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Romhacking => Personal Projects => Topic started by: Chaos Rush on September 18, 2015, 01:46:49 am

Title: Final Fantasy II: Refurbished
Post by: Chaos Rush on September 18, 2015, 01:46:49 am
First things first, to avoid confusion: This is a hack of Final Fantasy II for the NES, the second Final Fantasy game, not Final Fantasy IV for the SNES.

Brief history of FFII (skip if you already know):
Spoiler:
As we all may or may not know, this game was first released only in Japan for the Famicom (Japan's equivalent of the NES). It was meant to be released in the US and Square began work on translating it, but ultimately scrapped it, and the US didn't get another Final Fantasy game until Final Fantasy IV. Anyhow there exists a prototype of Square's English Final Fantasy II for the NES with a very broken translation (Hilda: "How is he MingWu?", MingWu:"Yes..I sense great vitality", Hilda: "Oh please"). In the late 90's, Neo Demiforce made their own translation of Final Fantasy II for the NES, and it was rather decent for its time, though it has its issues, which I will get into later. In 2002 Square released the Final Fantasy Origins compilation in the US for the PS1, which is the first time the US got an official release of Final Fantasy II. An updated port for the GBA was released in 2003, and all subsequent ports on the PSP and mobile devices are based off the GBA release.

Anyhow, despite all these fancy updated ports we now have, some people like me want to play the original with 8-bit graphics, but at the same time would like an updated translation as well as modern item and spell names used by Square Enix, but for Final Fantasy II there really aren't any options. The prototype ROM has laughable grammar, and the Neo Demiforce translation, while great for its time, has a lot of mistranslated lines and names inconsistent with the official releases.

Because the Key Terms in FFII can be referenced in FFII's text with just two bytes, and because the names of FFII's items/characters/key terms differ between the Neo Demiforce translation and Square Enix's modern releases, I can't simply change the respective names in the text to the modern ones, as the lengths are different, which means a lot of reformatting and repointing would have to be done. Not to mention, the translation itself has some inaccuracies here and there and rather than combing through the entire script searching for them, it's just better to redo it completely. So I have decided to redo the entire script altogether. And thus, I present to you, Final Fantasy II: Refurbished.

As of January 16th, 2016, this project is complete!

* All characters, items, enemies, location names, and key terms are the same as they are in the GBA/PSP/mobile versions of Final Fantasy II (with some abbreviations)

* completely new script made using the GBA version (Dawn of Souls) as a guide. However, Dawn of Souls contained extra lines of text that weren't in the original, and this was not the translators adding stuff for fun, but rather these extra lines were in the Japanese Dawn of Souls as well (which is why Square didn't use the PS1 script for DoS, since DoS added new lines). These extra lines are not included in FFII: Refurbished, and the only text content in the game will be the content that was present in the original Famicom release (and I guess the PS1 release, since the PS1's text content is identical to the original as well. The new stuff wasn't added until the GBA version). So basically what I'm doing is, look at the GBA script, compare it to the PS1 script, and also look at the original Japanese script (I'm not fluent enough to actually translate on my own but I do know a little Japanese, which helps somewhat) to decipher what was added in Dawn of Souls, and remove that line. Then I paraphrase wherever possible just to save space (for instance, "I'm Gordon" instead of, "My name is Gordon"). To insert the text, I have developed a new FF2 text editor specifically for this game that allows for dynamic text compiling.

* better use of icon text. The Diamond Armor and the Diamond Cuirass will actually be distinguishable.

* I wrote a new text editing tool specifically for this project (in fact I wrote two, but I've abandoned the former as the second one I wrote is a lot more versatile). My tool, CastleFynn, is capable of dynamic text recompiling, which means that it can recompile all the text at once so that they're all packed together and will handle the repointing for me. This ensures that I will have the most efficient use of space in the ROM.

Screenshots:
(http://i.imgur.com/9cqFxQO.png) (http://i.imgur.com/nf4xQjj.png) (http://i.imgur.com/I7FEtlE.png)  (http://i.imgur.com/GZMpcWD.png)(http://i.imgur.com/4nqk4xy.png) (http://i.imgur.com/6faUb4l.png) (http://i.imgur.com/A0VrnoH.png) (http://i.imgur.com/VjrthGe.png) (http://i.imgur.com/YoK2UsG.png)

(http://i.imgur.com/N2wo86C.png)

Progress:
NPC & cutscene text - 100%
Item names - 100% (expanded to nine characters)
Enemy names - 100%
Key terms - 100%
Battle text - 100%

Tools used:
* GoldFinger Hex Editor
* Free Space Finder (even though it's meant for GBA lol)
* TileMolester Alternate
* CastleFynn (FF2 Text editor made by me)

Credits:
* Square Enix - for making this game and remaking this game
* NeoDemiforce - for translating this game in 1998
* HackMew - for making Free Space Finder
* whoever made TileMolester
* whoever made TileMolester Alternate
* Vanya - stat name suggestions
* Rodimus Primal - intro text and general support
* vivify93 - formatting inspiration, as well as some item name suggestions
* SpiderDave - B-button dash

Q&A:
Q: Which translation is this based off of?
A: The GBA FF2 translation (Dawn of Souls), but any lines that weren't present in the original Famicom version are removed, and then the text is further paraphrased for space reasons. Any lines that were in the Famicom version but were changed in the GBA version, I am retranslating from scratch (as I know enough Japanese to translate simple lines, and I double and triple check to make sure they're the correct meaning).

Q: When do you think you will be finished with this?
A: I have no idea. I have a busy life. It's finished now :)

Q: Will you do the same for Final Fantasy I?
A: No lol, cause there's already plenty of definitive Final Fantasy I hacks for the NES, such as Final Fantasy Restored, or Grond's Final Fantasy.

Q: Will you do the same for Final Fantasy III?
A: Maybe... Yes, and here is the FFIII project thread: http://www.romhacking.net/forum/index.php/topic,22231.0.html

Q: Why don't you just play the GBA/PSP/iOS version?
A: shut up lol

Q: Do you know any Japanese?
A: Yes. I was born in Japan but have lived in America since 2001. I am not fluent in Japanese, but I went to Japan's equivalent of pre-school/kindergarten (called 'youchien') in Japan, so I can read hiragana and katakana perfectly and I understand basic Japanese sentence structure. However, my vocabulary is very limited (it is the same as that of a Japanese pre-schooler), but I am working to improve it. Knowing Japanese does help with figuring out the differences between FF2j's text and FF2GBAj's text.

Q: When will you release your FF2 text editors?
A: CastleFynn can be downloaded here: http://www.romhacking.net/translations/2656/

Q: Will there be any gameplay enhancements?
A: Yes, but as a separate patch. Coming someday...

===============================

RELEASE PAGE:
http://www.romhacking.net/translations/2656/

The entire game is playable from start to finish. This is not a gameplay alteration patch, this patch acts purely as a translation/localization of the original game. (However, a B-Button dash has been added)

Patch this to a CLEAN, UNMODIFIED, JAPANESE Final Fantasy II ROM.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: direwolf on September 18, 2015, 05:02:31 am
 :thumbsup: All my respect to you mate! Great choice and it's looking great.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on September 18, 2015, 11:28:44 am
Awesome news! This has been a project I've wanted to see happen ever since I first played through the Neo DemiForce translation back in the day! I attempted this myself, but Jade's bugginess screw over my work. I commend you for being dedicated to it and I'll give any input I can that might be of help to you. I'm sure you've seen quite a bit so far, so I'm eagar for this to be completed!

Also, from your last picture with the non-squish tile spells. Using li il and ll will help and will not look terrible at least for the time being.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on September 18, 2015, 12:07:24 pm
Awesome news! This has been a project I've wanted to see happen ever since I first played through the Neo DemiForce translation back in the day! I attempted this myself, but Jade's bugginess screw over my work. I commend you for being dedicated to it and I'll give any input I can that might be of help to you. I'm sure you've seen quite a bit so far, so I'm eagar for this to be completed!

Also, from your last picture with the non-squish tile spells. Using li il and ll will help and will not look terrible at least for the time being.
I would definitely like a beta tester of sorts. While I don't want to release any patch until the main translation is done, it would be nice to have someone to check through the script and make suggestions as the project is being worked on, besides me. Would you like to be a beta tester?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on September 18, 2015, 12:08:47 pm
Sure thing. Anything I can to help out. Work and real life make it tough but I'll do what I can.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: kain611 on September 18, 2015, 06:06:09 pm
I would definitely like a beta tester of sorts. While I don't want to release any patch until the main translation is done, it would be nice to have someone to check through the script and make suggestions as the project is being worked on, besides me. Would you like to be a beta tester?


I also would be willing to beta test. Final Fantasy II on the NES is one of my favorite games. The early beginning of the SaGa series ;)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Panzer88 on September 23, 2015, 03:26:07 pm
I'm really happy to see someone taking this project on. Kudos. Has anyone done anything similar to this with FF1? I know it's less pressing as we already have an english version, just a thought.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on September 23, 2015, 04:09:46 pm
I'm really happy to see someone taking this project on. Kudos. Has anyone done anything similar to this with FF1? I know it's less pressing as we already have an english version, just a thought.

There are two that I can think of. Final Fantasy Restored (http://www.romhacking.net/hacks/1631) and Grond's Final Fantasy (http://www.romhacking.net/hacks/652/).

I hated the font they used and prefer the original font so I made an Original Font Patch.  (http://www.romhacking.net/hacks/2269)

I'm looking forward to what Chaos Rush does with this game, starting of course with the translation.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on September 24, 2015, 01:32:59 am
Good news: I have figured out how to alter the size of the menu boxes in-battle:
(http://i.imgur.com/tYKABCX.png)
The bad news is that I haven't figured out how to adjust the text wrapping after altering the menu box sizes.

The menus are going to have to overlap by the edges, which I don't think is that bad. The payoff is that there will be enough tile space for enemy names to have 10 characters as opposed to 8. Even more would be nice of course, but that would require figuring out how to control how many horizontal tiles the menus can slide around. If I find a way to do that, then I'll try to allow space for 12 characters.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Bregalad on September 24, 2015, 04:31:32 am
Will this fix the incredibly messed up battle system ? If so, I can't wait to try it out.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on September 24, 2015, 09:19:10 am
I think Chaos Rush said in the FAQ that if he does it will be in the form of optional patches so those of us who don't mind the game's funky battle system can play it like it was.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on September 24, 2015, 10:45:14 am
Will this fix the incredibly messed up battle system ? If so, I can't wait to try it out.
Right now my focus is on inserting the updated script and adjusting menus to fit longer item/enemy/spell names. Bugfix stuff will come later, and if they come they'll be optional since the main goal of this project is making a modern localization (but without censorship) of the original Famicom game. I've never actually played through the NES FF2 (but I've beaten the GBA version) so I don't know of all the glitches but I have heard that Basuna (or Esuna?) apparently does nothing and Ultima is broken.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Bregalad on September 25, 2015, 06:10:30 am
Quote
I've never actually played through the NES FF2 (but I've beaten the GBA version) so I don't know of all the glitches but I have heard that Basuna (or Esuna?) apparently does nothing and Ultima is broken.
Actually the entire game is broken, but that's another topic. You cannot have an idea how much the NES game is broken if you played only the GBA. It has already been discussed several times here, and I belive there is at least one hack which already (at least partially) fixes it. It's fine if this is not the scope of your project.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on September 25, 2015, 10:13:58 am
Actually the entire game is broken, but that's another topic. You cannot have an idea how much the NES game is broken if you played only the GBA. It has already been discussed several times here, and I belive there is at least one hack which already (at least partially) fixes it. It's fine if this is not the scope of your project.
Can you elaborate on how it's broken? I believe you of course; I genuinely want to know how it's broken.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KingMike on September 25, 2015, 10:55:27 am
Well, the most famous glitch is that you can farm weapon/magic EXP by simply inputting commands and then cancel.
You can also attack your own team to grind HP-up, but that's a bit more debatable whether that's a glitch. I've not played the GBA version but I heard that one had its stat gains modified a bit, including giving your team periodic HP increases to prevent a team member (particularly Maria, in my experience) from getting too far dangerously behind in max HP.
(It's happened before that I've gotten through that waterfall cave with Firion and Guy at 100-200 HP but Maria still behind at 30)

Esuna definitely works and I presume Basuna does as well, but they each only heal one status and you have to grind them to make them heal more. Could that be why people say it doesn't work?
Did they do anything to address that in the remakes? Because that's pretty dumb you have to grind it just to make it properly functional. :P
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Bregalad on September 25, 2015, 01:00:09 pm
Can you elaborate on how it's broken? I believe you of course; I genuinely want to know how it's broken.
Sure, please read my game review of Final Fantasy II on Moby Games (http://www.mobygames.com/game/final-fantasy-ii).
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KingMike on September 25, 2015, 04:03:08 pm
I have finished the NES version without cheating (that is, without using cheat codes), including without intentional abuse of the cancel glitch, so it's doable. It was frustrating and indeed I have to grind (of course by grinding, you have to do it balance of what you want your characters to be). I think MP gain is also caused by losing MP, so as you use spells it increases the chain of gaining MP.
The worst part I remember being one island with enemies that (seemed?) they could only be damaged with magic, so I had to grind magic EXP for everyone. But that made me strong enough to finish the rest of the game.

I think Ultima was confirmed broken. We had a discussion about that quite some time ago, about a rumor the programmer Nasir left it broken and when director Sakaguchi asked him to fix it or at least give him the code, it's said he refused and made up a logic explanation for why it should stay unfixed. Something like because it's been sealed and forgotten so long no person could recall how to incite it at its full power.

Again, Esuna/Basuna not really broken as much as badly designed (unless I am missing something). I recall from reading the manuals to the remakes, you have to grind them to about level 6 for them to unlock the full effect (all possible statuses can be cured). At least you can still use them in battle to get the magic EXP even if they don't do anything. I suppose if one wanted to improve that, they could find the code and hack it so they don't require higher levels to heal more status. Another thing is the Exit spell. Though it does what it's supposed to, it also takes away the caster's HP for no real reason. They expect you to grind it so the HP penalty is reduced.

Maybe information was in the manual on that, but maybe it wasn't explained so good in earlier versions.

But if Bregalad needs to use cheat codes to be able to finish the game and is not able to enjoy the game without them, then that's fine for him. If he doesn't find fun in the game as it was designed, then he shouldn't have to play it that way.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on September 25, 2015, 04:29:09 pm
I think this link might be informative about how Ultima's code is buggy. http://www.siliconera.com/2014/10/20/final-fantasys-first-ultima-spell-useless/ (http://www.siliconera.com/2014/10/20/final-fantasys-first-ultima-spell-useless/)


How far along in the dialogue have you got Chaos Rush?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on September 25, 2015, 04:43:33 pm
How far along in the dialogue have you got Chaos Rush?
To the point where you deliver Scott's ring back to Hilda and then she tells you about the Dreadnought and Josef. I haven't done any dialogue insertion in the past few days because I've been trying to mess with the battle menu sizes and positions (and I'm also busy with school and stuff).

To be honest though, after reading Bregalad's review of FF2, I'm really questioning why I'm doing this. I also don't like the fact that yesterday I wasted four hours trying to figure out how to fix the text wrapping issue when you expand the enemy name box. When you literally waste four hours of your life and gain nothing from it, it really really demotivates you - which is why I called it quits on Pokemon ROM hacking because I was wasting too many hours of my life with it. (If I decide to call it quits with this I'll release everything I have including my text editor). Not to mention this game is stupidly coded; for instance, the bytes that control the coordinates of the (in-battle) enemy box, main stats box, and command box are at x31136, x31153, and x31193, respectively. The format is [X][Y][LENGTH][HEIGHT]. But the length and height values aren't actual length and height values, they act more like "extend the box until it reaches this coordinate on the bottom layer"; I mean that's just fucking stupid programming.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on September 25, 2015, 08:10:40 pm
I wouldn't give up so soon. You've already done a great deal simply by making a better text editor. The game needs an over haul sure, but by at least getting the translation to a better place would pave the way for others to actually fix the game.

Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on September 25, 2015, 08:42:18 pm
I wouldn't give up so soon. You've already done a great deal simply by making a better text editor. The game needs an over haul sure, but by at least getting the translation to a better place would pave the way for others to actually fix the game.
Alright here's what I'll do:

I'll stop trying to mess with the menus as quite frankly I just don't have the patience for that. I'll abbreviate the names, use squish tiles, that kinda stuff; the main point of this project is just throw in a better translation. As you suggested I'll leave it to others to fix the glitches and that kinda stuff (SpiderDave has already informed me of how to implement a B-Button dash which I'll include as an optional patch)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KingMike on September 25, 2015, 09:54:51 pm
From looking at the screenshot of your progress, I wonder if the game is writing text to a window buffer that is however many 8x8 tiles wide by however many tiles tall.
Though games that do usually do it for scrolling windows (like text boxes, so it can move the old text up a line, and scroll out old text if needed, then write a new line of text).
I've had to modify that for a few games to allow wider text boxes (though in part by taking advantage of that English doesn't need the dakuten lines of text boxes, so they can be repurposed for longer printed text. Like if a game was using 16 x2 bytes in Japanese for character+dakuten, I could have up to 32 character lines in English with a lot of ASM hacking.)
It can be quite frustrating but ROM hacking is filled with doing stuff that may seem like it will take forever. If it something that interests you, don't give up. Take a break from it if you need to, but the payoff can be worth it in the end.

I've been working on a translation of RPG Maker for the SFC.
One of the things I needed to modify was the dialogue input to support DTE input. I worked it out, but there wasn't enough screen space in the event preview window to print expanded lines that could now be potentially twice as long, unless I made the event screen print an extra line of text each time I scrolled past a dialogue event.
I think I spent a couple days just trying to figure out how the game calculated the number of lines just so I could make it always print one more line. I was frustrated but once I got it figured out, I knew enough about how the game handles windows to make hacking windows much faster (it's still a frustrating process that leaves me with a billion window-related events to track down, but at least individual events are easier to track.)
Worst though was when I disassembled practically all of Momotarou Densetsu's non-sound code through the opening sequence, to learn how window draw functions worked just so I could split the screen position of the item menu, I think it was, between battle and field. Also learned enough that I was able to fix a fatal game-stopping bug on the final boss (causing an endless fight against glitch enemies) easily (otherwise I'd have panicked and probably hid my head in the sand).
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on October 02, 2015, 03:15:01 am
Would anyone happen to know if someone has made a text dump of Final Fantasy II (GBA or PSP or iOS)? I've tried looking and looking and could only find one of the Soul of Rebirth portion, which wasn't even in the original NES game.

Right now the main thing that's holding me back is playing FFII on an emulator and talking to everyone I can and literally typing out what they're saying onto a Word document. If no one else has made a script dump, I'll probably end up figuring out how text is encoded on the GBA version and make a text editor for that as well (I know that the guy that made the FFDoS Mod of Balance hack also provided a table file for the GBA version, but I recently found out that FFDoS has differing sets of encoding bytes for items and NPC text, respectively, and the ones that JeffLudwig found doesn't work for NPC text).

While a PS1 script dump exists, I would rather base the translation off the GBA version because the dialogue flows a lot more smoothly in terms of grammar, and the NPC text is less 'generic' and characters are given a bit more personality.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on October 02, 2015, 08:20:47 am
While the translation is a little different in the Playstation version, there is a script here:

Final Fantasy II PS1 Script (http://www.gamefaqs.com/ps/916670-final-fantasy-ii/faqs/61436)

Sometimes when I was doing Final Fantasy VI, I would go onto Youtube for the section of the game I was working on when I wasn't there in the game on one of my save files. It would save you time when you're stumped on a better way to make the text work since you need to see it in context sometimes.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on October 02, 2015, 11:18:31 am
While the translation is a little different in the Playstation version, there is a script here:

Final Fantasy II PS1 Script (http://www.gamefaqs.com/ps/916670-final-fantasy-ii/faqs/61436)

Sometimes when I was doing Final Fantasy VI, I would go onto Youtube for the section of the game I was working on when I wasn't there in the game on one of my save files. It would save you time when you're stumped on a better way to make the text work since you need to see it in context sometimes.
As I already mentioned:
Quote
While a PS1 script dump exists, I would rather base the translation off the GBA version because the dialogue flows a lot more smoothly in terms of grammar, and the NPC text is less 'generic' and characters are given a bit more personality.

Having compared the PS1 and GBA translations for the first portion of the game, the PS1 translation has some awkward grammar and a less grandiose vocabulary, not to mention the GBA script is also a lot more clearer in meaning (even when you take out translated lines that weren't in the Famicom script). But thanks for the Youtube suggestion.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KillerBob on October 02, 2015, 01:11:52 pm
Did the japanese script receive an update in the 1994 re-release on Famicom?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on October 02, 2015, 01:14:34 pm
Did the japanese script receive an update in the 1994 re-release on Famicom?
Idk, but I do know that the Japanese GBA version added new lines and changed a few, which is why Square did a brand new translation for the GBA version as opposed to just using the PS1 translation.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KillerBob on October 02, 2015, 01:49:19 pm
Idk, but I do know that the Japanese GBA version added new lines and changed a few, which is why Square did a brand new translation for the GBA version as opposed to just using the PS1 translation.
Ah, okay. Nintendo did something similar with their port of Zelda III on GBA. Updated Japanese scripts on re-releases might be more usual than what one may think. Was just curious.

As for an English script dump of the GBA or PSP version, I cannot find one either. Perhaps it's tricky to dump due to some compression used.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on October 03, 2015, 12:24:46 am
Today's progress:

(http://i.imgur.com/UmhKvNH.png) (http://imgur.com/DAq1SRy.png) (http://imgur.com/8UsuRLa.png) (http://i.imgur.com/oGcvgNb.png)

So a cool (but annoying if you're text editing) thing about FFII is that NPC's don't just say one line forever, they change their lines as the story moves along.

What's been retranslated so far:
Altair - first visit
Gatrea - first visit
Fynn - first visit
Altair - second visit
Gatrea - second visit (text has been translated but not yet inserted)
Paloom - first visit (text has been translated but not yet inserted)

I'll try and post an update every Friday. I discovered the beauty of cheat codes and am plowing through the GBA version and manually copying the script onto Microsoft Word.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on October 04, 2015, 11:25:25 am
Sweet. I can't wait to FINALly play all the way through this version of the game.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on October 09, 2015, 01:52:33 am
Today's batch of screenshots:

(http://imgur.com/UGkuJTc.png) (http://i.imgur.com/Raa7CAx.png) (http://i.imgur.com/9poGeaF.png) (http://i.imgur.com/2LrLdiR.png) (http://i.imgur.com/ktt3pVY.png) (http://i.imgur.com/cPKUfK8.png) (http://i.imgur.com/hioUnFl.png)

So that's Gatrea, Paloom, and Poft, all done (at least until they all get attacked by the Dreadnought and the NPC's get new dialogue). Next up is Salamand. I believe that's about 1/4th of the game? (Also please be aware that I am a full time college student that also works part time, so this could take several more months)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on October 09, 2015, 08:27:00 am
That's awesome. Clear and concise sentences and much better dialogue. I don't think anyone is rushing you. It took me a good three months to go over the entire script of Final Fantasy VI and I still went over my work continually even after my initial release. I work full time so I feel your pain as far as time is concerned.

