Song Titles were moved slightly because they occupied the same free space as another patch I had used. So if a fix can be made so that the Music Player can be used with the MSU-1 patch it should work with TWUE as well.I'll pass the relevant sections of code to Insidious, not sure if he'll put any priority on that though. ATM he's doing a thorough playthrough looking for issues before the final beta release, while I'm doing a playthrough looking for any places the soundtrack can be improved, especially by the inclusion of more SFX tracks.
I've finally done it. I've created a "greatest hits" for patching with everything including the add ons version. Pastebin approved as far as I can tell. Update as you wish Rodimus. Submitted for your approval:
1. Apply TWUE with addons, any config. This should work with the sound player as well.
2. Apply Header.
-Vanish/Doom Fix
-Rage Patch (Optional, TWUE already has the Death Warden part.)
-Psycho Cyan
-Jump Megafix (Either version, but remember the letter.)
-Randomosity Random Monster Encounter Fix (This, jump megafix, and the zombie related patches are probably your most wanted as they fix the worst parts.)
-Miscolored Command Names (Mostly cosmetic. Both work, but equipment based is recommended.)
3. Remove Header
-Zombie/Tapir (Any version.)
-Zombie/Rippler (Any version.)
-Ultimate Damage Fix
-Walk This Way
-Imp's Retort (remember to keep an eye out for the Jump Megafix compatible ones.)
-Imp's Rage
-Imp's Call
-Imp Skimp (Cosmetic)
-Self Sneeze
-Upside Down (Cosmetic)
-Chain of Command (Mostly cosmetic. Remember to keep an eye out for the Miscolored Command Name related patches.)
Untested is the Map fix, and most little things like Swdtech speedup (someone might've done the latter though as it's popular).
Something weird happened when I beat the new version.wait, it doesn't proceed? I was sure I made sure the line had the right coding. I'm going to have to look further into this later tonight.
When it gets to the part where Relm and Strago are escaping Kefka's Tower in the end cut scene.
The game suddenly stops. But the music keeps playing and graphics keep moving but the screen stops with her dialogue displayed and just sits there frozen. Then after pushing the A button the dialogue proceeds as if it were a general conversation occurring in a town instead of being automatic during a cut scene.
Is there is a malfunction in the patch or is it on my end. :)
Something weird happened when I beat the new version.Tested, bug seems gone.
When it gets to the part where Relm and Strago are escaping Kefka's Tower in the end cut scene.
The game suddenly stops. But the music keeps playing and graphics keep moving but the screen stops with her dialogue displayed and just sits there frozen. Then after pushing the A button the dialogue proceeds as if it were a general conversation occurring in a town instead of being automatic during a cut scene.
Is there is a malfunction in the patch or is it on my end. :)
I'm at the point where you find "Gerad" in Nikeah, and when I try to talk to him for the 3rd time before he heads to his ship, the game soft locks and I can't continue forward. I tried changing who was the first character in the order, leaving and coming back, and talking to other people but it just freezes there every time. I was able to find a workaround by loading up my save state into an unmodified FFVI ROM, getting past that part, saving, and loading it up again in the TWUE ROM.
Dang it! I knew I forgot something! It's caused by the bugfix (Gerad and Sabin) for that moment in the script. If any editing is done in FF3USME, then it messes with that bugfix. For some reason, ANY of Leet Sketcher's fixes have an issue with TWUE if you use FF3USME to edit after the fact. I'm going to fix it soon (give me a day or so!)
However, if you want to fix it yourself, download Leet Sketcher's fix here: http://www.romhacking.net/hacks/2650/ (http://www.romhacking.net/hacks/2650/) and use the unheadered reverse patch, then repatch it with the unheadered fix.
Huh, who knew? After applying the anti-patch this works just fine.
You updated the name of the readme, but you didn't actually add the changes made to 1.97a in the readme's contents.
@Rodimus Primal Do you have the ASM files for the TWUE mod to Madsiur's Music Player patch? If so, could I get a link to them please? I'm trying to get Madsiur to make a mod of it that will play nicely with the MSU mod when exiting the menu screen, and he doesn't think he still has those files.
Well the music player code end around $C3F500-$C3F550. If you can find $680 free bytes for the song names only elsewhere in the ROM, agree with Rodimus Primal or w/e or even expand the ROM, this would solve the problem.
The music player code absolutely need to be from $C3F1E0 to $C3F550 but song name can be anywhere else, but in 1 single block.
For the free space, here is what is possible without expanding the ROM. You need around 1660 bytes ($680). The third option is expanding the ROM.Do you know if there's a chunk of around $680 free in those listed spaces in TWUE 1.97a? I know TWUE already expands the ROM, but I think it'd be best to keep the music player patch in the bounds of an un-expanded ROM if possible.
00D613 00DF9F [2445 Bytes] Unused Space
14F606 14FFFF [2554 Bytes] Unused Space
C0D613 C0DF9F [0x098D Bytes]
D4F606 D4FFFF [0x09FA Bytes]
Thanks Chronosplit, It would be nice to have a guide explaining what these patches do and where we can find them, because I do feel vanilla TWUE is a little too conservative with bugfixes for my tastes.Sorry about being late, but since this was brought up and I missed it the first time around I sould probably mention that almost all of those patches in the "greatest hits" list should be available on RHDN. I'm thinking the exceptions are the Vanish/Doom, Cyan, and Rage things, which you can find with a quick google (and also just happen to be the things you may not want). Outside of that, you'll find the remaining ones in assassin17's site if there are any missing, because Sketcher's are all here.
The biggest music player implementation (with extra songs)If anyone's wondering, the "with extra songs" is a reference to the fact that FFVI only goes up to track $54 (84), and some changes to the music coding for the Dancing Mad MSU mod has parts of Dancing Mad (the song) on tracks $65-$67 (101-103), so the chunk of the code had to be made longer to account for the extra track IDs (ones had to be added for every track number 85-103, rather than just the ones for 101-103).
Hey hey. :) I have never ever played FF VI and now I'm deciding to take it by the horns.
Curious, what's the difference between yours and this one here? https://www.romhacking.net/translations/697/
The old RPGONE translation was known to be VERY literal and is based off the Japanese ROM. As such, it calls Espers "Phantom Beasts" and uses the original Japanese names like Tina and Mash instead of Terra and Sabin.Too bad, Phantom Beast is much more meaningful then Esper. BTW if Japanese names are Tina and Mash, why they are still called Terra and Sabin?
... and restoring classes to the characters. You'll notice that Sabin is a Monk, and Shadow is a Ninja.What do you mean by classes? and restoring them?
Edit : Got it to work, I edited a 1.1 version and not a 1.1... Why does that matter and why did you edit 1.0 vs 1.1? what's the difference really?Main reason is because there's a better fix for the sketch bug available for 1.0 than 1.1 tried to do. There might be other reasons Rodimus did.
Too bad, Phantom Beast is much more meaningful then Esper. BTW if Japanese names are Tina and Mash, why they are still called Terra and Sabin?
What do you mean by classes? and restoring them?
If you're wondering about the Updated Opera, I chose to release this with the option for people to use the OLD translation for that section of the game as its a preference thing. Square currently uses the updated lyrics in their live performances as they BETTER match the actual melody of the song.I can verify this after all my work on the different opera versions for the MSU patch. The updated lyrics match almost perfectly with the spoken lyrics in most of the versions, and the spoken parts match up to the point that the lip flaps match up once the song is timed properly.
Hey hey. :) I have never ever played FF VI and now I'm deciding to take it by the horns.Might I suggest trying out the Dancing Mad MSU-1 patch as well, it's 100% compatible with this patch, and massively enhances the audio.
That music sounds unbelievable to be honest, for a video game, I have Sen 550's, sounds stellar. I'm already like 5 hours in to the game though and don't want to restart or I would have done that. :)You should be able to apply the MSU-1 patch, and carry the save (.srm file) over from your current playthrough to the new ROM. You'll lose any savestates, but you don't want to use savestates when changing the coding in the ROM anyways (that way lies glitching and madness).
Hey Rodimus! So, I'm using the Updated Opera patch and noticed that The Dream Oath, when Draco crashes Ralse's ball, still uses the old lyrics when Draco and Ralse declare they'll duel for Maria's hand.
I actually re-timed that sequence, as well as portions of Spoons' updated Aria, and it matches up really well now. I can send a video over of how it matches up, if you'd like.
Take care.
https://youtu.be/bNoxvkJQzqw
Here's the video example. I even replaced the speaking parts with (Abbreviated for space) versions of the GBA script. Sorry about the audio popping and I apologize for using speedup in parts where there isn't singing, but I attempted to record this 5 times and something went wrong for 4 of them... I was kinda getting sick of it lmao
It all looks pretty solid to me. I've been dabbling off and on in it.
I'll post a Pastebin in a bit of the retimed singing sections. Do you want the speaking parts too or no?
Is there anyway to get the 1.97a version? I was running the 1.97 version, got the the Gerad bug, installed 1.98 over it but it's not recognizing my saves. Hoping 1.79a would change that.
Is there anyway to get the 1.97a version? I was running the 1.97 version, got the the Gerad bug, installed 1.98 over it but it's not recognizing my saves. Hoping 1.79a would change that.Never, ever patch a newer version of the same patch on top of another for anything unless it says specifically that you can. That's why anti-patches exist for bugfixes, and also one reason why some patches check for checksums.
Hey Rodimus! So, I'm using the Updated Opera patch and noticed that The Dream Oath, when Draco crashes Ralse's ball, still uses the old lyrics when Draco and Ralse declare they'll duel for Maria's hand.*Has flashbacks of after he sent his 4th revision of PCM's for the Opera scenes to Insidious for the MSU-1 patch, and then realized he had only fixed the timing on the Aria, he hadn't even touched on the rest of the spoken parts, let alone matching the musical cues up to the action on the non-spoken parts...*
https://youtu.be/bNoxvkJQzqwLove the new lyrics in there.
Here's the video example. I even replaced the speaking parts with (Abbreviated for space) versions of the GBA script. Sorry about the audio popping and I apologize for using speedup in parts where there isn't singing, but I attempted to record this 5 times and something went wrong for 4 of them... I was kinda getting sick of it lmao
*Has flashbacks of after he sent his 4th revision of PCM's for the Opera scenes to Insidious for the MSU-1 patch, and then realized he had only fixed the timing on the Aria, he hadn't even touched on the rest of the spoken parts, let alone matching the musical cues up to the action on the non-spoken parts...*
Ah... Good times.
Love the new lyrics in there.
I'll have to keep an eye out for when/if this makes it into the patch, and check to make sure I don't need to tweak the audio in the Dancing Mad MSU-1 patch to keep everything matched up properly (in some cases I had to edit the tempo of the music word by word to make things match up).
Just installed the latest version of this patch alongside the music player onto an unheadered ROM. Everything was working great but I've noticed one small issue and one MAJOR one.
The small issue is that there's an accessory that changes slots to gil toss. The "Heiji Jette" or something. In the description it reads however "changes slots into G@ toss" or something to that effect.
The big issue is that the sketch glitch is back. I made it up to the 3rd Ultros fight and when I attempted to sketch it freaked out with graphical glitches, random status effects, and 99 daggers, the whole nine yards. I'm going to attempt to re-apply a lone bug-fix patch on top of this one and see if it will help. But I thougt this should definitely be brought to your attention.
Are you playing with bugfixes or not? I just want to make sure. According to my records I should have applied it to all versions but it's possible I only did so for the bugfix version.
Speaking of bugfixes, I am honestly considering scrapping the non-bugfix version and only giving the option of the updated opera or the original. This way there isn't 6 patches to choose from and since so MANY bugfixes are already applied, this would make sense. Also, going by my current list of applied bugfixes, is there anything ELSE that I should add?
Here's the current list so far of patches that are already applied without bugfixes.
-Original Final Fantasy VI Title Screen (Yazoo)
-B Button Dash (Master Zed)
-Gogo Yellow Streak (assassin17)
-Restore Ability Names (angelo)
-Kefka Final Battle Tiers Graphics (Dr Meat)
-Extended item names (Dr Meat)
-Esper Battle Menu MP Fix (Lenophis)
-Tritoch Graphical Fix (Madsuir)
-Auction Chocobo Fix (Madsuir)
-Inconsistent Gungho (assassin17)
-Gerard and Sabin (Leet Sketcher)
Below are what's in the bugfix patches
-Elemental Display (Lenophis)
-Border Crossing (Imzogelmo, Lenophis, Novalia Spirit)
-Homesick Gau (Djibriel)
-255 hours Display (Leviathan Mist)
-For What Ails Ya! (Lenophis)
-Bad Decoration (Lenophis)
-I condemn thee to hell! (Lenophis)
-Suplex wrongfully splits damage fix (assassin17)
-Allo Ver (Death Warden) fix (using FFUSME)
-Step Mine (Traveler) missing digit fix (assassin17)
-Some MP changes don't update menus fix (assassin17)
-Pink Gogo bugfix (Imzogelmo)
-Reflect barrier shown on bodyguards fix (assassin17)
-Running Popsicle / Lead-footed Esper fix (assassin17)
-Mine Cart Fix (Imzogelmo)
-Deceptive Tapir (assassin17)
-Evade Bug Fix (Terii Senshi)
-Rippler Bug Fix (Terii Senshi)
-FC 05 Bugfix (Master ZED)
-sketch Glitch Bugfix (assassin17)
-Invisible Chests on Phantom Train fix (Shaded Magus)
-Frozen Terra Fix (Madsuir)
-Jump/Launcher and Jump/Super Ball fix (assassin17)
The Add-Ons patch also includes the Rewards Display (Hatzen08) and the Blitz Screen Names in Menu (Leet Sketcher).
