FF V was always my favourite, great to see it's getting refreshing treatment :)My hacking knowledge essentially amounts to using a text editor and some minor pointer editing, so the non-text content of the GBA version is out of scope. Similarly, I lack the required knowledge/effort to edit the battle sprites. The font you shared (the GBA font) is the one I'm considering using, however I'm currently using a VWF loosely based on FF4's fixed width characters, which is shown in the game screenshots. As for the longer spell names, I've updated most of them using 'squish tiles', however with this method I've hit a bit of a roadblock and don't really have anymore usable tiles, as it seems. As such, most spell names are updated with the exception of, unfortunately, Ice2, Bolt3 etc, as well as a couple of others.
What I want to ask is will only script be ported over or other stuff too? By other stuff I mean new jobs and dungeons, portraits, though there's not much space, but worth asking.
About font, maybe this one? http://www.romhacking.net/hacks/1086/ It looks nice too me, vivify93 tweaked it well...
Also what I'm curious about is will it use old Ice1, Ice2, Ice3 or Blizzard, Blizzaga, Blizzara? And will it have more equipment glyphs? Like disc glyph for disc weapons, etc.(forgot if there is proper glyhs for armor/robes in SNES version)
And lastly not so long ago there was this hack published http://www.romhacking.net/hacks/3698/ it wouldn't hurt to have same treatment for this iteration, will it be off scope of project?
Sorry for so many questions... :-[
Really not a fan of nonuniform numeral height, honestly. Also, please make sure that whatever method you're using to scale up the font image is set to nearest-neighbor (or no filtering at all), because it's blurry and hard to make a judgement call on as a result.Blame Imgur's scaling for that - I wanted to make it bigger but I'll probably just upload the smaller version instead. The question I'm really trying to answer is whether to use the GBA font or the current one, however I'm welcome to suggestions, and if the GBA font's numbers are that all over the place (to which I agree) I could try to make them more consistent.
Do you prefer this font to the current, FF4 - styled font? And if so, do you have any other suggestions for improvement?I'm not a big fan of the GBA fonts, to be honest. The current dialogue font you use looks alright.
If people generally prefer this font then I'll get to work checking the script for spacing errors and hopefully update it soon.
Can you use the compromise FF4 namingway edition used of Thundra and Thundga instead of Thundara and Thundaga? I belive Rodimus Primal was also able to get the full names for the Blizzard spells in with squish tiles: http://www.romhacking.net/?page=hacks&action=images&id=2337&imageid=2 (http://www.romhacking.net/?page=hacks&action=images&id=2337&imageid=2)I'd like to do this, however I'm running into issues when it comes to space. Bear in mind my hacking knowledge is limited and I'll explain it as best I can.
An suggestion : Levia to Leviat.Don't know what that is - it's there in the RPGe fan translation (of which this hack is based on) as well. Leviat I can do.
And this bug found in the final boss screen:
(http://i67.tinypic.com/23kf88m.jpg)
(http://i67.tinypic.com/m97qf8.jpg)
First wanted to say THANK YOU because the SNES version of this game is finally getting the refresh treatment it deserves just like the other 5 Nintendo Final Fantasy games have gotten. Wanted to know are you planning to add the ability to be able to dash without a having to have a thief in the party or using up an ability slot? Kinda how like they added it to the PS1 and GBA versions of the game?I'd like to add that, but my hacking knowledge is quite limited. If there's a way to edit jobs then maybe making Sprint an innate ability of all jobs is a possibility?
Don't know what that is - it's there in the RPGe fan translation (of which this hack is based on) as well. Leviat I can do.I'd like to add that, but my hacking knowledge is quite limited. If there's a way to edit jobs then maybe making Sprint an innate ability of all jobs is a possibility?
October 22, 2017, 05:27:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So I tried to make more efficient use of squish tiles and this is the result:
(https://i.imgur.com/9QSYUd9.png)
I've tried to port as many spell names as I can. A few item icons have been sacrificed but nothing too drastic I think.
First wanted to say THANK YOU because the SNES version of this game is finally getting the refresh treatment it deserves just like the other 5 Nintendo Final Fantasy games have gotten. Wanted to know are you planning to add the ability to be able to dash without a having to have a thief in the party or using up an ability slot? Kinda how like they added it to the PS1 and GBA versions of the game?This one should probably go into hack ideas, along with Mobile/PC's method of allowing sprint on the world map including vehicles. This method wasn't exactly present in VI so it must be something only V could do somehow (looking at the touch screen d-pad, it appears you can walk without sprint in two speeds... is run always the default speed in there? There are some mysteries about V I'm not quite so sure how they did things, like fixing SSlap/Mineuchi.)