You've done great work so far. Don't be discouraged and don't feel pressured. This is your project.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on October 17, 2015, 12:49:36 am
Screenshots for this week:
(http://i.imgur.com/rya75Nd.png) (http://i.imgur.com/rYkPZ1E.png) (http://i.imgur.com/JKnax9b.png) (http://i.imgur.com/bMgg0aq.png) (http://i.imgur.com/8ad5KuX.png)

Remember when I said that I'd like to keep the text content the same as FF2j, as opposed to FF2DoS, which added new lines? Here's an example of that. When you reach the end of Semite Falls and talk to the imperial soldier, this is what he says in the GBA version:
(http://i.imgur.com/YVBOD03.png) (http://i.imgur.com/tWECS6l.png)
(http://i.imgur.com/eJyohmB.png) (http://i.imgur.com/qvMXxb6.png)
A bit wordy, no?

Well, this is what he says in the original Famicom version:
(http://i.imgur.com/jGlVWud.png)
Which roughly translates into, "I won't hand over the Mythril to you guys!" Just an example of the unnecessary changes that Dawn of Souls made (and note that these changes were made in the Japanese version of Dawn of Souls, as shown in the GBA screenshots I posted above).

This is how I'm treating the line in FFII Refurbished:
(http://i.imgur.com/Ss4Dbhr.png)
I worded it like this because doing a literal translation came out a bit awkward-sounding in English. This keeps the line short and sweet just like the original Famicom text and gets the same point across.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on October 17, 2015, 10:15:35 pm
I think I'd localize it as, "I'll never hand the Mythril over to you!! Rebel scum!!" ;P
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on October 18, 2015, 12:45:17 am
I think I'm with Vanya with that one. It is short and localizes it much better than direct translation.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on October 18, 2015, 01:00:23 am
I sent Tomato (the Mother 3 translation guy) an e-mail asking how he would localize it, but he hasn't responded yet. I'm interested in hearing how he would do it.

Nonetheless I'll change it to, "I'll never hand the Mythril over to you!" as Vanya suggested (I don't think 'Rebel scum!!' is necessary, though). If I run into a similar situation like this again, I'll definitely wanna hear your guys' suggestions for it!

EDIT: Done!
(http://i.imgur.com/OXtrfgW.png)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Digitsie on October 18, 2015, 11:08:46 am
Isn't 'I'll never hand over the Mythril to you!' more appropriate? I mean, the 'over' doesn't seem natural there.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on October 18, 2015, 12:43:57 pm
Both was are technically correct. I didn't really think about it at all when I rote it so it is natural speech for me.
The rebel scum part was me being silly. Hense the -> ;P
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on November 04, 2015, 07:58:02 am
Both was are technically correct. I didn't really think about it at all when I rote it so it is natural speech for me.
The rebel scum part was me being silly. Hense the -> ;P

The force is strong with this one!


I'm hoping there hasn't been any roadblocks along the way. We're here for your support Chaos Rush!
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on November 04, 2015, 07:52:11 pm
I've been quite busy these past few weeks and also been distracted with a less time-consuming project. HOWEVER, I did recently discover Gameshark/Genie codes for both the NES and GBA versions that give me max stats, money, and no random encounters, allowing me to go through the game much quicker (I literally transcripted the entire Salamand portion of the game in about 1.5 hours).

So far, I have translated/transcripted/whatever up to delivering the Mythril back to Salamand. While that may seem like a small portion of the game, the thing is that the first portion of the game has you going to these first several towns back and forth and they all have multiple sets of dialogue as the Dreadnought gets closer to completion. I presume that once I get to the part of the game where the Dreadnought destroys all the towns, then progress should go a lot faster (since from that point on its mostly just dungeons).

(http://i.imgur.com/rbd7ZXe.png) (http://i.imgur.com/RUpBmpD.png)

My only concern is that I'll run out of space in one of the ROM banks. I'm considering writing a new tool that lets me compile the entire game text from a .txt file (similar to how the Mother 3 translation tools work), that way free space won't be as much of an issue if I want to change text I've already put into the ROM while maintaining free space optimization. I haven't run into that issue yet though, and I'll just keep on doing what I've been doing.


November 07, 2015, 02:03:44 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey here's some more screens, this was all done in the past two hours:

(http://i.imgur.com/gMsXvxt.png)
You spend about 80% of the game being Hilda's bitch doing whatever she asks...

(http://i.imgur.com/YY7XxS0.png)
This is another example of keeping the content accurately to the original Famicom text, since the line about him noticing Maria is not present in the GBA version, but it's present in both the Famicom and PS1 versions, so it's also present here.

(http://i.imgur.com/qjLYhfC.png) (http://i.imgur.com/uGXjF2f.png) (http://i.imgur.com/zAxHA99.png)
I believe this is the third set of dialogue that Altair's NPC's have... and it's not the last either.

(http://i.imgur.com/mBs2LVT.png) (http://i.imgur.com/rOQMyhO.png) (http://i.imgur.com/GpVy9gh.png) (http://i.imgur.com/DpT8z4G.png)

That last line, "The [Dreadnought] must be destroyed..." was one I had to add for reasons dictated by the game design, and was not present in the original script. And the reason why is, well, see those four screenshots? It fits in a single text box in the original Famicom version:
(http://i.imgur.com/csrayuN.png)

Because the word "Dreadnought" (だいせんかん in the screenshot) has to be selectable when Hilda is finished talking, I had no choice but to add a line of content that was not in the original script at all, or else you wouldn't be able to select the keyword Dreadnought. The PS1 translation had to do the exact same thing, so I have no guilt in doing that. (The Japanese GBA version completely expanded Hilda's dialogue here so that it wouldn't be an issue when they translated it to English).
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on November 07, 2015, 05:14:33 am
Cool stuff. Interesting how a game mechanic had influence on the text in this game.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on November 11, 2015, 02:04:23 pm
The game's word learning mechanic was one of the things I really liked about the game. Great work so far. How has the DTE helped with space?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rand on November 19, 2015, 08:12:20 pm
It has been neat to read about this project thus far. Thank you for your efforts!

I will be happy to run this through a test run when done, or sooner if you need it-- I am off work next week, coincidentally.

Thank you, and good luck!
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 04, 2015, 02:39:23 am
Finally had some time to work on it, it's been a busy past couple weeks for me.

(http://imgur.com/QSmhxMX.png) (http://imgur.com/q5K8qkN.png) (http://imgur.com/vL1K9rk.png) (http://i.imgur.com/WXHJaj7.png) (http://i.imgur.com/4c44O0S.png) (http://i.imgur.com/D6QWqXC.png) (http://i.imgur.com/fi0Bqal.png) (http://i.imgur.com/gskdR5z.png)

How has the DTE helped with space?
Well when I first started this I blanked out the three main dialogue text banks with FF bytes, so the space I had from the start was from 0x18217-0x1BEE7, 0x28611-0x2A749, and 0x347FE-0x35803 (there are a couple more banks but those three are the ones used for dialogue). So far I have used up to 0x19951, 0x29477, and 0x34B46, respectively. Let's pray that I won't run out of space. If I do end up running out of space for one of the banks, then I'll probably end up developing a new tool that will let me compile all the text at once and check for free space before compiling (If I go on to do Final Fantasy III, that's how I'll approach it anyway). It won't be a huge deal since I write down all of the dialogue in a separate word file (that also labels what bank and what message ID it has, and I'll provide that document with the release so people can use it to translate it into other languages). I'm being very careful to make sure I always use the built-in namecode feature to save space, something that the Demiforce translation didn't consistently do.

It has been neat to read about this project thus far. Thank you for your efforts!

I will be happy to run this through a test run when done, or sooner if you need it-- I am off work next week, coincidentally.

Thank you, and good luck!
Thank you for your support.

I think when I get to the part where you meet Leila is when I'll let people try it out for feedback and suggestions.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 04, 2015, 10:12:44 am
Quote from: Chaos Rush
Finally had some time to work on it, it's been a busy past couple weeks for me.
Looking good so far. Glad you're back at it.

Quote from: Chaos Rush
I'm being very careful to make sure I always use the built-in namecode feature to save space, something that the Demiforce translation didn't consistently do.


That was something that really bothered me when I tried editing the script too with character names. If they had just used the nametag, calling the white mage Minwu would have been easier to change instead of Minh.

This game needs this retranslation so I'm really hoping that everything goes smoothly for you.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 13, 2015, 02:18:46 am
That was something that really bothered me when I tried editing the script too with character names. If they had just used the nametag, calling the white mage Minwu would have been easier to change instead of Minh.

This game needs this retranslation so I'm really hoping that everything goes smoothly for you.
Minwu doesn't have a name code, but there is a name code for whoever is currently the 4th member of your party, so during the parts when Minwu is with you, that name code is used.

Anyhow, I thought it would be interesting to post some direct comparison screenshots. Left is the Neo Demiforce translation, and right is FFII: Refurbished.

(http://i.imgur.com/sQQ1DFi.png) (http://i.imgur.com/A1Q9RO6.png)

(http://i.imgur.com/qL67keC.png) (http://i.imgur.com/pCiv7OT.png)

(http://i.imgur.com/rAI3m8C.png) (http://i.imgur.com/UL1JroR.png)

(http://i.imgur.com/zTDD8Xn.png) (http://i.imgur.com/REaNLOu.png)

(http://i.imgur.com/dEE1fN1.png) (http://i.imgur.com/r4H1O3m.png)

(http://i.imgur.com/0lD4ZU9.png) (http://i.imgur.com/0Qv6hKi.png)

(http://i.imgur.com/wrPzvq9.png) (http://i.imgur.com/F7LN8sc.png)

(http://i.imgur.com/KyR1ApF.png) (http://i.imgur.com/YRVoqUp.png)

(http://i.imgur.com/A3T1Dye.png) (http://i.imgur.com/akipZkf.png)

(http://i.imgur.com/zKwZ9tL.png) (http://i.imgur.com/ZVBu8ea.png)

(http://i.imgur.com/DtvHVMT.png) (http://i.imgur.com/hyjAnfh.png)

(http://i.imgur.com/Cp4OpiC.png) (http://i.imgur.com/cBwgxUJ.png)

(http://i.imgur.com/rFLvd7F.png) (http://i.imgur.com/gQtcf2n.png)

(http://i.imgur.com/RbcZLFd.png) (http://i.imgur.com/RdrOqNH.png)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on December 13, 2015, 02:54:31 pm
Nice work. I'll finally have a good NES version of this to play once you're done.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 17, 2015, 02:37:08 am
(http://i.imgur.com/3erYghQ.png) (http://i.imgur.com/EMXUZpK.png)
Guys, which font do you think looks better? Left is the font I've been using (from Tomato's Mother 1 translation), right is the font from Final Fantasy IV. Ultimately I'd like to pick one that looks best on a CRT.

(I could just provide two patches though, one for the thin font, and one for the FFIV font)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: SunGodPortal on December 17, 2015, 03:03:22 am
I like the one on the left and think it looks better than just about any font that I remember being used in any NES game. It looks so clean and to me is easier on the eyes.

Not sure which one would look better on a CRT but it may be worth noting that I own Powerpaks and pretty much refuse to play NES and SNES games on anything but a CRT. Maybe I could test it some time.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 17, 2015, 08:02:35 am
I like the thicker font. Making the games consistent is always a plus IMO. I do like the idea of a choice of font, personally but I think the thicker font would look better on a CRT.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: MegaManJuno on December 17, 2015, 11:55:07 am
I think the thicker font would look better on a CRT.

He's probably right there. It's been a while since I used a CRT, but I do recall some thin fonts being much harder to read on some games on my old CRT.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 17, 2015, 06:48:16 pm
I think I've grown to prefer the thicker font, and I like how it looks on a CRT.

On a different subject, I've said before that if I run out of space in any of the text banks then I would develop a more efficient text tool that compiles all the text at once. Even though I haven't yet run out of space yet, I'm pretty sure I will, as the way I'm going about this is not very convenient for space optimization if I wanted to go back and change a few things. There are some things I did that I shouldn't have, such as spaces after commas and colons, since the comma tile and colon tile already look like they have a 'space' in them. The current tool that I'm using that I developed specifically for this project was also a bit half-assed (it was my first ROM hacking tool). So I'm going to develop a new tool that will let me compile all the text at once and will simply recompile it if I make changes to it, and that should maximize free space efficiency, ultimately with the goal of making sure this project is of the highest quality, in addition to continue transcripting the rest of the game. I do have a bit more programming experience now (due to college), so I'll design the new text editor with user-friendliness in mind so people can make their own-language translations as well.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on December 21, 2015, 01:54:56 pm
I kinda like the left font better, and I'm never going to play this on a CRT.
I would even use it in other re-translations of FF1 & FF3 to replace their fonts in my personal copies.
That said, I'd be appreciative if both fonts were available as separate, extra patches since my tastes in font can be a bit fickle.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 22, 2015, 04:54:29 am
Here's a preview of the new text editor I'm working on:
(http://i.imgur.com/4ZumgP2.png)
First of all, this will be a lot more stable than the previous editor, and no information will be lost between byte-text conversions (as the table files I'm including with the program accounts for EVERY byte). You will also be able to export an entire text bank to a separate .txt file, and you are free to make changes as you see fit and import it back into the text editor (this will be useful for short messages, such as enemy names). You can compile a single message at the offset that its message slot is already assigned to, or you can recompile the entire selected text bank and it will place all of the messages right next to one another in the ROM, which will maximize free space efficiency (and of course all pointers will be recalculated accordingly). There are also checks in place to prevent you from compiling if there is not enough space in the current bank. This is a powerful tool, and completely blows my previous one out of the water. I will release it when the translation is complete, and hope that others will use it for their own translations. (It's coded in Java because the only coding languages I know are Java and VB; I'll learn C++ someday I promise...)

Also I plan on making a text viewer for Final Fantasy: Dawn of Souls as well. When that is finished, it should significantly speed up progress for this translation.

I kinda like the left font better, and I'm never going to play this on a CRT.
I would even use it in other re-translations of FF1 & FF3 to replace their fonts in my personal copies.
That said, I'd be appreciative if both fonts were available as separate, extra patches since my tastes in font can be a bit fickle.
The FFIV font will be the "main" one since I've grown to like it most, but I will still provide patches for other fonts so that everyone will be happy.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Panzer88 on December 23, 2015, 12:08:16 pm
I agree that for CRT play the wider font is best, so that gets my vote.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 26, 2015, 02:58:50 am
Merry Christmas everyone!

My new text editor is now working as fully intended. This has enabled me to make some formatting changes in order to save space. Take a look:
(http://i.imgur.com/zKdJR70.png) (http://i.imgur.com/mgeNFIb.png)
Thanks to my new tool, I am now free to make text changes to any string I want without having to worry about offsets, as my new tool will automatically recompile the entire text bank. The new formatting style that I've adopted is modeled after vivify93's Final Fantasy IV hack, which doesn't have any 'space' bytes after periods, colons, and commas.

Also the 'HP' and 'MP' text has also been changed to what it looks like in FFIV:
(http://i.imgur.com/GQa9ehl.png)

And lastly I'd like to talk about icons:
(http://i.imgur.com/hdSjZBV.png)
The icon graphics were taken from the English prototype of Final Fantasy II, as those are as 'official' as you can get (as opposed to the Demiforce ones). And yes, there will be a visual difference between Cuirass items and Armor items.

Next up I am going to start working on a text decrypter for FFI&II GBA, that way I can view any of the text from the remake so I don't have to copy the script by hand.

EDIT: lmao, I'm looking into FF Dawn of Souls right now (since I'm a GBA hacking veteran), and the way the text is stored, at least in the FFII portion, is rather hilarious. Each line of text has its own pointer. I don't mean paragraph, I mean a single freaking line of text has its own pointer, even if it stops mid-sentence!

EDIT: So it turns out that the text in FFDoS is stored in a really really ridiculous way. First of all, as mentioned before, each single line of text has its own pointer, and they're stored in reverse-alphabetical order in a lookup table. And then there's ANOTHER table that the game uses to look up which "line ID", but this table isn't really a true table, more like a list that the game looks through and it even has its own text separate from the other text table, which controls keywords. At this point I'm getting sick of reverse-engineering FFDoS's ASM code so I decided I'm just going to continue transcripting by hand as before.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 26, 2015, 07:38:23 pm
That's awesome work. Maximizing the space for text is ingenious. I wish there was a way to do that with FF4kster, the tool used to edit Final Fantasy IV. Merry Christmas!
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on December 26, 2015, 08:28:52 pm
It's looking pretty good, Chaos Rush. I got the idea from Neill Corlett et al's FFIII (NES) translation. They did a really great job on saving space, to be honest.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 26, 2015, 09:31:55 pm
Good news! Even though I just said that I'm giving up on trying to dump FF2GBA's text, I decided to suck it up and managed to (mostly) decrypt it anyway, and now I have a full text dump of Final Fantasy II GBA! (It's not a perfect dump, but it'll do)

(http://i.imgur.com/4271ouL.png) (http://i.imgur.com/MCk5ABS.png)

This should make my work a lot easier!

December 28, 2015, 04:42:21 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Today's progress!

(http://i.imgur.com/AnN08Q2.png) (http://i.imgur.com/4XJhLNe.png) (http://i.imgur.com/YK87LU5.png) (http://i.imgur.com/nf4xQjj.png) (http://i.imgur.com/TjB8U9O.png) (http://i.imgur.com/4hd0fe6.png) (http://i.imgur.com/I7FEtlE.png) (http://i.imgur.com/MqYatbI.png) (http://i.imgur.com/GZMpcWD.png)

The more I work on this, I see that the Demiforce translation isn't really that good at all. There's a lot of lines that a clearly misinterpreted, and a lot that also seems like the translator couldn't figure out what the text meant so they just made up a new line. Seriously, the Prototype ROM is more accurate than the Demiforce translation (but the Prototype ROM has terrible grammar. I think the Prototype was translated by someone with Japanese as their first language, while Demiforce was most likely English as their first language).

Here's another example to show that, I'm not just trimming down the GBA script, but I'm taking special care to make sure that the script content is identical to the original Famicom version, which in some cases means that I have to do my own translating (as I know enough Japanese to translate simple lines; I understand Japanese sentence structure and I double and triple check with any words I don't know to find out the correct meaning in the given context). When you rescue Hilda from the Dreadnought, this is what she says in the GBA version:
(http://i.imgur.com/FZIko3X.png) (http://i.imgur.com/HTAHmBO.png) (http://i.imgur.com/6puKV3V.png)
Obviously that's really wordy and definitely not part of the original dialogue. Here's the original:
(http://i.imgur.com/myrI2Qj.png)
Which is clearly a lot shorter than what she says in the GBA version (to clarify, the Japanese GBA version is what added all the fluff, and the US GBA version simply translated it). A super-duper literal translation would be, "Let's escape really fast!" (はやく means "hurry/fast/really quick", while にげる means "escape/run away", while ましょう is a verb ending)

This is what I'm phrasing that line as:
(http://i.imgur.com/goNUt8Y.png)
(I added the "Hilda:" bit for consistency with the rest of her dialogue.)

But wanna know what the Demiforce translation says? Well:
(http://i.imgur.com/xQP92bU.png)
Like wtf!?!? That's a completely made up line! So yeah, don't ever play the Demiforce translation again.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 28, 2015, 08:04:57 am
Awesome work Chaos Rush! I'm really excited to see this game translated properly.  :beer:
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on December 28, 2015, 08:14:50 am
Yikes, that really sucks. As much as I respect and look up to Demi, it looks like he did a similar thing to Radical Dreamers. I mean, that game is still fantastically written, but it makes its own handful of lines up and changes characterization. For example, Kid occasionally slaps Magil as well as Serge when she's offended by them, but in Demi's translation, she exclusively hits Serge.

Good to see this given the ol' Project II treatment. :thumbsup:
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Bregalad on December 28, 2015, 08:51:57 am
I really hate it when translator make up stuff. Seriously, that's not funny.

Now to the work, it looks like it'll be awesome. I look forward to playing finally a decent version of FF2.

As for the font, the bold one is nicer in my opinion, it clashes less with the fixed width font. If a variable width fond would be used, then thin letter would make sense, but I don't think it's technically possible on the NES.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Midna on December 28, 2015, 10:07:21 am
If anything can be said for the Demiforce translation of FF2, it's that it wasn't pumped full of out-of-place pop culture references like J2e's Final Fantasy 4. Seriously, the entire Dreadnought sequence would probably have at least two Star Wars jokes.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 28, 2015, 12:38:08 pm
Now don't get me wrong, I'm not saying Demiforce was a terrible translator(s?), as in the late 90's they probably didn't have access to as many resources as we do today. I can look at the PS1 versions script (that someone typed out on Gamefaqs), the GBA script, and the Prototype ROM script, in addition to handy online Japanese dictionaries including an app on my phone. But from what I can see, at least didn't claim it to be the "definitive FFIV translation" like J2e did with FFIV.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on December 28, 2015, 01:00:01 pm
Oh lord, J2e's translation. I always cringe when people say they love it or it's a "literal translation." Get that bullshit out of my face. And Ian Kelley's Big Book of FFIV Lies doesn't help matters.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 29, 2015, 02:36:40 am
Here's what I worked on today. Left side is Demiforce screenshots, right side is Refurbished screenshots:
(http://i.imgur.com/Qm2jd0q.png) (http://i.imgur.com/EdeyktC.png)
(http://i.imgur.com/iE0U8qC.png) (http://i.imgur.com/wtYJqnT.png)
(http://i.imgur.com/pnBR5Gn.png) (http://i.imgur.com/KKkxqCL.png)
(http://i.imgur.com/wjtahzV.png) (http://i.imgur.com/naNzw0h.png)
As you can see, I have managed to alter the size of menus, which now allows for items to have up to nine letters! Also the stat names nave been changed to what they are in the GBA version, and the stat order has been rearranged to match the Famicom version.

Unfortunately a side effect of expanding the menus is, when you view your inventory and then go back to the party screen, it looks like this:
(http://i.imgur.com/IOrAQtP.png)
What's happening is the leftmost and rightmost column of tiles aren't getting refreshed. Idk how I would fix that, but it can't be too hard right? I'm not really versed with NES ASM. (The only reason why I was able to expand the menu sizes was because I simply "guessed" what the determining bytes would be and searched for variations in a hex editor)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on December 29, 2015, 02:45:15 am
Did you document the byte you changed to alter the menu sizes?
That would be really useful info to have for hackers and a really nice side effect of your work.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 29, 2015, 02:47:21 am
Did you document the byte you changed to alter the menu sizes?
That would be really useful info to have for hackers and a really nice side effect of your work.
Yep:
Spoiler:
3B49C - X position of Firion's box
3B49D - X position of Maria's box
3B49E - X position of Guy's box
3B49F - X position of fourth box
3B4A0 - X position of "Item Magic Equip..." box
3B4A1 - X position of Gil box
3B4A2 - X position of "Items" box
3B4A3 - X position of Items menu box
3B4A4 - X position of "Magic"/"Equipment" box
3B4A5 - X position of portrait in Magic/Equipment menu
3B4A6 - X position of HP/MP in Magic/Equipment menu
3B4A7 - X position of Magic list
3B4A8 - X position of Equipment
3B4A9 - X position of Items list in Equipment menu
3B4AA - X position of portrait in Stats screen
3B4AB - X position of stats screen
3B4AC - X position of "You can only save on/the world map."

3B4AD-3B4B4 - ??

3B4B5 - Y position of Firion's box
3B4B6 - Y position of Maria's box
3B4B7 - Y position of Guy's box
3B4B8 - Y position of fourth box
3B4B9 - Y position of "Item Magic Equip..." box
3B4BA - Y position of Gil box
3B4BB - Y position of "Items"
3B4BC - Y position of Items menu

3B4BD-3B4CD - ??