So far, in my next update, I've gone through the script and fixed a lot of lines that just didn't work grammatically. Also, thanks to vivify93 and Spooniest, all of the lines in the Updated Opera have been updated, including the lines by Draco and Ralse.
I've also updated a lot of monster names and I may go through the weapon and armor names as well. I've already fixed Kiku-Ichimonji so I think this is a no brainer.
I'd just appreciate the bugfixes in the first place without having to wade through godknowshowmany l33tsketch revisions!Things have been stablizing a lot on that front as of late. Another reason why this can work out.
It's in all the current ones. I'm not sure about the other bug fixes, though I believe the evasion bug is fixed in the current ones, so maybe the sketch glitch bugfix is missing because of an oversight? Or did something get switched back in the updating process?
A couple more things, in any future bug fix updates will you be including the vanish/doom bugfix as well? Also a couple of years ago I played a previous version of this patch and some of the names of Final Kefka's moves seems to have been changed into something entirely different. I distinctly remember "Trine" being changed to "Holy Triad" and "Goner" being changed to "Nova of Darkness". I have yet to reach the end in any of the current versions but have they been changed to the current official names of those attacks? It just threw me off so much when I first got to that part after being so familiar with the SNES/GBA names for those moves.
Speaking of which, I've just now pinpointed the issue with SwdTech Naming and this patch, it's related to the ability name hack but it isn't due to using the unoptomized version. The patch appears to mess with the pointers to the names, making them gibberish because it's pointing to data that is now elsewhere in the ROM.
The way to go around this is to patch the restoration on top of it, but I can make a patch that fixes this issue since the data conflict is only a few bytes. Either way SwdTech Naming would make older saves a small issue though (they wouldn't be broken and everything retains function), so your call.
I've checked with Addons and the other main patches, everything checks out. I haven't with mplayer configs though. You should probably read up on the patch though and how it affects saves.
Okay, here's an attempt at version 2 (fixed screen) with sound patch, non-headered with corrected stuff for TWUE: https://mega.nz/#!HRsCHBSZ!pEFsiXuhZPmotEMPIcvU_ridaZGD-csQVoKeNeU4SmA
I've finally done it. I've created a "greatest hits" for patching with everything including the add ons version. Pastebin approved as far as I can tell. Update as you wish Rodimus. Submitted for your approval:
1. Apply TWUE with addons, any config. This should work with the sound player as well.
2. Apply Header.
-Vanish/Doom Fix
-Rage Patch (Optional, TWUE already has the Death Warden part.)
-Psycho Cyan
-Jump Megafix (Either version, but remember the letter.)
-Pincer+Row Fix
-Randomosity Random Monster Encounter Fix (This, jump megafix, and the zombie related patches are probably your most wanted as they fix the worst parts.)
-Miscolored Command Names (Mostly cosmetic. Both work, but equipment based is recommended.)
3. Remove Header
-Zombie/Tapir (Any version.)
-Zombie/Rippler (Any version.)
-Ultimate Damage Fix
-Walk This Way
-Imp's Retort (Remember to keep an eye out for the Jump Megafix compatible ones, also you really want to use this if you used Psycho Cyan.)
-Imp's Rage
-Imp's Call
-Imp Skimp (Cosmetic)
-Self Sneeze
-Item/Magic Counter
-Unequipium (Mostly cosmetic but really annoying)
-Upside Down (Cosmetic)
-Chain of Command (Mostly cosmetic. Remember to keep an eye out for the Miscolored Command Name related patches.)
-Mini-Maps Upgrade
Patches like Swdtech speedup are untested (someone might've done the latter though as it's popular).
Alright, I've done some working at this. I don't really think renaming Bushido names is going to work out at all. The reset patch doesn't help.
Somehow this isn't working out with existing saves and I haven't been through for a new save yet. Which is weird (I mean, nothing whatsoever is conflicting now), but I don't really think breaking saves is a good idea in this case. I'll have to do a bit more looking into the situation but the prediction is grim if you ask me. Ah well, we have the corrected ones anyway.
I'd suggest leaving Vanish/Doom, Psycho Cyan, and Imp's Retort out for TWUE's specific purposes. If someone wants to put the patches on it's fair game. Though you should mention which letter of Jump Megafix you have used for Imp's Retort's sake (no real issue here, just to figure out what patch to use), as far as which letter to use on Jump Megafix I'd say take your pick.
Another suggestion for your consideration I just found out about could be the Color Wheel tweak for addons, basically it cycles through visual status effects instead of showing just one. It's small but handy.
I remember that Brushless Sketch clashes with... something, but I don't remember it off the top of my head. I'm thinking it's not a big deal with TWUE.
IIRC Map Mishap made some big issues happen last time I had tried it. However there may have been an updated that addressed this since then, I tested with 1.0 I think.
I agree with everything else mentioned though! :thumbsup:
it'd be more apt to say that the other patch(es) (whatever they are) conflict with Brushless Sketch, since it was released eons earlier. :P
if it's a free space conflict, should be easy to tweak a patch to point elsewhere. if not, well.. i'll have to refresh myself whenever Slick goes back up, as there's a chance it was discussed there.
there is also a minor bug in Brushless Sketch, discovered a handful of months ago, where i forgot to adjust something for a function move, so a command would be available on the menu when it shouldn't be. a very simple fix for it was posted on Slick (of course).
i'll eventually make a version of the patch that adds a special item flag as opposed to reading the icon from the spell name to ascertain whether a hand holds a brush. this is what Pandora's Box did when adopting my patch. it should cease requiring free space, and edit less in general. also, whenever i next update the patch (e.g. to fix said bug), i'll scrap the silly edit that requires Miscolored Command Names to be applied later (though i see you already know the proper order).
I like the way it is now, there's two patches I look for and care about, "regular" and "with bugfixes", the rest I just ignore.
...so that the real opera music and lyrics can be used. It will sound epic once completed.This part is already complete.
however I'm going to have to REALLY make it clearer in the Read Me. I want people to enjoy this as they have been without hassle.
This part is already complete.
From dozens of run-throughs and tests of the various parts of it, I'm pretty sure that no more changes will need to be made to the audio files for the Opera (barring any slight adjustments that will be needed with the changes to the one part in the upcoming update of TWUE).
Just be sure you have the "OTH" option for the Opera selected in the Dancing Mad installer for the voiced version.
The version used is the one released by "Game Music Concert 4" (yea, real original name); if you'd like to have a different version of the opera, I've converted most of them already, just send me a PM and I'll send you the files to hear your desired version in-game (I've got them all timed properly, so it's really down to a matter of choice, I personally really like The Black Mages' version).
OH! There is one slight thing in the Opera that you might look into:
(note the video is old, the current music is timed MUCH better)
https://youtu.be/tgCZOtc4mm8?t=380
This line: "For your tenderness and grace."
The progression of text pauses slightly in the middle of 'tenderness', right after the 'ten', before progressing with the rest of the word.
The problem I see, is that it doesn't display "ten" while paused, it displays "ter", because some of the pixels of the 'n' are cut off.
Not really a major issue, but it's a bit jarring every time I see it.
I've taken a look at Map Mishap. Perhaps unsurprisingly for a map based patch, TWUE overwrites almost the entire patch and I'm unsure if simply moving it somewhere else would fix it. I've found that other event fixes like Cave to the Sealed Gate Basement 3 Event Megafix and Multiple Events Fix will work, however.
Last minute thought; I didn't think of this due to Multi-Steal fix being out, but what about Recapture the Glory?
Mug was one of the biggest bugs that GBA never fixed. Though it's especially weird given that the Valiant Knife and Ultima Weapon are influenced by this, we can only guess at intent here. I wonder if the mobile/PC version actually looked at this later or just fixed GBA-only issues like new equipment problems? The FF Wiki doesn't detail mobile/PC much outside of images.
I'm hoping that the issue with FF3USME is fixed too. I wonder if Shadow's Status also doesn't do the same thing now (that was the other one that went kaboom with FF3USME editing, wasn't it)?
The second has to do with the Music Player and Madsuir will be getting that to me soon.Could I ask what needs to be changed in the Music Player? Basically, should I be contacting Madsiur for an updated Music Player patch for the MSU-1 mod to maintain compatibility with the new version of TWUE?
Could I ask what needs to be changed in the Music Player? Basically, should I be contacting Madsiur for an updated Music Player patch for the MSU-1 mod to maintain compatibility with the new version of TWUE?
The patching error with King's Robes is that Leet was able to free up a byte in their routine, and it looks like what he did was literally go into the patch with a hex editor and removed that byte, as opposed to making an actual new patch. So when patching it, Lunar IPS will read it as an error--but it seems to work fine overall.
If you wanna test for compatibility, I could whip something up for ya?
It's a song name issue. There was an error in an earlier version with the Main Menu patch because of the 255 hour clock patch and Madsuir fixed it. He also moved the song names to another location in the ROM for Free Space issues with other patches. When he did, he used an older version of the song titles by mistake. This happens to be the version that is with 1.98. He got back to me and will have it before I'm ready to release the update anyway, so there shouldn't be any worries.Hmm... Well I have all the changes made to the version of the Music Player in TWUE 1.98 already (given I'm the reason most of them were made, lol); so it's just a few song names are being changed?
Hmm... Well I have all the changes made to the version of the Music Player in TWUE 1.98 already (given I'm the reason most of them were made, lol); so it's just a few song names are being changed?
Eh, I'll take a peek at the new music player's song titles and compare them before deciding whether to bug Madsiur for an update to the MSU-1 version.
Oh, and you keep spelling his name "Madsuir", it's "Madsiur".
So, I made a patch for King's Robes that appears to be friendly to Zephyr/mblock129's Patch Conflict Finder, but TUSH can't detect the header of a ROM patched with either the original King's Robes nor my new patch, citing that the ROM is corrupt despite it actually being fine aside from some kind of checksum change. I do know King's Robes in general is FF3usME-friendly.
http://www.mediafire.com/file/k3j6e83s16bf811/King%27s%20Robes%20%28NH%2C%201.0%2C%20no-corrupt%29.ips
Zephyr also made Edgar Revealed, but it adds an event and is not FF3usME-friendly. (The game will hang when Edgar throws off his Gerad disguise.)
The older list created 3 spaces instead of typing an apostrophe so if you look at it in HEX, you'll see Terra 00 00 00 s FE (for space) Theme. So when you scroll down the list, it will simply say Terra.Hmmm... Just labeling the character themes with the character names isn't a big issue, because it's consistent across them all. Dancing Mad has already been fixed in the MSU-1 version. So the only real remaining issue is "Another World of Beast".
Grand Finale is named Grand Final #3. Another World of Beasts is Beast. Dancing Mad is supposed to be in 3 parts. Dancing Mad I, Dancing Mad II, and Dancing Mad III. Instead you will see Dancing Mad 1, ? , and Dancing Mad # 4.2.
These will be corrected upon release.
So, I made a patch for King's Robes that appears to be friendly to Zephyr/mblock129's Patch Conflict Finder, but TUSH can't detect the header of a ROM patched with either the original King's Robes nor my new patch, citing that the ROM is corrupt despite it actually being fine aside from some kind of checksum change. I do know King's Robes in general is FF3usME-friendly.
http://www.mediafire.com/file/k3j6e83s16bf811/King%27s%20Robes%20%28NH%2C%201.0%2C%20no-corrupt%29.ips
Zephyr also made Edgar Revealed, but it adds an event and is not FF3usME-friendly. (The game will hang when Edgar throws off his Gerad disguise.)
I found those typos while playing the game. It was an older version of the patch, so I don't know they have been fixed already.
* during the banquet with gestahl he says "you're" instead of "your"
* during the fight between leo and kefka, one of kefka's words is cut out (missing the final letter). can't remember which one tho
Either way, holy heck look at that new conflict finder. This might just replace Patch Checker completely, which would be great since I need to use a separate Wine wrapper for PC. We can now apparently check patches with both TWUE and music player configs.New conflict finder? I'm intrigued, can I get a link to this?
New conflict finder? I'm intrigued, can I get a link to this?It's on Leet's site, but you can also find it in the Utilities' newest upload here: http://www.romhacking.net/utilities/1386/
I'll double check but I'm pretty sure I had fixed those. As I look for it, would happen to remember which lines?I don't have the old patched rom anymore, so i tried to re-play the scenes on the latest patch and indeed they seem to have been fixed.
I don't have the old patched rom anymore, so i tried to re-play the scenes on the latest patch and indeed they seem to have been fixed.
About the exact lines i can't remember. I think the typos were::
their->they're
such->suc
Did the timing for Draco's first part in the Opera (Overture Part 2, at the very start of the opera) get changed at all?
https://youtu.be/tgCZOtc4mm8?t=102
That bit.
Because weirdly enough none of the updated parts of the opera have any timing problems with the audio I've already edited for the MSU-1 mod, but I'll need to redo the timing for that part because it doesn't line up anymore...
why this happen to me ?
in the wall ?!!
how to fixed this ?
(https://i.imgur.com/61TIKXw.png)
Setzer was just trapping Edgar. :laugh:
Everyone get hype!
You wouldn't happen to have a full list of patches that were introduced since the last version now, would you? I'm just curious is all, since there was a bit of discussion on what to have and what not to have since the last roundup.
So is FF6 the game with the most patches or what.
So is FF6 the game with the most patches or what.Believe it or not it's not the biggest RPG. Pokemon games still win, what's on RHDN is only a drop in the bucket.