The update which adds the new squish tiles has just been submitted.Nice work! It's definitely great to have the new spell titles in. No sacrifices for Black Magic is great.
Don't know what that is - it's there in the RPGe fan translation (of which this hack is based on) as well. Leviat I can do.I'd like to add that, but my hacking knowledge is quite limited. If there's a way to edit jobs then maybe making Sprint an innate ability of all jobs is a possibility?
October 22, 2017, 05:27:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So I tried to make more efficient use of squish tiles and this is the result:
(https://i.imgur.com/9QSYUd9.png)
I've tried to port as many spell names as I can. A few item icons have been sacrificed but nothing too drastic I think.
This one should probably go into hack ideas, along with Mobile/PC's method of allowing sprint on the world map including vehicles. This method wasn't exactly present in VI so it must be something only V could do somehow (looking at the touch screen d-pad, it appears you can walk without sprint in two speeds... is run always the default speed in there? There are some mysteries about V I'm not quite so sure how they did things, like fixing SSlap/Mineuchi.)
Can't die happy yet - we still need the Chrono Trigger DS script port. :)
New patch is awesome! It's amazing that you got the full names of most spells in there. One that might be diffcult to do elegantly is the one that sticks out to me the most, though: Blowfish should be 1000 Needles. I suppose 1kNeedls would fit, though it'd be uglier than the current name. It would be in good company with Chocob and GblnPnch, at least.
Except 1000 Needles is not actually an accurate translation. Much like Phoenix Down, though, it's stuck around because ~*~ iconic ~*~.
Submitted v1.11 - This version changes some monster/item names and restores some icons from the Japanese version (RPGe replaced some). The oversight Raijinken spotted has been fixed as well.
Except 1000 Needles is not actually an accurate translation. Much like Phoenix Down, though, it's stuck around because ~*~ iconic ~*~.I thought Phoenix Down was an accurate translation? Or was it a tail, not a feather?
I thought Phoenix Down was an accurate translation? Or was it a tail, not a feather?Literal cues tend to say Tail, Reunion goes with that in literal mode too.
Finally !!!
Finally the great trilogy is complete, something that I have been expecting since the 1990s:
Final Fantasy IV - Namingway Edition
Final Fantasy V - GBA Script Port
Final Fantasy VI - Ted Woolsey Uncensored Edition
Rodimus Primal and J121, many thanks for your efforts.
(I can die happy now ... :laugh:)
New patch is awesome! It's amazing that you got the full names of most spells in there. One that might be diffcult to do elegantly is the one that sticks out to me the most, though: Blowfish should be 1000 Needles. I suppose 1kNeedls would fit, though it'd be uglier than the current name. It would be in good company with Chocob and GblnPnch, at least.
Just glad I could help, one other thing I noticed and may have been fixed already (which I forgot to take a screen of) was while controlling a Mini Dragon 'Blaze' in the missing the 'a'
Can't die happy yet - we still need the Chrono Trigger DS script port. :)
Final Fantasy - Restored
Speaking about CT, it has all scripts ripped and everything for research. It's kind of a thing that they do to compare translations similar to FFVI. IDK about just doing that though, the DS version works great and there are actually a couple of points where Woolsey got it right and Slattery didn't. An example is equipment names, where you take a gander at the concept art/names to find that things like the Karate Gi and Power Meal/Bento Box are more correct.
If one feels it's needed, IMO a TWUE style hack for it is the better way to go. There's plenty of in-depth info about the scripts, and you'd need to contend with the menu space for item/tech names anyway.
Final Fantasy Restored changes the original layout too much, I much prefer The Collector's "FF Original" , because although it is not as complete as the first hack, at least it stays more faithful to the original game.
Now if only the battle backgrounds could be updated to the GBA ones then the SNES version would be definitive without a doubt. :D
I've been using Restored with my Font Options patch applied but I do agree that more was changed than was necessary. Correct me if I'm wrong, FF Original doesn't have a B Button dash right?
That's something I'd love to undertake with Chrono Trigger if I had the time.It has occured to me that I could, yes. I want to wait a bit partially due to wanting FMV compatibility with the addendum though. Plus there's minor things to consider that everyone is in odds about, like Frog or what to do with Lightning (DS has it as Light which synergizes with Shadow in localization, but what both retranslations have pointed out not only tie in to Cross's white but account for the wind-aligned techs). So it's all a definite maybe on my end.