3B4CE - length of Firion's box
3B4CF - length of Maria's box
3B4D0 - length of Guy's box
3B4D1 - length of fourth box
3B4D2 - length of "Item Magic Equip..." box
3B4D3 - length of Gil box
3B4D4 - length of "Items" box
3B4D5 - length of Items menu

3B4EB - vertical length of "Items Magic Equip..." box
3B4EC - vertical length of Gil box
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on December 29, 2015, 02:50:24 am
Sweet.
I have some suggestions for the pics you posted that I'll mention later, but out of curiosity right now, why no potion icon?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 29, 2015, 07:16:45 am
Looking good so far. I'm surprised no Potion icon either. Also I think the prologue should be centered instead of lining up with the left.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 29, 2015, 11:12:28 am
It doesn't have an icon in the Japanese version so I didn't add it in, but I'll put it back since it apparently matters a lot lol

Also what are your suggestions, Vanya?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Midna on December 29, 2015, 11:20:10 am
The intro text looks kinda weird. I understand that with the length of the text preserving the formatting would be kind of difficult, but it's sort of... hard to read when it's all in one gigantic paragraph like that.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on December 29, 2015, 11:44:33 am
The abbreviations. They burn me. :'(
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 29, 2015, 11:54:56 am
The intro text looks kinda weird. I understand that with the length of the text preserving the formatting would be kind of difficult, but it's sort of... hard to read when it's all in one gigantic paragraph like that.
I'll center the lines as Rodimus Primal suggested, but I'm gonna have to respectfully disagree with sacrificing two lines for the sake have having paragraphs. I would like for all of the information in the original Japanese intro to be preserved, and I've already had to get rid of "In a world far away, a long peace has ended" as I felt that was info that could already be inferred from the rest of the text.

The abbreviations. They burn me. :'(
Care to be more specific? The item names or the stat names? Do you have any suggestions?

EDIT: centered the intro:
(http://i.imgur.com/Edzde5K.png)

EDIT2:
Also I realized sometimes it just looks better to use abbreviations instead of cramming in as much letters as you can:
(http://i.imgur.com/tbOezNf.png)

And I've given the potion icon for every liquid-based item:
(http://i.imgur.com/7vlI3qG.png)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 29, 2015, 05:13:56 pm
4 or 5 letter abbreviations might not be bad either if you can use them. Accy. works for Accuracy. Intel. works for intelligence, Strg. works for Strength. Since you are already using M.Def. its already at 5 letters so the space is there.

I've been pondering about the prologue at work today. From the looks of it, 28 characters across (including spaces) in 13 rows should be sufficient to get the whole message across, including land far away and peace has ended. I am going to write out a suggestion intro later after work that will fit in all that space, and look good. So don't worry about it for now.

The abbreviation for Goddess Bell just doesn't look right. I don't think it needs the 's but if there was a way to at least fit GoddessBell somehow... Proper abbreviation for it, GDDS, looks strange IMO.

I'm glad you went for the prototype's icons for everything. It makes it more official.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on December 29, 2015, 08:34:49 pm
I'll center the lines as Rodimus Primal suggested, but I'm gonna have to respectfully disagree with sacrificing two lines for the sake have having paragraphs. I would like for all of the information in the original Japanese intro to be preserved, and I've already had to get rid of "In a world far away, a long peace has ended" as I felt that was info that could already be inferred from the rest of the text.
Care to be more specific? The item names or the stat names? Do you have any suggestions?

EDIT: centered the intro:
(http://i.imgur.com/Edzde5K.png)

EDIT2:
Also I realized sometimes it just looks better to use abbreviations instead of cramming in as much letters as you can:
(http://i.imgur.com/tbOezNf.png)

And I've given the potion icon for every liquid-based item:
(http://i.imgur.com/7vlI3qG.png)

This addresses all the suggestions I had, so no worries.

PS- Except two things; M. Def. & Magic.

Mechanically speaking, "M. Def." isn't actually magic defense in the same way that "Def." is physical defense.
I always thought it was an oversight to call it "M. Def." in any version that was released as it is actually magic evade or magic resistance.

So I suggest calling it M. Res. instead so that it makes more sense to players.

Similarly the "Magic" stat is potentially misleading.
"Magic" might be interpreted as being like magic power in some of the other games.
What it actually does is help determine your max MP in a similar way as "Stm." affects max HP.

In this case I suggest renaming it "Mana" since that is a term that is more commonly associated with MP.

Of course, I understand if you want to keep it more like the official translations. These are just a thought I've had in my mind over the years studying the mechanics of the game and how to make the functions of these two stats more obvious and consistent with later games.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on December 29, 2015, 10:14:19 pm
Also I realized sometimes it just looks better to use abbreviations instead of cramming in as much letters as you can
This is what I meant, basically. Intlgc or Int., which once looks more friendly to the eye? I also think if you wanted to go the whole route of including the "Godddess's" part of the Goddess's Bell, (i.e. not just naming it G.Bell and calling it a day.) Gdds.Bell would probably be the best happy medium...

Although, you could also take FFIII or FFV's Bell icon and just make it {Bell}Goddess's, if it would fit.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 29, 2015, 11:18:00 pm
This is what I meant, basically. Intlgc or Int., which once looks more friendly to the eye? I also think if you wanted to go the whole route of including the "Godddess's" part of the Goddess's Bell, (i.e. not just naming it G.Bell and calling it a day.) Gdds.Bell would probably be the best happy medium...

Although, you could also take FFIII or FFV's Bell icon and just make it {Bell}Goddess's, if it would fit.

I kind of like that (Bell) icon idea.

So here's my suggestion for the prologue:

 A long-lived peace is over.
The Emperor of Palamecia has
summoned monsters from Hell
   to begin his campaign for
world conquest. A rebel army
arose in the Kingdom of Fynn
to stop the Empire. However,
 Castle Fynn has fallen, and
  the rebels escaped to the
  town of Altair. Four youths
    from Fynn, their parents
   killed by the Empire, flee
     from imperial forces…
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Reiska on December 29, 2015, 11:42:42 pm
It's worth noting that the expanded equipment menu may not play nicely with people playing this hack on flash carts on a CRT due to overscan.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 30, 2015, 12:44:14 am
This addresses all the suggestions I had, so no worries.

PS- Except two things; M. Def. & Magic.

Mechanically speaking, "M. Def." isn't actually magic defense in the same way that "Def." is physical defense.
I always thought it was an oversight to call it "M. Def." in any version that was released as it is actually magic evade or magic resistance.

So I suggest calling it M. Res. instead so that it makes more sense to players.

Similarly the "Magic" stat is potentially misleading.
"Magic" might be interpreted as being like magic power in some of the other games.
What it actually does is help determine your max MP in a similar way as "Stm." affects max HP.

In this case I suggest renaming it "Mana" since that is a term that is more commonly associated with MP.

Of course, I understand if you want to keep it more like the official translations. These are just a thought I've had in my mind over the years studying the mechanics of the game and how to make the functions of these two stats more obvious and consistent with later games.
Oh wow, I had no idea. The terminology I'm using is from the GBA version, does anyone know if the PSP/iOS version uses updated, less misleading terminology? I would like to stay as "official" as possible, but this will have to be an exception if the PSP/iOS version uses the same misleading terms as the GBA version. Thanks for pointing that out.

This is what I meant, basically. Intlgc or Int., which once looks more friendly to the eye? I also think if you wanted to go the whole route of including the "Godddess's" part of the Goddess's Bell, (i.e. not just naming it G.Bell and calling it a day.) Gdds.Bell would probably be the best happy medium...

Although, you could also take FFIII or FFV's Bell icon and just make it {Bell}Goddess's, if it would fit.
I like that bell icon suggestion, I didn't know there was a bell icon. And yes, it should fit, since I have ['s] as a single tile, and I've got nine characters for item names.

I kind of like that (Bell) icon idea.

So here's my suggestion for the prologue:

 A long-lived peace is over.
The Emperor of Palamecia has
summoned monsters from Hell
   to begin his campaign for
world conquest. A rebel army
arose in the Kingdom of Fynn
to stop the Empire. However,
 Castle Fynn has fallen, and
  the rebels escaped to the
  town of Altair. Four youths
    from Fynn, their parents
   killed by the Empire, flee
     from imperial forces…

Oh wow, that's great! I haven't tested it out yet but I'm sure it will be fine. I like how it nicely preserves all of the information within the limited space while having a much stronger opening sentence.

It's worth noting that the expanded equipment menu may not play nicely with people playing this hack on flash carts on a CRT due to overscan.
I frequently test this on a CRT, it looks fine on my end. Even though the very edges of the menu would be cut off, the actual text is still in the safe-zone of the screen. The menu borders being out of the safe-zone isn't a huge deal because the vanilla game already does that in-battle.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 30, 2015, 07:52:44 am
I opened up the PSP version last night and all the stats are the same as the GBA version. In fact its just a higher resolution version of the game. I hate the PSP sprites because they add a a cape to Firion and Guy which really don't look right. But it's the same game, same translation.

Thanks for the compliments. I counted the amount of characters per line and I had my wife read it over for spelling and grammar.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 31, 2015, 02:37:58 am
As per Vanya's suggestion, the terms used in the stat screen are now no longer misleading:
(http://i.imgur.com/w5BI37S.png)

And Rodimus Primal's intro script:
(http://i.imgur.com/1JCXyCh.png)

And bell icon for Goddess's Bell:
(http://i.imgur.com/u8ZrQSy.png)

Also thanks to SpiderDave, B-Button dash has been implemented (but not on the world map).

So as of now, all that's left to do is the actual story text. I've finished all the text for gameplay stuff (including battle, shops, inns, etc.); right now you can basically play through the first half of the game (up to when the team meets Leila). Would you guys be interested in trying a playable demo?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on December 31, 2015, 03:14:50 am
Would you be able to utilize the "ti" squish-tile for the ArticWind's name? It's supposed to be Arctic, not Artic.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Midna on December 31, 2015, 09:13:51 am
"Spr." as an abbreviation for "Spirit" is kind of vague, I think. It's the kind of word that's short enough that it doesn't really need to be shortened.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on December 31, 2015, 09:27:53 am
I actually looked, and it appears that you have enough room to spell out Intellect if you use the "ll" squish tile...

(http://i.imgur.com/YMsnz9x.png)

Is there anything preventing you from doing this kind of layout?

Edit - Also, what were you planning on doing with the spell names, again? Squish tiles ala Namingway Edition, abbreviations like Blizd, Thdr, etc., or...? Just curious. :)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 31, 2015, 01:42:00 pm
Would you be able to utilize the "ti" squish-tile for the ArticWind's name? It's supposed to be Arctic, not Artic.
Done!

"Spr." as an abbreviation for "Spirit" is kind of vague, I think. It's the kind of word that's short enough that it doesn't really need to be shortened.
I originally shortened it so that it's abbreviated like the rest of the stat names. Though I've gone back to no longer abbreviating them since I'm not going to use "Intelligence", but I'm now going with "Intellect".

I actually looked, and it appears that you have enough room to spell out Intellect if you use the "ll" squish tile...

(http://i.imgur.com/YMsnz9x.png)

Is there anything preventing you from doing this kind of layout?
Well one issue is that the term used for Intelligence in the Famicom version, ちせい (chisei), specifically means 'intelligence' as opposed to 'intellect'. But then I thought, well since I'm already using the terms Mana and Magic Resistance, which is a deviation from the original Japanese text as even the Japanese version uses misleading terms, I've decided it's not a huge deal and I'm gonna go with Intellect as you suggested.

One thing though, there needs to be a space between the ':' and the values for Accuracy, Evasion, and Magic Resistance. And the reason why is, because the '1' in '1-XX%' can go into double-digits (I believe it can go up to 99-99%). As you can see here, there isn't actually a space byte in the layout:
(http://i.imgur.com/MmmD60y.png)
But it appears anyway if your starting value is still a single digit:
(http://i.imgur.com/MBsvevO.png)

Edit - Also, what were you planning on doing with the spell names, again? Squish tiles ala Namingway Edition, abbreviations like Blizd, Thdr, etc., or...? Just curious. :)
Squishing the full names isn't really an option because I only have four characters to work with (I believe FFIV has five?). While rearranging the magic menu in the inventory screen would be easy as its handled by a text string, it's not that easy for the in-battle menus as those are handled completely differently. As of right now (and probably forever), here is how it is being handled:
(http://i.imgur.com/OF4K6yo.png) (http://i.imgur.com/HzdgkeL.png)

========================================================

I am releasing a playable demo. You can play from the beginning all the way to when you recruit Leila into your party. When you have reached this screen:
(http://i.imgur.com/xEBjEWd.png)
You have reached the end of the demo. You're free to continue playing through the rest of the game of course, but everyone from that point on will have blank text which would not be very fun, lol.

Patch this to a CLEAN, UNMODIFIED, JAPANESE Final Fantasy II ROM.

Link: https://www.mediafire.com/?4m6dp1p63m8d6ml

I would appreciate it if you guys could look out for typos and other oddities, and if you have any suggestions.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on December 31, 2015, 03:33:39 pm
I'm not that familiar with ASM but I think one of the suggestions was to alter the battle menu to three names per row for the spells. If it's possible to do that you would have the room you need and could use squish tiles without it looking terrible.

I still think using the original terms for stats is better but they work for what they are intended for regardless.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: mz on December 31, 2015, 03:43:14 pm
one issue is that the term used for Intelligence in the Famicom version, ちせい (chisei), specifically means 'intelligence' as opposed to 'intellect'.
Never expect words to have a 1:1 equivalence between any pair of languages.

This is what the Green Goddess says about this specific word:
Code: [Select]
ちせい【知性】 (chisei)

intellect; intelligence; intellectuality; mentality.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on December 31, 2015, 04:13:51 pm
I'm not that familiar with ASM but I think one of the suggestions was to alter the battle menu to three names per row for the spells. If it's possible to do that you would have the room you need and could use squish tiles without it looking terrible.

I still think using the original terms for stats is better but they work for what they are intended for regardless.

If it could be changed to two rows, that would be even better.
Hell, depending how it's coded it might even be simpler than whatever it is they did originally.

Anywho, it's looking great so far. And I confess that seeing my suggestions in there makes me giggle a little on the inside. :P
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 31, 2015, 04:20:20 pm
Never expect words to have a 1:1 equivalence between any pair of languages.

This is what the Green Goddess says about this specific word:
Code: [Select]
ちせい【知性】 (chisei)

intellect; intelligence; intellectuality; mentality.
Thanks for pointing that out! I was relying on the Japanese dictionary app on my phone (called, "imiwa?"). Either way I am going with "Intellect" because it fits and it's not misleading like "Magic Defense" and "Magic" were.

As for the battle stuff, I'm familiar with GBA ASM but not NES ASM. I'm going to look into that stuff after all of the story text is finished.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KillerBob on December 31, 2015, 09:58:58 pm
Oh wow, I had no idea. The terminology I'm using is from the GBA version, does anyone know if the PSP/iOS version uses updated, less misleading terminology? I would like to stay as "official" as possible, but this will have to be an exception if the PSP/iOS version uses the same misleading terms as the GBA version. Thanks for pointing that out.
Well, I guess it gets misleading if you take other titles in the series into account. I personally don't see any problem at all with the Japanese original going with the terms Magic Power and Magic Defense, the percentage alone next to it should give you the idea it doesn't work the same in this title. IIRC, other stats in the series named the same works differently between titles. I honestly have difficulty to understand what the major differences are between calling this stat "defense" or "resistance." It's a bit like asking what's the difference between wisdom and intelligence. But I'm not a native English speaker so what do I know... Keep up the good work, looking great! Never played this installment so I'm very much looking forward to try it out when you're done.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on December 31, 2015, 11:27:27 pm
Oh, Chaos Rush, I meant to ask you, are you intending to release your text-editor tools after everything is done? They look quite impressive! :)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on December 31, 2015, 11:53:23 pm
Well, I guess it gets misleading if you take other titles in the series into account. I personally don't see any problem at all with the Japanese original going with the terms Magic Power and Magic Defense, the percentage alone next to it should give you the idea it doesn't work the same in this title. IIRC, other stats in the series named the same works differently between titles. I honestly have difficulty to understand what the major differences are between calling this stat "defense" or "resistance." It's a bit like asking what's the difference between wisdom and intelligence. But I'm not a native English speaker so what do I know... Keep up the good work, looking great! Never played this installment so I'm very much looking forward to try it out when you're done.
Well the only Final Fantasy games I've played are the GBA versions of I & II, the DS version of III, and the SNES version of IV (w/ Namingway Edition patch). So I don't know how the stat terminology changes in later installments. But what I do know is, I genuinely thought that "Magic" meant something along the lines of "Magic Strength", and that "Magic Defense" actually meant "Magic Defense" (like Special Defense in Pokémon), but as Vanya informed me that's not actually what those stats mean. If it's that huge of a deal for some people, I'll gladly make an "official terms" patch at the end :)


Oh, Chaos Rush, I meant to ask you, are you intending to release your text-editor tools after everything is done? They look quite impressive! :)
Yes! In fact, I've already released one of them, FinalText, as seen here: http://www.romhacking.net/forum/index.php/topic,20478.0.html However it's become pretty obsolete by my newer tool (that I'm calling CastleFynn for now), as FinalText only supports single offset compiling.

Now, the newer tool I've made shown in more recent screenshots (the one where I've mentioned supports dynamic text recompiling), tentatively titled CastleFynn, will be released when this project is (mostly) finished, hoping that other people to use it to make their own translations. I'm not releasing it yet because I'm likely going to make small improvements to it as I work on FFII:R.

As for that lone screenshot of the Dawn of Souls text viewer I posted few days ago, I'm never releasing that because a) I never intended to hack FFI&II GBA (so no text editing implemented), b) the only reason why I made a FFDoS text viewer was so that I can view it's text easier, c) FFDoS's text system is a complete utter mess (every line of text has its own pointer), and because of how convuluted FFIIGBA's text system is my text viewer for it isn't 100% perfect.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on January 01, 2016, 03:51:57 am
So, I have to ask. In the Japanese version and the Prototype, character portraits have black behind them, like so.

(http://i.imgur.com/V2pBIxS.png)

It looks like Demi had removed them... The Prototype had these as well, if my memory serves me correctly. Do you have any plans to restore this, Chaos Rush? Just curious. :)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on January 01, 2016, 04:44:03 am
So, I have to ask. In the Japanese version and the Prototype, character portraits have black behind them, like so.

(http://i.imgur.com/V2pBIxS.png)

It looks like Demi had removed them... The Prototype had these as well, if my memory serves me correctly. Do you have any plans to restore this, Chaos Rush? Just curious. :)
I did notice that too, and I would like to restore it, but it would require some ASM work and "fixing" the DTE routine. Here's why:

So the black square behind the portraits, believe it or not, is a freaking text string. And in the Japanese ROM, the text string for what's displayed behind the portraits is:
[3B][3B][3B][3B]
[3B][3B][3B][3B]

Now, in the Demiforce translation (of which I'm using as a base), he achieved DTE by modifying the dakuten/handakuten routine. If you don't know what dakuten and handakuten are, you'll notice that sometimes Japanese characters will have two small dots or a circle on top of them, which modifies the sound of how that character is pronounced (https://en.wikipedia.org/wiki/Dakuten). FFII's dakuten/handakuten routine has the dakuten/handakuten symbols as a separate tile on top of the normal Japanese character, so it's constructed like this:
[tile]
[tile]

But Demiforce's DTE routine was achieved by modifying the dakuten/handakuten routine, so the tiles are now constructed like this:
[tile][tile]

And this is directly related to the black boxes, because the black box is internally part of the dakuten/handakuten table. So in the Japanese ROM, the byte [3B] would appear in-game as:
[black box]
[black box]

But in Demiforce's ROM, the byte [3B] now appears as:
[black box][black box]
And because that would create problems, Demiforce simply replaced the black box text string with spaces.

So if I were to "restore" the black box text string, it would look like this:
(http://i.imgur.com/5to1v61.png)

As I mentioned before, the "black box" text string in the Japanese ROM is literally, "[3B][3B][3B][3B][01][3B][3B][3B][3B]" ([01] means new line), while in the Demiforce ROM it's, "[space][01][space]". In order to properly fix it, I would have to find the DTE routine and modify it so that the 3B byte (when used as text) would retain its original tile placement behavior.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on January 01, 2016, 05:11:55 am
Well damn. Thanks for explaining it. It looks like it'd be more trouble that it's worth to restore it.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KingMike on January 01, 2016, 10:55:07 am
I think the black box looks worse anyways.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on January 01, 2016, 04:06:51 pm
lmao, this sequence is a lot funnier when it's 8-bit. In the GBA version, Firion ends up standing behind the bed, while in the NES version, Firion actually climbs onto the bed lmao:
(http://i.imgur.com/UjsCHJN.png) (http://i.imgur.com/4nqk4xy.png) (http://i.imgur.com/df2nUT4.png) (http://i.imgur.com/kdFy79o.png)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 01, 2016, 05:34:56 pm
That scene made me scratch my head as to what was going on the first time I played it.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Vanya on January 01, 2016, 10:02:29 pm
Well the only Final Fantasy games I've played are the GBA versions of I & II, the DS version of III, and the SNES version of IV (w/ Namingway Edition patch). So I don't know how the stat terminology changes in later installments. But what I do know is, I genuinely thought that "Magic" meant something along the lines of "Magic Strength", and that "Magic Defense" actually meant "Magic Defense" (like Special Defense in Pokémon), but as Vanya informed me that's not actually what those stats mean. If it's that huge of a deal for some people, I'll gladly make an "official terms" patch at the end :)

To the best of my knowledge despite the localizations using different terms due to different teams working on the various titles the original Japanese versions of the games are all much more consistent in their terminology. This game being one of the few exceptions because the Magic Power stat was new and the Magic Defense stat was not displayed in the first game.

To help clarify things a little further as far the actual mechanics of the game goes here is a more detailed explanation.

FF1:
No Magic stat to determine MP as the game used spell charges that are gained on a predetermined table for each job.

"Magic Defense" was not displayed anywhere in the game.
Note that there is no official name for this stat in the original game for NES.

Each job had a set starting "Magic Defense" and a set increase per level up.
Fighter/Knight - 15 (+3 per level)
Thief/Ninja - 15 (+2 per level)
Black Belt/Master - 10 (+4 per level for BB; +1 per level for MA) <--- These are probably reversed from their original intention.
Red Mage/Red Wizard - 20 (+2 per level)
White Mage/White Wizard - 20 (+2 per level)
Black Mage/Black Wizard - 20 (+2 per level)

The function of "Magic Defense" was to reduce the chances of status attacks and status spells from enemies from causing their intended status ailments.
However, it worked differently for damage causing spells.
And this is where some confusion may arise for localizers.
Up until this point you could happily localize this stat as "Magic Evade", but when it comes to attack spells rather than prevent damage altogether it makes it harder for them to do what is, for all intents and purposes, a critical hit.
It is almost exactly like the saving throw mechanic in many pen-and-ink RPGs such as Dungeons & Dragons.
If you get hit by a spell that does damage the "saving throw roll" is used to determine if the spell does 2x damage and your "Magic Defense" is added to make it easier to prevent.