There's this Final Fantasy VI bug fix compilation by a guy named C. V. Reynolds. Has 183 patches in it, and it doesn't even include any of the enhancements patches. So yeah, FFVI has a lot for an RPG, but not the most.
It's official. Version 2.00 has been submitted for approval!Sweet! Been a long time coming.
I'm just a lowly lurker here but I am closely following this project as well as Rodimus's "Namingway Edition" hack. And I just wanted to congratulate Rodimus in his great work.
Also if I may ask, does this 2.0 release mark the completion of the project? Or is there still room for improvement?
Grats on the release.
Question, Is there a way to have "Final Fantasy VI (TWUE).ips" regular version with the Add-Ons Patch?
So because I don't wanna screw this up, steps are...
Patch a clean Rom with "Final Fantasy VI (TWUE).ips"
Then "Blitz Screen", then add a header with Tush, then Patch "Rewards Display", then remove header with Tush, then patch "Y Equip Relics", then patch "Y Equip Relics", then lastly "Music Player Config 2"?
Perhaps make more ROM hacks,
What about the multiple fonts hack?
https://www.ff6hacking.com/wiki/doku.php?id=ff3:ff3us:patches:madsiur:multiple_fonts (https://www.ff6hacking.com/wiki/doku.php?id=ff3:ff3us:patches:madsiur:multiple_fonts)?
Just read the new changelog for the update. I had my fingers crossed that you were going to include the invis/death bugfix but I see you opted to not close the exploit. I really think this should be included. I'm a little OCD but the active presence of a major bug like this is hard to get over. I've played through and contrasted this version along with the Relocalization hack. While that version doesn't have the invis/death bug present, it speeds Cyan's swordtech meter far too much and leaves me just as bothered. Fingers crossed this gets patched in for the next update and I can play something that makes me 100 percent happy.
I have no intentions of adding it for several reasons and you can choose not to even take advantage of it during your own play-throughs. I figure by NOT adding it, the fix is open for those who want it closed or not.
However, you can still add that if you so desire to by downloading this patch (http://www.rpglegion.com/ff6/hack/vanish.htm), but you must add a header to your ROM before applying.
Thanks Rodimus. Adding a header to your project prior to manually applying the individual fix should be no problem.
One other thought: while this is probably outside the scope of your project, have you ever thought of adding a couple of end game super mobs to test the mettle of a high level party with the best end game EQ? FFV, VII and onward all have these and it always seems like a waste that VI does not. I could play the GBA version for this but there are too many compromises. It's very curious that Intangir is the closest thing FFVI has to Shinryu or Omega even though he's located in the world of balance.
In fact, any added extras at this point should be something open to the community. If there was a way to add in the extra content into Ted Woolsey Uncensored Edition (extra bosses, dungeons, and Espers, Bestiary) I would be all in favor of it. The ROM is already expanded to 4MB so there should be plenty of free space.A prime example: https://github.com/Insidious611/DancingMadFF6/releases
Did you have plans to add GBA font (https://www.romhacking.net/hacks/1023/) as a optional integrated patch?I do not. That font hurt my eyes personally but I know some love it. I much prefer the original game's font. Also, the game would need some tweaking because the font doesn't line up the same way.
A prime example: https://github.com/Insidious611/DancingMadFF6/releases
The FFVI Dancing Mad MSU-1 mod. I fair amount of effort on multiple peoples parts went in to making sure it was fully compatible with the Ted Woolsey Uncensored Edition patch, along with the related Music Player patch.
It lets you play FFVI with a fully orchestrated and/or remastered CD quality soundtrack (many audio sources selectable in the installer).
The new beta release from a few days ago even includes TWUE 2.0 (only bugfix, updated opera, and addons version, if you want another version you'll need to apply it manually) as an optional component in the installer; and a copy of Madsiur's Music Player patch re-coded to work with the MSU-1 mod.
As for Ultimate Czar Dragon, I think that due to just how much that spans we'd be better off making an addendum for UCD that updates the names and such for a smoother save transition. Making a Shinryu-style superboss addon isn't a terrible idea though. FFVI has free bytes still in it at the end of the ROM, but I kinda feel like the main hurdle would be putting together an event for it (even if it is a monster trap, and IDK about that).
I cannot really do any of this however, as Wineskin tends to hate FF3USME's guts.
I do not. That font hurt my eyes personally but I know some love it. I much prefer the original game's font. Also, the game would need some tweaking because the font doesn't line up the same way.*Insert sad boys meme here*
I tried this out and I noticed that the manifest it makes names the ROM ff3 and I'm reluctant to change it. If I did would it matter? Also I noticed that the wind sound is missing from the intro. If I only wanted the spoken English version of the Opera and the rest of the soundtrack be the original, which one do I choose?
I tried this out and I noticed that the manifest it makes names the ROM ff3 and I'm reluctant to change it. If I did would it matter? Also I noticed that the wind sound is missing from the intro. If I only wanted the spoken English version of the Opera and the rest of the soundtrack be the original, which one do I choose?What emulator are you using? I'd recommend SNES9x v1.55, it doesn't require manifest files at all and is the most up-to-date as far as MSU-1 mods go.
What emulator are you using? I'd recommend SNES9x v1.55, it doesn't require manifest files at all and is the most up-to-date as far as MSU-1 mods go.
Theoretically, you should be fine renaming the ROM, you just need to rename the rest of the files to match, and edit the manifest file with the new filenames.
For that music setup, you'd want to select custom for the music selection. It should default to have OST selected for everything, but if not click the OST radial (the official remaster of the SPC soundtrack, alternately you can manually select "SPC" for every track to not download a PCM, which will default it to the SPC audio) at the top, then click 'load'.
About 1/2 way down the list of tracks is "2-07/2-08/2-09 The Opera" Select "OTH" for this one.
A thing to note, the vocalized opera included in the mod atm is Game Music Concert 4's release, which is in Japanese (still AMAZING).
To my knowledge, there are 2 professionally done English versions of the Opera out there:
-The Distant World's cover, which I haven't gotten around to converting yet.
-The "More Friends" Album's cover.
I actually need to closely listen to these 2 versions to see if they're actually different versions, or the same.
I have converted the More Friends cover of the Opera. I'd be more than happy to give you a link to this one, but I need to check over it first to make sure the timing for everything still matches up, I converted it a while ago.
All of the Opera versions should make it into the installer eventually, though Insidious said it'd require coding a whole new page into the song selection, since he can't add multiple "OTH" columns, so they didn't make it into the current release. Hopefully in the next one.
Now scroll down to the bottom for "Sound Effects and Miscellany". This is the selection that includes the sound effects like the burning house's audio effects (quite proud of that one, took a lot of effort to get the sound just right, ended up combining several fire effects together to get the right balance of crackles and pops and such to really sound like you're walking through a burning building), as well as the ocean waves sound you get on the desolate isle at the start of WoR (another one I'm proud of, took some work to find a good track, with no animal sounds or other background noises at all, and even then it took some work before I got to the point I thought it really sold the feeling of hopeless desolation for that part of the game), and a few others. The only options are "OTH" and "SPC", and they're all grouped together, so select OTH to include those effects.
That last option actually doesn't include the wind sound from Narshe in it atm, but there's actually a reason for that. That wind effect is called at several points in the game, and one of those is the wind sound you hear in the Rich Man's House in Locke's Scenario to locate the hidden path. This particular instance relies very heavily on fading, gradually getting louder as you get closer to the bookcase, and has volume adjustments to the wind effect going all the way to when you enter/exit the first floor of the house from outside. Fading is the one big hurdle with this project Insidious hasn't managed to tackle yet.
We actually did spend some time trying to isolate the wind track called in the Rich Man's House, so that could remain SPC, while every other call of the track would get the PCM, but we couldn't manage it, so we had to pull that track. If you don't mind the wind track blaring full volume from the second you enter the Rich Man's House, until you enter the Corridor before Celes' cell during Locke's Scenario, then I can give you a link to the wind track so you can pop it in your game, it plays properly everywhere else it's called.
March 01, 2018, 08:14:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
FFVI Opera, More Friends album (English) MSU-1 tracks:
https://mega.nz/#!6MB0mTbA!351WXB6xDpbAwaC5E025-i3j9Mzur5UgCN4aaI8fwRE
FFVI Wind effect MSU-1 track:
https://mega.nz/#!eJhD2QLD!nvDkzPAXHXBk5orTa15APP9N6Wm3gHTBAPsRwBd3wWw
So here's the English version of the Opera I converted, along with Narshe's wind effect. The Opera seems to be a mix of the SNES and GBA (+TWUE) opera lyrics, unless I'm mistaken, the first Draco part is the SNES lyrics, the Aria is the GBA lyrics, and the second Draco part is a mixture of the two.
Just drop these files into the folder with the rest of the PCMs for the mod and you're good to go.
Rodimus, you might want to update one of your patches: http://slickproductions.org/forum/index.php?topic=2046.0
That l33tch3ck3r dude keeps adding new ones so who knows. >.<They've all been GBA patch additions lately up until now, that's the main to-do list. Usually the best way to keep track of this stuff is on Slick; RHDN update lists will talk about it too, but they're usually only a quick briefing.
Take a look at the new ones.
So I spent a few days trying to figure out how to record video of gameplay at 720p/60fps so I could upload some videos of the opera in the MSU-1 mod, before finally giving up on various emulator's built-in video recorders, and got pointed to OBS Studio by Insidious.
A few hours playing with the settings and practicing my google-fu to get everything recording and encoded properly, and I come to share the boon of my labor.
View at 720p/60 to listen without an audio fidelity decrease from Youtube's re-encoding, text is the updated opera text from TWUE 2.0:
Final Fantasy VI Original Sound Version Remastered album's version of the Opera:
https://youtu.be/TCyd8STWwtE
This is currently included in the Dancing Mad MSU-1 mod under the OST listing.
There's a slight fidelity increase, but overall you might as well use the SPC audio, it sounds the same.
Game Music Concert 4's version of the Opera:
https://youtu.be/4xo5oQWjXP8
This is the one currently included in the Dancing Mad MSU-1 mod under the OTH listing.
The Black Mages' version of the Opera:
https://youtu.be/pqk7bKMCPj8
https://mega.nz/#!KJRGVKKK!7z_LdxBntuB7EoXA2Z42dN-XO8eokvWH8Ny9PkuUPsY
This is probably my favorite version of the opera for multiple reasons.
-The narration is voiced, although it's too fast to be matched up to the on-screen lyrics.
-When racing to Ultros, the battle between Ralse and Draco, complete with spoken dialog, continues.
-The Black Mages is led by the lead music designer from FFVI.
-First version of the Opera to ever be released in its entirety, allowing fans to find out how it was supposed to end if Ultros/Setzer didn't interfere.
-Electric Guitar. Enough said.
More Friends: Music from Final Fantasy album's version of the Opera:
https://youtu.be/aM407Oxzsew
https://mega.nz/#!nYREHQTL!FuvrBjtOhUOChpa8KeAonCukCRtYG9NZzNu0uDPBsIE
-English.
Get the Dancing Mad MSU-1 mod:
https://github.com/Insidious611/DancingMadFF6/releases
@Rodimus: I did some work on a few of the (non-voiced) tracks in the More Friends album, and things are considerably better than the version I posted a few days ago, so you'll want the one I linked to in this post instead.
Dang. The only thing that stinks is the mix of old lyrics with new doesn't quite match. Amazing performances for sure though.Hopefully when I get around to converting the Distant World's English version it'll match up better... Really need to get around to doing that... *procrastination resumes*
The ONLY thing I can think to do is alter the Updated Opera patches to match these English versions for the purpose of matching the MSU-1 mod. This way anyone using the English language tracks can have them matched up better. That in addition to updating the Zombie/Rippler patch.I'd personally do some research to find out where this translation came from before altering the Updated Opera lyrics you have. Is it from one of the non-SNES/GBA releases (such as the PS1 release), or an original interpretation?
I'd personally do some research to find out where this translation came from before altering the Updated Opera lyrics you have. Is it from one of the non-SNES/GBA releases (such as the PS1 release), or an original interpretation?
Personally, I think both the Japanese version (The Black Mages / Game Music Concert 4's) are superior performances (from a purely musical standpoint) to the 2 english ones (although, pair up the Maria from More Friends version and the Draco and orchestra from the Distant World's version, and that new version might compete), so I'm not that invested in changing things to make the English parts all match, because the Japanese ones already do, lol.
March 20, 2018, 11:24:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I actually found a recording of a live performance of Draco and Maria from 2012 in English re-scored by Nobuo Uematsu himself, so it doesn't get much more of an official translation than that. It even included vocalized narration. Sadly, it looks like it was recorded on someone's phone in the audience, so quality isn't near good enough for me to want to convert it.
https://www.youtube.com/watch?v=5gZN_Utaqls
Lyrics match both English versions I've converted already, so I'd say that's confirmation that it's an official translation, and not a stylistic choice by the directors of those performances.
Up to you if you want to change the lyrics in-game to match, but finding out Nobou Uematsu was involved in the retranslation of the lyrics has me leaning towards 'yes'. Then again, that does take the patch a little away from your goal/theme of having it match the GBA version as much as possible.
https://www.youtube.com/watch?v=CRLEg4aQOSg
You know... I want to say some people have way too much time on their hands, but then I realize how much time I've spent working on the Opera alone, let alone the rest of the mod's audio...
And it is kinda awesome.
One of two things could be wrong. Either you are using a headered ROM, like vivify93 above said, or you are using the wrong version of the game. TWUE is based on version 1.0 of the US release of Final Fantasy III, as that is the version 99 percent of hacks for the game were made for. It cannot be the Japanese Super Famicom FFVI, nor the US version 1.1.
