FF6 T-Edition English Translation
I released this in November 2021, including the tools, etc. here: http://tomato.fobby.net/ff6-t-edition . Afterward, I passed it on to Kain Stryder et al to maintain so I won't have to.
(http://tomato.fobby.net/ff6-t-edition/002.png) (http://tomato.fobby.net/ff6-t-edition/ff6t-ex-english3.png) (http://tomato.fobby.net/ff6-t-edition/009.png) (http://tomato.fobby.net/ff6-t-edition/003.png) (http://tomato.fobby.net/ff6-t-edition/006.png) (http://tomato.fobby.net/ff6-t-edition/004.png)
Download the latest files, etc. here: http://ff6t.net
FF4 Machine translation using DeepL
(http://tomato.fobby.net/junk/deepl1.png) (http://tomato.fobby.net/junk/deepl2.png) (http://tomato.fobby.net/junk/deepl3.png) (http://tomato.fobby.net/junk/deepl4.png) (http://tomato.fobby.net/junk/deepl5.png) (http://tomato.fobby.net/junk/deepl6.png) (http://tomato.fobby.net/junk/deepl7.png) (http://tomato.fobby.net/junk/deepl8.png)
I previously machine-translated FF4 using Google translate (and even wrote a book about the experience). A supposedly more sophisticated machine translation engine named DeepL recently added Japanese support, so I gave it a shot. The result is still pretty bad, but it's not as wacky as the previous Google one. I started making a patch for this DeepL translation but ran out of time/energy about 80% in. The game should be beatable, just the main menus will look barfy.
This patch also includes some small improvement hacks that I had previously created for the FF2c project below.
Download: http://tomato.fobby.net/junk/funky%20fantasy%20iv%20deepl%202020%20machine%20translation%20patch%20v1.ips (needs FF4 (J) v1.1 unheadered ROM)
FF2c Translation
(http://tomato.fobby.net/junk/b1.png) (http://tomato.fobby.net/junk/b2.png) (http://tomato.fobby.net/junk/b3.png) (http://tomato.fobby.net/junk/b4.png) (http://tomato.fobby.net/junk/b5.png) (http://tomato.fobby.net/junk/b6.png) (http://tomato.fobby.net/junk/b7.png) (http://tomato.fobby.net/junk/b8.png)
Some years back, a Japanese fan did a small remake of FF2 using the FF4 engine. Most of the original assets are still the same as FF4 too - all the town layouts, music, enemy sprites, etc. It's a pretty cool patch though, so I've been slowly translating it + hacking stuff just as a side hobby. Anyway, I just thought I'd share some pics of it here for now. I'm pulling a lot of the translated text from FF2 GBA's English translation, but there's still a lot I need to translate from scratch too.
The Japanese site is long gone but I've uploaded a copy of the final Japanese patch here: http://tomato.fobby.net/junk/FFC2_v1.01.zip
UPDATE: The patch is out now! http://tomato.fobby.net/ffc2/
Oo!! That FF2c hack sounds really intriguing.
That's the kind of thing I'd love to do for FF1 and FF3 using FF5 as a base.
But if I could rig a class system in FF4, that could be pretty swank too.
Anyway, I look forward to trying out your translation of it!
Oh that's so nifty! Does it use a traditional leveling system or FF2's proto-SaGa style leveling?
It uses the same battle system, experience system, etc. as FF4. The original hack uses very little (if any) assembly reprogramming, it's more like the sort of game you could make if you used the usual FF4 hacking tools.
Sounds great to me!
I always found it to be an odd game.
Of course, knowing that much of it was designed by the creator of Mana series puts it into perspective.
On the other hand that just makes me want to see what a more traditional version of the game would have been like.
This is a really cool topic and idea Mato. I really enjoyed your playthrough of Funky Fantasy IV and treasured the book just as much. Perhaps these sorts of machine learning programs can make untranslated games a bit more understandable in various ways.
I find these projects are REALLY interesting. I know you said in your notes that your custom tools are still being worked on. Any chance they could be used to let's say port an existing script into it?
I tweeted to you about that FF2c hack a year or two ago, and it's super cool to see you've been messing around with it on the side! It's definitely no T-edition kind of hack, but I love the idea of recreating one game in another game engine so it was a treat to discover it :)
Quote from: Rodimus Primal on April 30, 2020, 02:39:32 AMI know you said in your notes that your custom tools are still being worked on. Any chance they could be used to let's say port an existing script into it?
Yeah, although for that purpose they're probably not particularly any better than Atlas, etc. stuff. I think the only thing my toolset has is some ASM that allows the three banks of text to be expanded + relocated. Everything else is standard stuff.
Just want to quickly drop in and say that I've never seen this before and this is amazing stuff! :)
The FF2c Translation looks very interesting as well! How much of FF2 has been recreated in this?
I look forward to checking these out and keep up the good work! :thumbsup:
Cheers! :beer:
8-bit fan
Quote from: Tomato on May 01, 2020, 05:00:01 PM
Yeah, although for that purpose they're probably not particularly any better than Atlas, etc. stuff. I think the only thing my toolset has is some ASM that allows the three banks of text to be expanded + relocated. Everything else is standard stuff.
That would actually perfect if it works properly enough. I ask because I would love to find an easier way to port Namingway Edition to a Japanese ROM but expanding the text in places sounds fantastic.
Quote from: 8.bit.fan on May 01, 2020, 05:08:20 PM
Just want to quickly drop in and say that I've never seen this before and this is amazing stuff! :)
The FF2c Translation looks very interesting as well! How much of FF2 has been recreated in this?
I look forward to checking these out and keep up the good work! :thumbsup:
Cheers! :beer:
8-bit fan
I want to try out FF2C as well. I have a soft spot for that game despite it getting a lot of flak for its leveling system.
Quote from: Rodimus Primal on May 01, 2020, 05:51:01 PMI want to try out FF2C as well. I have a soft spot for that game despite it getting a lot of flak for its leveling system.
Same here. I've always 'liked' FF2 despite all that. So it's great to see a recreation using another FF game's engine! :)
Quote from: 8.bit.fan on May 01, 2020, 05:08:20 PM
The FF2c Translation looks very interesting as well! How much of FF2 has been recreated in this?
As far as I can tell, it's got the entire story, script, and world map from FF2.
Town layouts, dungeons, etc. are all still from FF4. Music, enemy graphics, etc. are all the same as FF4 too.
There's extra content too, like you can fight Cecil as a secret boss, for example.
The FF2 game with FF4's battle system really clicked with me when I tried it out, which made me want to share it in English.
It's funny the DeepL translation is so bad, because DeepL is actually very good at doing translations between French and English, it's nothing like the old machine language translation who sucked, it's almost perfect; the only exception being ambiguous words or grammar who can't be guessed from the context.
So I suppose jap->en translation is more difficult to do than en<->fr for a computer.
Quote from: Bregalad on May 04, 2020, 04:33:21 AM
It's funny the DeepL translation is so bad, because DeepL is actually very good at doing translations between French and English, it's nothing like the old machine language translation who sucked, it's almost perfect; the only exception being ambiguous words or grammar who can't be guessed from the context.
So I suppose jap->en translation is more difficult to do than en<->fr for a computer.
DeepL is actually fairly accurate with Japanese as well, provided the text is rich in kanji. An example (which may not be the best one, but some of the testings I've made have made my jaw drop at how accurate they looked): https://www.deepl.com/translator#ja/en/%E6%96%B0%E5%9E%8B%E3%82%B3%E3%83%AD%E3%83%8A%E3%82%A6%E3%82%A4%E3%83%AB%E3%82%B9%E9%96%A2%E9%80%A3%E3%81%AE%E5%A0%B1%E9%81%93%E3%81%A7%E3%81%AF%E3%80%81%E6%95%B0%E5%A4%9A%E3%81%8F%E3%81%AE%E5%8C%BB%E5%B8%AB%E3%81%8C%E3%83%A1%E3%83%87%E3%82%A3%E3%82%A2%E3%81%AB%E7%99%BB%E5%A0%B4%E3%81%97%E3%81%A6%E3%80%81%E8%87%AA%E8%BA%AB%E3%81%AE%E7%9F%A5%E8%A6%8B%E3%82%92%E8%BF%B0%E3%81%B9%E3%81%A6%E3%81%84%E3%82%8B%E3%80%82%E3%81%97%E3%81%8B%E3%81%97%E3%80%81%E6%9C%80%E5%89%8D%E7%B7%9A%E3%81%A7%E6%84%9F%E6%9F%93%E8%80%85%E3%81%9F%E3%81%A1%E3%81%A8%E6%8E%A5%E3%81%97%E3%81%A6%E3%81%84%E3%82%8B%E5%8C%BB%E5%B8%AB%E3%81%AE%E8%A9%B1%E3%82%92%E3%81%98%E3%81%A3%E3%81%8F%E3%82%8A%E3%81%A8%E8%81%9E%E3%81%8F%E6%A9%9F%E4%BC%9A%E3%81%AF%E6%84%8F%E5%A4%96%E3%81%A8%E5%B0%91%E3%81%AA%E3%81%84%E3%80%82%E5%AE%9F%E9%9A%9B%E3%81%AB%E3%81%AF%E3%81%9D%E3%81%AE%E6%82%A3%E8%80%85%E3%82%92%E8%A8%BA%E3%81%9F%E3%81%93%E3%81%A8%E3%81%8C%E3%81%AA%E3%81%84%E3%80%8C%E5%B0%82%E9%96%80%E5%AE%B6%E3%80%8D%EF%BC%88%E4%B8%AD%E3%81%AB%E3%81%AF%E5%8C%BB%E5%B8%AB%E3%81%A7%E3%81%AF%E3%81%AA%E3%81%84%E8%80%85%E3%82%82%E3%81%84%E3%82%8B%EF%BC%89%E3%81%AE%E3%82%AA%E3%83%94%E3%83%8B%E3%82%AA%E3%83%B3%E3%81%AE%E3%81%BB%E3%81%86%E3%81%8C%E5%A4%9A%E3%81%8F%E6%B5%81%E5%B8%83%E3%81%95%E3%82%8C%E3%81%A6%E3%81%84%E3%82%8B%E3%80%82%E7%8F%BE%E5%A0%B4%E3%81%8B%E3%82%89%E3%81%AE%E5%A3%B0%E3%81%A8%E3%81%97%E3%81%A6%E7%B4%B9%E4%BB%8B%E3%81%95%E3%82%8C%E3%82%8B%E5%A4%9A%E3%81%8F%E3%81%AF%E3%80%81%E6%B2%BB%E7%99%82%E7%8F%BE%E5%A0%B4%E3%81%AE%E8%8B%A6%E5%A2%83%E3%81%A8%E3%81%84%E3%81%A3%E3%81%9F%E3%81%A8%E3%81%93%E3%82%8D%E3%81%AB%E9%99%90%E5%AE%9A%E3%81%95%E3%82%8C%E3%81%A6%E3%81%84%E3%82%8B%E3%82%88%E3%81%86%E3%81%AB%E3%82%82%E3%81%82%E3%82%8B%E3%80%82
If FFIV's translation is so weird, it's mostly because of the lack of kanji to provide context and eliminate ambiguity.