FF2:
As I stated before the "Magic" stat in this game determines the player's max MP instead of using a table for set increases.
This is because FF2 does not use a level up system at all.
This is THE ONLY game in the entire series that has a "Magic" stat that determines max MP AFAIK.
Most of the other games either use a spell charge system like FF1, a look up table for fixed values at level up, or have an MP growth algorithm.

"Magic Defense" here works much the same way as it does in FF1 except that it is closer to how the Evade stat works.
The reason for this is that unlike FF1 spells now can have a number of "hits" that can be calculated independently like physical attacks do.
These "hits" can determine damage or what specific effects a given casting will apply to the target.
For damage causing spells the base number of hits will always apply to the target without fail.
In addition to the base hit the casting gets a number of hit rolls based on the caster's Spirit or Intelligence.
The target's "Magic Defense" makes these extra hit rolls more difficult.
All in all it's a more complex way to do what FF1 did.
Again, this is THE ONLY game in the series that uses this naming convention for this stat.
Pretty much every other game separates "Magic Defense" from "Magic Evade".
Like in FF1 as a localizer you would have to come up with a name that is neither magic evasion nor magic defense because depending on the situation it could be either one.

Here are the literal translations from the first 4 games in the series.
KEY - > Earliest Official Source = Original Romanization = Literal Translation

FF1:
> MAGIC = mahou = magic. (spell charges)
> ABSORB = bougyo = defense.
> EVADE % = kaihi ritsu = evasion rate.
> "Magic Defense" not named.

FF2:
> MP = MP = Magic Points. (magic points)
> M.Pwr = maryoku = magical power.
> Absorb = bougyo = defense.
> Evade% = kaihi ritsu = evasion rate.
> Mgc.Res = mahou bougyo = magic defense.

FF3:
> MP = MP = Magic Points. (spell charges)
> Def. = bougyo = defense.
> Evade = kaihi ritsu = evasion rate.
> M. Def. = mahou bougyo = magic defense.
> M. Evade = mahou kaihi ritsu = magic evasion rate.

FF4:
> MP = MP = Magic Points. (magic points)
> Defense = bougyo = defense.
> Defense% = kaihi ritsu = evasion rate.
> Mag Def = mahou bougyo = magic defense.
> Mag Def% = mahou kaihi ritsu = magic evasion rate.

I hope that clears things up some more.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KillerBob on January 02, 2016, 10:48:48 am
Well the only Final Fantasy games I've played are the GBA versions of I & II, the DS version of III, and the SNES version of IV (w/ Namingway Edition patch). So I don't know how the stat terminology changes in later installments. But what I do know is, I genuinely thought that "Magic" meant something along the lines of "Magic Strength", and that "Magic Defense" actually meant "Magic Defense" (like Special Defense in Pokémon), but as Vanya informed me that's not actually what those stats mean. If it's that huge of a deal for some people, I'll gladly make an "official terms" patch at the end :)
No big deal, not necessary. I definitely understand Vanya's and your viewpoint, I just don't think there was an oversight by Square to name the stats the way they did. The same term まりょく (magical power) is a visible stat in FFV and VI where it indeed acts as a multiplier for magic damage or healing. Magical Power in FFII apparently also affects Magic Defense? Nevermind.

EDIT: If not already done, I suggest fixing the credits "Programed by Nasir" and "Character by Yoshitaka Amano" to say "Programmed by" and "Characters by". I guess just Programmer and Character Design is another option.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on January 05, 2016, 02:33:09 am
I have to point this out, now I'm not trying to harp on the Demiforce translation, but still:

Demiforce:
(http://i.imgur.com/kUbxiW0.png)
That joke is completely out of place and does not belong. I'm not trying to make it seem like the whole Demiforce translation is like this, because it isn't, as this is the first unnecessary joke I've encountered in the Demiforce script so far (and this is like 70% through the game). But nonetheless it's still out of place.

Refurbished:
(http://i.imgur.com/9PHsElZ.png)

Also another thing I'm pointing out is this, now this isn't a bad translation choice, I'm just pointing it out solely so people don't think I'm just taking content out for no reason:
Demiforce:
(http://i.imgur.com/UO3f3GS.png)

Refurbished:
(http://i.imgur.com/6R8hoaK.png)

The reason why it's shortened is because that is literally all he says in the Japanese version:
(http://i.imgur.com/Ldy1toP.png)

If not already done, I suggest fixing the credits "Programed by Nasir" and "Character by Yoshitaka Amano" to say "Programmed by" and "Characters by". I guess just Programmer and Character Design is another option.
I'll look into it at some point. Shouldn't be too hard to fix.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KillerBob on January 08, 2016, 10:31:44 pm
Looking good!

As you happen to know Japanese, I'd like to ask you a question about some of the names for certain spells. I once heard that most of those "na" spells in the series like Poisona and Esuna are actually intended to be nul, not na. So, those two should be Poisonul and S-nul, short for Status Null. I understand you are using the offical names in this project, I'm just curious if you think this could be the intended meaning behind these names?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on January 08, 2016, 11:31:08 pm
Looking good!

As you happen to know Japanese, I'd like to ask you a question about some of the names for certain spells. I once heard that most of those "na" spells in the series like Poisona and Esuna are actually intended to be nul, not na. So, those two should be Poisonul and S-nul, short for Status Null. I understand you are using the offical names in this project, I'm just curious if you think this could be the intended meaning behind these names?
Well, my Japanese vocabulary is that of a pre-schooler (since that is when I left Japan), but I do know that if you were to phonetically (not romanize) spell out Esuna's Japanese name, it would be エスナ (the three characters are literally pronounced "Eh" "soo" "na"), and Poisona is similarly ポイゾナ ("Po", "i", "zo", "na"). Now, I'm aware that Japanese often borrows from English, and those spells were most likely intended to be based off of English words (obviously Poisona's Japanese name borrows from the English word Poison, otherwise it would be dokuna/どくな). But you'd think that if they were actually meant to mean "Poison-null" and "Esu-null" (I looked up if esu is a Japanese word and it apparently means "to understand", not sure if that relates to the Esuna we're talking about), the Japanese name would have been ポイゾヌル (Po-i-zo-nu-ru), which would effectively be romanized as Poisonull as opposed to Poisona.

Nonetheless I'm just gonna go with the official names.

On a different note, this is how far I am with the script, at Mysidian Tower:
(http://i.imgur.com/uTkgSHA.png)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KillerBob on January 09, 2016, 03:57:49 am
Well, my Japanese vocabulary is that of a pre-schooler (since that is when I left Japan), but I do know that if you were to phonetically (not romanize) spell out Esuna's Japanese name, it would be エスナ (the three characters are literally pronounced "Eh" "soo" "na"), and Poisona is similarly ポイゾナ ("Po", "i", "zo", "na"). Now, I'm aware that Japanese often borrows from English, and those spells were most likely intended to be based off of English words (obviously Poisona's Japanese name borrows from the English word Poison, otherwise it would be dokuna/どくな). But you'd think that if they were actually meant to mean "Poison-null" and "Esu-null" (I looked up if esu is a Japanese word and it apparently means "to understand", not sure if that relates to the Esuna we're talking about), the Japanese name would have been ポイゾヌル (Po-i-zo-nu-ru), which would effectively be romanized as Poisonull as opposed to Poisona.
I see, I suspected so. Can't recall where the heck I heard or read that info. The web is truly full of faulty info. Anyway, thanks for your detailed explanation!  :) Could as well be made up terms like many others then, to sound foreign and cool.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KingMike on January 09, 2016, 11:23:02 am
Well, my Japanese vocabulary is that of a pre-schooler (since that is when I left Japan), but I do know that if you were to phonetically (not romanize) spell out Esuna's Japanese name, it would be エスナ (the three characters are literally pronounced "Eh" "soo" "na"), and Poisona is similarly ポイゾナ ("Po", "i", "zo", "na"). Now, I'm aware that Japanese often borrows from English, and those spells were most likely intended to be based off of English words (obviously Poisona's Japanese name borrows from the English word Poison, otherwise it would be dokuna/どくな). But you'd think that if they were actually meant to mean "Poison-null" and "Esu-null" (I looked up if esu is a Japanese word and it apparently means "to understand", not sure if that relates to the Esuna we're talking about), the Japanese name would have been ポイゾヌル (Po-i-zo-nu-ru), which would effectively be romanized as Poisonull as opposed to Poisona.
I don't know about FF2 but in FF1 the names were limited to 4 characters. As the formatting of the menus was dependent on spell names being 4 characters (I think it was possible to have longer names with DTE in the translated FF1 but it would cause formatting errors. Like on the magic screen, the columns wouldn't line up nicely). Example: サイレス/Silence (though early official localizations called it Mute for space limitations)
Though would "null" in katakana be ナル since the pronunciation of "nu" in null is closer to Japanese "na" than "nu"? Though I thought "na" could be a shortened "nai" for "not".
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on January 09, 2016, 12:25:00 pm
Wanting to hear other people's opinion on something:

So basically I'm on the home stretch of the new English script. I'm trying to use up every byte of space possible - I've revised the DTE table, shifted one of the text bank several rows down (since the key terms/important phrases bank in Refurbished took up less space than the Demiforce ROM) in order to make more room for another text bank, and though I've had to shorten more than a few lines (I knew that I would have to do that at some point anyway, which is why I wrote a dynamic text recompiler), the script is still longer than the Demiforce script (which IMO, is a good thing).

It seems that there are several entries in the three dialogue tables that are unused. Their respective index in the text tables reference unused dialogue in both the Japanese and Demiforce ROMs. For instance, there's one message index where Hilda scolds Gordon about not helping out to save Josef, but I'm pretty sure that line is unused in-game because we don't see Hilda and Gordon interact at all until Hilda is rescued from the Coliseum (there's no interaction between them when you attempt to "rescue" Hilda and Cid from the Dreadnought), and from that point on Hilda and Gordon jump right into reclaiming Castle Fynn - Josef is long forgotten by that point.

Apologies for the long explanation, but my question is, is it worth giving these unused text entries their proper translated text (even if unused) for the sake of completeness, or should I leave them blank to get more free space?

Random unrelated fact: You cannot learn the key term "Palamecia"(Paramekia in the Demiforce script) in the Demiforce translation. I've fixed this, of course. It's kinda important because they key term is used to get Paul to tell you how to get to Castle Palamecia.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 09, 2016, 01:42:56 pm
I know it sounds tedious, but I'd translate them anyway. You don't necessarily need to add them in if you're certain they are unused. Perhaps there is an alternate where they do happen. Write down WHICH message goes to what and insert "unused" as the only message displayed for the unused. This way after testing it out, it's easier to report what message is missing.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KillerBob on January 09, 2016, 06:41:02 pm
I don't know about FF2 but in FF1 the names were limited to 4 characters. As the formatting of the menus was dependent on spell names being 4 characters (I think it was possible to have longer names with DTE in the translated FF1 but it would cause formatting errors. Like on the magic screen, the columns wouldn't line up nicely). Example: サイレス/Silence (though early official localizations called it Mute for space limitations)
Though would "null" in katakana be ナル since the pronunciation of "nu" in null is closer to Japanese "na" than "nu"? Though I thought "na" could be a shortened "nai" for "not".
Yeah, I think the spell names in the JP versions, at least in the first six titles in the series, were limited to four characters. The three column layout works nicely in terms of quick navigation in battle, something many translations unfortunately doesn't take into account when they expand the names. I recall the FFIII (SNES) was horrible due to this where they even removed the two column layout for items. I'd rather have abbreviations of spell and item names than to constantly have to scroll down in menus finding the right spell or item. Quick navigation can be crucial in ATB-mode. But, I guess poor abbreviations can be equally problematic for quick navigation.

Found this info on Kwhazit's page: http://kwhazit.ucoz.net/trans/ff6/spells.html

"The prevailing theory on Japanese sites is that Esuna is short for 永久ステータスを治す (eikyuu SUTEETASU wo naosu), meaning "cures permanent status". The naming is a throwback to FF2, where it could cure only persisting status effects and existed alongside Basuna ('ba' is held to be from バトル中 = "in-battle"), which only cured status effects that wore off after combat. Esuna has since become a more general-purpose status-curing spell, but the name stuck."

Seems to be many theories around...

January 09, 2016, 06:50:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Apologies for the long explanation, but my question is, is it worth giving these unused text entries their proper translated text (even if unused) for the sake of completeness, or should I leave them blank to get more free space?
If they are not unused due to a mistake by the developers, I personally think you should take advantage of the free space, especially if you feel it can improve other monologues.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: KingMike on January 09, 2016, 10:31:11 pm
I had to check because I thought Esuna was in FF1, but no, it seems Square just renamed the Poisona spell Esuna for the PS1 localization only.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Panzer88 on January 10, 2016, 12:40:41 am
I vote to translate them anyways, and post the results here.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on January 11, 2016, 02:44:08 am
Another question that's been bugging me:

During the Dreadnought sequence, when the Dark Knight appears, Maria specifically says in the Japanese script that "that voice sounded like my brother!", and that's how I have it in my script as well just for the sake of accuracy. In the GBA script, she simply just says, "That voice...!" (or something like that, but no mention of her brother Leon). I like that change because that way the Dark Knight's identity isn't spoiled only halfway through the game. But, I want the content and meaning to stay true to the original Famicom script, not the revised GBA script, yet I actually like the change that the GBA script made in this case.

How do you guys feel about this? I feel like Maria mentioning that the Dark Knight "sounded like her brother" makes it a bit too obvious and ruins the "twist", yet that's actually how it is in the Famicom and PS1 versions. In the GBA and all later versions, you never know for sure who the Dark Knight is until much later in the game which makes for a more effective plot twist. Right now I simply have it the way it is in the Famicom and PS1 versions where she specifically mentions that the Dark Knight's voice sounded like her brother's.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Bregalad on January 11, 2016, 03:28:08 am
Quote
That joke is completely out of place and does not belong. I'm not trying to make it seem like the whole Demiforce translation is like this, because it isn't, as this is the first unnecessary joke I've encountered in the Demiforce script so far (and this is like 70% through the game). But nonetheless it's still out of place.
I never noticed that joke, but it really wants me to punch someone in the face.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: arciks11 on January 11, 2016, 07:35:41 am
I feel like the version that doesn't spell outright who Dark Knight is is a better option. (even if Dark Knight's portrait in GBA does it on its own :D)
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 11, 2016, 07:57:02 am
Maybe it's my inner Star Wars fan screaming out not to be 100% accurate here and let the twist be revealed later. It's the same reason I say people should watch the prequel trilogy after the original trilogy or the twist in Empire Strikes Back is ruined.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on January 11, 2016, 09:10:14 am
Maybe it's my inner Star Wars fan screaming out not to be 100% accurate here and let the twist be revealed later. It's the same reason I say people should watch the prequel trilogy after the original trilogy or the twist in Empire Strikes Back is ruined.
The issue here is that in this case the twist is ruined by staying 100% accurate (EDIT: ah nvm, I see that you're advocating for having it the way it is in newer versions)

But nonetheless I think I'll just leave it like that anyways (for now), cause arciks11 has a good point.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Grimoire LD on January 11, 2016, 01:48:25 pm
Amazing work here Chaos Rush! I thought I did recall that line where Hilda chastises Gordon for failing to help during the Josef scenario was in the PSP Version. I for one would love to see these unused lines resurface, FFII was the first FF to try and give character to characters and they make a valiant first attempt. I'd say restore as much of that as you can.

As for whether Maria to spill the beans immediately after finding the Dark Knight for the first time, I'd say not to. The mystery of the Dark Knight is a fun little subplot. It's a shame that they originally spoiled it the first time you meet him in Japanese though. I would be curious to know if the GBA Japanese did the same thing, or if that's where the "That voice..." derived from in GBA onwards.

I was also curious if this was version was going to fix any of the larger bugs in the game, or is it purely text retranslation?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Chaos Rush on January 11, 2016, 03:00:48 pm
Amazing work here Chaos Rush! I thought I did recall that line where Hilda chastises Gordon for failing to help during the Josef scenario was in the PSP Version. I for one would love to see these unused lines resurface, FFII was the first FF to try and give character to characters and they make a valiant first attempt. I'd say restore as much of that as you can.

As for whether Maria to spill the beans immediately after finding the Dark Knight for the first time, I'd say not to. The mystery of the Dark Knight is a fun little subplot. It's a shame that they originally spoiled it the first time you meet him in Japanese though. I would be curious to know if the GBA Japanese did the same thing, or if that's where the "That voice..." derived from in GBA onwards.

I was also curious if this was version was going to fix any of the larger bugs in the game, or is it purely text retranslation?

There's going to be two versions. The first one will be a "Purist Edition", which acts as a straight up translation/localization of the original Japanese game (which will have Maria spilling the beans as well, since that was in the original Japanese script and even the English PS1 script).

There will also be a "Non-Ridiculous Patch", which will basically attempt to make the game non-ridiculous. In fact, I was going to ask you guys ideas for the "Non-Ridiculous patch". Here's my ideas for it so far:

* fix Ultima
* increase stat gains to decrease grinding
* maybe buff weapons
* make Castle Fynn have the rebel army theme instead of the "mysterious abandoned place theme" (since for the last third of the game Castle Fynn acts as the new rebel base, so it's only fitting that it should have the rebel theme)
* change Maria's line about the Dark Knight to make his identity more ambiguous (which I have no problem with doing for the "Non-Ridiculous Patch" because the whole point of the patch is to improve the game as a whole)

The goal of the non-ridiculous patch is to make the game actually enjoyable. Any other ideas would be appreciated.

As for my current progress, I have the script done up to the point where Leon joins your party. I'm back in school now so don't have as much time as I did during December, so all I can say is that the script will be finished soon, but I don't know how soon.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on January 11, 2016, 03:48:41 pm
Medicines and magic tomes are just too damn costly. I think they could stand to be lowered. Also, the fact that enemies can drop random amounts of gil, some of which are extremely low, doesn't help that. But I think everything you listed aside from "maybe buff weapons" is fine. One thing I really dislike about FFII is that pretty much every weapon palette uses a really ugly dark gray as a "darkest color", but I suppose that's something I can change myself.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Panzer88 on January 11, 2016, 07:15:58 pm
I vote keep it as it is in the famicom version, as people are playing this version to get the original experience. The gba version is always available to people who want to play it.
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: Grimoire LD on January 11, 2016, 11:37:57 pm
There's going to be two versions. The first one will be a "Purist Edition", which acts as a straight up translation/localization of the original Japanese game (which will have Maria spilling the beans as well, since that was in the original Japanese script and even the English PS1 script).

There will also be a "Non-Ridiculous Patch", which will basically attempt to make the game non-ridiculous. In fact, I was going to ask you guys ideas for the "Non-Ridiculous patch". Here's my ideas for it so far:

* fix Ultima
* increase stat gains to decrease grinding
* maybe buff weapons
* make Castle Fynn have the rebel army theme instead of the "mysterious abandoned place theme" (since for the last third of the game Castle Fynn acts as the new rebel base, so it's only fitting that it should have the rebel theme)
* change Maria's line about the Dark Knight to make his identity more ambiguous (which I have no problem with doing for the "Non-Ridiculous Patch" because the whole point of the patch is to improve the game as a whole)

The goal of the non-ridiculous patch is to make the game actually enjoyable. Any other ideas would be appreciated.

As for my current progress, I have the script done up to the point where Leon joins your party. I'm back in school now so don't have as much time as I did during December, so all I can say is that the script will be finished soon, but I don't know how soon.

Well if you're up to Leon being back in action you're nearly finished then! All that remains is the bits of text in Pandemonium and the ending, if I'm not mistaken.

Your ideas on making FFII actually *gasp* fun to play are a great start. Did that magic-cancel glitch ever get fixed for the Famicom version?
Title: Re: (WIP) Final Fantasy II: Refurbished
Post by: vivify93 on January 11, 2016, 11:56:00 pm
Parasyte's bug fix patch works for all versions of FFII as far as I can tell.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 13, 2016, 03:33:19 am
Well... the script is done. Of course some script rephrasing had to be done to fit the limited amount of space, but I did my best to preserve meaning as much as possible. Though it's not as wordy as the GBA/PSP versions, I'm still proud of what I was able to do, and I can confidently say that this is the definitive version of the 8-bit Final Fantasy II (yes Tomato, feel free to analyze the script intensely :P ). I did go back and add in the possibly unused message strings, as there's a possibility that they could be used after all. Every single text string in each text bank has been accounted for.

While this initially started as just "let's trim down the GBA script", it kinda became, "let's create a new script by comparing the GBA, PS1, and Famicom scripts". Again, while I'm not 100% fluent in Japanese, I'm not a total n00b at the language either (because I spent the first five years of my life there), and despite my limited vocabulary I did lots of comparing with the Japanese script. In fact I'm just going to outright say that this is the definitive NES version of Final Fantasy II in English (well my only competition is the outdated Demiforce translation and the English Prototype, so it doesn't take much to claim that :P ) For the parts of the dialogue that were altered between the Japanese Famicom version and the Japanese GBA version, I retranslated those myself (but looked at the PS1 script as a reference). For those lines, while I looked up each and every word, I did not do a super literal translation and instead favored flow of language over meaning (for instance, during the ending scene when Hilda tells the player in the Famicom version only, "あなたたちも がんばって", basically saying "Good luck to all of you!", which just doesn't flow smoothly in English with the previous sentence about working to restore the status quo. So I changed it to a more ambiguous, "Let's hope for the best!" The PS1 translation handled it by saying, "We hope to see you again...please take care!", while the GBA translation says something completely different because she says something completely different in the Japanese GBA version too). Also another intentional change I made was that when you first reach Pandaemonium, the Famicom version says, "やった!パンデモニウムに はいった!!", which basically means, "We did it/Yay! We've entered Pandaemonium!" (The PS1 script translated it as, "You have entered Pandaemonium!"). For that I intentionally put what is said in the GBA version just because it sounded cooler and less awkward (as shown in the first screenshot below):

(http://i.imgur.com/wUJGzeN.png) (http://i.imgur.com/uZyNxu1.png) (http://i.imgur.com/J9ILOFA.png) (http://i.imgur.com/YUqtJJ5.png) (http://i.imgur.com/wixY9ZT.png)

While the script is finished, I'm not ready to release it yet because there's some battle text that I still need to update (particularly the enemy spell attacks. Shouldn't take me that long), as well as adding some squish tiles for a select few enemy names. Hopefully it'll be released this weekend!
Title: Re: Final Fantasy II: Refurbished
Post by: Grimoire LD on January 13, 2016, 03:51:42 am
Well, that's looking quite fantastic! Great work, I'm always glad to see another FF Project near the finish line!
Title: Re: Final Fantasy II: Refurbished
Post by: arciks11 on January 13, 2016, 06:38:22 am
I don't think weapons need buffing necessarily.

However, in Famicom version most weapons and all shields give harsh magic penalties when equipped. Starting with PS1 and onwards those penalties were removed.

Heavy armors also have those penalties but those were never tampered with.

Magic penalties lower power of offensive spells like Fire and Cure (it functions similarly except for fact that it heals) and buffs and ailments have their accuracy reduced. Yes positive buffs like blink can miss.

Unless you want to keep it as it was. I would suggest removing magic penalties on weapons and shields.

Secondly Dual Wielding in Famicom version is bugged.

If one equips 2 weapons, only weapon in right hand will deal damage, while second will only count towards being swung.

Also fists can only be used if both hands are empty. in later versions it was possible to attack with Fist+Shield combo.

EDIT

Concerning stat gains. Conventional stats (STR, VIT, AGI) usually grow at an acceptable pace so increasing their growth might unbalance the game quite a bit.