(Usually this is the part where I would rant about why the hell is there even a 1.1 version to begin with, but I digress.)the 1.1 ROM was Square's attempt at fixing the sketch bug IIRC.
Do you think Condensed Spell List (http://www.romhacking.net/hacks/3674/) is compatible with this? Really makes the spell list a lot better for me.
the 1.1 ROM was Square's attempt at fixing the sketch bug IIRC.
A slight change is being made to the Dancing Mad MSU-1 mod, changing RAM address usage from $1E20 - $1E26 to $1E30-$1E36 to fix a compatibility issue with the Brave New World mod.
@Rodimus Primal Do you know if RAM addresses $1E30-$1E36 are used by the Ted Woolsey patch at all? I'd hate for that fix to break compatibility with this mod.
Did you end up updating the Opera lyrics to match the English performances?
I made a ROM with the lyrics changed to match, however when I made the patch it wasn't compatible with the ROM made from the MSU-1 Installer. I haven't tested yet, but I am going to try and make another that will match the words better. Also, I don't know if you intend to fix the names in the Music Player.What's wrong with the names in the music player? IIRC the music player patches in the MSU mod are fine.
What's wrong with the names in the music player? IIRC the music player patches in the MSU mod are fine.
The actual player isn't the issue, it's the song titles. The spacing in the ROM incorrectly places 3 end song bytes to the apostrophe. So now, songs like Locke's Theme or Kefka's Tower are cut off just saying Locke or Kefka. I corrected this with the Music Player included with TWUE, but to my understanding you are using a modified version to be compatible with the MSU-1 mod.I'll need to check, but I think those fixes are already in the MSU music player.
This can be easily remedied by editing it and making a new patch for the Music Player. I can do it but the MSU-1 Installer still uses Version 2.00 of TWUE instead of 2.01. Once that's made I CAN make a patch with the live English performances that should work if I test it out.
Is this something significant enough for you to look at?IIRC, TWUE already has Bannon Riding. I forget, would this add in anything that you'll actually see in-game on a chocobo?
https://www.romhacking.net/hacks/4084/
In Final Fantasy VI, there is a semi-famous bug called the “Chocobo Riding Glitch”. Though it is only possible to trigger this glitch with Banon in an unhacked game, it can actually affect any sprite beyond the Main Characters, Vicks/Wedge, and the Imp. It affects not only Chocobos, but Magitek armor as well.
This patch completes the spritesheets of the 5 guest characters that are controlled by the player over the course of the game, allowing anyone who is ever in your party to ride a chocobo or use Magitek. The expanded sheets are Leo, Banon, Ghost, Merchant, and Esper Terra. A full explanation of how it was done is provided in the readme.
It also fixes a few other issues present in the game: (1) Esper Terra now has a tent, and her eye shading was fixed on 2 rarely-used sprites. (2) The Ghost’s tent was recolored to bone-white. (3) The “surprised” face for the Soldier Sprite (never used in the base game) has been redrawn so as not to look like a glitch. (4) The Formation Palettes for Esper Terra and Kefka, which were incorrect in the base game, have been corrected.
This hack is intended to be used by anyone who is tinkering with Final Fantasy VI, whether it’s as small as using a save state editor to change the character graphics, or as large as writing a hack to add in new characters.
It is not compatible with any other patch that attempts to fix the chocobo riding glitch, including CV Reynolds Compilation and Bugfix Patch or LeetSketcher’s Banon Riding Patch.
This is something curious that i don't know why no one fixed it in the SNES version
in the Japanese version of the game, the esper battle window display the MP next to the digits, in the US SNES version this was removed and it wasn't fixed until the PSX version
I wanted to know if this nitpick could be fixable or don't
(https://i.imgur.com/rlGCIVq.png)
The enemy counter has also been removed from the American version...
(http://i63.tinypic.com/1zdq4xh.jpg)
...as well as the control customization , but there is already a patch to fix this.
(https://www.romhacking.net/hacks/snes/images/3148screenshot1.png) (https://www.romhacking.net/hacks/snes/images/3148screenshot2.png)
The reason I did not add the control customization back in is because of the B Button Dash being hard coded to the B Button. That hack is fully compatible with TWUE, but B is still dash no matter what you assign the control to.
As for numbers of enemies, I think that was done because of spacing for enemy names which is probably why no one has attempted to change that.
Is there anything script related within TWUE that you know of that needs attention?
I just wanted to complement the information from the previous post, as for TWUE I'm already more than satisfied, thank you for all your hard work to give us the definitive version of FFVI. :thumbsup:
But contradicting my sentence above (as always every human being is never completely satisfied), there are two things that I still hope to have in hand the definitive version of FFVI (but that does not depend on you):
1) The correction of that bug that in a certain part of the end the image leaves synchronization with the audio and you have to stay pressing the control button to advance the dialogue and follow the scene. (This is relative to Snes9x? I've never tested it on another emulator.)
2) In the Zeldix forum, someone gave a suggestion to add the opening and closing scenes in FFIV, FFV and FFVI from the PS1 just like they did with the Chrono Trigger hack, if they ever managed to do it, I do not need anything else in the life... :beer:
Today I noticed that Dr. Meat's uncensored final battle patch breaks the Magitek Factory cart escape battle background!
It's hard to tell because it is zipping by so fast, but it definitely does...
bad: https://imgur.com/a/iBihfFq
good: https://imgur.com/a/WO7v2WG
I noticed this due to using a spell in my own hack that lights up the background much more and saw a bunch of stuff I'm not used to seeing: https://imgur.com/a/ZZun9mc
and then narrowed it down to some patch that altered the battle background data, of course, and spent all day trying to look for let alone remember what it could be, finally discovering it is indeed the uncensored final battle patch. :(
Not sure if Dr. Meat is around anymore to possibly fix this, I doubt I could, though I do have some battle background editing experience... Seems he might have had a byte(s) overfill into the next map's data when re-compressing it. I'm not sure how he went about this, though. It's impossible for me to let this slide so I will be reverting it for mine, just thought I let ya know here as well! :thumbsup:
I know its been a while since I last did an update for Woolsey Uncensored, but since Mato recently did his translation analysis for FFVI, I've been thinking about going through the script with his notes to make a few tweaks like I did with Namingway Edition. Before I do so, I wanted to get some input on things people may have noticed so I can compile and fix those issues first.I definitely recommend taking a look at Mato's notes. He points out a ton of issues with the Woolsey translation I wasn't aware of, and a surprising number of places where the RPGone translation just makes stuff up. I haven't gone and compared how TWUE handles these things, but it would be interesting to do a cross comparison.
While I've (almost literally) been under a rock for about 2 years, it is nice to see the community thriving, and this looks like a really great project that I hope to check out.
I would like to see assassin's alphabetical rage as an add on (of course the sorting order would have to be modified for the "new" names) and adding in the button configuration menu would not be too difficult either (need to un-hardcode Blitz, airship control, and dash button, all easy enough).
This makes me want to use it as a base for a side project I had a long time ago. Yeah, it would be great fun to tinker with FF6 again. :)
I noticed that some of Leet Sketcher's bug fixes aren't implemented. Is that because they cause issues?
I believe that anything I did leave out was either because it was an exploit "fix" or it was a compatibility issue.
I know its been a while since I last did an update for Woolsey Uncensored, but since Mato recently did his translation analysis for FFVI, I've been thinking about going through the script with his notes to make a few tweaks like I did with Namingway Edition. Before I do so, I wanted to get some input on things people may have noticed so I can compile and fix those issues first.
Even this? (http://www.romhacking.net/hacks/3175/)
EDIT: Just noticed you bring up any patches you neglected in the readme.
I've been reading that analysis myself, and it pains me to say it, but Woolsey's script aside from his memorable lines is...problematic, to say the least. I would like to see a separate "Woolsey/Slattery Compromise Patch" not unlike what Black Telomeres did for the GBA version.
http://www.romhacking.net/hacks/718/
I'm pretty sure I added that back in when he fixed a major bug that it caused in earlier versions. Perhaps I forgot to add it back to the Read Me.
As for the original Woolsey script, yes it has its issues. But there are many things people loved about it. It's why I made this project in the first place. This very much was a compromise not only using the GBA script, but the notes of Lina Darkstar as well. When I say I want to go through the script again is because there may be things that still need ironing out.
If you want, I can go through and mark the ones that need ironing out, along with suggestions.
You're more than welcome to go through the current version and make suggestions.
Are you putting the slow letter-by-letter exclamation by Locke right after naming him in the Japanese version, "R-o-b-b-i-n-g!?" Seemed a cute little detail when I first played it in Japanese
Alright, I've begun. The opening scene of Narshe is completed. (https://pastebin.com/8TCrGqTc) I'll be adding more as I go along, so check back.
Terra: You’re his…brother? At first glance I thought he was some bodybuilding bear who had strayed from his gym…What makes this so funny is that you obviously were trying to combine Woolsey's version with the Japanese reference to Sabin being a bear, but the implication now is that Terra thought Sabin was a..."bear". (https://en.wikipedia.org/wiki/Bear_(gay_culture))
Are you putting the slow letter-by-letter exclamation by Locke right after naming him in the Japanese version, "R-o-b-b-i-n-g!?" Seemed a cute little detail when I first played it in Japanese
Old Man: Ha! Semantic nonsense! Like there's a difference...
Personally, I think it's redundant to keep both phrases. I would just remove "semantic nonsense" altogether.
Can't wait to see you guys refining the script even further. I made my own retranslated FF6 script years ago, the same way you did but trying to step away from the Woolsey quirks, but years later I cringed at my own work (I was making it for a message board I no longer visit full of Woolsey purists, to stick it to them and add stealth references to internal memes like the "goons" line from FF4), and I've soured on Lina's interpretation in the last years (I think that whole analysis gave too much credit to some simple lines and wordplay and glorified the details, nuances and dialogue a little too much like fansubbers often do, with verbose, punched up and bordering on "poetic" interpretations) The kwhazit and Tomato translations made me realize it's a simple story for kids, and both official translations have kept that simplicity.
So even if I'm far from being a fan of Woolsey's "quirky meme lines", I'm liking this project so much because it's keeping that simplicity.
Thanks. I prefer the simplicity as well.
June 12, 2019, 11:13:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another thing I want to point out that some do not realize is that quotes in the middle of battle have a much more limited space than in dialog elsewhere. That being said, some of the battle quotes from characters such as Ultros or Vargas have to be shortened from their flowery GBA counterparts.
I forgot about that. Sorry. Is there a definite character limit? I can try to rewrite them, if so.
Don't worry about it. I am taking your suggestions into account and adapting them into what works.
South Figaro to Returners' Hideout is now complete. (https://pastebin.com/m4qhvvFL)May I suggest "took away" instead of "stole" when Locke talks about Rachel?
May I suggest "took away" instead of "stole" when Locke talks about Rachel?
Part 3: ULTROS ---> IMPERIAL CAMP (https://pastebin.com/K9FskEiG)
Part 4: IMPERIAL CAMP ---> VELDT (https://pastebin.com/TmH5CzVQ)
There's something I want to bring up before I go any further, and I want to mention it in this thread because it's irritating me with how little info there is on it:
(https://i.imgur.com/CgvDeqF.png)
You've mostly reverted all instances of "Imp" back to "Kappa", but I must respectfully object to this change. Not only will it not make sense to those unfamiliar with Japanese culture, but newer FF games have "Imp" as the name of the status, not Kappa, and I would prefer to be consistent with the rest of the series. In FFXIV, it's called a "Water Imp" as a compromise. Maybe use that?
However, the FF wiki says this:
(https://i.imgur.com/6XA84zh.png)
If this is true, then I would at least think keeping this one Imp's name as "Kappa" is a good idea, especially since "Kappa the Imp" has a bit of a legacy among fans. But the problem is that there's no citation, and I can't find any screenshots or videos of this supposed tutor, so I don't know if the Imp is actually named or not. I also can't find anyone who has the game to check. If anyone owns Dissidia FF, then please confirm this for me.
Either way, if you do decide to keep all of these as "Kappa", then you might want to fix Ultros's line "Imp! Pal! Buddy!".
All spells are named Imp, but the character is Kappa. That's how it has been for a while.
“Kappa”
Lose use of spells and commands.
You’re not gonna believe this! Quality, high-tech merchandise! A “Kappa Robot”! Do I hear 5 Gil?
Oh...well then I guess you just forgot a couple strings, then.
Is Siegfried's name made consistent in that scene? Despite what some people think, there's no "intentional" misspelling to hint at the guy being a fake (you're only supposed to deduce this was a fake when you meet the chill guy in the WoR), it was just his name misspelled twice with a Z or without an I in the same scene.
It's a good thing you pointed them out. I thought I had changed them all.
June 17, 2019, 12:29:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, so I've been going through the script again, looking at Mato's notes well past what BlazeHeatnix suggested now, and I am glad I did so.
So does this mean you want me to stop? I just haven't had time lately.
The soldier in Figaro that says "We sighted Kefka in the area!" is completely wrong, and so I updated it. "If only you could've seen the look on Kefka's face as we sank into the sand! It was a sight to behold!"
I think "dived" or "dove" is more suitable than "sank".
One line I am on the fence about changing it Setzer's introduction. Not a single translation was able to fit all of what's stated in the Japanese according to Mato, and I always liked the original SNES version and its simplicity. What's everyone think?
One line I am on the fence about changing it Setzer's introduction. Not a single translation was able to fit all of what's stated in the Japanese according to Mato, and I always liked the original SNES version and its simplicity. What's everyone think?