(...)since this is a port of the script offically accepted by Square it might as well attempt to be close to official as possible.
I'm probably just exhausted and being scatterbrained, again.
To me, it's kind of irritating how squished together things like "Thundaga" look.Totally agree - it looks very irritating. My suggestion is to use numbers not -ra -ga. And what -ra -ga mean for any English speaking? Nothing. It's far more convenient to use numbers (and I bet you will not have the problem with squishing, the need to make custom symbols,...)
Final Fantasy Restored changes the original layout too much, I much prefer The Collector's "FF Original" , because although it is not as complete as the first hack, at least it stays more faithful to the original game.
I found a glitch and I don't know what is causing it.
At the very end after ExDeath is defeated and the Epilogue is scrolling up.
The text jumps around causing repeats of text to show up at the bottom of the screen that is at the top.
And it keeps doing it until the screen fades out before returning to the characters in she stars.
I don't know how to explain it exactly except its like having some of the text switch to other text while scrolling up then appearing again where it should be blank. :-\
Totally agree - it looks very irritating. My suggestion is to use numbers not -ra -ga. And what -ra -ga mean for any English speaking? Nothing. It's far more convenient to use numbers (and I bet you will not have the problem with squishing, the need to make custom symbols,...)
As this is a port of the GBA script I've tried to keep things mostly consistent to how they are in that version and the series currently, as well as having a personal preference for the new spell names. I had to use squish tiles to accomplish this as I do not know how to extend the length for spell names. I could create two seperate versions, but it would be more of a hassle to maintain. And if I chose between the two systems, then either way there's going to be people left dissapointed. Should I start a poll on this issue?
As this is a port of the GBA script I've tried to keep things mostly consistent to how they are in that version and the series currently, as well as having a personal preference for the new spell names. I had to use squish tiles to accomplish this as I do not know how to extend the length for spell names. I could create two seperate versions, but it would be more of a hassle to maintain. And if I chose between the two systems, then either way there's going to be people left dissapointed. Should I start a poll on this issue?
If it were that way, Rodimus Primal should have also created a "Cure1/2/3-Fire1/2/3" version of his FFIV/VI hacks, but I've never seen anyone complaining about the naming of his spells, so why precisely do they complain about your hack? Remember that you can not please everyone, but in your case only the majority, then continue the way you are because it is magnificent. You did miracles. :thumbsup:
(People are getting for free a much more complete and accurate translation than the official and the RPGe and are still complaining about the look of the words? Do me a favor, right?)
Chillyfeez and I attempted to do that to Namingway Edition but FFIV's spell names are written in RAM, so it wasn't possible (at least until someone figures out HOW to changed it).byuu suggested (https://web.archive.org/web/20130121234738/http://byuu.org/articles/hacking/proportional-fonts) years ago to prerender all strings and DMA them to vram on demand. You could address them to some unused region of vram (there should be plenty of that in menus) and DMA them when the menu is transitioning or when an equipment / item needs to be swapped.
-ra and -ga are convenient in Japanese since they don't take any more characters. For example, Thunder, Thundara, and Thundaga are サンダー, サンダラ, and サンダガ respectively. It doesn't work as well in English unfortunately, but it's kinda neat.Hehe thank you very much TheZunar123, my question was rhetorical, but its always good to learn something new!
Should I start a poll on this issue?No. Its your hack, your preferences :thumbsup:
its more important to get the authentic series canon names in the game than to have something made up for convenience sake imo.Its funny how people use words they don't understand just to put some 'weight' on the balloon they have blown :laugh:
since when Square has made a canon of spell names???...Since 2006? Every FF game has had the same spell names since then, the exception being FFX | X-2 HD, the games of which still call Raise, Arise, and Reraise as Life, Full Life, and Auto-Life due to them just dumping the original localization back into the remaster. (Might be some other minor discrepancies as well, but I'm unsure of them.)
While this is a good idea for a translation, and I do perfer seeing the definitive translation of FF5 over the PS1 version, I would love to see the original PS1 translation used for SNES game. To me, it just seems more fitting as SNES era translation.