Alternatively you could just remove stat decreases at the end of a battle.

So while regular stats are mostly fine with their growth... Spells are another story.

Unless heavily spammed in every battle, spells just won't be effective at all, add the already mentioned magic penalties on weapons and armor and spell become pretty much useless.

Magic could benefit from a boosted growth, though I don't how to implement it well.
Title: Re: Final Fantasy II: Refurbished
Post by: linkncb16 on January 13, 2016, 10:30:29 am
Dual wielding was also broken in this version (showed animation, but only calculated damage for first weapon). Do you intend to fix that as well?
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 13, 2016, 11:05:28 am
I'll try and incorporate as much of those changes you guys are suggesting as I can in the actual "Refurbished" patch. I'll submit the version with unmodified gameplay as a standard translation (that way people can make their own difficulty patches if they don't like mine), while the one with the gameplay changes will be submitted as a hack called "Final Fantasy II: Refurbished".
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 13, 2016, 05:46:00 pm
Other than a B button dash and Ultima being broken, I have no issue with vanilla FFII. I think Dragon Quest has more grinding IMO. I believe that you said you wanted to release what's fixed as add-ons which old be cool. Once you finish the battle script, have you looked at other ways to display spell names?
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 13, 2016, 10:44:04 pm
Other than a B button dash and Ultima being broken, I have no issue with vanilla FFII. I think Dragon Quest has more grinding IMO. I believe that you said you wanted to release what's fixed as add-ons which old be cool. Once you finish the battle script, have you looked at other ways to display spell names?
As I said above, I'll submit the one with vanilla FFII gameplay as a standard translation, while the one with the modified gameplay will be submitted as a separate hack. So people can still play vanilla FFII but with a new script :)

I haven't looked at the spell names yet, I'll get to it hopefully this Friday. I'm confident that it shouldn't be too hard - I've been getting used to doing ASM stuff with FCEUX's debugger, and I even fixed the item menu refresh glitch! Those of you who tried out the demo probably noticed that when you go view your items/spells/equipment and then go back to the party selection menu that the left and right edges of the screen weren't refreshed from the previous menu (due to expanding the menu size to fit the longer item names), but that glitch has now been fixed :)

EDIT: Progress on expanded spell names:
(http://i.imgur.com/TZin6OK.png)

(http://i.imgur.com/sK6AgpC.png)
The issue here is that the in-battle magic menu still has its old cursor positions. Hopefully I can find out how to fix that soon (would appreciate it if I could get some help with that too, I know that the FFRestored hack managed it).
Title: Re: Final Fantasy II: Refurbished
Post by: linkncb16 on January 14, 2016, 10:27:47 am
It all looks really good so far! One minor thing that always bothered me was the order of the battle commands:
-Fight
-Run
-Magic
-Item
It makes so much more sense to have it like this:
-Fight
-Magic
-Run
-Item
Also, can you make items stack able? (ex. Two potions taking up one slot with Potionx2 as opposed to taking two inventory slots.)
Title: Re: Final Fantasy II: Refurbished
Post by: Grimoire LD on January 14, 2016, 01:54:25 pm
Whoa! You work fast! You managed to extend magic to their proper placements and everything still looks proper. I imagine the cursor will take a little bit of doing, you've really become a wizard at these expanded names, windows, and text!
Title: Re: Final Fantasy II: Refurbished
Post by: Vanya on January 14, 2016, 02:30:50 pm
I agree about the order of the commands.
( If I'm ever Feeling really ambitious one day I might try creating a sub-menu that is accessed by pressing right and put the Run command there so it's out of the way completely. Might even be nice to add in a Defend command to replace it, too. )

There are a few bugs with some of the other spells that are probably worth fixing.

Aura & Barrier - both these spells grant effects based on how many successes each casting achieves on a target. These successes are cumulative with multiple castings, but the effect granted is based on total success and thus do not stack. Aura grants the target's main weapon damage bonus against enemy types and Barrier grants protection from elemental types. Both enemy and elemental type exists in the game data as a single byte of data each so there are a total of 8 of each. However both spells cap the number of successes checked for at 7 instead of 8. So the Aura spell never grants bonus vs. Undead and Barrier never grants protection from Ice.

Wall - has a flaw akin to the Vanish/Doom bug in FF6. Besides that it is also functionally useless until you get it up to level 4. Let me explain...
Taken from guides.gamercourner.net:
When a spell fails due to wall, the animation always displays. In the case of monsters, this means that the four black magic instant death spells - Toad, Break, Death, and Warp - will remove the monster from combat even though they technically "fail." As a result, if you can successfully cast even a level 1 Wall on an enemy, and follow it up with a level 1 KO spell, that enemy will immediately die. And because it's a support spell with 50 accuracy, it's not difficult to hit your enemies with Wall.

That's a pretty serious problem right there.
But besides that there is also the other issue that is purely due to how the game was set up and balanced.
No enemy in the game casts black magic below level 4. That means that Wall level 1-3 are effectively useless.
This might require a broader solution than a simple bug fix.
Oh, and there is one other issue.
Wall does not differentiate between detrimental and beneficial black magic spells. (Berserk, Haste, & Aura.)

Osmose - it works on monsters that don't even have MP in the first place.

Toad & Stone - they are not bugged in and of themselves, but the way the two spells are set up practically makes Stone pointless.
The only difference between the two when cast on monsters is that Toad has better accuracy.
The status effect is irrelevant since statii are not resisted directly like in later games and they both OK enemies.
It's possible that they were supposed to be like Stun & Stop where one is body element and the other is matter element.
Similarly Death is rendered useless even though it is a different element because every monster that resists matter also resists death making it even less effective with no benefits at all.
This is more an issue of bad balance.

Life - has 2 bugs although one is arguable.
First, when used in battle on the whole party it always fails to target dead characters.
When used outside of battle on a single target it always acts as if it was 1 level lower.
And it does work on the whole party outside of battle, but the amount of HP it restores is reduced by 1/2.
This may be what it was supposed to do in battle, too.

Basuna & Esuna - they can fail. That is stupid and later games stopped doing that for a reason.
Basuna also has a wierd effect distribution curing 2 statii with one success, venom & sleep.
It doesn't gain any new effects after 5 successes so leveling it up passed 5 would be pointless except that it can fail to work at all.
Esuna has it's own quirks too.
Outside of battle if cast on a single party member it gets an extra success for free, but not when targeting the whole party.
This could confuse people a bit when a single target get's poison and darkness cured but the whole party only gets darkness cured.

Bersek, Haste, Aura, Barrier, Blink, Protect, Shell, & Wall - like Basuna & Esuna can all fail completely. That is still stupid.

Protect - only works on the caster.

Dispel - does literally nothing.

Mini & Teleprot - has basically the same issue as Toad & Stone.
In battle Mini is better just because the only difference is higher accuracy.
Balance issues again.

Ultima - I think everyone is familiar with this one, what's wrong with it, and what it's supposed to do according to the later games.

I think that's everything I've found out from the sources I have available. Hope this helps out some.
Also, great job on the spell lists! It shouldn't be terribly hard to reposition the pointer, but will probably have to rewrite the code a little. The biggest pain is finding the correct code to begin with, I think.


And here is a bug list from Gamecorner:

The Bug List

Like its predecessor, Final Fantasy II has more than its fair share of bugs. At least this time most of the core combat mechanics work!

    Party Magic Target Bug: The game generally denotes "target everyone" internally with the number 8. Apparently this number gets used when determining who gains magic defense progress, because instead of any character getting it, Firion's white magic counter (8 bytes away) is increased. As a result, all-party attack spells can lead to Firion's spirit increasing.

    Target-Cancel Exploit: Both weapons and magic can be advanced easily by confirming the target of an action, then immediately cancelling and doing it again. It's boring and unnecessary, and you can't do it to your last party member, but it is one way to cheese past the tougher parts of this hard game.

    No Weapon Memory: Not so much a bug as a coding shortcut, the game doesn't know or care exactly what weapons you attack with during a fight. All advancement is simply given to the weapons you have equipped at the end of combat.

    Healing Item Target Bug: Items and monsters in FF2 don't actually use the spell system directly, but rather use a table of special abilities which includes the spell and certain specifics, such as target. All consumable items were given a target of "self." Unfortunately, that makes the Phoenix Down, Gold Needle, and maiden's kiss items pointless in combat, since no one with the status ailments they cure can actually use items!

    Sap Bug: Sap is an interesting MP-damaging spell that reduces the target's MP to a fraction of its current amount. Unfortunately, whatever clever routine they came up with to calculate this fraction apparently only works on bytes and not full words. As a result, MP totals over 256 are hardly affected by Sap. Which is too bad, since that includes most late-game Spellcaster!

    Stat Boost Bug: Some parts of the game imply that multiple armor stat boosts to the same stat should be cumulative, but they aren't. This does make armor choices a bit more interesting, though, so I'm fine with it.

    Healing Staff Bug: The Healing Staff does a whole lot of damage to Undead, making it one of the best weapons in the game against them. However, it still heals them just like anyone else in addition to the damage.

    Ripper Bug: The Ripper's damage totals display as 20 higher per hit. Which would make it a really awesome weapon ability, if that damage was actually inflicted! Of course, this may be some sort of mean joke by the programmers rather than a bug, for all I know.

    Middle Character Target Bug: For some reason, the middle two characters tend to be attacked a lot more often than the other two character slots. And if you put one of them (perhaps Maria) in the back slot, Guy will take as many hits as everyone else combined. Which makes him a pretty good choice for tank, actually.

    Dual-Wield Bug: Even though the game animates an attack with your second weapon, you actually still only attack with the first weapon. Not that dual-wielding is useless - it's a good way to level up another weapon at the cost of defense instead of offense. This may even have been intentional, but it's quite counter intuitive.
Title: Re: Final Fantasy II: Refurbished
Post by: linkncb16 on January 14, 2016, 02:57:31 pm
I agree about the order of the commands.
( If I'm ever Feeling really ambitious one day I might try creating a sub-menu that is accessed by pressing right and put the Run command there so it's out of the way completely. Might even be nice to add in a Defend command to replace it, too. )
That's a great idea if it is do able. In addition, you could change row in battle by going left so it'd be just like FFIV-FFVI!

Also, I always hated having characters forced in the back row when they had a status effect or were dead. I think it was to prevent already stoned or dead characters from being targeted, but can you change this?
Title: Re: Final Fantasy II: Refurbished
Post by: Vanya on January 14, 2016, 03:00:35 pm
Also, I always hated having characters forced in the back row when they had a status effect or were dead. I think it was to prevent already stoned or dead characters from being targeted, but can you change this?

Agreed! If this could be changed it would make things much less of a headache. I actually find it even more annoying than the formation reorder in FF1.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 14, 2016, 09:29:14 pm
I agree about the order of the commands.
( If I'm ever Feeling really ambitious one day I might try creating a sub-menu that is accessed by pressing right and put the Run command there so it's out of the way completely. Might even be nice to add in a Defend command to replace it, too. )

There are a few bugs with some of the other spells that are probably worth fixing.

Aura & Barrier - both these spells grant effects based on how many successes each casting achieves on a target. These successes are cumulative with multiple castings, but the effect granted is based on total success and thus do not stack. Aura grants the target's main weapon damage bonus against enemy types and Barrier grants protection from elemental types. Both enemy and elemental type exists in the game data as a single byte of data each so there are a total of 8 of each. However both spells cap the number of successes checked for at 7 instead of 8. So the Aura spell never grants bonus vs. Undead and Barrier never grants protection from Ice.

Wall - has a flaw akin to the Vanish/Doom bug in FF6. Besides that it is also functionally useless until you get it up to level 4. Let me explain...
Taken from guides.gamercourner.net:
When a spell fails due to wall, the animation always displays. In the case of monsters, this means that the four black magic instant death spells - Toad, Break, Death, and Warp - will remove the monster from combat even though they technically "fail." As a result, if you can successfully cast even a level 1 Wall on an enemy, and follow it up with a level 1 KO spell, that enemy will immediately die. And because it's a support spell with 50 accuracy, it's not difficult to hit your enemies with Wall.

That's a pretty serious problem right there.
But besides that there is also the other issue that is purely due to how the game was set up and balanced.
No enemy in the game casts black magic below level 4. That means that Wall level 1-3 are effectively useless.
This might require a broader solution than a simple bug fix.
Oh, and there is one other issue.
Wall does not differentiate between detrimental and beneficial black magic spells. (Berserk, Haste, & Aura.)

Osmose - it works on monsters that don't even have MP in the first place.

Toad & Stone - they are not bugged in and of themselves, but the way the two spells are set up practically makes Stone pointless.
The only difference between the two when cast on monsters is that Toad has better accuracy.
The status effect is irrelevant since statii are not resisted directly like in later games and they both OK enemies.
It's possible that they were supposed to be like Stun & Stop where one is body element and the other is matter element.
Similarly Death is rendered useless even though it is a different element because every monster that resists matter also resists death making it even less effective with no benefits at all.
This is more an issue of bad balance.

Life - has 2 bugs although one is arguable.
First, when used in battle on the whole party it always fails to target dead characters.
When used outside of battle on a single target it always acts as if it was 1 level lower.
And it does work on the whole party outside of battle, but the amount of HP it restores is reduced by 1/2.
This may be what it was supposed to do in battle, too.

Basuna & Esuna - they can fail. That is stupid and later games stopped doing that for a reason.
Basuna also has a wierd effect distribution curing 2 statii with one success, venom & sleep.
It doesn't gain any new effects after 5 successes so leveling it up passed 5 would be pointless except that it can fail to work at all.
Esuna has it's own quirks too.
Outside of battle if cast on a single party member it gets an extra success for free, but not when targeting the whole party.
This could confuse people a bit when a single target get's poison and darkness cured but the whole party only gets darkness cured.

Bersek, Haste, Aura, Barrier, Blink, Protect, Shell, & Wall - like Basuna & Esuna can all fail completely. That is still stupid.

Protect - only works on the caster.

Dispel - does literally nothing.

Mini & Teleprot - has basically the same issue as Toad & Stone.
In battle Mini is better just because the only difference is higher accuracy.
Balance issues again.

Ultima - I think everyone is familiar with this one, what's wrong with it, and what it's supposed to do according to the later games.

I think that's everything I've found out from the sources I have available. Hope this helps out some.
Also, great job on the spell lists! It shouldn't be terribly hard to reposition the pointer, but will probably have to rewrite the code a little. The biggest pain is finding the correct code to begin with, I think.


And here is a bug list from Gamecorner:

The Bug List

Like its predecessor, Final Fantasy II has more than its fair share of bugs. At least this time most of the core combat mechanics work!

    Party Magic Target Bug: The game generally denotes "target everyone" internally with the number 8. Apparently this number gets used when determining who gains magic defense progress, because instead of any character getting it, Firion's white magic counter (8 bytes away) is increased. As a result, all-party attack spells can lead to Firion's spirit increasing.

    Target-Cancel Exploit: Both weapons and magic can be advanced easily by confirming the target of an action, then immediately cancelling and doing it again. It's boring and unnecessary, and you can't do it to your last party member, but it is one way to cheese past the tougher parts of this hard game.

    No Weapon Memory: Not so much a bug as a coding shortcut, the game doesn't know or care exactly what weapons you attack with during a fight. All advancement is simply given to the weapons you have equipped at the end of combat.

    Healing Item Target Bug: Items and monsters in FF2 don't actually use the spell system directly, but rather use a table of special abilities which includes the spell and certain specifics, such as target. All consumable items were given a target of "self." Unfortunately, that makes the Phoenix Down, Gold Needle, and maiden's kiss items pointless in combat, since no one with the status ailments they cure can actually use items!

    Sap Bug: Sap is an interesting MP-damaging spell that reduces the target's MP to a fraction of its current amount. Unfortunately, whatever clever routine they came up with to calculate this fraction apparently only works on bytes and not full words. As a result, MP totals over 256 are hardly affected by Sap. Which is too bad, since that includes most late-game Spellcaster!

    Stat Boost Bug: Some parts of the game imply that multiple armor stat boosts to the same stat should be cumulative, but they aren't. This does make armor choices a bit more interesting, though, so I'm fine with it.

    Healing Staff Bug: The Healing Staff does a whole lot of damage to Undead, making it one of the best weapons in the game against them. However, it still heals them just like anyone else in addition to the damage.

    Ripper Bug: The Ripper's damage totals display as 20 higher per hit. Which would make it a really awesome weapon ability, if that damage was actually inflicted! Of course, this may be some sort of mean joke by the programmers rather than a bug, for all I know.

    Middle Character Target Bug: For some reason, the middle two characters tend to be attacked a lot more often than the other two character slots. And if you put one of them (perhaps Maria) in the back slot, Guy will take as many hits as everyone else combined. Which makes him a pretty good choice for tank, actually.

    Dual-Wield Bug: Even though the game animates an attack with your second weapon, you actually still only attack with the first weapon. Not that dual-wielding is useless - it's a good way to level up another weapon at the cost of defense instead of offense. This may even have been intentional, but it's quite counter intuitive.
It's good to have all these in a list, though I don't think its feasible for all of these to be fixed without a full disassembly of the battle system. And quite frankly I don't have any interest in fixing ALL of these, I've already sunk way too much time into this.

That's a great idea if it is do able. In addition, you could change row in battle by going left so it'd be just like FFIV-FFVI!

Also, I always hated having characters forced in the back row when they had a status effect or were dead. I think it was to prevent already stoned or dead characters from being targeted, but can you change this?
That shouldn't be too hard, since I would assume all it would involve is just nopping a few opcodes.

Anyhow I am having some trouble trying to figure out how to re-position the cursor. It doesn't appear to be in a simple table, and it's not linked directly to the text positions unlike the out-of-battle menus. I've been trying to track down the code/table/whatever that controls it, but it's ridiculous.

Relevant code:
  031C09:E6 53     INC $0053 = #$02
  031C0B:A5 53     LDA $0053 = #$02
  031C0D:C5 5D     CMP $005D = #$04
  031C0F:D0 05     BNE $9C06 ; If the cursor position != 4, then jump to $9C06
  031C11:A9 00     LDA #$00 ; Resets cursor position
  031C13:8D 53 00  STA $0053 = #$02
  031C16:4C 6C 9C  JMP $9C6C;   a jump exists to this offset for any time a cursor is moved in-battle for any menu

So this is part of what controls the horizontal amount in the magic menu, but the problem is that at this section it pulls the values from the RAM. I've tried putting breakpoints on when these RAM locations are first written in order to see if it will lead me to the code relevant to adjusting the magic menu positions, but it just lead me to more complicated stuff I can't figure out. I would appreciate it if someone more experienced with NES ASM hacking could look into this, cause I've hit a dead end and have no more ideas left.
Title: Re: Final Fantasy II: Refurbished
Post by: arciks11 on January 15, 2016, 01:06:26 pm
If you still don't mind suggestions as for stuff to modify.

Could you tweak "Monster Closets" to have regular encounter rate?
Title: Re: Final Fantasy II: Refurbished
Post by: Vanya on January 15, 2016, 06:00:32 pm
Anyhow I am having some trouble trying to figure out how to re-position the cursor. It doesn't appear to be in a simple table, and it's not linked directly to the text positions unlike the out-of-battle menus. I've been trying to track down the code/table/whatever that controls it, but it's ridiculous.

Relevant code:
  031C09:E6 53     INC $0053 = #$02
  031C0B:A5 53     LDA $0053 = #$02
  031C0D:C5 5D     CMP $005D = #$04
  031C0F:D0 05     BNE $9C06 ; If the cursor position != 4, then jump to $9C06
  031C11:A9 00     LDA #$00 ; Resets cursor position
  031C13:8D 53 00  STA $0053 = #$02
  031C16:4C 6C 9C  JMP $9C6C;   a jump exists to this offset for any time a cursor is moved in-battle for any menu

So this is part of what controls the horizontal amount in the magic menu, but the problem is that at this section it pulls the values from the RAM. I've tried putting breakpoints on when these RAM locations are first written in order to see if it will lead me to the code relevant to adjusting the magic menu positions, but it just lead me to more complicated stuff I can't figure out. I would appreciate it if someone more experienced with NES ASM hacking could look into this, cause I've hit a dead end and have no more ideas left.

I'll have a look. I don't have the opcodes memorized or anything, but I've done ASM stuff before. I'll let you know if I find anything.
I tried messing around with the battle menu in FF1, but I didn't delve very deeply into it.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 15, 2016, 07:58:56 pm
I'll have a look. I don't have the opcodes memorized or anything, but I've done ASM stuff before. I'll let you know if I find anything.
I tried messing around with the battle menu in FF1, but I didn't delve very deeply into it.
So I've looked into it further and it's not gonna be a simple fix.

Here's the relevant parts of the code that controls the in-battle cursor position:
031C84 LDA $0053    - loads the byte at $0053 into the accumulator
031C86 ASL       - Arithmetic Shift Left
031C87 STA $0044    - stores the accumulator at $0044
031C89 LDY $005C = #$04 - loads into the Y register the value at $005C, which is the menu loop amount
031C8B DEY      - Decrement Y

Loop:
031C8C CLC       - Clear Carry
031C8D ADC $0044    - Adds the byte at $0044 to the accumulator (so like, 04-->08)
031C8F DEY       - Decrement Y
031C90 BNE Loop      - loop if it doesn't match
031C92 STA $0044   - loads the final position into $0044

Before this is executed, a "width" value is placed into $005C in the RAM. There's a different width value for the in-battle magic menu and the in-battle items menu. The problem is, they both share the same set of code when determining the cursor position. To remind you guys, this is what the items menu looks like:
(http://i.imgur.com/10lQAge.png)
When you move the cursor to the items slot in the in-battle items menu, it moves it to the "fourth" horizontal position coordinate (which there's no table for, as its hardcoded and done by calculations with RAM values that all stem with a single "width" byte), which shares its coordinates with the magic menu.

In other words, altering the code for the in-battle magic menu will also mess up the in-battle items menu. The only solution I see is if the two menus were to be separated, where the items menu uses the vanilla code and the magic menu uses new ASM code specifically made for it, but that's easier said than done. I think at this point it's best to just leave it alone and keep the four-character magic names :(

If anyone's willing to experiment though, make these byte changes to re-arrange the magic listing in-battle to how I have it in the screenshot below:
31EB7 - change to 0x01
31EDE - change to 0x0A
31EE9 - change to 0x00
31F84 - change to 0x29
(http://i.imgur.com/sK6AgpC.png)
This will position the text to allow for longer spell names, but it won't update the cursor positions :/ The reason why I never had this trouble for the out-of-battle menus is because the cursor positions are defined directly in the text strings. But for the in-battle menus the positions are controlled separately :(
Title: Re: Final Fantasy II: Refurbished
Post by: Heaven Piercing Man on January 16, 2016, 12:42:54 am
Small suggestion, shouldn't it be "Fight" instead of "Attack" for the battle main menu, as in the rest of the FF games (and true to "tatakau" in the Japanese text)?
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 16, 2016, 12:53:16 am
Small suggestion, shouldn't it be "Fight" instead of "Attack" for the battle main menu, as in the rest of the FF games (and true to "tatakau" in the Japanese text)?
I haven't played any FF game past IV, but I have played the modern official versions of I-III, and it's labeled as "Attack" there:
(http://i.imgur.com/CwAiGlN.png)

EDIT: Also I just googled screenshots of FFIV DS, FFV GBA, and FFVI GBA, and they all label the command as, "Attack":
(https://i.ytimg.com/vi/t6veXAy3OXo/hqdefault.jpg) (http://lparchive.org/Final-Fantasy-V-Advance/Update%2005/1-33zfojo.png) (http://game.lk/Image/covers/final-fantasy-vi-advance/final-fantasy-vi-advance-image217426.jpg)
Title: Re: Final Fantasy II: Refurbished
Post by: Vanya on January 16, 2016, 08:11:09 am
So I've looked into it further and it's not gonna be a simple fix.