PD: here's another one. These are all things that pop up on my twitter from time to time:
https://www.deepl.com/translator#ja/en/%E6%9C%80%E8%BF%91%E3%80%81%E4%B8%AD%E5%9B%BD%E6%B2%B3%E5%8D%97%E7%9C%81%E9%84%AD%E5%B7%9E%E3%81%AE%E7%97%85%E9%99%A2%E3%81%AB%E5%A5%B3%E6%80%A7%EF%BC%92%E4%BA%BA%E3%81%8C%E3%82%81%E3%81%BE%E3%81%84%E3%82%84%E8%84%B1%E5%8A%9B%E6%84%9F%E3%81%AA%E3%81%A9%E3%82%92%E8%A8%B4%E3%81%88%E5%85%A5%E9%99%A2%E3%81%97%E3%81%9F%E3%80%82%E6%96%B0%E5%9E%8B%E3%82%B3%E3%83%AD%E3%83%8A%E3%82%A6%E3%82%A4%E3%83%AB%E3%82%B9%E3%81%B8%E3%81%AE%E8%AD%A6%E6%88%92%E3%81%8C%E7%B6%9A%E3%81%8F%E4%B8%AD%E3%80%81%E7%97%85%E9%99%A2%E3%81%AFCT%E3%82%B9%E3%82%AD%E3%83%A3%E3%83%B3%E3%81%AB%E3%82%88%E3%82%8B%E6%A4%9C%E6%9F%BB%E3%82%92%E8%A1%8C%E3%81%A3%E3%81%9F%E3%81%A8%E3%81%93%E3%82%8D%E3%80%81%E6%82%A3%E8%80%85%E3%81%AE%E8%82%BA%E3%81%8B%E3%82%89%E3%81%99%E3%82%8A%E3%82%AC%E3%83%A9%E3%82%B9%E7%8A%B6%E3%81%AE%E7%99%BD%E3%81%84%E5%BD%B1%E3%81%8C%E8%A6%8B%E3%81%A4%E3%81%8B%E3%81%A3%E3%81%9F%E3%80%82%E3%81%9D%E3%82%8C%E3%81%AF%E3%81%BE%E3%81%95%E3%81%AB%E6%96%B0%E5%9E%8B%E3%82%B3%E3%83%AD%E3%83%8A%E8%82%BA%E7%82%8E%E3%81%AE%E7%89%B9%E5%BE%B4%E3%81%A8%E4%B8%80%E8%87%B4%E3%81%99%E3%82%8B%E3%82%82%E3%81%AE%E3%81%A0%E3%81%A3%E3%81%9F%E3%80%822%E4%BA%BA%E3%81%AF%E7%99%BA%E7%86%B1%E3%82%84%E3%80%81%E3%81%9B%E3%81%8D%E3%80%81%E5%91%BC%E5%90%B8%E5%9B%B0%E9%9B%A3%E3%81%AA%E3%81%A9%E3%81%AE%E7%97%87%E7%8A%B6%E3%81%8C%E3%81%AA%E3%81%8B%E3%81%A3%E3%81%9F%E3%81%9F%E3%82%81%E3%80%81%E8%A8%BA%E5%AF%9F%E3%82%92%E5%8F%97%E3%81%91%E3%81%9F%E3%81%AE%E3%81%AF%E7%99%BA%E7%86%B1%E5%A4%96%E6%9D%A5%E3%81%A7%E3%81%AF%E3%81%AA%E3%81%8F%E3%80%81%E4%B8%80%E8%88%AC%E3%81%AE%E5%A4%96%E6%9D%A5%E3%80%82%E5%8C%BB%E5%B8%AB%E3%82%89%E3%81%AF%E9%A9%9A%E3%81%8D%E3%80%81%E7%97%85%E9%99%A2%E5%86%85%E3%81%AB%E7%B7%8A%E5%BC%B5%E3%81%8C%E8%B5%B0%E3%81%A3%E3%81%9F%E3%80%82
(http://tomato.fobby.net/junk/crystal1.png)
I want to add an 8x8 crystal icon to this hack, but I'm terrible at art, as seen here. Can anyone come up with a better 8x8 crystal icon? The only colors available are white, gray, and black.
Oh my gosh, I needed a good laugh.
(http://tomato.fobby.net/junk/deepl1.png)
Of course, DeepL! Who could forget the intrepid crewman of the Red Wings, He!
(http://tomato.fobby.net/junk/deepl2.png)
Anarchy in the UK, huh? Rough, innit
(http://tomato.fobby.net/junk/deepl3.png)
Certainly, not the dogs and cats you originally thought had done it. Intrigue!
(http://tomato.fobby.net/junk/deepl5.png)
Sometimes, in life, you gotta just say what the hell, and unlock the wind farm cave.
(http://tomato.fobby.net/junk/deepl6.png)
What is it with DeepL translating Japanese into what sounds like English Punk Rock Lyrics?
(http://tomato.fobby.net/junk/deepl7.png)
... No, I can get with DeepL here. It's probably what I said when I first saw it.
(http://tomato.fobby.net/junk/deepl8.png)
Hey, we've been looking for that! Must've been those anarchists in the UK that took it...
The port of FF2's story into FF4's world looks quite interesting too. If some additional work can be done to it, that sounds like a corking good time.
I'm gonna go ahead and be that guy, by saying that I don't think anyone is gonna miss Kawazu's leveling system, all that much, though... ::)
Quote from: Tomato on May 15, 2020, 07:36:42 PM
(http://tomato.fobby.net/junk/crystal1.png)
I want to add an 8x8 crystal icon to this hack, but I'm terrible at art, as seen here. Can anyone come up with a better 8x8 crystal icon? The only colors available are white, gray, and black.
(https://1.bp.blogspot.com/-i5MDP6RHkNk/Xr9pVhWj_VI/AAAAAAAAAIc/W0tOzCu0pc0ovBLHvR11vUdWUagnSA_swCLcBGAsYHQ/s1600/crystal.png)
(https://1.bp.blogspot.com/-uvL0a4j9R_8/Xr9pVnCgJSI/AAAAAAAAAIY/BgcllObYaxMwqyA8iaUTmxME0BnFl0NPACLcBGAsYHQ/s1600/crystal_large.png)
How's this?
Wow, that's amazing! I didn't think it would even be possible, you're a wizard :beer:
(http://tomato.fobby.net/junk/crystal2.png)
I just noticed that when you start out the game (this hack, not vanilla FF4) everyone has "0x" listed as part of their defense stat:
(http://tomato.fobby.net/junk/stats.png)
Does this mean that armor has no helpful effect until it eventually reaches 1x? And how does that number increase anyway?
I checked the original FF4 and you start out with 1x there.
FFIV is obtuse at times and this is one of them.
Before I started modding FFIV I always thought the 0x5 and all of that actually meant that the defense stat itself was being multiplied, but it means something Completely different, compared to how Attack Multipliers are calculated.
0x means the amount of times that your evasion will be taken into account to evade an attack. It's been a while so this might be wrong, Every 8 Agility will increase your Defense multiplier by 1 from there. This is how they balanced it so Edge would be an evasive fellow, while making sure the tanks (Cecil/Kain) have some actual ability to shrug off *some* damage. This is why Agility is king in FFIV, it increases your Attack/Defense/Speed/Evasion, all from one stat. You will notice in FFIV even Tellah starts with 8 Agility, hence he has one multiplier. However Rydia and Porom do not have enough Agility to reach even 1 defense multiplier and it looks the same with Firion there (great transfer of his portrait by the way, to the hack creator!)
For Magic Defense Multiplier is less straight forward. Tellah starts with x1, which implies that you need 16/Wisdom&Will to have a Magic Defense Multiplier, but its not so simple. it has to be 32 of either or both stats. So say if you have 16 Wisdom+Will you will have x1. If you have 48 Wisdom and 32 Will, you will have x2, because you haven't reached the new threshold of 96 to reach x3 Magic Evasion multipliers.
I was always a fan of the original font. It seems that whenever a script is hacked, the first thing to happen is a new font.
Quote from: reconstructingmana on May 31, 2020, 05:37:00 AM
I was always a fan of the original font. It seems that whenever a script is hacked, the first thing to happen is a new font.
I think that's because replacing a font is one of the simplest tasks of any that this particular hobby entails. Next step up is editing the pallette.
There was a time (it might still be true honestly) when pallette-only and font-only mods were not actually allowed on this site, for that reason, I think?
Mato, the FF2c hack really intrigues me. When I finish my FF6 project, I'd be willing to put in some work on this. Would you want someone to come along and work on the town/dungeon maps?
Quote from: reconstructingmana on May 31, 2020, 05:37:00 AM
I was always a fan of the original font. It seems that whenever a script is hacked, the first thing to happen is a new font.
Yeah, I did it purposely here, I wanted it to have a different feel from FF4 and for screenshots of it to stand out from screenshots of FF4. Otherwise the hack would've used the original Japanese version's English font, which would still be considered a "new font" in most players' eyes outside of Japan.
Quote from: PowerPanda on May 31, 2020, 02:02:37 PM
Mato, the FF2c hack really intrigues me. When I finish my FF6 project, I'd be willing to put in some work on this. Would you want someone to come along and work on the town/dungeon maps?
My plan is to release my translation, fix any tiny bugs afterwards, and then let others modify it further on their own if they want. I kind of like the creative weirdness that comes from all the re-used caves, towns, etc. but I can see how recreating all the original FF2 ones would be really fun too. I also feel the game could REALLY use the original NES enemy FF2 graphics touched up to look like they fit with FF4. Someone tried to do it but with GBA sprites, and it feels out of place to me:
(http://tomato.fobby.net/junk/ff2remake-j-tsushiy000.png) (http://tomato.fobby.net/junk/ff2remake-j-tsushiy002.png) (http://tomato.fobby.net/junk/ff2remake-j-tsushiy004.png) (http://tomato.fobby.net/junk/ff2remake-j-tsushiy005.png)
I don't know... I think those GBA sprites look pretty great!
Also this fellow/lady chose Leonora (the best new character from FFIV:TAY) as a holdover party member, so they earn points from me for that alone.
I mean, if you have a 5th character, wouldn't it just make sense for Leila to stick with you? Or maybe someone could upgrade Paul to be finally playable. :laugh:
Quote from: Grimoire LD on May 31, 2020, 07:20:03 PM
I don't know... I think those GBA sprites look pretty great!
Yeah, it's pretty hit or miss, I think the GBA sprites without outlines and/or gradient shading are kinda weird, but that's just me. I'm hoping other hackers will take this initial FF2 remake even further/in diff directions though :thumbsup:
Also, thanks for the stats explanation, that's some complicated stuff I never realized even after playing it a ton back in the day.
Quote from: PowerPanda on May 31, 2020, 09:46:58 PM
I mean, if you have a 5th character, wouldn't it just make sense for Leila to stick with you? Or maybe someone could upgrade Paul to be finally playable. :laugh:
Actually, you can freely switch the 5th party member between Leila, Leonora, Minwu, and Gordon (maybe another?) near the end of the game.
June 01, 2020, 05:53:25 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm doing menu stuff right now and I noticed a string in the Japanese version that I'm not sure I've seen used before. In the English FF2 ROM it's translated here as "FAILED". There's also a string in there that says "Recover HP" that I'm not sure I've seen:
(http://tomato.fobby.net/junk/failed.PNG)
Does anyone know what these are, when they occur, etc.? They're right there among strings that get used when you use items/magic on people outside of battle, but I don't know how to trigger them.
Quote from: Tomato on May 31, 2020, 09:48:10 PM
Does anyone know what these are, when they occur, etc.? They're right there among strings that get used when you use items/magic on people outside of battle, but I don't know how to trigger them.
Noticed these myself when doing stuff for "the cutting room floor" page. That particular HPを かいふくします/"Recover HP." message is definitely unused. And I'm pretty sure that うまくいかないようです/"Failed......" string is also one of those unused item menu strings. もちものがいっぱいですけ/"Items full." is another one, I think. If I recall correctly, the final game has an audio cue instead.
Quote from: Spooniest on May 31, 2020, 05:44:52 AM
I think that's because replacing a font is one of the simplest tasks of any that this particular hobby entails. Next step up is editing the pallette.
There was a time (it might still be true honestly) when pallette-only and font-only mods were not actually allowed on this site, for that reason, I think?
Do you feel that using original fonts comes off as "amateurish"? For Secret of Mana, I like the using the idea of the original font for nostalgia, and it seems to get the job done well enough.
Quote from: Tomato on May 31, 2020, 03:34:23 PM
My plan is to release my translation, fix any tiny bugs afterwards, and then let others modify it further on their own if they want. I kind of like the creative weirdness that comes from all the re-used caves, towns, etc. but I can see how recreating all the original FF2 ones would be really fun too. I also feel the game could REALLY use the original NES enemy FF2 graphics touched up to look like they fit with FF4.
I will second that I am greatly looking forward to this too!
Quote from: reconstructingmana on June 02, 2020, 06:26:53 PM
Do you feel that using original fonts comes off as "amateurish"? For Secret of Mana, I like the using the idea of the original font for nostalgia, and it seems to get the job done well enough.
Quite the opposite. Even if the font the original game had wasn't the greatest, it's better to have something familiar that worked the first time (mostly anyway) than to experiment with weird stuff needlessly. One of those 'if it ain't broke, don't fix it' kind of things.
And yeah I learned this lesson the hard way, myself, on my very first submission to the site. ;) Not telling, though.
I want to add a single sign to a room/map (the tower of wish/prayer room in standard ff4) but am having a very hard time finding any documentation on the relevant data. I could swear I saw something about NPC text placement/assignment in one of the zillion docs several years ago but I can't find it anymore. Does anyone know where I can learn more about this stuff?
Hmm, that should be well within the power of FF4ks...(remembers it's Japanese version.) Nevermind.