I know, unpopular opinion lol
SNES version with GBA text patch, or GBA version with SNES music patch? Which way would now be considered the way to play?All is personal opinion, but I still say if you're thinking GBA outside of Custom Classes you might as well go mobile. It has the correct sound, the GBA extras, and fixes Mineuchi (which no version has a patch for yet), enables Sprint on vehicles, there's no online DRM, and the UI is far better than VI's. The only issue with it is the odd look, which I can see why someone wouldn't like it for that (though V's new tiles do fit it's tone and the battle screens actually look pretty good, they did it in a pretty lazy manner which can really put someone off and the styles can clash).
SNES version with GBA text patch, or GBA version with SNES music patch? Which way would now be considered the way to play?
Really there's a potential negative in every version.
GBA without the sound restoration: Slowdowns in battles/towns without the patch. Oh and the portraits can be seen as a negative too
GBA with sound patch: Slightly worse quality sound than the SNES or mobile/PC ports but no slowdown compared to vanilla GBA. Portraits
SNES: No extra content and the battle background are dated and sacrifices in translations have to be made for spacing issues
PC/Mobile: Seams everywhere! Like wow it's worse than in the VI ports. Portraits
For me the best version would be the GBA with sound restoration (or if I could have the slowdown removal without the sound but that doesn't exist) as you get SNES sound while preserving the graphics and the extra content.
So I've been looking over the font used for the menus and I noticed a few things that could be done for space saving AND to make the overall font look better. If you want to try this out it might be helpful.
First of all, move most of the letters so they are centered. This will make the squish tiles you use touch LESS of the letters. Currently they are touching the left side of the space they use. Second, remove the extra bit on the lowercase L so that it is just a vertical bar. Also do this for your squish tiles using the lowercase l. You will find that you might have more room after you do this with some letters.
If you'd like, I can give a hand maybe further optimizing the space you are using with all of the squish tiles. It's up to you.
I tried what you said about shifting the characters along and removing the extra bit on the L. Here are the spell names as of now:
(https://i.imgur.com/bsVgNxB.png)(https://i.imgur.com/wKHsEg5.png)(https://i.imgur.com/RIIzWtS.png)
Some of the long names (eg. Thundaga) are still squished considerably, but note that aga and ara etc. are shared between spell names.
I seem to have exhausted my space. The font is below, and if you have any other ideas then let me know.
(https://i.imgur.com/zZ0hAbG.png)
At some point I'll also review Blue Magic and see if I can port over a few more names. I'm not as bothered with abbreviations here as I can show the full names in the VWF anyway.
v1.12 has just been submitted. This adds the font changes suggested by Rodimus Primal among the usual minor changes.
I've also tried to edit the Blizzard and Thunder tiles. They're still squished, but hopefully easier to read now:
(https://i.imgur.com/AKrhpYr.png)
EDIT: I couldn't use that empty blue tile as it's used for spacing with the monster names. Exile is really the only spell name that hasn't been changed to its GBA counterpart, but I kinda like it.
(http://i.imgur.com/d8Ho5lKm.jpg) (https://imgur.com/d8Ho5lK)
Oh yeah, this looks wonderful. I haven't really been keeping up with it, and fonts don't really bother me personally, but I like the way it looks, you did a great job.
Is this project finished? Are all the softlocks worked out? Was there a softlock bug? Uh...wow I traipse around these forums too much, I'm losing track of which hack is doing what.
Honestly, the better solution to lack of room for spell names is reducing the spell display to two columns and adding scrolling.
Turns out the Epilogue Error may not be permanent. I tried the patch on a different emulator and found the glitch didn't happen. The text scrolled perfectly. I am going to look into that now that I know it's not the actual patch that causes the glitch. :thumbsup:
Hmm, I'm getting SHA-1: 135020E0E25E38C7231D014FDF8F18E879C6DE6F
not SHA-1: 24326228224C1492E2E80859ACC9016CF8BE1B95
Error on my end?
The only way to discern the nature of the error is by using real emulator - higan (aka bsnes).
If you see error then it is a problem of the hack, if not then its emulation error :laugh:
Going through this mod, I've probably felt the happiest I've ever felt with a version of FFV. Tremendous work! I do have one minor issue that I haven't seen anyone point out: robes need to have an icon to match the other gear on the equip screen. Ideally, there would be a specific robe icon but if that were an issue I'd prefer seeing the generic armor icon on the robe instead of nothing at all. Again, thank you for your great work!
Thanks for the plug, 121J. Your script port is what got me excited to mess with FF5 again!