Here's the relevant parts of the code that controls the in-battle cursor position:
031C84 LDA $0053    - loads the byte at $0053 into the accumulator
031C86 ASL       - Arithmetic Shift Left
031C87 STA $0044    - stores the accumulator at $0044
031C89 LDY $005C = #$04 - loads into the Y register the value at $005C, which is the menu loop amount
031C8B DEY      - Decrement Y

Loop:
031C8C CLC       - Clear Carry
031C8D ADC $0044    - Adds the byte at $0044 to the accumulator (so like, 04-->08)
031C8F DEY       - Decrement Y
031C90 BNE Loop      - loop if it doesn't match
031C92 STA $0044   - loads the final position into $0044

Before this is executed, a "width" value is placed into $005C in the RAM. There's a different width value for the in-battle magic menu and the in-battle items menu. The problem is, they both share the same set of code when determining the cursor position. To remind you guys, this is what the items menu looks like:
(http://i.imgur.com/10lQAge.png)
When you move the cursor to the items slot in the in-battle items menu, it moves it to the "fourth" horizontal position coordinate (which there's no table for, as its hardcoded and done by calculations with RAM values that all stem with a single "width" byte), which shares its coordinates with the magic menu.

In other words, altering the code for the in-battle magic menu will also mess up the in-battle items menu. The only solution I see is if the two menus were to be separated, where the items menu uses the vanilla code and the magic menu uses new ASM code specifically made for it, but that's easier said than done. I think at this point it's best to just leave it alone and keep the four-character magic names :(

If anyone's willing to experiment though, make these byte changes to re-arrange the magic listing in-battle to how I have it in the screenshot below:
31EB7 - change to 0x01
31EDE - change to 0x0A
31EE9 - change to 0x00
31F84 - change to 0x29
(http://i.imgur.com/sK6AgpC.png)
This will position the text to allow for longer spell names, but it won't update the cursor positions :/ The reason why I never had this trouble for the out-of-battle menus is because the cursor positions are defined directly in the text strings. But for the in-battle menus the positions are controlled separately :(

I came to the same conclusion. If there is enough free space, it should be feasible to get this done.
Title: Re: Final Fantasy II: Refurbished
Post by: justin3009 on January 16, 2016, 08:19:20 am
I'm assuming there's a byte in RAM that'll dictate WHICH menu you have open.  In that case, you could probably write a quick check to see which menu then load separate code that way.  Nothing too difficult but it gets the job done... as long as you have the extra room anyway.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 16, 2016, 12:46:59 pm
For now, this is how I'm treating the spell names:
(http://i.imgur.com/YoK2UsG.png)
Use squish tiles but allow myself to use 5 characters instead of 4, but do it in such a way so that there still appears to be space between one spell name and the next (by only allowing myself to use half of the 5th character tile). Unfortunately I couldn't squish every name in (such as Teleport) due to limited font graphic space, and some spells were given priority over others (such as Blizzard, Thunder, and Ultima).

===============================

Anyways it's time to release this. This is not a gameplay alteration patch, this patch acts purely as a translation/localization of the original game. The gameplay alteration patch will be a separate patch that will be released in the coming weeks. But first, I would like to get the text-only patch out there. I am not yet submitting this up on the RHDN database, because there's bound to be a few typos or text wrapping goofs that I've made, so I'm going to release this on the RHDN forums first so people can try it out (you should probably use cheats because the vanilla game as it is is grindy), and if you spot any typos or text wrapping glitches, report them here and I'll have it fixed by the next release. Also for those of you that wanted the thinner font, that will be a separate patch included in the next release, but not this current release.

Final Fantasy II Retranslation V1.0: http://www.mediafire.com/download/mk2la4kaleo851j/FF2+Retranslation+V1.0.zip

Please report any typos or text wrapping goofs you find here.
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 16, 2016, 01:04:01 pm
 I'm going to give this a run through. I'll let you know if I find any bugs.

January 16, 2016, 02:34:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Okay for starters. Gordon says skulk instead of sulk. You can't learn the term Airship from Cid like you should. Everyone SAYS Airship but you don't learn it. I usually have it learned before going to Salamand.

I've also noticed a slight bug in where the monsters are. I stepped out of Altair to fight Sasquatch monsters and stepped out of Salamand to fight Wererats.

Golbin Guard looks strange as GblinGard. Perhaps Gob.Guard might work better.

I hope you can work out the magic spell names.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 16, 2016, 03:21:01 pm
I'm going to give this a run through. I'll let you know if I find any bugs.

January 16, 2016, 02:34:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Okay for starters. Gordon says skulk instead of sulk. You can't learn the term Airship from Cid like you should. Everyone SAYS Airship but you don't learn it. I usually have it learned before going to Salamand.

I've also noticed a slight bug in where the monsters are. I stepped out of Altair to fight Sasquatch monsters and stepped out of Salamand to fight Wererats.

Golbin Guard looks strange as GblinGard. Perhaps Gob.Guard might work better.

I hope you can work out the magic spell names.
Are you able to learn Airship from someone else (don't you learn it from Hilda)? That's weird, because I remember specifically putting in Cid's learnable key term, but I probably accidentally removed it when reformatting some of the text. And aren't those enemy placements normal? If not, I'll fix it just by copying all non-text and non-menu bytes from the vanilla ROM to insure that any accidental byte changes are un-done. (I'm at work right now so I can't fix these right away)
Title: Re: Final Fantasy II: Refurbished
Post by: Heaven Piercing Man on January 16, 2016, 03:45:14 pm
You're right, my bad.
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 16, 2016, 05:56:08 pm
I can definately say they aren't supposed to be in that area as far as monsters are concerned.

Also found when a weapon leveled up it said Luntun up instead of Level.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 16, 2016, 07:52:30 pm
I can definately say they aren't supposed to be in that area as far as monsters are concerned.

Also found when a weapon leveled up it said Luntun up instead of Level.
I have to ask, did you patch to a clean Japanese ROM or to the Demiforce ROM by accident? The patch was made to be used with the Japanese ROM.

EDIT: okay, so I'm finally home and I'm able to check now. Yup, I goofed. I'm not having the incorrect enemies problem on my end though, but the typos you pointed out are there (the "Lvntup!" was most likely caused by me after I altered the DTE table). I'm just gonna recompile all of the text onto a fresh ROM.

EDIT: Done! Here's release V1.1: http://www.mediafire.com/download/tr3b660d96f3u0q/FF2+Retranslation+V1.1.zip

Changelog:
- The term "Airship" can now be learned from Cid
- Typo in Gordon's dialogue fixed
- "GblinGard" enemy name changed to "Gob.Gard"
- "Lvntup!" typo fixed to, "Lv up!"
- B-Button Dash removed because the way it was implemented was possibly causing incorrect enemies to appear in certain areas

I ported over all of the text and expanded the menus again onto a fresh ROM in order to ensure that there's no glitches (or at least none that weren't already in the Demiforce v1.03 release). I think the B-Button implementation is what was causing the wrong enemies to appear. SpiderDave told me how, and it involved a new subroutine inserted at 0x3c5e0, which he thought was free space (and which I didn't even bother to investigate), so I've left out the B-Button dash. I'm gonna try to have it back for the next release but I'm going to take a closer look at his routine first.
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 17, 2016, 02:36:37 pm
With the B Button Dash removed it does seem to fix the areas of monsters, however the Goblin Guard formations now do not show up at all. I think GobGuard works better without the period.

Also Minwu joins my party is now Minh in battle and in menus.
Title: Re: Final Fantasy II: Refurbished
Post by: AWJ on January 17, 2016, 03:05:13 pm
I ported over all of the text and expanded the menus again onto a fresh ROM in order to ensure that there's no glitches (or at least none that weren't already in the Demiforce v1.03 release). I think the B-Button implementation is what was causing the wrong enemies to appear. SpiderDave told me how, and it involved a new subroutine inserted at 0x3c5e0, which he thought was free space (and which I didn't even bother to investigate), so I've left out the B-Button dash. I'm gonna try to have it back for the next release but I'm going to take a closer look at his routine first.

3C5E0 is definitely not free space; it's in the middle of a lookup table used by the random encounter code:

Code: [Select]
0F/C5C8: 00 00 00 00 00 00 00 00
0F/C5D0: 00 00 00 00 01 01 01 01
0F/C5D8: 01 01 01 01 01 01 01 01
0F/C5E0: 02 02 02 02 02 02 02 02
0F/C5E8: 02 02 02 02 03 03 03 03
0F/C5F0: 03 03 03 03 03 03 03 03
0F/C5F8: 04 04 04 04 04 04 05 05
0F/C600: 05 05 05 05 06 06 06 07

The table begins at 0x3CFD8 in a .nes format ROM due to the 16-byte header. If you look at the Disch disassembly of FF1, there's an identical table in it and you can see how it's used.

 There are a couple of chunks of zero-filled unused space in the fixed bank of the Japanese ROM, but I wouldn't be surprised if you're already using them for text.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 17, 2016, 03:59:18 pm
With the B Button Dash removed it does seem to fix the areas of monsters, however the Goblin Guard formations now do not show up at all. I think GobGuard works better without the period.

Also Minwu joins my party is now Minh in battle and in menus.
Then that probably means the Goblin Guard wasn't supposed to show up in that place to begin with. But to be sure, I'll just copy+paste the encounter table from the Japanese ROM just in case the Demiforce ROM had modified enemy encounters.

As for the character names, I forgot to change them when I redid everything on a fresh ROM. So I'll fix it again tonight.

January 17, 2016, 04:01:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
3C5E0 is definitely not free space; it's in the middle of a lookup table used by the random encounter code:

Code: [Select]
0F/C5C8: 00 00 00 00 00 00 00 00
0F/C5D0: 00 00 00 00 01 01 01 01
0F/C5D8: 01 01 01 01 01 01 01 01
0F/C5E0: 02 02 02 02 02 02 02 02
0F/C5E8: 02 02 02 02 03 03 03 03
0F/C5F0: 03 03 03 03 03 03 03 03
0F/C5F8: 04 04 04 04 04 04 05 05
0F/C600: 05 05 05 05 06 06 06 07

The table begins at 0x3CFD8 in a .nes format ROM due to the 16-byte header. If you look at the Disch disassembly of FF1, there's an identical table in it and you can see how it's used.

 There are a couple of chunks of zero-filled unused space in the fixed bank of the Japanese ROM, but I wouldn't be surprised if you're already using them for text.
Well, that explains the wrong enemies then. I'm actually using the same text space that was used in the Demiforce ROM (but not the same distribution per text bank though), but it's nice to know there's some usable areas to keep the B-Button dash.

January 17, 2016, 11:33:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's release v1.2. It fixes the character names. http://www.mediafire.com/download/urhc4krw9u5bwcj/FF2+Retranslation+v1.2.zip

Also note that in order for the correct names to show up, you'll have to start a new file if you're using the same save file as the v1.1 patch, sorry.

Changelog:
- Character names fixed (they were wrong in v1.1 because I had copied over
 all of the text onto a fresh ROM as a precautionary measure to prevent
 any glitches, but I forgot to re-update the character names)
- "Gob.Gard" enemy name changed to "G.Guard"
- "Stars" attack changed to "Meteor" (it was originally named "Stars" because
 the corresponding attack in modern versions of FFII is called, "Starfall",
 but since there's a five-character limit for attacks I named it "Stars".
 But then I realized that's just lame-sounding so I changed it to,
 "Meteor", which could fit in five characters thanks to squish tiles)

I apologize for such a messy first release, hopefully with v1.2 all major issues are sorted out and now all that's left is typos. For v1.3 I plan on bringing back the B-Button dash and hopefully that will be the version that I'm fine with submitting to the RHDN database. I do still have the expanded magic menu on my mind too, but that will take a bit longer to work out.

EDIT:
Also, I've released my new text editor now. If anyone's interested in making a translation of FFII into their language, check this out: http://www.romhacking.net/forum/index.php/topic,21105.msg295472.html#new
Title: Re: Final Fantasy II: Refurbished
Post by: Panzer88 on January 19, 2016, 06:08:04 pm
Thanks Chaos Rush!
Title: Re: Final Fantasy II: Refurbished
Post by: Spooniest on January 19, 2016, 07:46:19 pm
3C5E0 is definitely not free space; it's in the middle of a lookup table used by the random encounter code:

Code: [Select]
0F/C5C8: 00 00 00 00 00 00 00 00
0F/C5D0: 00 00 00 00 01 01 01 01
0F/C5D8: 01 01 01 01 01 01 01 01
0F/C5E0: 02 02 02 02 02 02 02 02
0F/C5E8: 02 02 02 02 03 03 03 03
0F/C5F0: 03 03 03 03 03 03 03 03
0F/C5F8: 04 04 04 04 04 04 05 05
0F/C600: 05 05 05 05 06 06 06 07

The table begins at 0x3CFD8 in a .nes format ROM due to the 16-byte header. If you look at the Disch disassembly of FF1, there's an identical table in it and you can see how it's used.

 There are a couple of chunks of zero-filled unused space in the fixed bank of the Japanese ROM, but I wouldn't be surprised if you're already using them for text.

Sorry for reposting this but I wanted to say that I'm just tickled that I actually know what I'm looking at right now (for once).

This project looks interesting, and I'll give it a shot on one condition: did you change the story at all? As long as you did not, I would like to play it. EDIT: You did not. Good on ya!
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 19, 2016, 09:20:42 pm
Sorry for reposting this but I wanted to say that I'm just tickled that I actually know what I'm looking at right now (for once).

This project looks interesting, and I'll give it a shot on one condition: did you change the story at all? As long as you did not, I would like to play it. EDIT: You did not. Good on ya!
lol why would I do that? Are other "translations" notorious for doing that? Now, I know that translation projects don't usually have official titles, and perhaps it was misleading to call this "Final Fantasy II: Refurbished" which makes it sound like a hack as opposed to a simple retranslation, but for all intents and purposes this is simply a retranslation of Final Fantasy II for the NES. (And no, I did not retranslate the entire script from scratch, what I did was I looked at the GBA and PS1 scripts and came up with a new NES-sized script; to further clarify, the GBA script was translated from the Japanese GBA version which had a bunch of added lines that weren't in the original Famicom version, while the Japanese PS1 script was identical to the Famicom version, so when the content of the lines were clearly different I looked at the PS1 translation, and in cases where I didn't trust the PS1 translation I retranslated the line myself.) I'm not gonna go and say, "this is the 100% accurate translation that you've all been waiting for" like the FFIV J2e translation did, but I will say that this script reads far better than the Demiforce version and the Prototype version (and more accurate than both), and it's the best English version of 8-bit FFII out there. (In addition to that, it has the modern canonical character names)

Now despite all that of pointing out that this is merely a retranslation and not a hack, there IS another patch I'm working on that will make the game easier and less ridiculous (and maybe fix some bugs), but it will be a separate patch from the translation :)
Title: Re: Final Fantasy II: Refurbished
Post by: Spooniest on January 19, 2016, 09:35:43 pm
Will the two patches be compatible with each other?
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 19, 2016, 09:40:19 pm
Will the two patches be compatible with each other?
Yes, the gameplay only patch will affect gameplay only (it'll even be compatible with the Japanese version)
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 20, 2016, 12:28:44 am
I hope you get that B Button dash worked out. You might have noticed I got a little side tracked in testing out 1.2 further but I will get back to it.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 20, 2016, 01:40:33 am
I hope you get that B Button dash worked out. You might have noticed I got a little side tracked in testing out 1.2 further but I will get back to it.
No problem. It's going to be a little while before I submit it to the RHDN database anyway, since I want to see if I can get the expanded magic menu working in-battle. One issue though is that the battle menu code is located in PRG bank 0xC (0x30010 - 0x3400F). There doesn't appear to be a decent sized free space chunk in there large enough to hold a branching menu routine actually nvm, I think 0x31628 should do... Hopefully I can get it worked out by this weekend, but no guarantees.

I did get the B-Button dash working again, this time I inserted the routine at x3F760 (which I'm pretty sure is free space). Not sure if it's worth doing another release just to add it back in though, but nonetheless it will be back for the next release.

EDIT: Guys, I don't think the expanded magic menu is going to be possible, the only reason being lack of free space for the new routinenvm, realized that I could use bank 0xF since it's always swapped in. I've begun writing a routine and so far it automatically adjusts the X-coordinates, but there's not enough space in the allotted region (at 0x31628) to finish my routine to adjust the Y-coordinates.

For anyone curious, here's my routine so far:
Put 20 18 96 at 0x31CA9

At at 0x31628:
//These simply "restore" the original bytes, required so that the non-magic menus don't break
8D 47 02    //STA $0247
85 56   //STA $56
A6 5D      //LDX $005D
E0 04      //CPX $04
D0 20      //BNE $9649 (0c:9649/31659) //If we're not in the magic menu, then branch back to the old routine

//Check horizontal position
A5 53      //LDA $0053
C9 00//POS_1   //CMP #$00
F0 09      //BEQ to 0 horizontal position adjust
C9 01//POS_2   //CMP #$01
F0 0e      //BEQ to 1 horizontal position adjust

//IF THE X POSITION IS 3 OR 4, THEN YOU SHOULD REACH THIS CODE:
E9 02      //SBC #$02 //subtract 2 to get correct horizontal index
4C 25 96      //Jump to Pos 1

//0 HORIZONTAL POSITION ADJUST
69 07
8D 47 02
8D 4F 02
60

//1 HORIZONTAL POSITION ADJUST
69 56
8D 47 02
8D 4F 02
60      //RTS
//PLAN FOR Y-COORDINATE UPDATE:
-Check selected magic index
-if its "1st" or "2nd" horizontally, move vertically one tile up
=======================================================

...which leaves us with only 10 bytes left in the only free space region found in bank 0xC. The only way I see this getting resolved is through bank swapping, which I'm not sure how that works. Would it be possible to swap a bank mid-routine and swap it back after you do whatever you need to do? Turns out bank 0xF has some decent free space, and since it's always swapped in it's readily usable. I have a semi-working new magic menu routine, but it's not perfect yet. I got the cursor at the correct positions, but cycling through is kind of a weird order (due to reducing 4 columns to 2), but that shouldn't be too hard to fix.
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 23, 2016, 02:32:12 pm
Awesome news so far. I'm going to have to make some time to plow through the game this weekend.
Title: Re: Final Fantasy II: Refurbished
Post by: KingMike on January 23, 2016, 03:41:48 pm
At at 0x31628:
//These simply "restore" the original bytes, required so that the non-magic menus don't break
8D 47 02    //STA $0247
85 56   //STA $56
A6 5D      //LDX $005D
E0 04      //CPX $04
D0 20      //BNE $9649 (0c:9649/31659) //If we're not in the magic menu, then branch back to the old routine

//Check horizontal position
A5 53      //LDA $0053
C9 00//POS_1   //CMP #$00
F0 09      //BEQ to 0 horizontal position adjust
C9 01//POS_2   //CMP #$01
F0 0e      //BEQ to 1 horizontal position adjust

//IF THE X POSITION IS 3 OR 4, THEN YOU SHOULD REACH THIS CODE:
E9 02      //SBC #$02 //subtract 2 to get correct horizontal index
4C 25 96      //Jump to Pos 1

//0 HORIZONTAL POSITION ADJUST
69 07
8D 47 02
8D 4F 02
60

//1 HORIZONTAL POSITION ADJUST
69 56
8D 47 02
8D 4F 02
60      //RTS
A couple notes about your ASM:
After an LDA instruction, CMP #$00 is unnecessary. It will already have the flag set if it's 0.
Although, when you use a SBC, you need a SEC instruction before it or it will be off by 1 (though maybe if you were short on space you could adjust the SBC instruction to compensate? I'm not certain, I've just done it the "accurate" way.) (also should be using CLC before ADC)
Those "Horizontal position adjust routines" end on several bytes of identical code. You could also optimize a few of those for space.
Just include one instance of 8D 47 02 8D 4F 02 60, and then from the other one, branch there. (with a JMP. Or... although the NES CPU is missing the BRA (branch always) instruction, you can fake it by using BEQ/BNE if you know the result will always/never be 0. Like that ADC #$07, if you know that is always going to result in a non-zero value, you can put a BNE after and will effectively work as a BRA)
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 24, 2016, 01:51:37 am
A couple notes about your ASM:
After an LDA instruction, CMP #$00 is unnecessary. It will already have the flag set if it's 0.
Although, when you use a SBC, you need a SEC instruction before it or it will be off by 1 (though maybe if you were short on space you could adjust the SBC instruction to compensate? I'm not certain, I've just done it the "accurate" way.) (also should be using CLC before ADC)
Those "Horizontal position adjust routines" end on several bytes of identical code. You could also optimize a few of those for space.
Just include one instance of 8D 47 02 8D 4F 02 60, and then from the other one, branch there. (with a JMP. Or... although the NES CPU is missing the BRA (branch always) instruction, you can fake it by using BEQ/BNE if you know the result will always/never be 0. Like that ADC #$07, if you know that is always going to result in a non-zero value, you can put a BNE after and will effectively work as a BRA)
Thanks for your suggestions; I was relying on this: http://www.romhacking.net/documents/112/
I'm still pretty new to NES ASM hacking. I'm not even using a compiler, I'm just using the document to see what bytes do what and testing it out on FCEUX's run-time hex editor (while writing down what works in Notepad, of course). Free space is no longer an issue as it turns out, as there's plenty of free space in bank 0xF, which is always swapped in so it's readily usable (and the Y-coordinate routine had to be a separate one anyway with my implementation).

Anyhow, here's what I got to adjust the Y-coordinates (note I already had this done by the last time I edited my previous post, I just didn't post it, so it was written before I had seen KingMike's post):

0x31CB1: 20 62 F7
//--------------- 0x3F770 -------------------------------------------------
0x3F770:
60 EA
//The overwritten bytes
0x3F772:
8D 44 02
85 55

//now the custom ASM code
A6 5D      //LDX $005D
E0 04      //CPX $04
D0 F3      //BNE $9649 (0c:9649/31659)

//CHECK X POSITION FIRST
A5 53      //LDA $0053
C9 00//POS_1   //CMP #$00
F0 05      //BEQ to 0 vertical position adjust
C9 01//POS_2   //CMP #$01
F0 01      //BEQ to 1 vertical position adjust
60

//POS_1 CHECK Y
A5 54
C9 00
 F0 0C //HEIGHT 0
C9 01
 F0 19 //HEIGHT 1
C9 02
 F0 1A //HEIGHT 2
C9 03
 F0 1B //HEIGHT 3

// HEIGHT 0
A9 A8      //LDA #$A0
8D 48 02      //this is at $F78C
8D 4C 02
E9 08      //SBC #$08
8D 40 02
8D 44 02
60

// HEIGHT 1
A9 B8      //LDA #$B0
4C 8C F7

// HEIGHT 2
A9 C8      //LDA #$C0
4C 8C F7

// HEIGHT 3
A9 D8      //LDA #$D0
4C 8C F7
=====================================================

In case my wording wasn't clear in my previous post's edits, the menu POSITIONS are readjusted to their proper positions, but the cycling order still needs to be fixed. Here's a screenshot:
(http://i.imgur.com/dsTPuAh.png)
(ignore the abbreivated/squished names)
The problem with the cycling order right now is that pressing down/up will skip a row, and in order to access the even rows you have to press right twice (in other words, move the cursor over to what would have been the third spell in a given row in the old menu layout). Now don't get me wrong, as it is right now, every spell is still reachable and select-able, but the problem is that the cycling order still thinks its based on the old layout. I couldn't modify the internal "width" value otherwise it would break the connection between the selected spell and the actual performed spell. Now what I do know is that there's a RAM value at $0066 that controls which spell slot is currently selected, so what I'm gonna have to do is simply alter what slot it jumps to based on the D-pad buttons that are pressed. That's something I'll tackle next weekend, hopefully.
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on January 24, 2016, 11:36:38 pm
Something strange in my playthrough so far this weekend (its been tough IRL stuff in the way) I noticed was the item names extend too far in the monster drops treasure screen.