There is another editor which might help, maybe... Everything's editor.
https://everything8215.github.io/ff6tools/ff6tools.html
Despite the name, it actually has a lot of FF support and there is one for the FFIV Japanese version, it should have most of the bells and whistles of FF4kster. I think.
Yeah, I had actually tried to use ff4kster to modify an English ROM so I could pinpoint which bytes were being changed when I made a simple NPC-related change... but then a file comparison showed it changed like 5000 bytes :o
I'm more interested in the underlying data so I don't need to rely on tools, so I also consulted the source code for ff4kster, but it's not well documented and for some reason the relevant addresses it references didn't get hit by any reads, even after converting between address formats.
The Javascript code in the FF6Tools page looks promising though, thanks!
June 03, 2020, 06:56:43 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm playing around with FF6Tools now and it actually loads the Japanese FF2 remake without any trouble at all. I'm still unsure of what to do though - I can't seem to find any way to move NPCs, add new/move existing entries, or anything else using this editor.
Ah, did you click on Triggers? If you go to Triggers, then the map editing function becomes a targeting function. You can click on an NPC, see which event is attached to them and edit the text all from there. It's really convenient!
Ooh, thanks, that helped a ton!
I got my new thing hooked up and working, except I ran into two problems:
- The prayer room tileset doesn't have the poster/note tile in it, ack
- I need to find a spare NPC that I can ditch, but there's no easy way to tell if any NPC entries are unused in the hack, and if so, which ones are unused
Things are progressing nicely otherwise. Another thing I want to add is an intro screen explaining what the original Japanese hack is + tries to do, but that's another technical hurdle for another time.
Late to the party, but...
I think the GBA enemy graphics are a good base, but they do need some finagling to match the style of the rest of the game batter.
Conversely, maybe it would be worth it to port over some of the GBA graphics for the rest of the game?
Still love the whole Idea of this hack. I gush for it! :GUSH: :GUSH: :GUSH:
Say, has anyone ever made an "overworld music doesn't start over from the beginning after a battle" hack? I'm doing some testing now and it's something I really wish the game had, especially when the song is so long and good.
I don't think that trend started until FFVI, I have never heard of a hack for that, but in theory it should be as simple as making the game remember the point in the sequence it was when a battle began. Unfortunately music programming is gobbledygook to me. However Chillyfeez may know a thing about it.
I'm getting really close to finishing this finally. I need some help again though - this time I want an 8x8 treasure chest icon, but I'm not happy with the one I quickly made:
(http://tomato.fobby.net/junk/chest.png)
(The colors in the image above are the only ones available)
Can anyone help? I can hack bits but I can't draw at all :crazy:
(https://i.imgur.com/KVNZm5E.png)
How about something like that? Colors are a little wrong but I think you get the idea lol
(https://i.imgur.com/LsSX16i.png)
(https://i.imgur.com/1cy9l2v.png)
(https://i.imgur.com/9hti6jb.png)
I tried one too.
Here's my take.
(https://i.imgur.com/4Obs7D3.png)
Thanks guys, I'll try the icons out soon and see which one works the best.
For now, I rearranged all of my new code + data to be compatible with the alternate enemy patch that changes enemy graphics & names. Now I can easily build a translation for the original Japanese patch and the alternate Japanese patch. Here are some screenshots of the alternate enemies in battle:
(http://tomato.fobby.net/junk/f1.png) (http://tomato.fobby.net/junk/f2.png) (http://tomato.fobby.net/junk/f3.png) (http://tomato.fobby.net/junk/f4.png) (http://tomato.fobby.net/junk/f5.png) (http://tomato.fobby.net/junk/f6.png)
When I finally finish this project and release it, I'll probably release two patches and let players choose whichever they want to play.
Damn. Nice work there, Mato.
I'm chompin' at the bit to play this one.
I always wanted to play FF2 with a more traditional system behind it. This is coming along impressively well.
Will it contain the PSP extras where you fight the reincarnated Emperor? I could be misremembering, but I think they added a few things.
I'm not very familiar with the original FF2 and don't know much about the PSP version at all, but in this hack you do fight the emperor at least 3 times, and 1 emperor-themed boss guarding a bunch of chests.
In the PSP and GBA versions there is an after game scenario after you defeat the emperor in the underworld or whatever. Then you play as all the characters that died fighting the empire against a "holy" version of the emperor. It's basically a bonus dungeon called "Soul of Rebirth".
Yeah that's what I mean. Would be cool to have that, too.
While testing out the alternate enemy patch I've noticed a couple enemies load the wrong tile graphics while the tile layouts are fine. It seems to be a problem with the Japanese enemy patch and not my stuff, so I gotta figure out how to fix them. Unfortunately, existing tools don't seem to work given the nature of the enemy patch.
Also, while testing the alternate enemy patch, I ran into a weird problem where the airship doesn't fly over lava. I'm assuming an event flag got messed up somewhere - does anyone have more info? If I can set that flag manually that'd fix the problem hopefully.
The event flag is set in FF4 in the Dwarven Castle when Cid coats the underside of the airship with Mithril. Prior to that, the airship can't fly over lava. I'd bet that event flag just wasn't set.
I managed to find and fix the lava thing - it was a problem with the original Japanese patch. The Japanese patch actually has a bunch of little issues here and there, and I try to fix them when I can but I don't intend to fix them all (mostly because I don't know how).
Anyway, now to figure out these monster graphic problems
July 09, 2020, 01:37:39 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm now fixing up some problems with battle groups that exist in the Japanese graphics enhancement patch - lots of enemies overlapping, appearing too far down or too far high, stuff like that. I've noticed that when I change the formation ID that a battle group uses, it can sometimes get tricky to select a specific enemy with the cursor.
It's hard to explain but I assume this is something that other FF4 hackers have encountered before. Is there a way to change the "enemy selecting method" to match any given formation? I guess if I can't figure it out, I'll just change the formations and leave a note in the readme that says "the enhanced graphics version will make it hard to select specific enemies sometimes".
July 09, 2020, 07:38:59 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I couldn't find this cursor stuff documented anywhere, but I saw it was an option on FF6Tools, so after some work I figured it out and managed to fix the cursor weirdness in the original Japanese gfx patch, hooray!
Now I need to figure out how to fix the gfx enhancement issues when summoning the two new summons. After that, I think my work with the gfx enhancement stuff will finally be over and I can get back to finalizing stuff in the main translation patch.
Hmm, two new summons you say? Does that mean something was replaced? If it's size or graphic issues with these summons, Chillyfeez should know all about that. If he is unavailable to help you though he wrote an excellent piece on slickproductions about it.
http://slickproductions.org/forum/index.php?topic=1890.0
Hopefully this will help a bit. (It is so nice to have this archive of excellent information back!)
I'm sure I'm missing A LOT here, so I apologize in advance if I'm totally off, but wouldn't it make more sense to use FFV (or even VI) as the base since the graphics are a bit better and they use four characters in battles instead of five? I know this is just a translation of a hack that was already done, so maybe the reason is that simple.
There's a lot of stuff in the hack that made me think "whoa, that's clever how they used this thing from FFIV in this new way" so maybe that's why. Or maybe the person just really liked FFIV and/or hacking it. I think it'd be fun to re-create FF1 with the FF5 or FF6 engine, just as a small little hobby project, and I get the feeling the FF2 remake guy had a similar motivation.
Quote from: Tomato on July 14, 2020, 01:30:52 PM
There's a lot of stuff in the hack that made me think "whoa, that's clever how they used this thing from FFIV in this new way" so maybe that's why. Or maybe the person just really liked FFIV and/or hacking it. I think it'd be fun to re-create FF1 with the FF5 or FF6 engine, just as a small little hobby project, and I get the feeling the FF2 remake guy had a similar motivation.
I definitely would be on board for an FF1 remake in a FF6 engine! I can even think of ways to tackle things like canoe travel (make it similar to the Lete River) and cave design.
Quote from: Tomato on July 14, 2020, 01:30:52 PM
There's a lot of stuff in the hack that made me think "whoa, that's clever how they used this thing from FFIV in this new way" so maybe that's why. Or maybe the person just really liked FFIV and/or hacking it. I think it'd be fun to re-create FF1 with the FF5 or FF6 engine, just as a small little hobby project, and I get the feeling the FF2 remake guy had a similar motivation.
Yep, I have a feeling you're right. Sometimes it's all about what you enjoy and what motivates you. I've always wished there had been a FFI-III SNES collection, kind of like what they did with the Dragon Quest series. It would be cool for fans to make that happen all these years later.
I think FFI in the FFV engine makes a lot of sense, since V is set up well for the job system. You could always look into William Kage's SixEngine too. I've thought that it looked a lot easier to use than doing a romhack.
For this project, FFII in FFIV's engine makes a lot of sense. FFII was the black sheep of the series, but the characters map almost perfectly to the abilities from FFIV.
(http://tomato.fobby.net/junk/ff2c-trigger.png)
When you step on this tile, it pops up a question box. The problem is that you can accidentally avoid it and never trigger it at all. I'd like to move the trigger tile down one to avoid this, but I'm having trouble. I know how to modify the trigger data itself, but it appears there's some other piece of data that tells the game "hey this is a trigger you just stepped on, look through the triggers list!".
It's hard to find clear documentation all in one place, so I'm hoping someone will know how this works. I'm fairly certain it'd just be a one byte change... hopefully?
Quote from: PowerPanda on July 14, 2020, 03:58:53 PM
I think FFI in the FFV engine makes a lot of sense, since V is set up well for the job system.
I have had that thought many times before.
It would probably be the best fit.
There are way more location maps than would be needed so implementing the extra dungeons would be a snap, too.
Plus having all those world maps and underwater maps fit perfectly with my thoughts on how the original should be expanded with more content.
Quote from: Tomato on July 15, 2020, 04:35:59 AM
(http://tomato.fobby.net/junk/ff2c-trigger.png)
When you step on this tile, it pops up a question box. The problem is that you can accidentally avoid it and never trigger it at all. I'd like to move the trigger tile down one to avoid this, but I'm having trouble. I know how to modify the trigger data itself, but it appears there's some other piece of data that tells the game "hey this is a trigger you just stepped on, look through the triggers list!".
It's hard to find clear documentation all in one place, so I'm hoping someone will know how this works. I'm fairly certain it'd just be a one byte change... hopefully?
You are correct Mato. There is a property in the tile itself which checks whether it is triggerable or not. This too can be easily modified with FF4kster in the "edit Tilesets" section.
Thanks, after digging around in bits and bytes I realized it was too much hassle to deal with so I just put an empty treasure chest in that one spot to avoid any possibility of accidentally avoiding the spot. A much simpler and safer solution :laugh:
Quote from: Vanya on July 06, 2020, 01:12:07 AM
In the PSP and GBA versions there is an after game scenario after you defeat the emperor in the underworld or whatever. Then you play as all the characters that died fighting the empire against a "holy" version of the emperor. It's basically a bonus dungeon called "Soul of Rebirth".
I hadn't played the bonus content in either GBA game.
I just remember when FF1+2A was first announced and people were like "WTF is Phantom Train doing in this game? That announcement has to be an April Fools joke!" I'm guessing that was FF1's bonus dungeons which I don't think were meant to have logical connection to the game (I mean, the first one used FF3's intro dungeon for a couple of its maps, kind of a troll move at that point :D )
Quote from: KingMike on July 15, 2020, 04:16:43 PM
I hadn't played the bonus content in either GBA game.
I just remember when FF1+2A was first announced and people were like "WTF is Phantom Train doing in this game? That announcement has to be an April Fools joke!" I'm guessing that was FF1's bonus dungeons which I don't think were meant to have logical connection to the game (I mean, the first one used FF3's intro dungeon for a couple of its maps, kind of a troll move at that point :D )
You know, it always bothered me that FF3 (as in the NES game) never got the GBA treatment. I don't really like the 3D remakes (unless you are talking about FF6, which was at one point in the past FF3 on western territories?).
Quote from: Tomato on July 14, 2020, 01:30:52 PM
There's a lot of stuff in the hack that made me think "whoa, that's clever how they used this thing from FFIV in this new way" so maybe that's why. Or maybe the person just really liked FFIV and/or hacking it. I think it'd be fun to re-create FF1 with the FF5 or FF6 engine, just as a small little hobby project, and I get the feeling the FF2 remake guy had a similar motivation.
I remember seeing a guy who was trying to do FF4 in FF6 using the FF6 hacker tools as well...