Japanese (Mato's translation):
A man who lives in a world where things like good and evil have no relevance and who soars through the skies aboard the Blackjack, an airship that contains a gambling venue.
SNES:
A blackjack-playing, world-traveling, casino-dwelling free spirit…
GBA:
A gambling vagabond who finds freedom from society’s narrow views of morality aboard his airship, the Blackjack…
Since the name of this project is ‘Woolsey Uncensored’ and not ‘Woolsey Rewritten’, it seems to me that it would be best to change as little as possible when it comes to things like this. The meaning of the story is not negatively affected, so it seems out of scope from the stated goals. I would apply this advice to any place where neither censorship nor mistranslation are the reason for the script being different than the Japanese version.
I can tell you have a deep, seething hatred for Woolsey, BlazeHeatnix. It's almost as if you want me to just port the GBA translation into the game and remove ALL memorable lines for that reason.
I appreciate Woolsey's simplicity and creativity in his writings. I am aware there are numerous things he got wrong, and those are the lines that had to be fixed the most. Sometimes though, the localization is better than the original when presented in English. That's why there are so many fans of the games he worked on, despite their flaws in the scripts. I am neither a super fan of his, and clearly I'm not someone who despises his work.
Still, I like to keep things in his style where I can if I am updating the mis-translations. Sometimes this means adding to an incorrect, but flavorful line.
I gotta be frank, quibbling about using Woolsey-isms in a thread that's called "Woolsey Uncensored Edition" seems to be basically missing the point of that project's scope.
You might be better off directing your script change recommendations in this thread (Final Fantasy 6 script rewrite):
https://www.romhacking.net/forum/index.php?topic=28660.0;topicseen
I'm perfectly happy with the Woolsey scope here, and would appreciate keeping it that way instead of making Rodimal change it to "Really Good English Translated Uncensored Final Fantasy VI".
I resent that. You're talking to someone who suggested keeping Woolsey's changes to Vargas's motivation and character. You're talking to someone who suggested reverting Sabin's Blitzes back to "Suplex" and "Fire Dance". Someone who openly recognizes how memorable Woolsey's quotes are. Someone who will openly praise Yu Yu Hakusho's dub and script as bring miles better than the original despite it being completely inaccurate. And I'm also someone who actually works for an ADR company.
I like Woolsey's simplicity and creativity, and I don't mind his "changes" IF they are:
1. Better and more interesting than the original (like the rum -> cider thing)
2. Consistent with the rest of the game.
I like Slattery's script and it's overall better than Woolsey's, but it has its own problems. Slattery's style is often very dry, wordy and flowery. I mean, just look at his script for War of the Lions. It's just....bleh. That's why I think his script for Chrono Trigger sucks and Woolsey's outclasses it in many ways. Woolsey keeps things simple, understandable, and easy to read, even if he makes a ton of mistakes. I would never suggest dumping Slattery's script as-is into the SNES version, but I also can't just ignore the fact that some of his lines are just plain better.
When I recommend reverting to the GBA line it's almost always because either Woolsey's version is unmemorable, or because Slattery adds extra layers, or he adds humor, or he's more consistent with the rest of the game, or because Woolsey cut several lines/details from the original. 90% of Woolsey's script is totally fine and I haven't touched it.
As for the Blackjack line, I say again: there's really no need to keep the line talking about "his airship, the Blackjack" even if it's in Japanese, because a line from the Impresario right after says that exact thing (paraphrased since I'm on mobile and can't check):
"That's Setzer! He owns the only airship in the world, the 'Blackjack'!"
I also want to note that "vagabond" is a good way to shorten "world-travelling free spirit" because a vagabond IS a world-travelling free spirit. But if you want to keep the "world-travelling free spirit" thing, and you want to specify that the Blackjack has a casino, then:
A high-flying, world-travelling, free-spirited gambler. Morality has no meaning aboard his casino-equipped airship...
I'm just afraid that this is too wordy and won't fit. I think the reason Woolsey and Slattery cut out the part about the Blackjack having a casino is because the party can clearly see that for themselves a few minutes later when they board it. And to the player, it's like "oh neat, he has a casino in here".
I gotta be frank, quibbling about using Woolsey-isms in a thread that's called "Woolsey Uncensored Edition" seems to be basically missing the point of that project's scope.
You might be better off directing your script change recommendations in this thread (Final Fantasy 6 script rewrite):
https://www.romhacking.net/forum/index.php?topic=28660.0;topicseen
I'm perfectly happy with the Woolsey scope here, and would appreciate keeping it that way instead of making Rodimal change it to "Really Good English Translated Uncensored Final Fantasy VI".
I certainly don’t want to get involved in any arguments about script-writing, but since this is a game that is both popular and polarizing in terms of which version people prefer, it illustrates why there’s room for different takes on how to write it. It seems to me that no one version is going to satisfy everybody, so having some measure of choice in what kind of script to play the game with can be beneficial for those who have strong preferences.
I was watching a video of the Woolsey Uncensored final Kefka speech bit, comparing it to the original FF3SNES US translation. I noticed that, while in the original, Kefka says "Think how meaningless each of your lives is!", in the Uncensored version, he says "Think how meaningless each of your lives are!".
I am pretty certain that the correct grammar is that used in the original, rather than the grammar used in the Uncensored version. 'Each' is singular, as in 'each one'.
This may have already been changed, since the video showing this bit is uploaded at Sep 20, 2018, but it's worth pointing out just in case, I thought.
Your right. It's been corrected now, at least with the upcoming update.
June 23, 2019, 07:27:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay guys, Version 2.02 has been submitted for approval. This is a MAJOR script update. With the help of BlazeHeatnix, in addition to Kwhazit's website and Mato's comparison, I believe this finally brings the project where it needed to be.
I feel like I didn't contribute to this project properly.
In the end, I only looked at about 20% of the game's script, and most of my suggestions were a far cry from this project's focus that you (rightfully) rejected. I don't think I'm worth crediting here.
I found a bug during the opening battles when Terra, Biggs, and Wedge are fighting in Magitek Armor. For some reason you can actually select the blank spaces in Biggs/Wedge's attack menu (there's Fire/Lightning/Blizzard/Healing and 4 empty slots) and then upon their turn a blank box will appear and the character will move forward to attack (and always miss). I also tested Mog's "Dance" menu and it thankfully didn't have the same problem.
I found a bug during the opening battles when Terra, Biggs, and Wedge are fighting in Magitek Armor. For some reason you can actually select the blank spaces in Biggs/Wedge's attack menu (there's Fire/Lightning/Blizzard/Healing and 4 empty slots) and then upon their turn a blank box will appear and the character will move forward to attack (and always miss). I also tested Mog's "Dance" menu and it thankfully didn't have the same problem.I noticed this too, but it's not game breaking. No big deal really.
Thanks to Gi Nattak for finding the fix to this. It seems to have been an issue with older versions of FF3USME that caused it along with the Name Expansion patch used in TWUE. The current version of FF3USME is 6.8.0 and using it, I opened the Battle Editor, opened the Magitek tab, clicked OK, then saved. This fixed the problem. Basically it rewrote the Magitek check for blank spaces properly.Interesting.
Anyway, Version 2.03 is ready for download and it has this bug corrected.Just tried it, looks fixed! :thumbsup:
Interesting. Just tried it, looks fixed! :thumbsup:
That's good to hear. Hopefully everything else works as it should. I hope people try out the latest version. I put a lot of hours working on it hoping to make it the best bridging that gap between accuracy and Woolsey's original script.Currently working through the game again. The savegames for 2.01 seemed unaffected by the changes in 2.03. Liking it so far! :thumbsup:
Playing through patch 2.03 on my SNES Classic! Great work with everything, hope it stands up to the excellent GBA script. I have a few notes on stuff I've noticed so far:
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66063456_362318127804337_7857020185536888832_n.jpg?_nc_cat=105&_nc_oc=AQnjj9sQuR06wJWCNQIZXskKoqQpAMZTv4JB0fijqzZB_poFsSZUBeliMiwMpMHmNJh0_KX3LoAJI5LGCr0XbtDW&_nc_ht=scontent-sjc3-1.xx&oh=f6608f1b3c150d489f3dff42d443aea9&oe=5DB8AFF3)
Found a typo from a conversation with Edgar at Figaro. 'Crumptets' should be spelled 'crumpets'.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65694143_1073989419467959_236169995225137152_n.jpg?_nc_cat=111&_nc_oc=AQmgv6BaFeztC0LydqNI6xLlILfYCDHdIcmHRqT4b8MzmqNM6xHvAF4-WCXnzXiYvyw64-WhZNeQQWP3FF5wrSnI&_nc_ht=scontent-sjc3-1.xx&oh=3d553c2cebaf6185a885d5466594b05c&oe=5DC2B0A0)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/64572769_463498607784579_7088041106192990208_n.jpg?_nc_cat=105&_nc_oc=AQmlkEMLh94Zs40UB2Du59g-zYzWJ01jzgJQs-s0iXEeLMbTvXC7YpDlM75stmsVeeGtSx0OiHrO4UvV9_Phxrrh&_nc_ht=scontent-sjc3-1.xx&oh=716bfa41e7fc5e5f2d1fc426da5b55d0&oe=5DBDC65F)
Definitely just a minor thing, but grammatically, I think the quotation marks should enclose the word before the sentence ends in a period. In these cases, it would be "magic" and "Magi" before ending in the period. The Legends of Localization script also has it written as "magic" and "Magi".
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65581527_701115790310284_1838037503500615680_n.jpg?_nc_cat=109&_nc_oc=AQnqLHfNZGtZegLD4AQUN42FadWRh9JKwvKhPpWBRqGZfyl51Gkjt3-oCDxYV3hemK4pgxsbd4qMGnAeFBxiSzwX&_nc_ht=scontent-sjc3-1.xx&oh=a603c51c4a823d2cf7f90f1bc10e8aaf&oe=5DBBA47B)
Another minor thing: it seems off to have a comma preceding a pause (...), especially when the script could have just read
It doesn't look like it, but this castle incorporates some of the most high-tech devices in existence. For example...
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65431493_3278163148864236_4184596106895687680_n.jpg?_nc_cat=108&_nc_oc=AQn95WdNrEL1UQzyJrjYl3ggIJzEyDkXKca8bs6d6mgihUhlwT01-8a73yqMUsLEhbJUL1zcWeFVhIRHOrIXBu4V&_nc_ht=scontent-sjc3-1.xx&oh=68de24880ebeb3d365d435fe7a0fecf0&oe=5DC55B9A)
I know a lot of players enjoy the work Ted Woolsey did for Square's localization, but I think there are some quirks that can still be smoothed out. Stuttering in speech is kind of awkward when written as "Dddddddd", and it can be cleaned up as "D-d-did".
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65373834_842738489435096_92832290719137792_n.jpg?_nc_cat=106&_nc_oc=AQmt_bDTEgj59BS7O6h2TBKXaPwGaC18ks3vKCsMR3xucdpfoNq0_70D_sqhYWQg__sYRq2GyeIWohl5FiVO5EcB&_nc_ht=scontent-sjc3-1.xx&oh=afd40336cd1feae34c89536f63630408&oe=5DB581DA)
Whispering sound effects can be kind of crude, and maybe "Edgar Locke:" could be changed to "Edgar & Locke" or "Edgar and Locke" for clarity, while PSWPWPWPWPSPWP could be *whispering*.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65795045_2561373953881274_2086442249939320832_n.jpg?_nc_cat=104&_nc_oc=AQmRWDB2_Mk8Pc9U3YuczqPewqj12b-r-HDnuDyBUh9Vhq5cmaw_BV8v3sG3K0C4-lWdY2EAJ75W3EpIWViTIG1E&_nc_ht=scontent-sjc3-1.xx&oh=09b063cd411eef29c7024206a326eb9e&oe=5DC6334E)
I know this line is loved by Woolsey fans, but as someone who didn't grow up with the SNES localization as their first playthrough, it doesn't really make any sense. The GBA localization reads, "Son of a sandworm!" instead, which at least makes sense in context of the world that the characters live in.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65780061_630647850749667_7262298052629626880_n.jpg?_nc_cat=100&_nc_oc=AQmzwib4wiX5cThLrt8zjZszc7UPOHeFyO-lb2LHkVZI33_kZb2YdBDqWaAxCzEGvJVjKdQ0wk5PGkCk8S-yo5h4&_nc_ht=scontent-sjc3-1.xx&oh=e00c8b87a8d5edac41eef2eb5d6fc047&oe=5D84F9C5)
I'm just not sure why "Magic" needs to be in quotes here, or in Terra's following dialogue.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65677036_2521721457846446_3483812166090358784_n.jpg?_nc_cat=106&_nc_oc=AQnfNeDzmxraLhqOYhNgmDZDS30u3tlV5xaOfwiwtk5qrULR_XJ2mvSmjH6KTJYK5W2JmsXgLSP42DvThPa2VhKi&_nc_ht=scontent-sjc3-1.xx&oh=f50846bdec76d93e345dd928ced2ac4c&oe=5DBA1300)
I think the use of a possessive apostrophe is needed here for "the Returners' hideout".
Hope this helps, and thanks for all the good work! I'll be looking for other standouts as well.
Definitely just a minor thing, but grammatically, I think the quotation marks should enclose the word before the sentence ends in a period. In these cases, it would be "magic" and "Magi" before ending in the period.
That's one of those American English vs. British English differences. In this instance the patch is using American grammar rules for quotation marks, which is a valid choice.