(http://www.bwass.org/bucket/FFII-I2L.png)

It's not a big deal and the items work, but its a little jarring.

If you finally do get the spell battle menu working properly, it will most likely give you free space in the text area to use better and more optimized squish tiles for monster and item names. I think G.Guard still looks weird for a monster name which is why I suggested GobGuard.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 25, 2016, 11:08:29 am
Something strange in my playthrough so far this weekend (its been tough IRL stuff in the way) I noticed was the item names extend too far in the monster drops treasure screen.

(http://www.bwass.org/bucket/FFII-I2L.png)

It's not a big deal and the items work, but its a little jarring.

If you finally do get the spell battle menu working properly, it will most likely give you free space in the text area to use better and more optimized squish tiles for monster and item names. I think G.Guard still looks weird for a monster name which is why I suggested GobGuard.
Thanks for pointing that out. To fix it I'll have to expand the window out side of the CRT safe-zone (like I did with the inventory and equipments menu, hopefully that's not bothering people since the text is still in the safe-zone), but the text will still be in the CRT safe-zone so it should be good.
Title: Re: Final Fantasy II: Refurbished
Post by: Midna on January 25, 2016, 09:44:28 pm
Not sure how well this would work (and it'd be a lot of work for very little gain), but you could try reprogramming the screen to have a horizontal layout. Like:

     Treasure
       Items    Remove/Exit

If that makes any sense.
Title: Re: Final Fantasy II: Refurbished
Post by: cospefogo on January 27, 2016, 12:54:32 pm
What a wonderful work!

Final Fantasy I (on NES) has been one of my favorite games of all time, however... Final Fantasy II... Oh my. The only time I did try to play it scared me to death — mainly because the different leveling system. It required a lot of patience and I really did no understood it at all.

Now, a decade has passed, maybe I am ready to try it — and will do it using this very patch!

I will be accompanying this topic to learn more about the parallel patch that probably will enrich Final Fantasy II enjoyment as well (bug fixes, improvements, etc).

Thank you so much, Chaos Rush!
Looking forward for more news!

Cospefogo.
Title: Re: Final Fantasy II: Refurbished
Post by: Leviathan Mist on January 30, 2016, 07:08:27 pm
This project looks extremely in-depth. I have a number of glitches that no one ever seems to mention, but that I have wanted to see fixed in this version of the game for a long time. They all involve the lack of stat capping.

1. HP and MP are not capped. HP can go over 9999, and MP can go over 999. When they do, the digits look messed up. Also, when HP and MP go over 65535, it "rolls over" to 0. In the remakes, HP and MP are properly capped at 9999/999 respectively.

2. GP/Gil is not capped. It can go over 9999999, and when it does, the digits are messed up. When gold goes over 16777215, it rolls over to 0.

3. Inn costs are not capped. When the inn price goes over 65535, it rolls over to 0. This can only be observed when your HP and MP for everyone are over 9999 and 999, because normally inn costs won't reach those levels.


No one talks about these glitches, because no one gets their stats that high in a normal run. In fact, I'm the only person I know of who has ever leveled HP and MP above those numbers in a normal playthrough. Still, this is not only abusable, but potentially game-breaking. Here's why: Say you have 65437 HP and 99 Vitality on a character. Say they gain HP in their next fight. Their HP will be 65536, but 65535 is the maximum, so instead it will roll over and they'll be stuck with 0 HP. That character is now permanently zombified and can no longer be used. They can't ever gain HP again, and are stuck with 0 HP. Pretty extreme example, but it's something that can result from not having HP capped.

I love the NES version, and I particularly love the process of grinding, but without stat caps, I have no motivation to do so. If these are fixed, I will consider the version THE definitive version of FF2.
Title: Re: Final Fantasy II: Refurbished
Post by: Sarisa on February 07, 2016, 04:22:55 am
I spotted a text overflow error early in the game:
(http://i.imgur.com/ge7qnh4.png)

Also, for anyone else who needs an indoors B button dash now, this doesn't instantly crash the game:

At 0x3d4f1:
Old: A9 01 85 32 85 34 // LDA $#01 STA $32 STA $34 //storing walking speed in $32 and $34; FF1 uses $34 only
Patch: 20 50 F7 EA 85 32 // JSR $F750 NOP STA $32 //jump to the B button dash subroutine then store the walking speed in $32

At 0x3f760:
Old: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //free space(?)
Patch: A5 20 29 40 D0 05 A9 01 85 34 60 A9 02 85 34 60 // LDA $20 AND $#40 BNE $F75B LDA #$01 STA $34 RTS LDA #$02 STA $34 RTS //Dormento's routine for the FF1 B button dash
Title: Re: Final Fantasy II: Refurbished
Post by: SunGodPortal on February 07, 2016, 04:28:31 am
(http://i.imgur.com/ge7qnh4.png)

Who is PPPPPP whom was seen by the Princess and where has all of the FFFFFF gone to?

Old games have such classic stories.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on February 07, 2016, 11:22:48 am
@cospefogo: Thank you for your comments. I still do plan on making a gameplay balance patch, but as of right now I'm still working on improving the in-battle magic menu (except I haven't worked on it at all in the past two weeks due to lack of time.

@Leviathan Mist: I will definitely look into fixing these glitches and hopefully it will be in the next release!

@Sarisa: Thanks for pointing it out, it's been added to my to-do list.

Anyhow I haven't abandoned this project or anything, but I've been really busy with school with boatloads of homework, and school is my number one priority.
Title: Re: Final Fantasy II: Refurbished
Post by: Vanya on February 09, 2016, 03:50:38 pm
Take your time. Anything worth having is worth waiting for.
Title: Re: Final Fantasy II: Refurbished
Post by: arciks11 on March 17, 2016, 05:57:44 am
(http://i.imgur.com/iWF4bE0.png)


Line breaks in this textbox seem odd.

Another bug I came across was that Cross item was displayed as Ice Shield in FCEUX 2.2.1. version, however that wasn't the case in 2.2.2. version.


Edit: After moving the save to a newer version it still says Ice Shield. Although when I Hex edited it into the game from a fresh start it was Saying Cross correctly, The Cross was gotten as a random drop from a Soldier enemy, so that might have something to do with it.

Edit 2: After starting a playthrough on a newer version of FCEUX same thing happened. Soldier dropped Cross, but it's using Ice Shield name.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on April 30, 2016, 01:20:56 am
Hey everyone, I just spent a good 2+ hours on what had me stumped before (the magic menu extension) and have ultimately decided that it's far too much trouble for what it's worth. I apologize if I let anyone down who was looking forward to fully expanded magic names, but at the end of the day squish tiles are still readable and functional, and my ASM code was getting too herky-jerky, and I'd rather focus on other aspects (such as the item menu after you defeating an enemy, and looking into fixing bugs). If anyone REALLY wants to look into the magic menu and do it themselves, just send me a PM and I'll give you my notes and what I've done so far, but at this point I'd like to just get an acceptable version out on the RHDN database and just leave the magic menu as it is.

For anyone curious, here's my notes for the magic menu (WARNING, they're really unorganized):
Spoiler:
at 31CA9 (0C:9C99):
20 XX XX EA //with XX XX being the new routine offset, you might
       //not need the EA byte
(really, just put 20 18 96)

NEW ROUTINE AT XX XX: 31628

//USE RAM OFFSETS
$53 = X coordinate slot
$54 = Y coordinate slot
$5D = if it's 04, then it's the magic menu
//X COORDINATES WE WANT:
0 & 2: x00, x08
1 & 3: x50, x58

//--------------- 0x31628 -------------------------------------------------
//The overwritten bytes:
8D 47 02    //STA $0247
85 56      //STA $56

//now the custom ASM code
A6 5D      //LDX $005D
E0 04      //CPX $04
D0 20      //BNE $9649 (0c:9649/31659)

//LOAD X POSITION
A5 53      //LDA $0053
C9 00//POS_1   //CMP #$00
F0 09      //BEQ to 0 horizontal position adjust
C9 01//POS_2   //CMP #$01
F0 0E      //BEQ to 1 horizontal position adjust

//IF THE X POSITION IS 3 OR 4, THEN YOU SHOULD REACH THIS CODE:
E9 02      //SBC #$02 //subtract 2 to get correct horizontal index
4C 25 96   //Jump to Pos 1

//0 HORIZONTAL POSITION ADJUST
69 07
8D 47 02
8D 4F 02
60

//1 HORIZONTAL POSITION ADJUST
69 56
8D 47 02
8D 4F 02
60      //RTS
//PLAN FOR Y-COORDINATE UPDATE:
-Check selected magic index
-if its "1st" or "2nd" horizontally, move vertically one tile up
//-------------------------------------------------------------------------


31CB1 (old): 8D 44 02
31CB1 (new): 20 62 F7
//--------------- 0x3F770 -------------------------------------------------
//The overwritten bytes
0x3F770:
60 EA

0x3F772:
8D 44 02
85 55

//now the custom ASM code
A6 5D      //LDX $005D
E0 04      //CPX $04
D0 F3      //BNE $9649 (0c:9649/31659)

//CHECK X POSITION FIRST
A5 53      //LDA $0053
C9 00//POS_1   //CMP #$00
F0 05      //BEQ to 0 vertical position adjust
C9 01//POS_2   //CMP #$01
F0 01      //BEQ to 1 vertical position adjust
60

//POS_1 CHECK Y
A5 54
C9 00
 F0 0C //HEIGHT 0
C9 01
 F0 19 //HEIGHT 1
C9 02
 F0 1A //HEIGHT 2
C9 03
 F0 1B //HEIGHT 3

// HEIGHT 0
A9 A8      //LDA #$A0
8D 48 02
8D 4C 02
E9 08      //SBC #$08
8D 40 02
8D 44 02
60

// HEIGHT 1
A9 B8      //LDA #$B0
4C 8C F7

// HEIGHT 2
A9 C8      //LDA #$C0
4C 8C F7

// HEIGHT 3
A9 D8      //LDA #$D0
4C 8C F7

// alter what slot it jumps to based on the D-pad buttons that are pressed.
//At 0x68 is the 'slot' offset

//$0053 is the column
//$0054 is the row
if (KEY_RIGHT && column == (1 || 3))
   column--;

if (KEY_DOWN && column == 0) {
   row = 0;
   column = 2;
}
// basically this, account for all possibilities
VANILLA:
031C09:E6 53     INC $0053 = #$01
031C0B:A5 53     LDA $0053 = #$01
031C0D:C5 5D     CMP $005D = #$04
031C0F:D0 05     BNE $9C06
031C11:A9 00     LDA #$00
---------------------
ACTUAL CHANGES:

//PRESSING RIGHT
031C09: 20 48 F8 EA// it should branch to 3F858

Free space at 03F858:
E6 53 //original routine
A5 53 //original routine
A6 5D   LDX $005D = $04
E0 04   CPX #04
D0 06   //if not in magic menu, branch to END_SUB location
A5 53   //load column value into A
C9 02   //is it 02?
F0 XX   //branch to RESET_X location
60   //END_SUB
---
RESET X:
C6 53
C6 53
60

//PRESSING DOWN
original routine:
> 031C30:E6 54     INC $0054 = #$00
  031C32:A5 54     LDA $0054 = #$00
  031C34:C5 5C     CMP $005C = #$04
  031C36:D0 04     BNE $9C2C
  031C38:A9 00     LDA #$00
//NEW ROUTINE:
031C30: 20 5E F8 EA

at 03F86E: ($F85E)
E6 54 //original routine
A5 54 //original routine
A6 5D //check if we're in magic menu
E0 04
D0 F5 //branch to RTS if we're not in magic menu
A6 53 //load column value into X
E0 00 //compare column value to 00
F0 0D //branch to routine that sets column to +2 and keeps row the same
E0 01 //compare column value to 01
F0 09 //branch to routine that sets column to +2 and keeps row the same
E0 02 //compare column value to 02
F0 0C //branch to routine that sets row to +1 and column to -2
E0 03 //compare column value to 03
F0 08 //branch to routine that sets row to +1 and column to -2
60

at 03F88B:
E6 53
E6 53 //increment column by +2
C6 54 //decrement row by 1
60

at 03F892: ($F882)
C6 53 //decrement row by 1
C6 53
60

Another bug I came across was that Cross item was displayed as Ice Shield in FCEUX 2.2.1. version, however that wasn't the case in 2.2.2. version.


Edit: After moving the save to a newer version it still says Ice Shield. Although when I Hex edited it into the game from a fresh start it was Saying Cross correctly, The Cross was gotten as a random drop from a Soldier enemy, so that might have something to do with it.

Edit 2: After starting a playthrough on a newer version of FCEUX same thing happened. Soldier dropped Cross, but it's using Ice Shield name.
Thanks for pointing that out, it was a simple fix, turns out I accidentally copied the Ice Shield name onto that item's name. Instead of calling it Cross however, I am calling it 'Garlic' because the corresponding Japanese item name is niniku.
Title: Re: Final Fantasy II: Refurbished
Post by: Heaven Piercing Man on April 30, 2016, 01:54:34 am
What names ended up shortened in the squish-tile scheme?
Title: Re: Final Fantasy II: Refurbished
Post by: AWJ on April 30, 2016, 10:37:04 am
Quote
Thanks for pointing that out, it was a simple fix, turns out I accidentally copied the Ice Shield name onto that item's name. Instead of calling it Cross however, I am calling it 'Garlic' because the corresponding Japanese item name is niniku.

Those are two different items. The Cross fixes curse status, the Garlic damages undead monsters.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on April 30, 2016, 12:47:20 pm
Those are two different items. The Cross fixes curse status, the Garlic damages undead monsters.
The corresponding item index in the Japanese ROM's item name table is Garlic.
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on April 30, 2016, 03:59:43 pm
Glad you're finally working on this again. I'm curious how the spell names are going to look. Hopefully you can optimize the space for them properly. Also, Cross is the official name currently for removing Curse status.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on May 28, 2016, 08:22:48 pm
Well, I've released v1.3. It fixes some typos and adds the B-Button dash back. Unfortunately I couldn't get the magic menu working, and I was unable to reposition the after-battle "find item" menu too, and quite frankly I don't have the time to spend hours getting those two things working (same with that gameplay improvement patch I wanted to do). I've submitted it to the RHDN database and I have no problems if anyone wants to make addendums to it. I apologize if people were waiting for the new magic menu and the after-battle item menu fix (and it's not as simple as the out-of-battle menus, the way it's coded is completely different), so really the only solution for that is to decrease the item name character limit back to what it was in the vanilla ROM.

But nonetheless, it's fully playable, it's in English, and the script is much more accurate than the Demiforce script. I hope you guys understand for me leaving this, and I apologize, but I'd also be very grateful if anyone wants to improve on v1.3.
Title: Re: Final Fantasy II: Refurbished
Post by: Burnt Lasagna on May 29, 2016, 12:11:19 am
I just wanted to say thanks for making this!
I'm glad a patch like this exists.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on June 18, 2016, 10:48:04 pm
I'm considering reverting the item name character limit back to 8 since no matter what I've tried I can't fix the "after battle found item" menu size properly. If you put 0x64 at the offsets 0x31366 and 0x313AA then it looks like this:
(http://i.imgur.com/7KON2qm.png)
Which makes the menus barely long enough to fit the item names but the first character of each item is repeated on the line above. I've looked through the ASM code over and over and can't seem to figure it out (mind you, this is something I've been trying to do since March).

How would you guys feel if the item name character limit was shortened back to 8?
Title: Re: Final Fantasy II: Refurbished
Post by: Vanya on June 19, 2016, 01:14:39 am
I always prefer to have more characters to allow for accurate name translations, but don't kill yourself trying to get it done either.
I say revert it for now and keep working on it at your own pace or drop it for now and tackle it again later with a new perspective.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on June 22, 2016, 12:04:12 am
Good news guys:
(http://i.imgur.com/DPGQdMx.png)

EDIT: v1.4 release: https://www.mediafire.com/?uapm0z0sct98fcb

I am now considering this project done, but I'm going to look into making patches to fix the bugs that the vanilla game has (such as HP, MP, and money not being capped and rolling over to 0 when surpassing 65535), and maybe I'll get around to making that easy mode patch too.
Title: Re: Final Fantasy II: Refurbished
Post by: zfreeman on June 22, 2016, 12:12:13 am
Beautiful.
Title: Re: Final Fantasy II: Refurbished
Post by: Heaven Piercing Man on June 22, 2016, 06:18:31 am
Perfect. If I could combine this with the NeoDemi fanmade title screen, it'd be a dream come true.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on June 23, 2016, 02:51:59 am
Sorry for releasing two updates in a row, but here's v1.5! http://www.mediafire.com/download/6e0u7tgjt614naa/FF2+Retranslation+v1_5.zip

v1.5 fixes the intro so that it says "PROGRAMMED BY NASIR" instead of "PROGRAMED BY NASIR"
(http://i.imgur.com/yFuHXbO.png)

In addition to that, v1.5 also fixes some bugs that were present in the original game related to stat caps.

This project looks extremely in-depth. I have a number of glitches that no one ever seems to mention, but that I have wanted to see fixed in this version of the game for a long time. They all involve the lack of stat capping.

1. HP and MP are not capped. HP can go over 9999, and MP can go over 999. When they do, the digits look messed up. Also, when HP and MP go over 65535, it "rolls over" to 0. In the remakes, HP and MP are properly capped at 9999/999 respectively.

2. GP/Gil is not capped. It can go over 9999999, and when it does, the digits are messed up. When gold goes over 16777215, it rolls over to 0.

3. Inn costs are not capped. When the inn price goes over 65535, it rolls over to 0. This can only be observed when your HP and MP for everyone are over 9999 and 999, because normally inn costs won't reach those levels.


No one talks about these glitches, because no one gets their stats that high in a normal run. In fact, I'm the only person I know of who has ever leveled HP and MP above those numbers in a normal playthrough. Still, this is not only abusable, but potentially game-breaking. Here's why: Say you have 65437 HP and 99 Vitality on a character. Say they gain HP in their next fight. Their HP will be 65536, but 65535 is the maximum, so instead it will roll over and they'll be stuck with 0 HP. That character is now permanently zombified and can no longer be used. They can't ever gain HP again, and are stuck with 0 HP. Pretty extreme example, but it's something that can result from not having HP capped.

I love the NES version, and I particularly love the process of grinding, but without stat caps, I have no motivation to do so. If these are fixed, I will consider the version THE definitive version of FF2.
I know that I'm replying to a months-old post, but I've got great news for you! v1.5 takes care of these problems! HP and MP are now capped at 9999. Now, even though MP is 'supposed' to be capped at just 999, the game uses the same routine to update these values and I couldn't find out a way to specifically cap MP at 999, so MP will display weird numbers after 999, but at least it will never rollover to 0. Of course, HP is now capped at 9999 like it's supposed to, and displays properly and all. I wrote a routine that simply checks what these values are after level up and if it's higher than 9999, then it lowers them back to 9999. Gil is now capped at 9999999 and will not rollover to 0.
Title: Re: Final Fantasy II: Refurbished
Post by: Leviathan Mist on June 23, 2016, 11:41:52 am
Sorry for releasing two updates in a row, but here's v1.5! http://www.mediafire.com/download/6e0u7tgjt614naa/FF2+Retranslation+v1_5.zip

v1.5 fixes the intro so that it says "PROGRAMMED BY NASIR" instead of "PROGRAMED BY NASIR"
(http://i.imgur.com/yFuHXbO.png)

In addition to that, v1.5 also fixes some bugs that were present in the original game related to stat caps.
I know that I'm replying to a months-old post, but I've got great news for you! v1.5 takes care of these problems! HP and MP are now capped at 9999. Now, even though MP is 'supposed' to be capped at just 999, the game uses the same routine to update these values and I couldn't find out a way to specifically cap MP at 999, so MP will display weird numbers after 999, but at least it will never rollover to 0. Of course, HP is now capped at 9999 like it's supposed to, and displays properly and all. I wrote a routine that simply checks what these values are after level up and if it's higher than 9999, then it lowers them back to 9999. Gil is now capped at 9999999 and will not rollover to 0.

This is wonderful! I will get to testing this hack ASAP. Thanks for that!
Title: Re: Final Fantasy II: Refurbished
Post by: KingMike on June 23, 2016, 11:50:38 am
v1.5 fixes the intro so that it says "PROGRAMMED BY NASIR" instead of "PROGRAMED BY NASIR"
(http://i.imgur.com/yFuHXbO.png)

Did Nasir put any copy-protection traps on his name on this game, like he supposedly did in FF1?
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on June 23, 2016, 12:00:54 pm
Did Nasir put any copy-protection traps on his name on this game, like he supposedly did in FF1?
TCRF doesn't mention anything regarding that for FF2. According to TCRF, for FF1 though, it says that the game will crash if you alter that text. I can confirm that altering it for FF2 does not crash the game and the game behaves normally, at least for me when using Fceux for PC and FceuGX for Wii.
Title: Re: Final Fantasy II: Refurbished
Post by: Panzer88 on July 12, 2016, 11:52:06 am
Will there be a version with higher stat caps?
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on July 12, 2016, 02:06:52 pm
Will there be a version with higher stat caps?
Sorry, but I'm done with this project and I'm satisfied with how it is, and am now focusing all of my efforts on FFIII. I also don't want to make changes like that to the point where this becomes a hack rather than a translation, I'm worried I may have already crossed that boundary by adding a B-Button dash and fixing the HP & MP rollover bugs.

However, I do plan on someday making a gameplay balance hack for FFII, but not until I play through vanilla FFII without cheats to see how hard it really is for myself. But that will be a separate patch from FFII:R, because FFII:R is supposed to just be a retranslation of FFII. I'll probably end up doubling the stat growth rates and preventing stats from getting lowered, but first I want to see how hard vanilla FFII actually is.
Title: Re: Final Fantasy II: Refurbished
Post by: Bregalad on July 12, 2016, 02:37:20 pm
Did Nasir put any copy-protection traps on his name on this game, like he supposedly did in FF1?
I asked myself the same thing. I do not remember about FF1, but in Rad Racer there is a check that the word "Nasir" is not altered, but there is no check for the "programmed by" part. However, it just compares with another copy of the word "nasir", so if you alter both of them, the check will pass, so this is not a super copy protected thing.

Everything in those games show that Nasir was a very smart and nonconventionnal NES programmer. He does things almost systematically different than what a typical NES game would do. He is incredibly clever in some places, having the best and most elegant 6502 assembly you could imagine, and in other areas it's plain horrible and a collosal waste of space. He likes to push tricks on the system by writing to register mid-frame, however he also gets lot of glitches especially in the battle systems.
Title: Re: Final Fantasy II: Refurbished
Post by: Panzer88 on July 13, 2016, 02:25:17 am
@Chaos Rush

No problem I completely understand and I appreciate your hard work on both games.