How difficult, out of curiosity, would it be to separate the Sprint and Learning functionality into two patches? (I don't want to go and just request stuff willy-nilly that could be a lot of work, but I'm wagering a guess some people might want the Sprint functionality by itself)
The English translation is awesome! And I changed font to Mega Man Font except lower case chars, I love this.That's fixed in the latest version. I reccomend you download it as it also has some other minor changes and fixes.
(http://i65.tinypic.com/n4ia7d.png)
I edited it to make them flat.
(http://i65.tinypic.com/2yyxi6t.png)
But these has a problem: Where is the clothes icon??
(http://i64.tinypic.com/2qisfvk.png)
I saw it in tiles between Thund and eg, but is it never used in translated text?
I tried replace space tile that between ilit and lill to clothes icon, it works, but some space of monster name are changed to clothes icon too.
So I think that is a problem...
Finally !!!I'm sorry to bring the thread up for a rather offtopic discussion, but I'm very curious: what makes people prefer "Ted Woolseley Uncensored" versus, say, the "Relocalization Project" which is directly based on the GBA version? (And for that reason seems to be more in line with that's being done here with FFV)
Finally the great trilogy is complete, something that I have been expecting since the 1990s:
Final Fantasy IV - Namingway Edition
Final Fantasy V - GBA Script Port
Final Fantasy VI - Ted Woolsey Uncensored Edition
Rodimus Primal and J121, many thanks for your efforts.
(I can die happy now ... :laugh:)
I'm sorry to bring the thread up for a rather offtopic discussion, but I'm very curious: what makes people prefer "Ted Woolseley Uncensored" versus, say, the "Relocalization Project" which is directly based on the GBA version? (And for that reason seems to be more in line with that's being done here with FFV)It's mostly personal preference, but in general TWUE is more in line with the original SNES localization while patching up all the problems with it. Relocalization Project uses the GBA script as a base while making a good few edits to it. Neither are straight script ports really though.
They're already split into two patches, just all under one download.
I'm sorry to bring the thread up for a rather offtopic discussion, but I'm very curious: what makes people prefer "Ted Woolseley Uncensored" versus, say, the "Relocalization Project" which is directly based on the GBA version? (And for that reason seems to be more in line with that's being done here with FFV)
v1.13Should be fixed and submitted. Download v1.13a when it's avaliable at the download page.
I find a text problem, see bottom, spells.
(http://i63.tinypic.com/2s1u2iv.png)
From the readme, it looks like one of the things it does is allow for more letters in ability and item names? That could be handy.From what I can gather, it says that it allows a max length of 6 and 9 characters for spell and item names respectively... which is also the length that's used in RPGe's translation and therefore this hack (the white/black/time icon counts as a character, some spells don't use it)
Hey 121J since this project correlate with a project that I'm doing, may I ask few questions:
- if this mod require Japan ROM, does that mean you have coded all the routines?
- Are you familiar with internals - what format are fonts, font characteristics, widths for VWF and where I can find them in the ROM.
- Do you have full TBL of each font, I'm especially interested in command entries like New Page, Wait for Input, ...
'Mythril' is how Square spells it to avoid irritating the Tolkien estate. Either spelling is fine, frankly.That's true, but it's really more about being consistent. The equipment keeps the "y" currently. :P
es. All in all, I think it was a pretty cool project.
There's actually a link for it at FF6Hacking.net (https://www.ff6hacking.com/ff5wiki/index.php/Main_Page), ironically enough.
Hey there!
Just finished up this hack and it was a great. No issues to speak of except at the very end. Using my Super NT with a Super Everdrive, I noticed that during the text crawl right after beating Neo ExDeath, the text started wrapping oddly and disappearing. It started maybe 50% of the way through.
Found an instance where Bartz's name displays as the default even though I changed his name right before you fight Magissa and he says "Wait...you'd hunt a wind drake!?"
First off, thanks to the OP for this awesome project, can help me make a definitive FFV quite easily!
For this problem, since it seems like this topic is inactive, I went through and hex-searched the dialog and found 3 instances where Bartz is still hardcoded into the dialogue: 1 is right here, 2 are the conversation slightly before this when Galuf tells Bartz they should go through the air by drake. I used the hex editor to change them to the name the player has given to Bartz, but the problem is I'm not sure how to post it haha. Not sure how to post my tiny .ips file here, so here's a screenshot, change from the left to the right using any hex-editor.
https://imgur.com/DVb8Bcq
Can B button dash be added just like in Rodimus Primal's Namingway Edition and TWUE?