Quote from: Red Soul on July 15, 2020, 08:58:52 PM
You know, it always bothered me that FF3 (as in the NES game) never got the GBA treatment. I don't really like the 3D remakes (unless you are talking about FF6, which was at one point in the past FF3 on western territories?).
That has always bugged me too. The first 6 games have been remade multiple times in their original sprite-based 2D forms, and yet the only English localized versions of FF3 are the 3D remakes. The only good option we have is the Chaos Rush translation patch.
Quote from: Dark Phoenix on July 15, 2020, 10:23:41 PM
I remember seeing a guy who was trying to do FF4 in FF6 using the FF6 hacker tools as well...
I wonder how that went. I always thought it would be cool (and maybe easier now that we have larger sprites from the remakes). But the deal breaker I always thought would be the battle system having 4 characters, might be a huge pain to add a fifth
Quote from: Neon Streetlight on July 16, 2020, 09:01:09 AM
That has always bugged me too. The first 6 games have been remade multiple times in their original sprite-based 2D forms, and yet the only English localized versions of FF3 are the 3D remakes. The only good option we have is the Chaos Rush translation patch.
You can add me to that tally.
It's disappointing that it's the only left out.
As much as I love Chaos Rush's translation patch, I yearn for a 16-bit remake to go along with it.
Quote from: Vanya on July 16, 2020, 10:32:12 AM
You can add me to that tally.
It's disappointing that it's the only left out.
As much as I love Chaos Rush's translation patch, I yearn for a 16-bit remake to go along with it.
Couldn't agree more. I've also never been a fan of the 3D remake's art style. The characters look like dolls to me. Hard to take the story seriously.
how about this? sorry for the lack of image, but ' '=bg, X=white, .=gray
WWWWW
W....WW
W....W.W
W....WWW
WWWWWW.W
W.WW.W.W
W....WW
WWWWWW
Quote from: Neon Streetlight on July 16, 2020, 01:10:22 PM
Couldn't agree more. I've also never been a fan of the 3D remake's art style. The characters look like dolls to me. Hard to take the story seriously.
Exactly. Their heads look like inflated balloons.
I suppose one way to go about it would be to borrow FF5's graphics and make a graphical replacement to be used in Mesen, but if a powerful enough editor existed for FF5 or FF5A, that would probably be the best bet of recreating the game.
Okay, the translation is out: http://tomato.fobby.net/ffc2/
Wow, excellent news!
I'll be sure to give it a spin.
Thanks for your hard work.
Awesome! I'm playing it this weekend for sure!
Good job on the patch! Ver B really takes it to the next level!
Wonderful, this was one of my most anticipated games of the summer!
I will give a step-by-step analysis of what I think of the game as I go through it.
First off the starting presentation is already quite impressive, putting more effort (as in some actual dialogue) before starting the battle. It is curious to see that was made into an Auto-Battle.
Using Mysidia as the base of operations is quite an interesting idea, what a neat idea for a recontextualization of an area.
Minwu's sprite looks great, but something looks a little off on Hilda's sprite from the side. From the front she looks fine though. Guy's sprite looks incredibly regal! Not exactly befitting of his personality. Firion looks incredible, they did a great job with the space on him, much better than FFII:Origins, I would say. Maria looks like a recolored Rosa, which is fine.
How interesting to see that Leonora appears to be Minwu's protege. A nice touch!
...Keep track of how many items you've looted...? Huh?
Whoa! A mini-bio for each character on their status screen? I didn't even know we could do that!
Iron Arrow/Bow, hmm... no need to keep track of Ammo then? Well, that would be the same as FFII, now that I think on it.
Ah, so the top is the Tower of Prayer, below that is Fabul's Foyer, neat!
Kodzuka Knife...?
Oh, they added descriptions to all of their items! Awesome!
Ah, the game keeps track of the hidden treasure you find. That's a fun idea!
Looks as if Baron's Inn has remained more or less the same, except with a dancer as hostess.
So the Elder of Mysidia's sprite was used for Tabul, eh? Fair enough.
Oh! They completely redid the world map! You never told us about this Mato!
...Well, there's quite a bit of difficulty here at the start. First normal enemies, DiveEagles took down Firion like he was paper. Maria seems to be MVP here with Black Magic, White Magic, and summoning along with some pretty good accuracy.
Well I've grinded up to Level 5 for everyone. It didn't take that long and is somewhat true to the FFII experience, haha. It's neat to see that Maria learns Aero, a spell not in either FFII/IV proper.
Having learned Smoke Bomb at Level 5, I assume that Firion will have a spellbook similar to Edge.
Before I head off from Altair I'll pick up a Rod for Firion and move him to the backrow. His Broadsword is dealing rather poor damage.
Glad to see there are Chocobo Forests scattered throughout the world, instead of just in one place.
Of course, after I spend money on a Rod I find one in Gatrea, *Grumble, grumble...*
Well, I'm glad I saved before marching into Fynn, haha.
So the Town of Fynn is Baron, it makes sense.
The treasures in the towns look to be relatively unchanged, oddly enough.
"replenish arrows by choosing them..."? That looks to be a carryover from the base game.
Haha! I love the "Pint of No Return" joke.
Hmm, I can't say I like how the Bartender just vanishes, instead of doing... anything implying movement.
Scott as Baigan, haha!
If you get into battle with the guards, the music does not change. That's fine for the castle, but I'm not sure it works too well with the peaceful town theme. I would suggest adding in battle music there by using an event instruction.
I have to reiterate, they did a great job with these scaled down PSP portraits (I think Firion may be using a different render, but I'm not fully sure). Minwu looks to be as awesome as ever. However, again his joining event didn't even have him moving into the party, but again, just vanishing.
Curad and Araise? I thought Level 3 magic was -aga and Life2 was Arise?
I like the tip change of "You can catch a ship from Paloom. What, you have a hovercraft? You should take that to Salamand!" It's a nice touch.
Oh, the Battle Axe is two handed. You wrote a rather good message explaining that.
A nice hint that you might be able to get a Black Chocobo in the Paloom Chocobo Forest at some point. I guess that explains why Paloom is Troia then.
"Drink like a sink!"? That's an odd phrase, at least one I've never heard of.
The treasures in Not-Troia and Mythril have been substantially different, thankfully.
Ah so that's how Cid's Airship was set-up in this game, fair enough, though I expected him to be... Cid, and not a generic Officer sprite, an odd choice there, though that might be because Cid's sprite was replaced.
Haha! What are these weird people on the second floor of the Poft Inn? One seems to think they're Terra, Cloud, and Squall and the other is rehearsing the Opera.
Salamand is Kaipo, eh? Well, FFIV does lack any natural ice areas, so I guess this changes makes sense, talk about a complete recontextualization of events in this case though.
Power Ring for sale, hmm? I might have to pick that up if I can.
Mt. Ordeals in the desert, eh? Interesting...
Minwu's sprite in battle looks incredible, probably the best of the sprites so far.
Those Minimages caught me incredibly off-guard, thankfully Minwu is great and managed to silence them when I knew what I was up against.
Yang as Josef makes a good deal of sense.
Wha? I can't get into the hidden waterfall...? Oh! It's probably been repurposed to getting the snow-mobile...equivalent... in this version.
Incant must be Black and Ninja, neat.
Well! Octomamm came out of nowhere! That was a legitimate shock.
One thing which makes the battles a bit more difficult is lower HP thresholds. In the normal game it doesn't take long for any character to reach 100-150 HP, but in this it takes quite a while for any of them to break 100 HP (not counting Minwu or Guy) This makes each blow a bit more damaging overall.
The strategy was to Slow using Minwu, Chocobo Kick him several times with Maria, then Haste and Berserk Guy. Then I tried Aero and saw it was dealing 300 damage... I should have went with that, hehe.
I admit, after OctoMamm, I did not expect there to be a boss of this place. Looks like I was wrong.
The General+Soldiers wasn't exactly a challenge, but it was nice to see that their stats were buffed a bit. I enjoyed that I could use Sleep on them. It's always nice to see status being useful in a boss fight.
I picked up a Kenpo for Guy, who now has 4x attack, which is good. The main 3 are at Level 11 right now.
Hmm, I guess I'll pick up a Mythril Hammer and Bow for the party. That's about all I can afford.
And now Maria might be able to hit something... eventually, with her bow.
I think I will take a break there. The next step is to Bafsk and I have been playing for roughly two and a half hours. This is a lot of fun and is literally a whole new game! Thank you for your efforts Mato.
According to the readme, past a certain point, the game turns into the last parts of FF4.
What does that mean exactly? that FF4 tiles are used to reproduce the layout of FF2's Pandemonium?
or that said layout and area don't exist in any shape or form and instead what is present is the FF4
endgame as it always was?
good job on the release, I do enjoy both FF2 and 4 quite a bit so this'll be a fun time!
I have noticed one error: when fleeing from battle and losing money, it's called "GP" like in the original US version. the patch is using "Gil" everywhere else.
Basically, after Leon joins the party, a big hole opens up near the Jade Sea. Going down it takes you to the Underworld where almost all of the same things exist as FF4. And then once you're done there, you go to the moon, where almost all of the moon stuff is the same.
So, once Leon joins the party, the game suddenly stops feeling like FFII and mostly just like FFIV. There are still FFII story elements at the end of the game of course, but not too many.
I see. I guess it comes with the fact it is a remix rather than a fully fledged recreation.
Thanks again for your hard work on this patch.
Thoroughly enjoying this bizarre rom hack. Thanks a bunch, 'Mato :thumbsup:
Not related but are you no longer working on translating FF VI T-Edition?
Alright, back to it then...
So Bafsk is Fabul proper, an interesting idea, certainly.
I made a little money on the way here so I picked up a collection of Fire/Ice/Lightning arrows.
It's weird to see the Crystal Room is still just... there. I do like the idea of Borghen actually commanding people from a throne instead of aimlessly running around town.
And suddenly the Mist Dragon.
Cold Mist is ridiculously weak now. Ah, Maria gets the Mist Dragon this early, neat! Wasn't much of a fight unfortunately though.
Oh hey! Leonora joins quite early! That's nice to see.
Mt. Ordeals in the Northern Desert instead of non-descript cave in the frozen Tundra, interesting, but necessary change.
Josef is, indeed, basically Yang, haha!
They did an incredible job with the Leonora sprite, both in and out of battle. As my favorite TAY character they did a great job with her all around.
Hmm... there is a mountain pass that you can only reach with a Chocobo right now, which, coincidentally is right by Desert Mt. Ordeals, I can't resist. I'll check it out.
After I take one step, I'm put right outside of the Mythril Mine, I guess I'm not supposed to be here... as noted by the Readme, alright then. At least I savestated so I can just go back on the Chocobo.
Ah, Flame Rod right on the steps of Mt. Ordeals, quite nice.
Oh...! Despite this place being called Mt. Ordeals, the monster layout is still Mt. Hobbs, fair enough. Though I feel like buying that Flame Claw was a trap now, heh.
The MomBomb fight was actually rather well done. It wasn't anything too difficult, but it nearly came close to killing some of my party members.
Firion just learned Debris Storm, I'm glad to see some legitimately new spells being learned.
How interesting, so in this continuity because of Leonora's presence, Josef doesn't die. What an interesting idea and it makes sense from what had been established before. Leonora is slotted in so well in the story, without having played FFII you wouldn't know she wasn't originally in the game. It is also worth noting that her struggles are switch from TAY. Instead of struggling to learn Black Magic, here she struggles to learn White Magic. A nice role reversal.
I think that will do it for today though. Next stop will be Kashuan Keep.
I have to say, that Hovercraft is Amazing and possibly may make this mod better than the actual FFII due to having so little downtime between dungeon locations, I should also note that so far this game has done amazing with making every Gil worth it, which the original FFII and FFIV have both struggled with, so kudos to the creator. So far I'm still not optimally set up.
Quote from: CO_Andy on July 20, 2020, 04:00:22 AMNot related but are you no longer working on translating FF VI T-Edition?
No, I actually never started a proper translation project for it, although I did do that live translation series (https://www.youtube.com/watch?v=1JR12t_v8ug&list=PL8fufren85t94MkcXjmHHj7PkKiAaGA12) of it a few years back, and later made that Wanderbar plugin (https://legendsoflocalization.com/wanderbar/#final-fantasy-vi-t-edition-super-famicom) that translates everything but the new dialogue text (just needs someone to go fill in the blanks at this point):
(https://legendsoflocalization.com/wp-content/uploads/2018/09/ff6ta.png)
(https://legendsoflocalization.com/wp-content/uploads/2018/09/ff6tb.png)
I also heard there's someone else doing their own Lua-based translation, but I don't know the details.