Since I also don't see a truckload of extraneous instances of the letter "u" in words like color either, it seems to be in line with the rest of the patch's text formatting.
Edgar: That's Shadow, the assassin! He'd kill his best friend for the right price...
This was a tough one. People really like the Woolsey line, and I didn’t especially want to change it. But I later realized that the specific use of ‘best friend’ here is a reference to Shadow’s hidden backstory, where it turns out he actually couldn’t kill his best friend. Because of this story connection, I felt I couldn’t leave it out without changing the intended character writing.
Oh, I thought that since this was using quotation marks to highlight words, periods and other ending punctuation wouldn't be used within them, since the punctuation applies to the whole sentence and not just the word.
The "best friend" version is more suited for Hairy Hen's script. This project is more Woolsey focused, so that line should be a must for the aims of this project.I have to agree with this. The whole point of the project is to keep with the style and unique mannerisms of Mr. Woolsey, which in that case are right on par with his way of "speaking".
I have to agree with this. The whole point of the project is to keep with the style and unique mannerisms of Mr. Woolsey, which in that case are right on par with his way of "speaking".
I hear he'd slit his best friend's throat for a nickel!
I understand your points of view, but I think dialogue that is important to character takes priority over Woolsey-isms. If you changed it to this:
would it really be that different?
Another problem I have for it is... what's a nickel in this universe? The currency is Gil, right?
I think I would prefer Woolsey’s way (as long all important bits of information relevant to the story are maintained), hence why Slattery’s translations are always criticized as ‘dry’. I played through the English DS version of Chrono Trigger (the only version of CT I’ve ever played) and it was difficult to follow the plot because the way the script is written was just so bland.
Slattery didn't do the majority of the work on FFV Advance. That was Erin M. Ellis.
Son of Submariner makes sense. It's Kefka's crazy way of referencing the fact that Figaro Castles SUBMERGED into the sand. It is also one of the most famous lines from the SNES translation of the game. I did change "They'll pay for this!" to "You'll pay for this!" since he is probably yelling at Edgar, Locke, and Terra. Also, the GBA was just doing its own thing to be different, as Mato states in his article.
It's funny that people say submarines don't exist in this world, but with all the other technology going on, and with previous FF games having submarines, I find it silly to think that nobody has thought "Hey, what if we made an airship...that went underwater?"
That being said, "sandworm" still works as a reference to Figaro Castle submerging into the sand.
As for capitalizing, it is a quirk in Final Fantasy games to have some things that way.
I'm also mulling over the idea about the generic alcohol in South Figaro. In the SNES and GBA versions, it's Cider. But that IS a bit of censorship. In Japanese it is a generic liquor. おれの酒を盗みに来たのか? is "Did you come here to steal my liquor? I changed it to Rum as a stylistic localization choice that makes it uncensored. What's everyone think about that?
I'm also mulling over the idea about the generic alcohol in South Figaro. In the SNES and GBA versions, it's Cider. But that IS a bit of censorship. In Japanese it is a generic liquor. おれの酒を盗みに来たのか? is "Did you come here to steal my liquor? I changed it to Rum as a stylistic localization choice that makes it uncensored. What's everyone think about that?
Not really. I don't think "moogle" has ever been capitalized in an FF game.
Another thing that should probably be uncapitalized: "Magitek Armor". It should be "Magitek armor".
It should stay as rum, or else your hack title is false advertisement.
If the title precedes a name, it must be capitalized. King Henry. Queen Mary. If it precedes the country, it must be capitalized. Queen of Hungary. King of Portugal. If it is used as a generic term, usually preceded by “a” is not capitalized. Many ancient nations were headed by a king. Also, most uses of the plural are not capitalized. Many queens in ancient times were more figurehead than ruler.
Now comes the tricky part. When you have identified a particular ruler in an earlier sentence, and then write another sentence shortening the title + name to just the title, you should capitalize it. It is the same with the title “president” or other terms for heads of state and churches. His Majesty, the King of Prussia, will visit his cousin the Duke of Saxony beginning on April first. The King will first stop at…. Queen Margaret will attend the christening of her nephew tomorrow. The Queen will travel to the cathedral…. President Kennedy will host the Bishop of New York at a luncheon this Saturday. The President and the Bishop have known each other since they were young men growing up in Boston.
I asked this over on FF6hacking too, but what program are you using to edit the script? I would like to include this translation in my upcoming Divergent Paths hack, which will be the first hack to incorporate a full 16-character roster. It changes a few key points in the story, allowing events to unfold so that Leo is not the one killed in Thamasa, and is available for recruitment. It also re-arranges a few sequences in the game to give a better flow.
Anyway, I tried opening this in FF3usME, and was unable to, so I'd like to know what tools you have.
I asked this over on FF6hacking too, but what program are you using to edit the script? I would like to include this translation in my upcoming Divergent Paths hack, which will be the first hack to incorporate a full 16-character roster. It changes a few key points in the story, allowing events to unfold so that Leo is not the one killed in Thamasa, and is available for recruitment. It also re-arranges a few sequences in the game to give a better flow.
Anyway, I tried opening this in FF3usME, and was unable to, so I'd like to know what tools you have.
A few more things I noticed when digging around: you renamed Lete River to Lethe River in dialog, but the map name still says "Lete River". Darill's Tomb is still mislabeled too, as "Daryll's Tomb".
One of the scrolls has a typo. I forget which, but I think the Water Scroll is mislabeled as "Water SCroll".
"Chancellor" should not be capitalized.
Was a fix for the final battle tiers interfering with the mine cart ride background ever produced?
As for Lete River, I didn't change it at all, but it's changed now to Lethe River as it should be.
ArmoredWpn -> ArmedWeapn"Armored" is a mistranslation, and makes it seem like it has high defense when it really doesn't. Could use Woolsey's "Lethal Wpn", but I'm almost positive that's a movie reference.
InnoSent -> GuiltlessThe Japanese literally translates to "Innocent", but that doesn't make much sense for an enemy name. Woolsey used "Innoc" which is a bit better, but "Guiltless" has the original meaning and is more threatening.
Slagworm -> SandwormFFVI is one of the only FF's that doesn't have a sandworm, yet has a worm coming out of the sand under a different name. I know you're not using the "Son of a sandworm!" line, but I still think this would be a neat touch.
FossilDragn -> FossilDrakeThe word "dragon" gets thrown around far too often. It makes the Eight Legendary Dragons less special. Besides, the last two enemies are dinosaurs, not dragons.
BlackDragn -> BlackDrake
ZombieDrgn -> ZombiDrake
PlatinumDgn -> PlatinumWyv
WereDragon -> Weredino
ChaosDragn -> Chaosaurus
AllureRider -> CharmRiderFits and sounds better with the limitations.
GuardLeadr -> Marshal
OnionDashr -> OnionRacer
Vec Lythos -> Vectaur
SoulDancer -> EdgeDancerThey fit better, and are more accurate to the Japanese.
AnglrWhelk -> Presenter
Death Gaze -> DeathgazeOther changes reduce the unnecessary capitalization added to the other halves of names, or combined two terms into one word. Might seem pedantic, but "Deathgaze" is a common enemy throughout the series.
Not yet. As far as I know, Gi Nattak asked Dr Meat on ff6hacking but didn't get a response.I messaged him over Twitter on Feb 20th (this year), he said "I'll take a look at it when I am able. I'll have to re-familiarize myself with this stuff..."
I chose to rename Death Gaze as Deathgaze, but the rest of the monsters are as close as I could get within the limitations for official current names (of course where I could). I did this so it was easier to use a modern guide for the game even though I provide a list.
X-Zone -> Warp
Warp -> Telepo
Mute -> Silence
Holy Wings -> Angel Wing
Okay, so ALL of the errors that Dzumeister pointed out have been corrected so far. I think Mumble looks strange when capitalized so I simply decapped it. The "Ah, Rum" line was actually meant to be "Ah! Rum!" The reason I made the item "Knights Code" was because it looks odd as "Knight'sCode" so it was a give and take. I can go either way.
(hack) (cough)
(gobble) (snarf) (snap)
(gasp) (pant)
I went through the entire script (including in battle text) and added asterisks to sound effects like coughing, wheezing, etc. I kept the "pswswswsw" bit during the Ma-ma-ma-ma-Magic bit but I added asterisks to help understand that it's a sound effect as well.
All instances of sir have been corrected. King was already fixed, but Your Majesty needed correction as well. The Recovery spring uses the same message from dialogue, and I've already added the punctuation. The rest of the typos have been fixed so far. I completely agree about the use of "Idiotic" so it's now "This...cannot be happening!!!"
As for spells, they were already changed with the name expansion. That's why its Silence, Firaga, Thundaga, etc. They're in a different place in the ROM from where you're looking under the hood.
So, wait a minute. You said extended names are shown upon casting, but doesn't that mean "Mute" is still shown as "Mute" in the menu?
Also, using your extra tiles I can fit Knight's Code in there, as well as Heiji's Jitte.
Delicious morsel!
You're just my type! *blush*
Let me get my bib!
I'm telling you from experience, DO NOT use the extra tiles for items. Last time I tried doing so the text was completely garbled in certain places.
Is Dzumeister done? Might as well just wait for him to finish his playthough/play-test your game, he's found tons of typos and will no doubt find a ton more.
My least favorite holdover from the Woolsey translation, I think. Cyan screaming "Idiotic!!!" in the wake of his family's murder is a weird choice. It takes an emotional moment for the character and makes you question why he would say something like that.
True. However, I would like the new version up so he doesn't retread anything already changed. Besides, it's possible that what he finds I may have already fixed.
I noticed something that may be a formatting error. Shouldn't the end-of-battle message read "Got [AMOUNT] Gil" and not "Got [AMOUNT]Gil"? The lack of space between the number and "Gil" is a bit off-putting.
(https://i.imgur.com/wGEKVnV.png)
tbh i'm still going to finish 2.03 so i don't have to start over from the beginning lol
also there's a chance that i'll find stuff that you missed? idk
it's going to take a while, though, since i only really play in short bursts and i play slowly to reread everything :D
The location for GP in the original game is not in a sequential order. So I had to find where the P was and change it to an il tile. The coding for it is weird which is why I didn't change it any further.
this is the one i use on my snes classic:
(https://i.imgur.com/3AQiHL9.png)
I prefer to use the original art on my SNES Classic, as fan-made box arts just rub me the wrong way:
(https://upload.wikimedia.org/wikipedia/en/0/05/Final_Fantasy_VI.jpg)
I like the Japanese art either way, but I currently use this on my SNES classic -
(http://www.bwass.org/bucket/Final Fantasy VI (custom 1).jpg)
Even if you changed the "P" in GP to an "il" squish-tile, that shouldn't have deleted the space between the digits and "GP" that was already there in the official ROM (as illustrated below). There must have been an error somewhere in the hacking process that caused that space to disappear.
(https://i.imgur.com/SKvdB27.png)
That said, if you can't fix that issue the traditional way then perhaps you could alter the game's scripting to add a space after the amount of Gil earned instead of putting a space before the word "Gil". To illustrate, instead of "[NUMBER] Gil" you could have it be "[Number ]Gil", which should look the same on screen.
EDIT: I found the offset for where the word "Gil" is found in the end-of-battle script, it should be 0x11F2AD - 0x11F2AF. I modified the values there (86 A2 A5) by one each (i.e. 87 A3 A6) just to see if it would spit out "Hjm" instead of "Gil", and it worked (as seen below). However, I have no idea how to add a space before that string without throwing everything else off.
(https://i.imgur.com/jNqqQRi.png)
My mistake. The GP to Gil was different in FFIV, not VI. Still, you can see the space is limited. I just double checked, and the extra letter I created for il DOES NOT work. I tried changing it to 86(G)D0(il) and it only reads it as G@. Unless the battle messages can be expanded to read more, or if I find another solution, the only way it will work is in its current state.
OK, somehow I figured out how to fix the problem (or at least I hope). I loaded up the TWUE 2.04 ROM file in FF3usME and went to the "Bitmap Editor" section. From there I edited entry 0x60 of the "Big Font" tile list from a blank to an "il" squish-tile. I saved the ROM and then edited 0x11F2AD - 0x11F2AF from "86 A2 A5" ( G / i / l ) to "FF 86 E0" ( space / G / new "il" ). Tested it in Snes9x and BSNES, seems to work on the first few battles at least.
I've created an .ips file that should fix just that one issue without messing with anything else.
Google Drive link (https://drive.google.com/open?id=17O3oPEpP7ludcu_O9wIJLVv933daKwJf)
(https://i.imgur.com/UCn0vat.png)
Thanks! I figured it was probably something simple. I guess you deduced that D0 was the @ in the Big Font and counting up E0 is probably the best blank space to use in the font.
"Rmove" is ugly. Is there no way to fix it?
(https://i.imgur.com/ztX1cWE.png)
I went through the entire script (including in battle text) and added asterisks to sound effects like coughing, wheezing, etc. I kept the "pswswswsw" bit during the Ma-ma-ma-ma-Magic bit but I added asterisks to help understand that it's a sound effect as well.
All instances of sir have been corrected. King was already fixed, but Your Majesty needed correction as well. The Recovery spring uses the same message from dialogue, and I've already added the punctuation. The rest of the typos have been fixed so far. I completely agree about the use of "Idiotic" so it's now "This...cannot be happening!!!"
As for spells, they were already changed with the name expansion. That's why its Silence, Firaga, Thundaga, etc. They're in a different place in the ROM from where you're looking under the hood.