The only reason I ask is that I understand a level cap of 99 but a lot of other stats get clipped so early that everything becomes normalized and flat towards the top levels, and removes a lot of strategy.

I actually agree with you though that it's best to let the translation be the translation, and not alter game balance until we all understand it better. :-)
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on July 15, 2016, 09:21:50 pm
Hey everyone, someone has just informed me that there's a glitch where your characters HP can get messed up if it's around 200. I think I know exactly what's causing this and will try to come up with a fix as soon as possible. For now, stick with v1.4, and I apologize for this if this glitch has happened to you. It's fixed now, please download v1.6

EDIT: So I've found the source of the problem, and it turns out that my ASM code that I had earlier for "fixing" the HP/MP and Gil rollover glitches didn't take into consideration when if a number was added to the highest bit of that particular value (HP, MP, or Gil) and if the value was say, 0xFF (255) and a number was added to it, then it should have increased the next bit as well but I didn't account for that because I was stupid. In other words, if you had less than 255 HP/MP/Gil and you just won a battle against an enemy then your HP/MP/Gil would reset to horribly low numbers if your new HP/MP/Gil was SUPPOSED to be a value above 255. I'm sorry for anyone that experienced that, and ultimately I've just removed my routines altogether and HP/MP/Gil now behave the way they do in the original Japanese release (meaning that if you grind them past 65535 then they'll reset to 0. So don't grind them up that high, lol)

Here's v1.6, which reverts the HP/MP/Gil behavior back to the way it was in the original game:

http://www.mediafire.com/download/hu9kf9cpjysbc4h/FF2+Retranslation+v1_6.zip
Title: Re: Final Fantasy II: Refurbished
Post by: zfreeman on July 16, 2016, 12:55:03 am
Damn. Doesn't work with the demiforce title screen patch anymore. It blacks out after the intro battle. http://www.romhacking.net/translations/139/
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on July 16, 2016, 01:03:11 am
Damn. Doesn't work with the demiforce title screen patch anymore. It blacks out after the intro battle. http://www.romhacking.net/translations/139/
Just play the v1.6 patch by itself with no other patches. This isn't the Demiforce translation, so there's no reason to use the Demiforce title screen because it says "translation by Demiforce" which wouldn't make sense for this patch because it uses a completely different script. (Apologies if I am sounding rude, it's just that I have gotten some PMs asking to put the Demiforce title screen which just doesn't make sense for this project)
Title: Re: Final Fantasy II: Refurbished
Post by: TheMightyMatchstick on July 16, 2016, 10:33:28 pm
Thank you so much for these updates!!

I'm not lying when I say that I created an account on this site just to say "thank you" for your work, Chaos Rush.  Final Fantasy II is, in my opinion, a very underrated game, and your new translation has made it easier to play than ever.  I'm also a big fan of the B-button dash - it makes the game more in line with the GBA / PSP versions, which pairs up nicely with the translation.  I understand your not wanting to create a true hack of FF II, and I'm absolutely in agreement with that.  I mean, these updates are meant for the original NES version of the game, and if someone wants gameplay or balance tweaks, there are already newer, remade versions of the game with those fixes.

Good luck with your Final Fantasy III project!  I hope that, someday, your FF II translation can make its way into the Final Fantasy I + II compilation on the NES.  The version available on this site is great, especially with the fixed save states and B-button dash, but I definitely prefer your newer translation to the older Demiforce version.  I'll keep my fingers crossed ^_^
Title: Re: Final Fantasy II: Refurbished
Post by: Heaven Piercing Man on July 16, 2016, 11:10:50 pm
This hack should be the new framework all other hacks should use as a base instead of the Demi hack.
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on July 17, 2016, 09:44:54 am
Thank you so much for these updates!!

I'm not lying when I say that I created an account on this site just to say "thank you" for your work, Chaos Rush.  Final Fantasy II is, in my opinion, a very underrated game, and your new translation has made it easier to play than ever.  I'm also a big fan of the B-button dash - it makes the game more in line with the GBA / PSP versions, which pairs up nicely with the translation.  I understand your not wanting to create a true hack of FF II, and I'm absolutely in agreement with that.  I mean, these updates are meant for the original NES version of the game, and if someone wants gameplay or balance tweaks, there are already newer, remade versions of the game with those fixes.

Good luck with your Final Fantasy III project!  I hope that, someday, your FF II translation can make its way into the Final Fantasy I + II compilation on the NES.  The version available on this site is great, especially with the fixed save states and B-button dash, but I definitely prefer your newer translation to the older Demiforce version.  I'll keep my fingers crossed ^_^
Hi, glad you like this! I got the idea to do this last year when I wanted to play through the Final Fantasy games, having never beaten one before, but I have this 'problem' where I always want to start at the beginning of a series rather than jumping into a sequel, even if the sequel has no story connections to previous games like the Final Fantasies do. To this day I've only beaten Final Fantasies 1-3 and am only halfway through 4 and have never played any other Final Fantasy game. Anyhow, I like to see how a series evolves through sequels, so I wanted to play the original versions of the Final Fantasy games. I noticed there were a couple retranslation/restoration patches for Final Fantasy I that updates the translation and terminology to modern standards (particularly, Final Fantasy Restored and Grond's Final Fantasy), but noticed there weren't any patches like that for Final Fantasy II or III.

I don't know much about that Final Fantasy I+II ROM, but I'm willing to bet it wouldn't be too hard to put my FFII script in there. Although I'm perfectly content with just having separate ROMs for FFI and II lol  :laugh: Anyone know if Square did any bug fixes for that compilation?
Title: Re: Final Fantasy II: Refurbished
Post by: AWJ on July 17, 2016, 10:46:13 am
Anyone know if Square did any bug fixes for that compilation?

They fixed the ならかった typo in the opening text; apart from that, the FFII portion of the ROM is identical to the original, IIRC. The FFI portion has some but not all of the same graphic changes as the US version (e.g. the redrawn Beholder/Evil eye).
Title: Re: Final Fantasy II: Refurbished
Post by: John Enigma on July 17, 2016, 11:10:59 am
Hi, glad you like this! I got the idea to do this last year when I wanted to play through the Final Fantasy games, having never beaten one before, but I have this 'problem' where I always want to start at the beginning of a series rather than jumping into a sequel, even if the sequel has no story connections to previous games like the Final Fantasies do. To this day I've only beaten Final Fantasies 1-3 and am only halfway through 4 and have never played any other Final Fantasy game. Anyhow, I like to see how a series evolves through sequels, so I wanted to play the original versions of the Final Fantasy games. I noticed there were a couple retranslation/restoration patches for Final Fantasy I that updates the translation and terminology to modern standards (particularly, Final Fantasy Restored and Grond's Final Fantasy), but noticed there weren't any patches like that for Final Fantasy II or III.

I don't know much about that Final Fantasy I+II ROM, but I'm willing to bet it wouldn't be too hard to put my FFII script in there. Although I'm perfectly content with just having separate ROMs for FFI and II lol  :laugh: Anyone know if Square did any bug fixes for that compilation?
I'm all in for a Final Fantasy I+II (NES) patch that includes:
Title: Re: Final Fantasy II: Refurbished
Post by: Rodimus Primal on July 17, 2016, 12:25:05 pm
I'm all in for a Final Fantasy I+II (NES) patch that includes:
  • AstralEsper's Final Fantasy Restored hack (http://www.romhacking.net/hacks/1631/)
  • The latest version of your Final Fantasy II translation

If you were to do so, I say include the work I did with changing the font to either the FFI original font or the FFIV font.
Title: Re: Final Fantasy II: Refurbished
Post by: Chronosplit on July 17, 2016, 12:35:31 pm
All three of those together would be amazing, but wouldn't space be a major issue?
Title: Re: Final Fantasy II: Refurbished
Post by: TheMightyMatchstick on July 17, 2016, 01:27:06 pm
All three of those together would be amazing, but wouldn't space be a major issue?

I had the same thought when I mentioned updating the FF I + II ROM in my other post.  What limited knowledge of hacking I do have, I know that there are limitations to just how many alterations can be made to the original ROM.  Granted, most of my experience has been with pallete swaps and re-written text, so some of the updates seen in those other FF hacks are way, way beyond me!

Like Chaos Rush said, I'm happy just to have an updated FF II translation, along with a separate ROM for the original game.  It's nice to be able to play FF II on the original NES without having to stumble through the prototype translation, though to be fair, I always found Square's official  translation of the first FF game to be more than adequate.  I also like the older, bolder font used in that game as, as some previous posts have mentioned, I prefer playing these games on a CRT screen.

It's funny, really - Final Fantasy isn't my favorite game series, by any stretch, but I've always had a soft spot for the original NES release.  I have played through I, II, IV (the original US SNES version, as well as the GBA remake) and VI (also the US SNES version) though I never made it past that point.  I tried my hand at the translations of III for the NES and V for the SNES, but lost interest both times.  Maybe I'll give III another go once Chaos Rush finishes his translation... we'll see!

On a side note, I did play through Final Fantasy Legend II and III on the original Game Boy, which probably explains why I like FF II on the NES so much.  If I remember correctly, the Legend games were originally part of the SaGa series, while FF II was directed by the creator of the same series.  All the same, I like the way the leveling system works in all three games, which I guess is what draws me back to them all these years later.

I'm definitely curious to see if anything comes of updating FF I + II, though - I mentioned it as an aside in my previous post, but you guys seem like you already have some great ideas for it.  I'm really impressed by this whole community - everyone seems so dedicated to these projects.  I'm glad I joined :-D
Title: Re: Final Fantasy II: Refurbished
Post by: John Enigma on July 17, 2016, 01:36:05 pm
Including Final Fantasy III in Final Fantasy I+II (NES) would be virtually impossible because of, like you said, limited space.

How? Try to compare it:


If anyone tries to put Final Fantasy I*II (316 Kb) with Final Fantasy III (332 Kb), you sum the game size up, and it would equal into 648 Kb, almost 1 Mb.

Of course, I could be wrong about all of this.

But like I said before, it would be impossible to include Final Fantasy III in the Final Fantasy I*II compilation. Right?
Title: Re: Final Fantasy II: Refurbished
Post by: KingMike on July 17, 2016, 02:11:38 pm
  • Final Fantasy (Famicom version and NES version): 148 Kb
  • Final Fantasy II (Famicom version and USA English prototype version): 172 Kb
  • Final Fantasy III (Famicom version): 332 Kb
  • Final Fantasy I*II (Famicom version): 316 Kb
Where are you pulling those numbers from? ZIPped ROM size?
Are you suggesting putting zipped ROMs on a cart? Because NES doesn't have room to unzip them.

The ACTUAL (unzipped) sizes are 256KB for FF1 and FF2 (1+2 is 512KB since it uses a mapper that allowed Square to pretty much just glue the FF1 and FF2 ROMs together, with a little modification, which I think someone even made a doc on). (I mean, they needed to add that game select menu SOMEWHERE within the two ROMs)
Title: Re: Final Fantasy II: Refurbished
Post by: John Enigma on July 17, 2016, 02:51:56 pm
Where are you pulling those numbers from? ZIPped ROM size?
Are you suggesting putting zipped ROMs on a cart? Because NES doesn't have room to unzip them.

The ACTUAL (unzipped) sizes are 256KB for FF1 and FF2 (1+2 is 512KB since it uses a mapper that allowed Square to pretty much just glue the FF1 and FF2 ROMs together, with a little modification, which I think someone even made a doc on). (I mean, they needed to add that game select menu SOMEWHERE within the two ROMs)

Of course, I could be wrong about all of this.
If you must know where I got this info. from, I got it from Emuparadise. And yes, the info. that I provided was from their zipped form, and not their unzipped form like you said.
Title: Re: Final Fantasy II: Refurbished
Post by: Disch on July 17, 2016, 03:03:19 pm
Zipped size isn't really useful.

KingMike is right about the actual PRG sizes.  FF1 and FF2 are at 256K and FF3 is at 512K.

I hear FF3 is really tight on space, and most recent attempts at retranslations have pushed it up to 1MB with a switch to MMC5.

An FF1+2+3 multicart would certainly be possible, but you'd have to switch all three games over to MMC5 and you wouldn't be able to expand any of them -- 1 MB is the limit for MMC5 and that's exactly how much you'd need for all three original games.

I'm not aware of any multicart mappers that allow for more PRG than that which also allow for the necessary 24K + of SRAM you'd need for each game to be able to save.  Most multicarts don't allow for saved games at all -- FF1+2 is like a weird exception to that.


So yes an FF1+2+3 cart is possible (with MMC5), but you're stuck with the original ROM sizes.

But really... what's the point?  Multicarts only really made sense when they were an actual cartridge -- when emulating, who cares if they're separate ROMs?
Title: Re: Final Fantasy II: Refurbished
Post by: TheMightyMatchstick on July 17, 2016, 04:10:40 pm
So yes an FF1+2+3 cart is possible (with MMC5), but you're stuck with the original ROM sizes.

But really... what's the point?  Multicarts only really made sense when they were an actual cartridge -- when emulating, who cares if they're separate ROMs?

I agree.  The idea of an updated FF I + II was only appealing to me because the original FF I + II cartridge was a standard, retail release.  Adding FF III to that cartridge is a whole different beast - not impossible, I'm sure, but a big, big step in another direction.  From my understanding, FF III pretty much maxed-out what the NES could do, in terms of ROM size and cartridge space limitations.  I feel like trying to force all three games together on a single cartridge would cause more harm than good... but then again, It's probably possible, in some form or another!

Now as far as just patching the standard FF I + II ROM with this current Chaos Rush translation, I'm all for that.  Just having both games translated onto a single cartridge is a minor miracle, as far as I'm concerned.  The fact that one of the current versions on this site included the B-button dash from the GBA / PSP re-releases, as well as the ability for both games to save independently of each other, to me, is quite impressive.  How much more work could really be done to that FF I + II cartridge before it starts to become something else entirely?

That's what drew me to this Chaos Rush project, initially - it's more or less a straight translation of FF II, with no bells and whistles.  While I love being able to dash, any major gameplay changes / rebalancing kind of loses me.  Getting through the game faster because I can run faster on the overworld is one thing - getting through the game faster because it's been re-coded to be easier... eh, that I'm not really a fan of.

FF II is a tough, tough game, and this retranslation preserves that.  While I have played the game on the GBA and PSP releases (and enjoyed them!) I still prefer the Famicom original, just for the challenge and classic 8-bit soundtrack.  FF I is a challenging game, too, which, along with their smaller ROM sizes, is what makes them such a good pairing to begin with.  I mean, there's a reason why Square re-released the two games on one cartridge several different times over the years, right? 

While FF III is a great game, it's also a more complicated one, both in terms of gameplay and graphics.  FF I + II seem like games from a similar era, while FF III definitely has more of a "next generation" vibe.  Along with Dragon Warrior IV, it's a standout role-playing game from the end of the NES lifecycle.  I have much respect for Chaos Rush for even attempting a retranslation of it, and I am definitely interested to see where it goes.
Title: Re: Final Fantasy II: Refurbished
Post by: Disch on July 17, 2016, 04:53:20 pm
CANT RESIST! BEGIN NERDINESS:

 :P
<overtechnical>

Adding FF III to that cartridge is a whole different beast - not impossible, I'm sure

You'd need a new board entirely.  The only thing salvageable from the original cartridge would be the plastic case and battery.

Quote
From my understanding, FF III pretty much maxed-out what the NES could do, in terms of ROM size and cartridge space limitations.

Nope.  Not even close.  The NES can address infinite memory if you've got the right hardware on the cartridge side.  See things like the PowerPak:  you can pretty much put the entire NES library on a single cartridge.

</overtechnical>

 :thumbsup:

Forgive my dorkiness
Title: Re: Final Fantasy II: Refurbished
Post by: TheMightyMatchstick on July 17, 2016, 05:05:35 pm
Forgive my dorkiness

You're good  :beer:
Title: Re: Final Fantasy II: Refurbished
Post by: SunGodPortal on July 17, 2016, 05:14:20 pm
Quote
See things like the PowerPak:  you can pretty much put the entire NES library on a single cartridge.

Something I'd like to mention as someone who owns one... The Powerpak cannot currently play the entire library but it can play the vast majority of it, but luckily due to the way it is designed, the ability to play games of this mapper or that mapper are simply a matter of software/mapper file updates. It does in fact have the capability to play possibly anything that could be played on an NES. As I mentioned in another thread just the other day, when I first got my Powerpak it could not properly play Castlevania III. About a year later one of the software updates fixed this. Very nifty device indeed.
Title: Re: Final Fantasy II: Refurbished
Post by: KingMike on July 17, 2016, 05:36:13 pm
Doesn't PowerPak also not fully support some Famicom mappers?

Remembering on Pat the NES Punk's NES charity marathon, someone donated to watch him play Dragon Buster, and was unsupported.
(understandable since it was just one guy working on it, he had to prioritize. And something like a Namco mapper used only by one relatively obscure game was probably low on that list.)
Title: Re: Final Fantasy II: Refurbished
Post by: SunGodPortal on July 17, 2016, 05:44:47 pm
Quote
Doesn't PowerPak also not fully support some Famicom mappers?

Remembering on Pat the NES Punk's NES charity marathon, someone donated to watch him play Dragon Buster, and was unsupported.
(understandable since it was just one guy working on it, he had to prioritize. And something like a Namco mapper used only by one relatively obscure game was probably low on that list.)

It only depends on when it was and the last time the software was updated. I haven't checked for updates on my NES Powerpak for a while because I've been spending more time with my SNES and PS1/2 in the recent year.

True, it is only one guy who does the Powerpak, but in the case of the SNES, someone else made an unofficial update to the ware that made it even better than it was before.
Title: Re: Final Fantasy II: Refurbished
Post by: Panzer88 on July 29, 2016, 12:34:08 pm

On a side note, I did play through Final Fantasy Legend II and III on the original Game Boy, which probably explains why I like FF II on the NES so much.  If I remember correctly, the Legend games were originally part of the SaGa series, while FF II was directed by the creator of the same series.  All the same, I like the way the leveling system works in all three games, which I guess is what draws me back to them all these years later.

Yes but it's a bit more complicated. Yes all the legend games were localizations of SaGa games, but Saga 1 , 2 and romancing saga had more in common with ff II.

Saga III was made by a completely different team (Square Osaka) which went on to make FF USA Mystic Quest and Rides no Hihou

Saga III was Square Osaka's first game
Title: Re: Final Fantasy II: Refurbished
Post by: NeonStreetlight on January 08, 2017, 12:04:09 pm
Is anyone else experience a glitch where max HP resets to 0? It has happened several times to me. It seems to happen when my max HP goes above 255. This is a game-breaking glitch and a shame because this translation is so well done otherwise. Any help is appreciated!
Title: Re: Final Fantasy II: Refurbished
Post by: Chaos Rush on January 11, 2017, 02:02:20 pm
Is anyone else experience a glitch where max HP resets to 0? It has happened several times to me. It seems to happen when my max HP goes above 255. This is a game-breaking glitch and a shame because this translation is so well done otherwise. Any help is appreciated!
Which version number do you have in the readme file that was provided with the patch? That glitch should have been fixed in the latest version.
Title: Re: Final Fantasy II: Refurbished
Post by: JulianoFdeS on January 17, 2017, 05:12:16 pm
Hi! :)

Nice hack and good work! This is the definitive Final Fantasy II for Famicom/Nes! Nice translation and thank you to add the B-Button Dash feature!

I think I found two typos: Inside Pandemonium's Castle, there's a boss called Beelezbub, instead Beelzebub

http://i.imgur.com/p9VjJEC.png

Oh, and the spell "Break" shows a "-" instead of "k".

http://i.imgur.com/NMHpqRi.png

Could you correct it?
Thank you for your attention!
Sorry for any english mistake, not my native language!
Title: Re: Final Fantasy II: Refurbished
Post by: Bregalad on January 18, 2017, 02:47:41 am
Quote
Saga III was made by a completely different team (Square Osaka) which went on to make FF USA Mystic Quest
Oh, this explains why both games have so much in common then (especially the main character able to jump).

Quote
But really... what's the point?  Multicarts only really made sense when they were an actual cartridge -- when emulating, who cares if they're separate ROMs?
Definitely.
Title: Re: Final Fantasy II: Refurbished
Post by: NeonStreetlight on January 26, 2017, 07:06:41 am
Which version number do you have in the readme file that was provided with the patch? That glitch should have been fixed in the latest version.

I have version 1.6 but I can download it again and patch a new rom to be sure. I'll let you know how it goes.

January 26, 2017, 10:10:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I have version 1.6 but I can download it again and patch a new rom to be sure. I'll let you know how it goes.

Just downloaded 1.6 and patched a new file. Did some testing and it appears the problem is fixed! Thank you, Chaos Rush! Hoping to see FFIII completed on console someday.
Title: Re: Final Fantasy II: Refurbished
Post by: AwesomeHairo on May 22, 2017, 06:44:06 pm
Hi. I need help with something. Traditionally, the command options is always something like:

Attack
Magic/Other Ability
Another Ability
Item

Or something like that. Is there any way a noob like me can change it myself for FF II to go from

Attack
Flee to Magic
Magic to Flee
Item

OR do as DoS does and make it

Attack
Magic
Item
Flee

Thanks. Sincerely, an 80% FF Purist.
Title: Re: Final Fantasy II: Refurbished
Post by: NeonStreetlight on July 22, 2018, 02:57:21 pm
I meant to post this a while ago, but there is a typo upon visiting Josef’s home after the snow cavern.

“Poorf Josef...I’ll look after Nelly. I know that would make him happy.”

I would edit it if I had any idea what I was doing. Is there anyone who could patch it? Obviously not game breaking, but might as well fix it if we know it’s there.
Title: Re: Final Fantasy II: Refurbished
Post by: Sephirous on July 24, 2018, 11:21:35 am
Hey,

I noticed you guys were talking at one point about adding FFIII to the FFI & II Rom. Having all three games in one.

I have been testing around with Rom expansion recently and was wondering, If I were able to expand the Rom big enough, Would that help you at all with the project you had mentioned of combining them together? I'm not 100% sure if the Emulators will be able to run the larger Rom but from a test I did on a game a year ago, The results were pretty good.

If your serious about trying to combine all three games, I could run some tests and see if I can get the Rom big enough to squeeze them all in.  :thumbsup:
Title: Re: Final Fantasy II: Refurbished
Post by: John Enigma on July 24, 2018, 01:42:48 pm
^I would love to know if this is possible as well.

Also, I have a few good ideas, once someone tell us if Final Fantasy I*II can expanded to add Final Fantasy III.
Title: Re: Final Fantasy II: Refurbished
Post by: NeonStreetlight on August 11, 2018, 03:05:37 pm
I meant to post this a while ago, but there is a typo upon visiting Josef’s home after the snow cavern.

“Poorf Josef...I’ll look after Nelly. I know that would make him happy.”

I would edit it if I had any idea what I was doing. Is there anyone who could patch it? Obviously not game breaking, but might as well fix it if we know it’s there.

I played around with Chaos' CastleFynn text editor and fixed the typo along with a couple of other minor inconsistencies from the GBA translation. I don't want to share it as my own, since the edits are so minor. Any advice on some romhacking etiquette?