Hmm, there may be a slight issue in Kashuan Keep. As it is basically just Eblan Castle with the Goddess Bell to open the other doors, you can go down to the lower levels. The issue is that the game assumes you have Gordon at this point, but he's not required to reach this point.
Well... I do wish it was a little later, considering my Level 5 Gordon was immediately turned into a Paladin, but that's a nice scene. I only wish it was having used "Edward" Gordon for a longer period of time. The Paladin sprite for him looks good as well and in battle I think it is completely original.
I do wish I knew that scene was coming, so I could have dequipped the former Gordon, ah well.
I rather like these new scenes, Hilda thinking of ways to assist, instead of just being a damsel in distress at this point is quite neat.
Just one slight translation error I noticed. You still have that enemies are "weak to projectiles" when you use Libra, however it seems that Arrows are no longer Wind elemental in this, so you may want to change that "weak to Wind".
Well now! I did not expect to fight the CPU so early, oh dear...
A rather well-balanced fight, I'm impressed.
How... interesting, with the King's death the full recovery panel stops working. Hah.
And that will do it for the day. I think this game moves at a more brisk pace than the original due to the amount of transport options you have. It's refreshing.
Yeah, I tried to fix issues with the original hack where I could, like that trigger tile thing from a few days back I was asking about. I ran into that Egil's Ghost thing before getting Gordon too, but couldn't think of a way to fix it. I did manage to change it so the Dreadnought chased the airship though in that 1 second animation though, which I'm kinda proud of :P
July 22, 2020, 04:19:38 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I've uploaded all of my files + data + source code, you can get it here:
http://tomato.fobby.net/ffc2/Final%20Fantasy%20C2%20translation%20files.zip
Fellow FFIV hackers will probably find it interesting and/or hopefully helpful in some way. It'd be easy to retranslate the game now and use all of the text enhancements + extra storage space that I set up. Or maybe there's stuff in there that original hack creators might find cool too.
Anyway, if someone wants to submit the patch + the tools to RHDN's database feel free to do so.
Oh wow! You made that scene? I guess in the original hack it was unchanged from Vanilla of normal Airships chasing after the main one, from the Underworld? That is quite impressive! It was a cool scene, undoubtedly.
I think to require Gordon, you could *slightly* change the plot and have the Bell's success also require him in the party (perhaps have him ring it). It's very silly that his big class change can occur right after you get him.
Thanks for uploading your files, I will have to take a look at those later.
----------
I really like that Leila joins in the fight after taking out the Pirates. She's also no pushover. Her spamming Thunder/Thundara does actually require you to pay attention to what's going on and she has a healthy amount of HP. For a fully new and custom fight, well done!
"Ships don't work without Chocobos to propel them", really...? That's an odd choice to make, but it makes sense in context.
How bizarre. Leila starts at Level 20 with not full HP/MP, implying she just came from a battle. A nice touch.
I was not expecting Deist to be Troia for... obvious reasons, but I guess we are running out of castles now, though I suppose Baron... or Damcyan... would have worked, quite an odd choice, even odder is the treasure you can stumble across there.
Well, Deist had quite the haul! I am now paranoid that I missed similar special treasures in the other castles though, heh.
I can't say finding the Pendant was very difficult, but then again it was in the next room over in the original FFII as well.
Whoa! Was not expecting Maria to just be tossed the four Rydia return Summons just like that.
Wooden Hammer, eh? I guess I'll be heading to the Magnes Cave equivalent soon.
Oh my goodness! The Antlion fight was actually quite challenging. The Antlion's physical attacks are relentless and I really have to give credit to the maker of this. They made Protect (repeating casting of increasing your base defense by 8) useful for this one fight! I am impressed!
Queen Lamia was neat. She had a unique steal of a Lilith's Kiss which is a pretty good item, all things considered. She wasn't near as difficult as the Antlion, though I may have just gotten lucky since she did use Charm on Leonora, which thankfully she broke before Leonora could deal any real damage. A Bio here and a Fira with a Charge attack there and she was finished.
And that will do it for the day. Again, this mod continues to impress.
Grimoire LD, thanks for leaving your progress updates about the hack! When I found this a couple years ago, I thought the new intro was super cool but when I saw vanilla levels I kinda lost interest--I thought it was just vanilla FF4 with a new overworld and rearranged levels. I didn't realize there was so much new stuff in these old locations!
It didn't help I don't understand Japanese lol. Thank you Mato for your work on translating and fixing up this hack, too!
I'm definitely gonna have to give it a go soon.
I wasn't sure what to expect at first either, Celice, but it seems the creator really put their heart into making this a stand-out work. I wonder if perhaps they didn't have the tools available to modify maps themselves at the time?
So making it to the Palamecian Desert wasn't that difficult, but there was a surprise waiting for me in the desert. The Desert Devil hits hard and attacks fast, lulling the player into thinking they're fighting an optional boss. Nope! He has less than 2000 HP, haha.
The constant fighting in the desert has actually weakened me enough to the point where I have to use a Tent before reaching my destination. Kudos on that! I think this is the first time FFIV has ever asked that of me.
So the Coliseum is Damcyan? Well, it had to be used somewhere. The normal treasure place is alright. I have Leonora more inline to be a Sage, rather than a White Mage, so I can't say I found the Priest Miter to be terribly useful.
Fighting Calco and Brena in the Coliseum is interesting! They are made to be much more fleshed out enemies, Brena in particular are resilient and they counter with magic but they are susceptible to status.
I rather liked that the Coliseum wasn't just an Emperor plot, but also Leon too, it helps integrate him into the story just a little more.
"We'll draw the guards attention while you escape!" But... there are no more guards, in fact Damcyan is as barren here as it is in the actual FFIV. A slight bit disappointed there. That could have been a cool section to use the Magnes Cave theme (After all a high security prison that doesn't allow its prisoners to hold metal would be a way of keeping thematic sense) ah well.
On returning to Altair, it's almost surreal to see the Rebel Hideout has been cleared out. It's another good attention to detail.
Now this is a slight bit of wizardry... how did the creator manage to change the world state to add a village here? Unless that was here the entire time and I just ignored it.
Castle Fynn as Baron is fitting.
Haha! I like that the commander of Fynn is just Baigan, no setting up... whatever his name was from the original.
Baigan wasn't very difficult. The tactics remain generally the same as the normal game, except this time you have a Summoner which lets you break through his Reflect easily enough, I was careful to take both Baigan and his Right Arm down at once.
I am glad to see that the mod maker didn't forget his own lore and had Leonora know how to open the way to Mysidia Tower.
And I explored a little too far, ran into Odin, and he murdered me... great. I didn't save either, like a fool, bah.
I think that will do it for the day then.
I finally got around to playing this on my flashcart. This difficulty smacks! But it's fun so far.
I noticed a small bug with the dialogue window. Sometimes the fourth line doesn't display. I think it might be a sprite limit? If I try moving around the NPC and talking again sometimes it shows up, sometimes it doesn't.
The music sounds a little different too. I think the sound font was tweaked a little?
I don't think the music was changed, I'm not sure any solid FF4 music hacking tools exist now that I think about it. Would've been cool to hear the rebel theme in FFC2.
For the flash cart stuff, some people have played it on sd2snes just fine, while others have had the same problem. It seems if you change a setting or two in the flash cart it fixes it, but I don't have one myself so I can't really say much about it. There's some relevant info on this thread:
https://twitter.com/riversmccown/status/1286238252522000384
August 03, 2020, 02:55:41 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh, a couple people have pointed out the "Porky" spell in the game, but that's not a reference to the EarthBound games or anything else at all - the spell is literally called "Porky" in Japanese in FFIV so I just translated it that way. I didn't realize the "Piggy" name was so beloved though
Turns out it was my right speaker going out on the CRT. I didn't realize so many instruments played on a specific left or right output in this game!
I recently picked this back up, but I feel a little stuck. I just got the White Mask and gave it to the statue in Mysidia, but I'm a little lost on how to get to the Black Mask location. I thought I'd use a Black Chocobo, but there's no forests. I went to check Cid, but he's no longer in the town you first find him in.
I haven't played the original FFII in a looooong time but I'm pretty sure I need to get the Black Mask from an island. Anyone have any tips?
I don't remember off the top of my head but I think you need to take a ship from that town with the port, I forget its name.
Yup, that was the solution.
And wow!! I finished the hack just now. Final time: 27:15 with 396/403 treasures discovered. What an amazing hack!!
I loved seeing the credits mention all the tools used.
This was a ton of great work by the original author(s?). I'm super thankful you spent the time to translate and share this hack with us, Mato.
I ended up with three of the secret crystals. I never managed to get the special mythril sword to be upgraded, either; I also found an oases that ended up never used in my playtrough.
The Golbez lyrics were super funny and they matched his theme song perfectly :laugh:
I was never a big fan of the original NES version's leveling system, so this was a really cool way to replay the game, and as a big FFIV fan, seeing the way the two games complemented each other was super rad! There was some really imaginative asset repurposing.
This is definitely worth a playthrough for any fan :) I dropped you a DM with a little extra thanks, too!
Surprise! My work with the FF4/FF2 remake thing was practice for something bigger: FF6T Edition and FF6T Edition EX.
I'm 99% done with the programming and about 70% done with the translating. It'll probably be ready in the second half of the year, I estimate.
FF6 T-Edition sample screenshots I took of random stuff:
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-01.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-02.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-03.png)
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-04.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-05.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-06.png)
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-07.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-08.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-09.png)
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-10.png)
FF6 T-Edition EX is actually 99% done but isn't playable without getting to T-Edition endgame:
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-ex-english1.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-ex-english2.png)
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-ex-english3.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-ex-english4.png)
Just thought I'd share here, but I probably won't do any more status update posts until it's ready to release.
I don't see any screenshots.
I'm not super familiar with T-Edition except that I heard it's a REALLY good hack.... What's the difference between T-Edition and the EX one? Is it like an extra bit after you finish the vanilla T-Edition?
Also i see the screenshots fine. Super pumped to play this!
I'm guessing the images might not show up because they're being served via http and not https? Maybe some browsers don't like non-http-only anymore.
EX is indeed sort of bonus content for the main FF6 T-Edition patch. You basically swap your FF6 T Edition .srm file with it while in a specific location. This lets you access a new area with a Hall of Memories where you can fight a bunch of extra-tough boss fights with various Final Fantasy series characters, mostly final bosses. There's not much content to the EX patch, but it's impressively done, and you can apparently switch your save file back to the main T-Edition patch after the boss fights to unlock some extra stuff.
Quote from: Tomato on March 09, 2021, 04:09:33 PM
Surprise! My work with the FF4/FF2 remake thing was practice for something bigger: FF6T Edition and FF6T Edition EX.
I'm 99% done with the programming and about 70% done with the translating. It'll probably be ready in the second half of the year, I estimate.
FF6 T-Edition sample screenshots I took of random stuff:
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-01.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-02.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-03.png)
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-04.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-05.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-06.png)
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-07.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-08.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-09.png)
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-english-10.png)
FF6 T-Edition EX is actually 99% done but isn't playable without getting to T-Edition endgame:
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-ex-english1.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-ex-english2.png)
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-ex-english3.png) (http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-ex-english4.png)
Just thought I'd share here, but I probably won't do any more status update posts until it's ready to release.
This is amazing Tomato!
I've been waiting to play T-Edition for a long time, and looks like I'll finally get to do so because of your hard work!
Thank you for this! This is amazing!! :) :thumbsup:
Cheers!! :beer:
8.bit.fan
Quote from: Tomato on March 09, 2021, 04:09:33 PM
Surprise! My work with the FF4/FF2 remake thing was practice for something bigger: FF6T Edition and FF6T Edition EX.
I'm 99% done with the programming and about 70% done with the translating. It'll probably be ready in the second half of the year, I estimate.
You just made my day! I couldn't believe my eyes when I saw this! Would've never thought anyone would take it up him to translate this great looking hack! Super excited about this! Thank you so much! :)
Quote from: Tomato on March 09, 2021, 07:19:23 PM
I'm guessing the images might not show up because they're being served via http and not https? Maybe some browsers don't like non-http-only anymore.
EX is indeed sort of bonus content for the main FF6 T-Edition patch. You basically swap your FF6 T Edition .srm file with it while in a specific location. This lets you access a new area with a Hall of Memories where you can fight a bunch of extra-tough boss fights with various Final Fantasy series characters, mostly final bosses. There's not much content to the EX patch, but it's impressively done, and you can apparently switch your save file back to the main T-Edition patch after the boss fights to unlock some extra stuff.