Post #1 (https://www.romhacking.net/forum/index.php?topic=16476.msg378091#msg378091)/Post #2 (https://www.romhacking.net/forum/index.php?topic=16476.msg378202#msg378202)/Post #3 (https://www.romhacking.net/forum/index.php?topic=16476.msg378316#msg378316)/Post #4 (https://www.romhacking.net/forum/index.php?topic=16476.msg378380#msg378380)
Still playing on v2.03.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65897955_422589185009590_4744491389381771264_n.jpg?_nc_cat=102&_nc_oc=AQkB_7ZIGpmuER81hMM1D74cjKY0P7QPU5PI_06vTwJgOG2xUlQiz7B5fCoFV1iiwRk&_nc_ht=scontent-sjc3-1.xx&oh=d8bceda8cf991d6608058a3f5f26c9a0&oe=5DA7BD40)
Weird phrasing. Might be better as: Do his parents know where he is?
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66663256_325325078404546_3284331336285814784_n.jpg?_nc_cat=106&_nc_oc=AQmApI2rIXYeAhyTKVr-E-x9I_UoiTiFBar_v_HZfhP0Q7HkFqVEWC44aJmFEkrf1uw&_nc_ht=scontent-sjc3-1.xx&oh=ae8f80a47c827f7c1d1836fb3b6a2f6c&oe=5DAE9B3D)
Might want to change were to are, since they're currently broken.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65995563_426581701271387_6711719159798956032_n.jpg?_nc_cat=100&_nc_oc=AQkHuMHmB52Q-aJ5r0zPHqWATdrv3-WnvTGF-SIs-rHxIRZJwmgjo4caqR-hNYEYAs4&_nc_ht=scontent-sjc3-1.xx&oh=978fa6a817282ad0f9abf66fcec0eb7c&oe=5DACB2AB)
Might benefit from editing for clarity. The entrance to the Serpent Trench is in the Crescent Mountain
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66118576_913783342297733_7386254145981775872_n.jpg?_nc_cat=110&_nc_oc=AQnGHaSU_2CjU3wuUej6S94-A5Ezrw48VGQekNLk4bYA4mD9vQhFYvWxeJ62dfXFvOA&_nc_ht=scontent-sjc3-1.xx&oh=4b75d47603fb49481f74d788531af36f&oe=5DB7B671)
Needs asterisks: *wheeze* *puff*
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66280857_348751195818306_4414980386036121600_n.jpg?_nc_cat=106&_nc_oc=AQkugVZu1J1Q8GY9fI_p8UFVzcU3I_ToV6kYA0qlWr81K-SG3if8HRgRBAuizreVFwA&_nc_ht=scontent-sjc3-1.xx&oh=4f2ea3bc957f39357704e02777db54ee&oe=5DAACDAC)
Edit for clarity. Hey! I told youoncealready, I'm not Mr. Thou!!!
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66009117_353518528670970_3355916608475234304_n.jpg?_nc_cat=111&_nc_oc=AQlBZ2IGUhaHHxOd7lOkwp13sJQTndlr_Kh8zL5WJR4afeJ0NCpK8p8Zyyr0goBFz-E&_nc_ht=scontent-sjc3-1.xx&oh=8f6df077ae6b66da8307ee29e81c3d83&oe=5DC5B0D8)
Tintinnabulum is missing an n
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65991953_749816438768469_5375046211101261824_n.jpg?_nc_cat=107&_nc_oc=AQkzIQoKl2h2gjZ2S6VEkK7_dXDLWF4QqLs4K--IRlkB5VLu2md5C4-xmhdSwQWXo2w&_nc_ht=scontent-sjc3-1.xx&oh=eb1385dcec40c3f11cd2fc2c9c5bf672&oe=5DBD65AE)
The stuttering here is awkward. Cyan wouldn't make a 'T' noise here, he'd make a 'Th' sound. Would read better as: Th... this is Sir Gau's treasure?!
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66681085_428277874430302_1828218830304837632_n.jpg?_nc_cat=109&_nc_oc=AQnMwQSNNzS8I3eHkPB03iSsDOtuNFt6MKzVBD-D-QjbR4THj_64ehSUixObXWDNrs4&_nc_ht=scontent-sjc3-1.xx&oh=45a9e7516075600768a335dc5d0ab353&oe=5DB0DAB0)
This line is a little weird in context of the story. Neither Cyan or Gau have met the other Returners, so it's not like they're "our" friends; they're Sabin's. Consider changing to: But unless we hop in, I can't see my friends again...
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66656484_2297120110375777_6556253811973816320_n.jpg?_nc_cat=111&_nc_oc=AQmWq0GqgoGICafTbTkvD06s88tDMb-nLQ4hk9XadxQa3bTcUNKgHaKoZGOXBbHcaAs&_nc_ht=scontent-sjc3-1.xx&oh=2fd70d44bde1958c0714fac23d5ea3fc&oe=5DA99AC9)
Lethe is misspelled here, and I wasn't sure if this instance was fixed yet or not.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66521997_2832125286858636_5046518269935091712_n.jpg?_nc_cat=107&_nc_oc=AQlKx8fxVf2DMS6wiLY9lZFbf9YT85Gc3loGbzBA1T0tHwkaB5GPWJqQ8yLXsLNkzjs&_nc_ht=scontent-sjc3-1.xx&oh=d7b88a41faa29ad19b6d7802df52f7fd&oe=5DB59FD2)
Her friend, Humpty, isn't properly capitalized here. You also don't need a comma after modesty.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65955619_447284702490404_716109268880719872_n.jpg?_nc_cat=107&_nc_oc=AQlx2drG7d8te_mmwsfcXIWOGdQbOCuwwGvFp_ZcfRyfzLK3ZWaa-osIYp-KEEg1GjM&_nc_ht=scontent-sjc3-1.xx&oh=ff5203b62b17f3f41da0477070a47b01&oe=5DB60DC8)
Missing asterisks. Would read better as: And... *rant* *rant* *rant*
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66191493_364102060914939_8263209523485868032_n.jpg?_nc_cat=111&_nc_oc=AQkCAmQ5RjJSrnAFhNgtOg5_9dlU0cMyYFREmcjTo8151mgMsbPMgPzVz7u0_iy2M6o&_nc_ht=scontent-sjc3-1.xx&oh=b92275a6201d0ef2ed8ae9fd19285bad&oe=5DB7A5FA)
Edit for clarity. The three groups/teams/parties have reached Narshe
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66401288_1821106084659848_1834365310757502976_n.jpg?_nc_cat=105&_nc_oc=AQk_YzcDXmMIKfcXY7uRaa_hqawvdUTNh5wb1fUfHKCWCnBekhhgBEGFY0lrJsiDpsg&_nc_ht=scontent-sjc3-1.xx&oh=f0415607a714c70173bb6f67e84f0704&oe=5DB5ADB7)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66045093_368631883837501_5845857407942524928_n.jpg?_nc_cat=101&_nc_oc=AQmOY0VsSwc3ljeoaa9ILU-uVfoHOzw1ATyLZnebkCLQfGlOxq5xydmr1p8nDwcgDIM&_nc_ht=scontent-sjc3-1.xx&oh=d34f1795a35c42c9986b6332c07c67ce&oe=5DAD632C)
The Elder's dialogue is a little awkward in terms of the story. Banon's asking the people of Narshe to fight against the Empire, but you don't really get that from what the Elder's saying. Maybe consider changing to: How can YOU ask us to fight/lay down our lives/spill our own blood?
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66270112_379291139381051_2098468158368120832_n.jpg?_nc_cat=106&_nc_oc=AQksEQBGh2eGsweUY5W5aieSagpir4_ITLZ0zVeE01znKPQeaezGglqONqJp2sAgOLU&_nc_ht=scontent-sjc3-1.xx&oh=ab603ba2137d298b0bc41af5be1a3b6c&oe=5DB3EB26)
Unnecessary capitalization in Celes' dialogue. Might change to: So, Terra... Who'd or just have who'd in lowercase.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65947949_466361854149762_4719352284373319680_n.jpg?_nc_cat=110&_nc_oc=AQlyw6cpeAcgLnfhVT-7O5m4YMdKfsF8u02Y2cN8iKqANzsQF2iRDbYPBKH_JP3HBaA&_nc_ht=scontent-sjc3-1.xx&oh=0a6fb721f948a5b15d968ce1395e1edd&oe=5DC070F5)
Unnecessary comma in Arvis' dialogue. Maybe they can help you there
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66014692_2373693616053934_1140364794054836224_n.jpg?_nc_cat=108&_nc_oc=AQk2PhOOsM57Nbb7rCdescCMUsNvydOBB7ht8Gw3JtrLRgHvuQzimCe9xbOi8hflqNg&_nc_ht=scontent-sjc3-1.xx&oh=3e7d601039b17444cd68e85e70301b8d&oe=5DC165BD)
Another unnecessary comma. Figaro Castle can burrow under the desert and take you to Kohlingen!
The following are instances that I found of unnecessary capitalization that may have already been fixed in 2.04, but I'm putting them here in case you may want to go back and double-check.
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66131161_386790601964580_9095487345506910208_n.jpg?_nc_cat=102&_nc_oc=AQm1C1f7RgqXffJ66qaz-Ytb_XQO2jMhhfWIfbR64JuVmfoyrwlYruKospsD2HOixNQ&_nc_ht=scontent-sjc3-1.xx&oh=117273f042a7a86d415c5dd0d7663496&oe=5DB00000)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66292730_733003483801580_5805371860799455232_n.jpg?_nc_cat=101&_nc_oc=AQk---edPBZ1apOWV1Yl6L4EvTzhqXb7WDni2jQS4o9gZoHpcfw6Xg9rhz6bouBLPfU&_nc_ht=scontent-sjc3-1.xx&oh=52c78ecec0e9e8da15bd3e7cc07869dc&oe=5DB8ED12)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66045215_461898597961620_8972956038835732480_n.jpg?_nc_cat=107&_nc_oc=AQnt2ofxDNuJaRvM5FPIbsoBG9SMYSjhpnGowkx85hR_JOzVwtrd98Hyt0ARKcRxkdc&_nc_ht=scontent-sjc3-1.xx&oh=118023fba77a5abcc89bb50521702e5a&oe=5DB8D1E0)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65922291_2106953722766665_482646421607022592_n.jpg?_nc_cat=101&_nc_oc=AQkS4ZWWtxs14K2ltfcsIRfg5RiFDiVzfmFzbWg9OTTibOtEfT2a0p3-sMT7tykjwV8&_nc_ht=scontent-sjc3-1.xx&oh=420d3ec6f40b24ad2d7ffd45fb6641ae&oe=5DB929AA)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65898568_611865399300563_2061016833820983296_n.jpg?_nc_cat=103&_nc_oc=AQlUcUSmH4BlLiUeLnriA9OfmFj8DpdH9KNxPDqvvw-DBDr2QwbD19COfDSRM5YkxQU&_nc_ht=scontent-sjc3-1.xx&oh=e3e00f6e5c2cad50c6845b388936d421&oe=5DA9674B)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66520526_430746470865339_1431132366302085120_n.jpg?_nc_cat=102&_nc_oc=AQm3KqyTzZYmX77kO1JVtqw3BH_GFYBjTNDlTJj556FdQywbXcVbdRxIxhHchbmTwxE&_nc_ht=scontent-sjc3-1.xx&oh=ebecdefc42ee45e2ed2ac9a317f3b790&oe=5DBCED9A)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/65927794_410586586211613_4324439988650377216_n.jpg?_nc_cat=107&_nc_oc=AQm1APeahivPfl3lxn1YtRLAvqATPn7zGDaJG-x04pIm0hTM-nydaHjIKne5MnFtR_c&_nc_ht=scontent-sjc3-1.xx&oh=bec7cd81fcf2f8de67e5e336f6f8e6c0&oe=5DB16643)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66381931_2240009626067981_9212298872431312896_n.jpg?_nc_cat=107&_nc_oc=AQk_K_ptsBPnLDC4180GQC4woZef3QumxIi1KtDXnRpKq7nMLkDsV-I7CGMzdL1jamo&_nc_ht=scontent-sjc3-1.xx&oh=efb6ec25959716decc3ed1e3fc0a4e7f&oe=5DC6D08C)
(sidenote: ripped outta here is such a weird bit of dialogue coming from Celes)
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66273341_702287433541147_3287578464705576960_n.jpg?_nc_cat=101&_nc_oc=AQmISOpIC_fL-EG9HnGuAhQywV2jrxAo9bAvv4gaou-INOTgNEfiPNrZ3TQy17paBU8&_nc_ht=scontent-sjc3-1.xx&oh=5e5521c2634feeb104b3ef4fbf48fc3f&oe=5D79DA0E)(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66526240_448406005737862_638279015458668544_n.jpg?_nc_cat=105&_nc_oc=AQkCtyKDVMti46yp76W8Xh-at47Z3Y2RCgQ-m8hM1e0yy3HlO10FCQ1dazfAa2i8r24&_nc_ht=scontent-sjc3-1.xx&oh=2fd41d55d65341c0bfba772b60f102d1&oe=5DB75DFF)
July 06, 2019, 10:10:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I don't think the scrolling Ms in that scene (I'm assuming it's the M-M-M-MAGIC?! one) need asterisks, since it's actually dialogue. Changing it to M- for each of the scrolling lines would make more sense, I think.
For the whispering dialogue between Edgar and Locke, is there now an Edgar & Locke caption, or is it still just spaced?
The Tintinnabulum is missing the n because of character limitations. There's no getting around that.
As I have stated, you can replace some of the unused tiles in the small font with squish tiles to get around this, like the hashtag and a couple other symbols and empty squares.