If i remember right the original T-edition creator made the romhack to play in a specific emulator and if you not did some of the custom songs would sound bugged or with errors will your english translaton fix that? i would love to play this in other emulators especially my friend who need to play in mobile because they not have a computer.
Hey Mato, been a while! Haven't seen you stream in a very long time, glad to see you're doing ok. A friend linked me here, wanted to say hello and give some info on T-Edition.
You may or may not remember me, but a few years back you had helped me with your hacking notes on T-Edition via email on your stream. I'm part of a project for translating T-Edition (currently via lua scripting and ips patches). Our work is *mostly* done, slowly touching up the dialogue and polishing things with a bunch of quality of life additions thanks to the lua. We also translated all the help files Tsushiy made and hacking notes for modders in his html files. Seeing you do a translation is awesome, and allows console to play (ours can be played on console but not with the lua currently, where dialogue is either garbled or in Japanese - the rest of things like items, etc are in English). We've had nothing but headaches getting this game into English, (and the bugs, all the bugs lol) let alone hacking dialogue into the game, so seeing you do it is great!
As far as the translation goes, are you also aware or correcting any bugs/glitches? We've documented a *lot* of the issues with T-Edition and fixed them/reported it to Tsushiy. That said, if you want any help or even to combine your work once done let me know. We can toss you some bug fix ips patches or just inform you of a list of things, either or. My goal from the start was to get this game into English and get fans playing/enjoying the massive amount of work that went into it :)
Speaking of Tsushiy, he went MIA for over 2 years and popped back a month or so ago, apologizing for disappearing. He has little motivation for modding anymore but wanted to at least fix bugs and such if possible. My team and several Japanese posters on his forums submitted bug reports/fixes and he updated the file from 2.9.1 to now 2.9.4 (there's a handful of new features, even a nice new Setzer base sprite he added). If you recall during your older playthrough, that "using an item in battle and you got Ultima" or something, that bug was found/fixed. Currently, there's an even bigger bug with any item ID above 256 we've reported on (and submitted the solution to *finally* be rid of it), but he sadly hasn't posted in over 3 weeks now... if he doesn't pop back, we plan to fix it ourselves (and documented any current/known bugs on our forums and in the download and work arounds for them).
We've also released a MSU-1 for the mod to help fix the music to sound how he intended it on uosnes, due to SNES 9x or other emulators sounding off or beeps/boops (Tsushiy offered me a fix but admitted it still doesn't sound "as good", but was content that it at least fixed it a little, but the MSU-1 completely corrects it).
In any case, let me know, would love to talk more in-depth on the project/mod in general, as it's been our passion for the last few years. Keep up the great work!
http://ngplus.net/index.php?/forums/forum/40-final-fantasy-vi-t-edition/ (http://ngplus.net/index.php?/forums/forum/40-final-fantasy-vi-t-edition/)
Unfortunately I don't know much when it comes to music hacking, so I won't be able to fix that on my own. I believe the current theory is that data stored in HiExROM areas have a slightly different read time, leading to the wonkiness. If that's true, it could be possible to relocate most of the songs to safe areas and move existing data to the HiExROM areas, but that would be like doing brain surgery without any experience.
Right now, I have a note added to the NPC who explains about the Music Player that some songs might sound wonky on modern emulators and hardware. In the readme I'll try to emphasize that it sounds correct in Snes9x v1.51.
Kain Stryder: Yo! I actually saw your posts on Tshushiy's board and know what issues you're talking about. I haven't done any serious long-term playtesting yet so I don't really have much to report in regard to that on my end. If you have bug fixes and stuff, that'd be cool for sure. Actually, now that I think about it, I did fix a bug that doesn't display the esper's name when looking at the spells the esper teaches, but it was minor and probably not even noticeable. I was considering looking into the Joker Doom exploit, I recall it was something viewers kept asking about. I don't know how much Tsushiy did about it himself, though, except that it seems more formations have the no-Joker Dooms bit set.
There's also that bug that's documented with screenshots in the patch's .zip file that deals with using items in a battle when a >256 item is in the bottom row. I assume that's what happened with the weird Ultima thing I had that one time.
I actually started my project in late January so it's coming along pretty quickly. I didn't realize until recently that the Lua workaround translation was so robust though, I had heard it simply did item names, enemy names, basic strings, etc. You got basically everything working already :o When I saw screenshots/videos of it in action a few days ago I was like "oh no, I hope this doesn't turn into a rivalry thing like the old days", haha. It reminded me of the old Dragon Quest I+II translation rivalry that suddenly appeared out of nowhere like 18 years ago.
I did indeed see the new 2.9.4 update. When I saw it, I was like ARGH because I thought it was safe to do a translation finally, after like 2.5 years of no patch updates. A few days ago I wrote some code to see the text differences between versions should any new Japanese patches get released. I actually haven't asked him for permission to do a translation or even told him I'm working on one yet, so I hope he won't mind. It's sad to hear that he's lost motivation, but I super understand the feeling.
Anyway, it's clear you guys have worked hard so I didn't mean to step on your toes. Hopefully I didn't make anyone upset by posting about my project. On my end, I had considered trying to move the bad music data to MSU-1 or some other solution too, but I decided I'm mostly interested in the translation side of things and that more serious hackers would figure out that wacky technical music stuff.
Haha, nah no worries on rivalry or stepping on toes. By all means don't stop your project, you're even more than welcome to collaborate it with us (we were working on an actual ips patch translation for the dialogue to bypass lua for console users, and to try and minimize the patching to get our work loaded up, but it was a back burner thing), but if you want to keep it separate that's more than fine, we won't be mad or offended or anything. My goal as I said was just to get this mod into English and get other fans to enjoy it. How we reached that goal, I didn't care, I'm not in this for glory or if others stepped up with something, I'd just be elated. I just simply wanted to inform you to the 2.9.4 update and bugs/glitches for your project, in the event you may not have been aware (and I had also figured you saw he hadn't done anything in 2.5 years and decided it was safe to make a patch finally) and offer the collab chance with you :) When I started this, no one was seriously invested in doing it (or rather, many had tried but gave up/got frustrated, which is extremely understandable when you delve into the code work). I simply just started translating the help me files so people could use them as guides while they played. Shortly afterwards, I met someone who had done a very rough menu hack and from there we teamed up and got the ball rolling to what you see today.
You're more than welcome to pop by our Discord if you use that to talk, though I understand you're busy and have other projects. I can have our lua girl discuss things a bit easier (I'm not the person who handled the lua) like for fixing bugs or adjusting the coding. Your work would also allow our project to simplify itself and even do a lua lite mode with quality of life changes added into it (especially for console users). Our script for example uses the GBA dialogue, then any new dialogue Tsushiy added in was done by myself (we felt re-translating a game with an already solid translation was pointless and we didn't want to offend anyone's memories or come across as "holier-than-thou"). But please, by all means, don't feel pressured if you don't want this or if you'd offend anyone. I think I can say with certainty everyone here would be elated to see you do a translation, myself included. I'm no professional :P
And sure, bug fixes I can toss up. Tsushiy actually fixed/removed that item ID 256 graphic for 2.9.4 from the help me files, but the one I mentioned in my first post persists (we actually originally figured it was a very rarely occurring bug, as I had seen only a few streamers get it). We determined the root cause of it:
When you open a treasure chest containing an item with ID256+, for the game to load the item name, it sets $1444 to 1. This does not get cleared.
When an item is dropped in battle, it checks if $1444 is 1, which gets set during the "formation special drop" routine, and if so, drops an item with ID256+. Unfortunately, during battle, the $1444 is never cleared, so if it was set beforehand, an enemy who drops "item 0xE8" will instead drop "item 0x1E8" which is not a valid item.
Accessing the main menu clears $1444, so opening the menu before a battle will prevent this from occurring. Maybe at the start of a battle it should clear $1444 though?
High chance of this occurring when acquiring the chest with "Experience Egg" and then immediately fighting Ultima Buster without checking the menu first.
Other bugs that were fixed for 2.9.4 were a "level up 2x or more" glitch where stats weren't updating correctly (Ultima Weapon/Atma Weapon) was not getting stronger. He re-added the Experience Egg to the game, but this caused issues and seemed to upset him when he himself discovered a bug (sometimes equipping relics, they are greyed out, but it's a display error only; you can still equip them). He said if he can't solve it, he'll just remove the egg again.
I wasn't aware of the esper thing you fixed, though we had completely redone the menu work so that probably just got overwritten haha.
Mostly, if you update your stuff to 2.9.4 you should be ok, but the stuff I listed above are the glaring issues right now (the item ID256 thing is fixable). Other known issues are:
- Locke's "Sky Pirate" costume is not selectable in EX via the moogle
- Gau's Rage achievement unlocks at 240 rages possibly instead of 255, due to the following (copied from Discord):
The "Tonberries" rage is that last bit, for 0x8000, but it's completely unusable in the game, so it will never appear on your rage menu.
So normally if you have all 255 rages, excluding Tonberries, your rage data will look like
FF FF FF .. FF FF 7F
however if you have Tonberries and none of the other last 14 rages, which makes the last two bytes 0x8000 ... well, 0x8000 is equal to or greater than 0x7FFF, so the check passes. Of course, Tonberries + any other of the 14 rages works too since 0x8C2F or whatever is still higher than 0x7FFF
The list of skippable rages, as long as you have Tonberries fought as Gau, is Amduscia, Baalzeph, Chronos, Daedalus, DthMachi, Garm, GlasyaLa, GoldBear, InnoSent, Io, MtlHitmn, Necroman, Pineappl, RedMarsh, Thor
I just checked this in-game by fighting Tonberries while having all of those rages missing, it does indeed set the proper 'rage bit' even if you can never use it
- 200,000 step achievement unlocks randomly (we don't know the cause)
- Unable to enter the esper menu on x character sometimes (does that X sound like when you try to enter Banon's equip menu). We don't know the cause and I've only seen 1 streamer have the issue. Corrected itself upon saving/reloading.
- Entering the Cave to the Ancient Castle coming from the Ancient Castle has the music sound beep/boop, don't know the cause of it. MSU-1 fixes it.
As for MSU-1, I *believe* my friend put the coding into Cyan's Bushido stuff, but I can always ask her (we had a little bit of an issue finding space). For the music, the reason it sounds off is because uosnes has unlimited audio ram compared to other emulators, so Tsushiy was able to use I believe additional sound channels etc (this was explained to me, I'm also not at all familiar with music/SNES music coding, sorry if I botch any of the details). Due to the coding, 9x and others has issues playing this. Tsushiy's solution is: in 9x go to Emulation >>> Hacks >>> OK >>> Check Separate Echo Buffer from RAM, and this'll fix the music beep/boop sounds mostly, but says the music still sounds "slightly off". For the most part, our MSU-1 stuff is complete (though she's working on the inn music jingles and victory fanfares still, but those will be auto added to the file and no additional downloading is needed).
Permission wise, I'm sure Tsushiy would be more than fine with you working on this :P he mentioned you when he returned (that he originally watched your stream of it), and has had no problems with me working on it when I asked him years ago, more so elated his work is seeing interest overseas, as he never dreamed English players would be interested. He said he'd check some of the streams/LP's I linked for him to see what was done and was looking forward to working with us, so I sincerely doubt you'd upset him, haha. His only thing was that if we changed anything to just please rename the mod so people don't associate it with him and annoy him with bug reports etc. All the optional content (lua quality of life, things he wanted to add but couldn't figure how to, etc) or work we've added has stayed optional or you can turn off; we've replaced none of his work. I just hope he doesn't disappear again.
But yeah bug fix wise, everything should be in the 2.9.4 ips file, barring what I wrote above as current known issues (that we're aware of). If you need more info, feel free to let me know!
Quote from: Tomato on March 10, 2021, 07:35:02 PM
Unfortunately I don't know much when it comes to music hacking, so I won't be able to fix that on my own. I believe the current theory is that data stored in HiExROM areas have a slightly different read time, leading to the wonkiness. If that's true, it could be possible to relocate most of the songs to safe areas and move existing data to the HiExROM areas, but that would be like doing brain surgery without any experience.
Right now, I have a note added to the NPC who explains about the Music Player that some songs might sound wonky on modern emulators and hardware. In the readme I'll try to emphasize that it sounds correct in Snes9x v1.51.
/wave, I'm the Lua coder.
The music issues are caused due to the instruments using up too much data (?) so the audio info overflows into the RAM dedicated to the music's echo. There's a "hacks" setting in snes9x(-rr) 1.60 that allows you to separate the echo RAM which lets it play okay.
The MSU patch that was thrown together uses the SRAM for Cyan's Swdtech names (7E1D0A-7E1D0E) because, for the Lua version, I
knew that RAM was unused since the Lua completely disregards the text that's there and prints the skill names directly in 8x8 font (because I'm a scrub who couldn't figure out how to get the wide font to not display the tall glyphs in the 18xx range). So that could be an incompatibility if you just read from that RAM... although the screen to let you change the name is gone anyways so there's not much harm in hardcoding the names.
I think what you have in the screenshots is significantly better than what we have anyways. I've been staring at that GBA font too long, ahaha. We never put together a real EX patch, for EX I only threw together a minimum-possible-effort patch in order to make it playable in English, there's still various gibberish in places. The Lua effort only works on a single emulator, if you don't use that one then 95% of the text in the game is just garbage text because there's no script or monster names or anything else in the base IPS patch.
2.9.4 should be fine to install? I used LocksmithArmy's patch conflict checker (https://www.romhacking.net/utilities/1080/) to compare 2.9.4 to what we had done and there was no issues (though for you, of course you might be using some various offsets that we didn't use, especially when it comes to the ASM).
If you wanna talk patches or bugfixes or whatever, we're in #ff6-t-edition on the NGPlus Discord.
Whoa, thanks for all the info and tips! :beer:
For the music glitches, I have no doubt that you're correct since your emulator fixes seem to solve the problem. I assumed the HiExROM read time was the issue due to this thread from a while back: https://www.ff6hacking.com/forums/post-24518.html The fact that the Ancient Cave music doesn't always glitch adds more mystery to the pile, although I recall that I could get some glitchy songs in the music player to sound correct by playing certain songs immediately beforehand. Crazy stuff there. I'd love if there were a surefire fix for the problem but it's probably going to go beyond the scope of what I can do with my project.
I don't have an easy way to test the $1444 bug but here's a patch that should hopefully fix it. Let me know if it works/doesn't work for you: http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-1444bugfixed.ips
For the step counter bug, I haven't looked into any of that at all, but I wonder if there's a missing CLC command before the addition occurs across all the bytes. That could potentially throw things off. I might look into it later but it sounds like it's hard to reproduce, so it might not be solvable.
I'm not sure what could cause the equipment graying out bug, but I was handling that code a few weeks back while working on the main menus so I could take a peek sometime. I haven't come across this problem yet either, but I haven't done much playtesting since 2.9.4 anyway. I can't even remember where the Exp. Egg is supposed to be, I guess it's in Kefka's Tower based on your $1444 bug notes though.
The Tonberry bug is interesting, and I don't have any fix ideas in mind yet but I imagine the easiest solution would be to just have it ignore the Tonberry bit during the check, then unlock when 254 rages have been detected. This would bring it closer to the intended purpose and not surprise anyone out of the blue. The Tonberry rage would still be gettable and usable, just not counted in the total. That, or just subtract 1 from each byte when checking and then check for 0xFE for all the bytes except the Tonberry one which would be 0x7F.
The Sky Pirate thing I don't think I'll be able to fix, as I haven't worked with the game's scripting at all and wouldn't know where to start. I imagine it'd get pretty messy and I'd be liable to cause unseen trouble with any potential clumsy fix. I could just put a note in the Moogles' text about going back to T-Edition to switch to it if the player wants.
The music stuff can't be corrected beyond the 9x solution or MSU-1 which we recently released, just because of how it was coded. For the most part, it seems fine with the fix, and MSU-1 just fixes it completely to sound how it should (and opens the ability for any other MSU stuff in the future if we or anyone decides and wants to :D! )
I reported the $1444 thing to Tsushiy to let him patch/fix it, just so we didn't do it then have to undo our work to patch his stuff and anything else (saves us a hassle), but it's going on a month now since his last reply and he didn't acknowledge my last post yet. If you want to test the issue yourself, simply get any of the following items (via a treasure chest or a battle):
Hero's Ring, Guard Bracelet, Dead Spirit, Prayer Beads, Black Belt, Dragon Horn, Celestriad, Master's Scroll, Bacchus's Bracer, Safety Bit, Mime's Dictionary, Bracer, Tetra Elemental, Embroidered Tippet, Soul of Thamasa, Zeidrich, Flame Cape, Wind Corsage, Earth Greaves, Water Cuffs, Maiden's Prayer, Imp's Feelings, Piggy's Badge, Experience Egg
Any of these items will work. The trick is get one of them, then *do not open your menu*, enter a battle and try to win an item, it doesn't matter what. It should come out like this:
(https://i.imgur.com/2eykDoj.png)
You'll get a garbage data item that will most likely corrupt your game or cause issues. The lua warns you to sell it asap if you highlight it in the menu. Auto-sorting it either makes it disappear (still will cause issues) or puts it wherever. How we tested and figured the cause was a streamer got the Experience Egg from a chest, then ran and fought a boss (had Molulu's Charm on to avoid battles), never opened his menu, beat the boss and the 100% drop is the pic you see above. Serity checked the memory and determined the issue and semi solution till it can be patched (opening the menu fixes it).
This is just if you want to further test anything. I went ahead and tested your patch and it worked perfectly! Thank you! We'll add it up and I'll report it to Tsushiy when he hopefully pops back (or feel free to yourself, I'm sure he'd freak hearing from you :P). My test personally was I went and got the Experience Egg from
Spoiler
The Floating Continent in the WoR which is accessed via a new tower NE of dino forest. Treasure Chest at the very end of it. Did a save, took the egg, did a battle vs Ramuh/Ifrit/Shiva clones and won. Got a garbage item. Applied your patch and reloaded, got the egg, did the same fight, got a Fire/Thunder/Ice Rod (very lucky lol), so it's fixed.) The other location for the egg is winning the new fight from Kefka on the FC at the end of the WoB.
From what Serity tells me, the greying out equipment persisted from older versions, but I've never seen it or seen a streamer have the problem. It's just been recently with relics only, to where Tsushiy himself posted the bug report for it. He thinks it might be due to the Experience Egg being put back in, but Serity tells me it's not the case due to the above, and how the cause is unknown. It's just a graphic display though, thankfully.
I did report all this to Tsushiy, but again, no response yet. One other small issue I reported was his new Setzer sprite, he forgot to put in the 2 small graphics for it when riding a Chocobo (the world map ones), so it just displays Setzer's original back sprite for it, not the new one. I can fix this myself, but was waiting for Tsushiy to handle it first. If he doesn't, I'll just correct it, it's not a big deal.
One small note for your translation to check, that we had issues with: Make sure to play test or trigger the ending if you can (where it shows the like "Terra as Terra Branford" etc scenes). Due to our tampering with names, it comes out all odd colored at parts on those screens (red/blue/green). Just graphical errors but otherwise the sprite scenes are fine. Our issue seemed to be that the ending screen would show say "Kakata (just random katakana and not what the player has them named as) as Terra Branford" but the kata was all pushed together. I guess just names in general to check? That was really our only issue outside of the Name Screen that we had to completely rework.
Whoa, I had no idea about that Tower of Power place, seems like it'll be fun to re-explore.
The character names during the ending was pretty simple to fix, the game was just trying to load from further down in the font data than needed for English purposes:
(http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-credits.png)
I took a peek at the grayed out equipment bug, but I'm not sure how to fix it myself. But when it happens with one character, it seems you can reproduce it on other characters too by removing whatever equipment is on their left hand.
Oh nice, I'm glad it was simple to fix, we haven't gotten around to it yet ourselves.
Yeah there's a LOT of stuff he's added since you streamed, should've seen the chaos from 2.5 to 2.7, haha. He had two soft locks (he changed Thamasa Inn's music so during the house on fire event the game just stopped due to eventing, and going down to the save room on the FC just froze you for some reason). Another was he added a small house north of Narshe on the world map, which produced *actual lag* to the game upon entering and walking around. Clicking spaces around the map gave you random items or battles, such as the Cyan event at the Imperial Camp fights or even corrupted items.
If you stream it again, or even just play through the game casually, you'll really enjoy alot of what he did or added/changed up.
We'll keep looking into the relic greying on our end and keep you posted if we discover anything. The "left hand" part you discovered sounds big, so we'll make a note of that.
Do you know if any enemies drop any of the >256 extended items?
Yeah there's a bunch. I don't think our scan/steal/drop data shown below shows any of the 256 drops due to I want to say it's specially coded? I forget the reasoning, Serity mentioned it to me once. If it's something that needs to be known let me know, but yeah our data just doesn't show it in the picture below off the search tool we made. Kefka below for example does drop the Experience Egg 100% if you beat him, I know that for sure.
(https://i.imgur.com/MCgDOyN.png)
However, this list was compiled by us from the data, so just ctrl+f any item to find all instances in the game of what chest or enemy has it:
https://www.mediafire.com/file/ewi9yp4u6hyi6xt/ff6_t_item_locations_%2528farming%252C_etc%2529.txt/file (https://www.mediafire.com/file/ewi9yp4u6hyi6xt/ff6_t_item_locations_%2528farming%252C_etc%2529.txt/file)
Quote from: Tomato on March 15, 2021, 07:09:16 PM
Do you know if any enemies drop any of the >256 extended items?
Enemies do not drop >256 items. However, "formations" do, which is a new feature that was coded in (the drops, not the formations). 0x4B4A00+(0..0x2D6 [726]) is single-byte item ID (add 0x100 to get proper item ID). Formations can only drop extended items, they can't drop normal items.
Thanks, it looks like I had the >256 item drops working properly for battles already, whew!
I'm about halfway through the Bank 2 script text at the moment but I'm not sure where this sort of text appears in the game:
(http://tomato.fobby.net/junk/ff6t-early-pics/ffstuff.png)
I'm assuming that some of those blank paintings get filled up if you do certain things, like maybe defeat EX bosses? Or is there some other place that this text shows up?
Those are the descriptions of the paintings, yeah. As you clear bosses in EX, then transfer your save data back over to the base game, the paintings appear with descriptions when examined.
Also if you run into song lyrics like this:
Spoiler
[1015] =[[Run through the cold<NL> of the night<NL>As passion burns<NL> in your hearts<EOP><NL>Ready to fight, a knife<NL> held close by your side<EOP>Like a proud wolf alone<NL>
They're from the Developer's Room at the Maria NPC, if you play certain songs from the music player and then speak to her. From memory she sings a FF3 song, a Xenogears song (shown above, which is NOT an actual song in the player (title is Star of Two Pieces), and one other I'm forgetting. There's also a mass of dialogue for each FF6 song that the Opera House NPCs in the same room comment on if you play a song in the room and speak to them.
I ran into this bug recently, and it's unrelated to any of my work - it happens in Japanese FF6T. The timer during the Night Patrol event acts crazy on the main menu and counts down by 64 (or I assume something is being bit-shifted right a bunch of bits) instead of showing the actual current countdown timer:
https://www.youtube.com/watch?v=JnMsjq2dboI
I first noticed this issue when using bsnes-plus for my debugging/testing purposes. It doesn't seem to occur with snes9x though. So I tested it on hardware as seen in the video above, and it matches bsnes-plus.
I think this is the only countdown timer that goes above 10 minutes in the game? If so, then it seems like Tsushiy added some code to calculate the tens minute digit, which might be what causes this.
I actually ran into a similar issue when testing the timer during the Ultros-dropping-tons-of-weight on Celes scene, but I thought I had fixed it. Looking back, maybe I had just tested my fix in snes9x.
Have you guys seen this countdown timer problem? Are you able to re-create it at all?
I've never seen an issue with the timers before like that. Mostly because we uses 9x or 9x-rr due to the lua, as does everyone I've seen streaming it. I've only had a few people use actual hardware and from memory it never had the issues you're showing. Tsushiy codes for uosnes, so any other emulator will have problems or he can't guarantee it'll work properly. There was recently on his forums a poster showing problems via an emulator I think called SNEShout or something (an emulator discontinued in 2002? somewhere around there). His Umaro had no actions and would freeze the game, and entering Kefka's Tower and doing certain events caused a freeze/empty room to appear. Tsushiy couldn't replicate the errors at all and others chalked it to the emulator. Possibly the same case here. I did as a safety go and check 9x-rr on my end and both our translation and the Japanese patch have no issues.