(https://i.imgur.com/v0y8MbG.png)
When you changed any of these items using these tiles, did you also check in battle, in menus, and in the coliseum? Were there any graphical glitches from the fonts (Big and Small) with one not being compatible with another? Because that's what I ran into. I tried in an earlier update, spent HOURS testing my work only for it to fail. It would look great in menus, and then finding an item in a treasure chest would have a different symbol. Same with in battle.
I don't agree with the word choice of morality because it implies that Setzer doesn't have morals. I think it really refers to the skies being lawless/unregulated/untouched by the Empire. Consider changing to:
free spirit who soars the skies where no laws bind him...
or free spirit who soars the skies where no laws can chain him...
or free spirit who soars the skies and does as he pleases...
or free spirit who soars the skies where the Empire cannot reach...
It's not that Setzer has no morals, it's that he finds solace soaring high above society, where he doesn't have to conform to its norms. Setzer was inspired by the yakuza; he's a social outcast who follows his own rules. It's not about law, he simply doesn't believe in ideas of good and evil.
I think saying that morality has no meaning in the skies above fits just fine.
Okay, but "not conforming to norms" is much different than "morality having no meaning". If he follows his own rules, that doesn't mean he isn't a moral person. He joins the Returners to fight against the evils of the Empire.
He joins the Returners for many reasons, but none of them are out of any notion of saving the world. To him, it's just another gamble. And as I'm trying to say, "morality" and "having your own moral code" are two different things.
Right, wrong...
This man lives in a world that has nothing
to do with such things
I’m not a professional translator and I’ve never played FF6 so I might be missing some context, but I decided to break this down for fun and to help out.
Original text:
正義や悪……
そんな物とは関係のない世界に生き
ギャンブル場の入った飛空艇
ブラックジャック号で空をかける男
Words translated, Japanese grammar left intact:
(right)や(wrong)...
(those things)とは(no relation)(world)に(living in)
(gamble-place/casino)の(installed)(airship)
(Blackjack)(symbol to indicate model name)で(skies)を(soaring)(man)
Rearranged to English grammar:
A man who soars the skies gambling on his Casino-bearing ship the Blackjack, a world where the concept of right or wrong are irrelevant.
This translation is not meant to sound like natural English, I’m just presenting the original information in a readable manner and hopefully that could help with coming up with new lines that convey the relevant information in a tone consistent with the rest of the game. I don’t know who the character is or what parts are relevant to the story of the game.
How about this?
...free spirit who soars the skies, far above the constraints of conventional morality.
How about...
...free spirit who soars the skies,
where law has no meaning...
Just to fit into the limitations of the text box.
Also, because the law is neither good nor bad (or definitely bad, in case of the Gestalian Empire), it can help imply Setzer as a non-conformist.
So, if he does follow his own moral code, he's basically questioning the code that's already established.
Since I don't know anything about hex editing, I took a more pragmatic approach to solving the issue that svenge already had: after a bit of talk with the creator, it's now possible to edit battle messages in FF6Tools, and it doesn't seem to conflict with anything edited in FF3usME or bloat the rom size either.
While on the subject of translations, let's talk about one infamous weapon in the game:Not gonna lie, before I saw the image I thought this was going to be about Heaven's Cloud. It's almost as bad, but at least they all had a similar theme.
Now I feel redundant. :PNever been a fan of "gil" as the name of currency. GP always stood for gold pieces which was the classic olde-time fantasy lore way of doing it. I mean really, what the heck is a "gil" anyway...
That said, I do like the concept of replacing "Exp. Point(s)" and "Gil" (upper case) with "EXP" and "gil" (lower case) as you illustrated.
Since I don't know anything about hex editing, I took a more pragmatic approach to solving the issue that svenge already had: after a bit of talk with the creator, it's now possible to edit battle messages in FF6Tools, and it doesn't seem to conflict with anything edited in FF3usME or bloat the rom size either.
(https://i.imgur.com/OcG80N5.png)
(https://i.imgur.com/gDbZUYT.png)
Locke: I...once abandoned someone when she needed me...
Locke: I’m… tired of losing girls I like after being unable to do anything for them.
Locke:...Because I'm tired of standing by and doing nothing while I lose girls I like.
Locke: I...once abandoned someone when she needed me...
I couldn't let that happen again...
Celes: Somewhere inside you were saving...her, weren't you...?
Celes: Locke. Why did you help me escape back there?
Locke: I…once abandoned someone when she needed me…
Celes: Somewhere inside you were saving…her, weren’t you…?
Celes: Locke. Why did you help me back then?
Locke: I’m… tired of losing girls I like after being unable to do anything for them.
Celes: Am I just a substitute…for her?
Also, during the Opera, or right before it, Locke sees Celes in the dressing room. There's a mistranslation that's been talked about before that I wanted to address.
In Japanese he basically says
GBA went with this route:
Some REALLY don't like the direct translation because Locke is flat out telling Celes he likes her, but the SNES translation makes a stronger connection to Rachel. This has been there for a while but I kept the original line and added something to get behind Locke's motivations from the original Japanese.
But the more I think about it, I know its a mistranslation that still does get the point across. After all, Celes follows up with the line:
My question is, should the line be readjusted to be better translated or does this fit well in context?
Celes: Locke… Why did you help me escape back there?
Locke: …Because I once couldn't protect someone when she needed me most.
Celes: I see… So somewhere inside you were saving her. Am I just…her replacement?
BlazeHeatnix, would it be easier for you if you just had the text file with the extracted script? Then you'd have each line's ID number as well. I could get you the one that I extracted using FF3usME, but I know Rodimus Primal has made changes that I don't have yet.I'm not sure what you mean. I don't have any difficulties altering the script right now.
I too think the Woolsey line is better, but I think it still needs elements like Celes not feeling comfortable with being Rachel's replacement.
Celes: Locke, Why did you help me escape back then?
Locke: I...was not there to protect someone when she needed me. I couldn't let that happen again...
Celes: Somewhere inside you were saving...her, weren't you? Am I...just her replacement?
Stole (item) × 1 !You can't steal more than one item at a time, so the "x 1" is a bit redundant.
Can't dive!!This is meant to be "can't leap!" as it's referring to Gau's Leap command. Diving implies Gau's going under the enemy, not over.
Can’t probe target!"Scan" might be a bit more appropriate than "probe"...just sounds a bit weird.
Mastered a new technique!It's not clear that this refers to bushido, specifically.
Ogre Nix was broken!This still uses Woolsey's name for the weapon. It also wasn't broken by anything, it broke on its own. So it should be "Ogrenix broke!"
I like the Woolsey line the best as well wording wise, just not the inaccuracy. As we can see, it's not that he abandoned her, he just wasn't there to protect her and he doesn't want it to happen again, and as the Japanese says to girls he likes. This is why I added the line "I couldn't let that happen again." It is very on the nose in the original text, which is the reason I kept the original Woosley line in the first place. I also like the idea of adding to Celes' following line adding the missing information.
That being said, how does this sound?
Setzer's coming to steal her makes it sound as if she's an object rather than a person. Changing it to kidnap or abduct fixes this.
There's no problem with that Cid line. Checking the Japanese, Cid calls her a 魔導戦士 madou senshi, "sorceress knight" which is officially the Japanese equivalent of Magitek Knight, while her formal title in the menu is still ルーンナイト, Rune Knight. Besides, Terra is already the one with 魔導戦士/sorceress knight/magitek knight as her formal title in the menu.
Oh, and "Gesthal" typo up there.
I'm not sure if you actually are or not, but please don't bring gender politics into this.I don't even know how to respond to this. Whether or not Celes is male/female/whatever, they're still a person, and kidnapping/abduction better suits the wording and severity of the crime. Like... I don't know how to describe how bad taking someone and forcing them to be your wife, with all of the connotations that brings, is in one word, but I don't think steal comes close enough :-\
The words "steal" and "grabbed" are perfectly good terms to use for kidnapping or abducting. You may not like the use of them, but that's the point.Grabbed just sounds weak in comparison to the actual crime and the espers... Like, they're hailed as being powerful magic users from another world, but the text saying that they were just grabbed seems a little off. Also, just thinking about how the script sounds in context coming from what the characters are saying, when you read it out loud, "being grabbed" doesn't sound very convincing.
Smug is also a good word to use there, believe it or not (though the phrasing of the sentence is a bit off)Not sure how 'smug' fits into the context of what he's saying/referring to, but ok
Veritable bonanza is an infamous Woolseyism that is certainly staying.I still don't know what a veritable bonanza is lol ::)
I'm not sure if you actually are or not, but please don't bring gender politics into this.
A human-loving, fast-talking, street-smart, SLAM-dancing... MOOGLE...!
Human-loving, fast-talking, street-smart, SLAM-dancing... Moogle...The crap is slam-dancing anyway?
A moogle who speaks the words of mankind. He can summon the powers of the Earth through his dance.Adds a hint about how his Dance ability is learnt.
That old psycho, Ramuh, came to me in a dream and told me to be expectin' you! And now... I'm... gonna join your party!Another example of the Poochiefication of Mog.
An old man named Ramuh showed up in my dreams one day and taught me your language, kupo. He told me that I should join up with you, kupo! So... I'm one of you guys now, kupo!
Human-loving, fast-talking,But I kind of like it the way it is.
street-smart moogle whose
SLAM-Dancing summons the
POWER of the Earth..
That old dude, Ramuh, taught me your language, kupo!
He came to me in my dreams and told me to be expectin' you, and to help you, kupo!
And now_ I'm_ gonna join your party, kupo!
Any comment on those text strings I mentioned?
The most current name is Ogrenix, judging by the wiki.
BTW, if you were wondering how I got Nightwalker to fit, I used some of the unused text space to create some squish tiles and edited them in with a HEX editor. I was going to try and apply what I did to Namingway Edition to Woolsey Uncensored, but I learned the hard way that editing items was a BAD move. The reason being is that item names appear in menus and in battle with both the Big and Small Font. From what you tried doing, it seems you ran into the same problem as it messed with other graphics as well.
オーガ does stand for ogre in Japanese (e.g. Kyogre is kaiōga, even though it's an orca, but orca is just rendered orka), so Ogrenix still works.
EDIT: Is the @ even used or necessary somewhere else? Or for some reason it can't be turned into an "il" squish tile?
Some notes about spells, if you're going with canon names that are used in other games:
The "Banish" and "Warp" spells are actually named "Warp" and "Teleport". In consequence, the Warp Stone is called the Teleport Stone (which can be shortened to Telepo Stone).
The "Dead" and "Seizure" status are actually named "Knocked Out" and "Sap". The only time characters who are knocked out are actually referred to as dead are in the first two games, where they have to go to a church and pray if they want to revive them. After that, they're only mostly dead, (https://www.youtube.com/watch?v=xbE8E1ez97M) or knocked out. In consequence, Raise/Reraise would refer to reviving after K.O., not death. Might be a minor thing, but it does seem silly that there is apparently a spell that can revive the dead, yet Celes grieves over Cid's death even if she knows the spell.
Battle commands "Morph" and "X-Magic" should be "Trance" and "Dualcast". Of course the latter won't really fit, but it can be changed to "Bicast" or "X-Cast". The description also says it changes Magic to Double, but that's not the name of the command. "Magitek" is also written unnecessarily as "MagiTek", which also goes for "MagiTkMissile".
There's also sometimes an unnecessary separation of enemy spell names and Dance moves, even with the extended names you've given them, such as "Fire Ball" (Fireball) and "Sun Bath" (Sunbath). In future games, these spell names are not written like that.
Blame FF9 for turning トランス toransu into Trance instead of Trans(form). Square made Trance the official term everywhere else.
Those spell names have now been fixed. Dead is now KO and Seizure is now Sap. I'm not so sure about the Warp Stone though. Telepo Stone does look a little strange even if that is was VII did. The description does say that it has the same effect as Teleport.Well, it's a thing in the Anthology port of FFV which calls the spell Telepo, so there's at least precedent for it. In VII, it's called "Telpostone" which is likely a mistranslation. You could probably get away with changing the spell itself to "Telepo" for consistency if you wind up doing it. (Might look like a typo though)
However, X-Magic and Morph are remaining the same. X-Magic is just as recognizable as Dualcast and fits the space.I just think "X-Magic" makes it sound like a special form of magic, rather than the same magic cast twice. That's why I would prefer "X-Cast".
Trance doesn't make much sense. She morphs into esper form. I also believe that it supposed to be short for transform. トランス
Blame FF9 for turning トランス toransu into Trance instead of Trans(form). Square made Trance the official term everywhere else.One likely reason they changed it is "Trans" by itself has certain LGBT connotations outside Japan. I personally would be ok with leaving it as Morph, I just wanted to point it out.
This is one I strongly object to. Woolsey got it right with Morph. It's like the Ogrenix (Ogre Nix as he did it).
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/66410789_709399602840878_7530092244242530304_n.jpg?_nc_cat=109&_nc_oc=AQk4wOEW8LM69k3G1BnX2JTyvW46c57ic9fBm6BwhYTqZ0V1K_WVevvLIIkaFvPh24EkeOaXYE6IXxAAFzlR0B0H&_nc_ht=scontent-sjc3-1.xx&oh=87df41692d9291cf8855f529eed23e28&oe=5DBE04AF)
Incorrect plural here. Should also be is instead of are since the verb is referring to power.
Yes, the espers' power is too great.
I re-shortened the menu form of RisingPhnx using squish tiles. I'm not really suggesting you do this, but since "Fenix" is another word for Phoenix, I think it's a nice alternative.
(https://i.imgur.com/ddbCcOx.png)