Excuse the weird names in the Japanese picture, it's a result of our editing:
Spoiler
(https://i.imgur.com/zdyrnmk.png)
(https://i.imgur.com/qeJwj4c.png)
Do you happen to have a save file that's far into the game? I'm actually using save files from my old 2014 run, so there's a chance that's involved here. It's not likely, given the RAM addresses used but I wanna make sure before I try to fix it or decide to ignore it.
I do, I have one that's end game (and saved/ready for EX), I'll PM it to you on here.
Thanks! I tried it out and the problem is still there. I guess it's just something that's broken on actual hardware/more accurate emus. It seems to be connected with how Tsushiy carved out a tiny bit of RAM in that $1440 block, in this case he uses $144d and $144e to handle the enhanced time counter/display routine for the main menus. I can't make sense of why it happens though, so I'll probably just have to leave it as a bug in the readme or something.
Huh, interesting. I asked the two guys I know that play on hardware to test it on their end, but haven't heard back yet, but if you figured the issue, I'll also make a note, thanks for finding it!
Edit: One guy just got back to me:
https://youtu.be/pL2BfKuTAy0 (https://youtu.be/pL2BfKuTAy0)
Okay, I found the issue: Tsushiy skips a bunch of NOPs that seem unimportant, but they're actually there so that the game waits until the division registers finish their work. So basically the bugged timer was reading in garbage data from un-finished division math.
(http://tomato.fobby.net/junk/ff6t-early-pics/div1.png) (http://tomato.fobby.net/junk/ff6t-early-pics/div2.png)
The fix is simple enough, just change the instruction at $c33355 to "jmp $335e". A simpler way is to hex edit the byte at $c33356 to 0x5e, or use the cheat code "c333565e".
EDIT: It might also be helpful to let the snes9x dev community know about the division delay issue, since the current snes9x builds don't demonstrate this bug that's present on hardware and bsnes-plus.
Nice work! I'm sure the community would love to know this. At least we can write that one bug off from the list now :D
99.9% sure they're well aware (and have been for ~25 years). Most SNES emulators intentionally don't implement accurate timing requirements for the multiplier / divider because it's computationally expensive and doesn't matter for commercial games since they had correct delays before the result read; it only bites ROM hacks and new development tested against the emulators that don't bother delaying the result.
The multiplier needs 8 cycles maximum and the divider needs 16 cycles maximum. Note I say maximum; if the value to multiply / divide by is smaller, the result is computed sooner. Safe code will always just make sure there's the full delay before the read to avoid bugs. Emulators that do implement the delay may not implement partial / early results to match real hardware, either, so again, safe code waits the full time.
The cycle cost of the instruction decoding of the result read itself (LDY in this case) can be counted as part of the delay requirement because the decode occurs before the actual result read; that'll be 3 cycles in this case since it's a 3 byte long instruction.
Note the vanilla FF6 code has a much longer than necessary delay at 31 cycles = 14 * 2 (NOP) + 3 (LDY decode).
Your fixed code is barely safe; it's 3 (JMP) + 5 * 2 (NOP) + 3 (LDY decode) = 16 cycles.
Yeah, as I was looking into it, I came across talk about instruction cycles vs. master cycles and was in over my head. Luckily my fix worked regardless of it. I'm glad those NOPs were still there at least, they made for a nice, clean fix.
March 27, 2021, 05:34:03 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
How have people discovered the step counter bug in the past? Do they just go into the Achievement Room and notice that they've unlocked it somehow? Or do they just see a flag get set/message get displayed while walking around?
I ask because I wonder if it might somehow be related to missing NOPs again, although I don't know why that'd be the case.
Just entering the achievement room to check progress and seeing it. I've had it unlock right at the start of the game with Locke and Terra personally, same with one streamer, and seen it unlock randomly between 80,000-180,000 steps for a handful of other streamers.
Some of the flags for achievements in there for costumes are also a bit wonky, but Tsushiy is aware of it or unable to address the issues. For example, when you unlock Edgar's costumes with access to the dressing room, he always has his first 2 unlocked since his "Chief" costume (Gerad) is opened with the quest for the dressing room completed, and his TAY Kain costume for freeing South Figaro from the empire during the banquet. Well, when you go and check at the npc, only the Gerad costume shows up, but if you go to the achievement room and see his statue/achievement, *then* his Kain costume is available. This applies to a handful of other costumes and I've made a note in the files telling players to just periodically check the achievement room if a costume doesn't appear after unlocking it.
Okay, I've noticed that the game checks & sets the >200,000 steps taken flag when walking through this specific door.
(http://tomato.fobby.net/junk/ff6t-early-pics/achievedoor.png)
The game actually only checks to see if you've gone over 0x030000 steps, so the achievement technically unlocks at 196,608 steps. It looks like it does a similar check but with money, so if there's a money achievement it might also have an "unlocks at a different number than what the achievement says" thing going on too.
Basically, the game checks the full word at $1868, which contains the high byte of the total steps + some other probably unrelated number. For some reason, this unrelated number is assumed to always be 0x55, so the achievement check actually looks to see if the word is >= 0x5503. If the achievement ever gets set off early, it's because you walk through that achievement door while that unrelated byte has mysteriously changed to something higher than 0x55.
In vanilla FF6, this mystery 0x55 byte would actually be the ID of the first item in your inventory. But it looks like Tsushiy moved the inventory data elsewhere, so I dunno what this 0x55 is used for. Maybe there's some leftover inventory code somewhere that still fiddles with inventory data in its original RAM location, and that sets the achievement off early.
Interesting. There's no money achievement, and the only items you can really have at that point are like Potions, Elixir, Dagger, Mythril Dagger, Buckler, Mythril Shield/Lance, Cotton Robe (drops from either the rats or bats in the mines), Leather Hat/Armors, and Phoenix Downs. I also wasn't aware it unlocked at 196,000 or so.
If that 0x55 thing was still the inventory, I believe usually Potions are the first item with auto-sorting, so perhaps having x number of them via farming may be the cause? I don't know otherwise. Nice find, though!
0x55 is one of... some sort of default values that it sometimes resets memory to (0b01010101). If you look through the memory in the 0x1400~0x1B00 block you can see just huge swathes of it, especially after starting up the game. For example, in my NMI Byte check to see what mode of the game we're in, I have this code:
local GameScenes = {
Uninitialized = 0x555555, -- unloaded ram
Cinematic = 0x7E71BF, -- opening cutscene, narshe walking, world of ruin scene, etc
Field = 0xC00182, -- dungeons, towns, etc
Battle = 0xC10B8A, -- combat
Menu = 0xC313F2, -- any menu
WorldFlight = 0xEEA500, -- flying on the airship on the world map
World = 0xEEA71F, -- walking on the world map
MinecartCinematic = 0xEEA944, -- magitek facility minecart cinematic
}
function checkNMI()
local NMIByte = bit.band(0x00FFFFFF,memory.readdword(0x7E1501))
...
OK, after some testing it seems that the old inventory bytes get filled with a bunch of stuff when on the save/load menus, and whatever the heck $1869 is supposed to have, it basically never re-initializes it. So the step counter achievement in FF6T is super unreliable and can be unlocked right at the beginning, just as you mentioned.
I've inserted a small workaround in my project to make the step counter comparison work right (by ignoring $1869 in the comparison). It's kind of hacky but it does the job right at least.
March 29, 2021, 02:31:20 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
On an unrelated topic, does anyone know if there's a RAM address that holds the game's text speed/is used as a delay timer for drawing each letter of main dialogue? Currently, the game's intro text doesn't finish printing before each fade-in and it's kind of distracting.
I went ahead and asked a few of the guys who run some of the mods for FF6 for their input on that (Return of the Dark Sorcerer and Brave New World), as well as Serity. They aren't sure themselves, but this is what was discussed:
Spoiler
$BD-$D3 Dialog Text
-------------------
$BD Current Dialog Character
$BE Next Dialog Character
$BF Text's Current X Position on Dialog Window ($04-$E0)
might be BF but uh idk really
i think it copies like one letter per frame or something like that
He could draw more than one per frame, but I don't know if he could draw the whole text box in a single one..
$BF is updated with ($BF + char width) each time you draw.
Otherwise, they're unsure or just don't know themselves.
I've hit the part of Bank 2's text that's filled with music titles. I looked at the music player and some of its titles are kind of wonky and not what they're known by in English. I can anticipate that these will be a sticking point for some players, so I thought I'd run them by people here for suggestions/fixes/advice.
- Here's the list of song names as dumped from Japanese FF6T's music player: http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-song-names-j.txt
- And here's the revised list I have at the moment: http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-song-names.txt
For reference, here's an FF6T soundtrack playlist I made years ago that might be out of date: https://www.youtube.com/watch?v=SltTStPo6WM&list=PL8fufren85t_HrXNDwPg6YEej9Lf5HIs4
It seems like some pieces of FF music have gone by multiple names over the years, so I dunno which ones are preferred over others. If anyone can offer help, please do!
Quote from: Serity on March 28, 2021, 08:56:58 PM
0x55 is one of... some sort of default values that it sometimes resets memory to (0b01010101). If you look through the memory in the 0x1400~0x1B00 block you can see just huge swathes of it, especially after starting up the game. For example, in my NMI Byte check to see what mode of the game we're in, I have this code:
local GameScenes = {
Uninitialized = 0x555555, -- unloaded ram
Cinematic = 0x7E71BF, -- opening cutscene, narshe walking, world of ruin scene, etc
Field = 0xC00182, -- dungeons, towns, etc
Battle = 0xC10B8A, -- combat
Menu = 0xC313F2, -- any menu
WorldFlight = 0xEEA500, -- flying on the airship on the world map
World = 0xEEA71F, -- walking on the world map
MinecartCinematic = 0xEEA944, -- magitek facility minecart cinematic
}
function checkNMI()
local NMIByte = bit.band(0x00FFFFFF,memory.readdword(0x7E1501))
...
I know SNES9x uses 0x55 as the default RAM fill value (which on a real console should be assume random-filled). Does the game actually reinitialize unused RAM to 0x55 as well?
I'm not sure, but because the value in that address can and does change, I wasn't comfortable assuming it'd be safe for me to initialize myself. Luckily the problem is easily fixed with a few extra lines of code.
Quote from: Tomato on March 31, 2021, 10:24:01 PM
I've hit the part of Bank 2's text that's filled with music titles. I looked at the music player and some of its titles are kind of wonky and not what they're known by in English. I can anticipate that these will be a sticking point for some players, so I thought I'd run them by people here for suggestions/fixes/advice.
- Here's the list of song names as dumped from Japanese FF6T's music player: http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-song-names-j.txt
- And here's the revised list I have at the moment: http://tomato.fobby.net/junk/ff6t-early-pics/ff6t-song-names.txt
For reference, here's an FF6T soundtrack playlist I made years ago that might be out of date: https://www.youtube.com/watch?v=SltTStPo6WM&list=PL8fufren85t_HrXNDwPg6YEej9Lf5HIs4
It seems like some pieces of FF music have gone by multiple names over the years, so I dunno which ones are preferred over others. If anyone can offer help, please do!
https://www.mediafire.com/file/fd0n3xfedo7c45d/bgm.html/file (https://www.mediafire.com/file/fd0n3xfedo7c45d/bgm.html/file)
Here's my take on the song names. I just used the official ones and checked the wiki/OST names for any I wasn't sure on.
The only ones I would argue on, from a translation standpoint, would be if you felt changing the "Tina" song to "Terra", the "The Empire "Gastra" to "Gestahl" etc etc, since alot of the FF6 songs official names use the Japanese character names. However, that falls into the "well the official name *is* Tina still... so..." it's a difficult choice. I don't feel there's really any wrong way but for my pick I just stuck to official and our dialogue script still calls her Terra, Sabin, etc.
In Final Fantasy XIV for example, they use the word Magitek (since the empire here is more or less 6's empire just with more Star Wars empire motifs), Terra's name is used for her song, yet Cyan's Theme is also used (the music title calling it that name), however, Cyan in this game is called by his Japanese name of Kaien (since 14 has its own version of Doma). So you have a mix of official English Woolsey terms here and then random official Japanese names thrown about.
Thanks! I think what I'm going to do is keep the Music Player titles basically the same and then in the Dev Room's music room I'll have it display those titles along with actual translations of the original Japanese titles. It'll cover the best of both words, basically.
Also, I looked into the Rage achievement bug and added a fix for it. It's not a clean, ideal fix but it gets the job done safely, similar to the Step Count achievement fix I made. Incidentally, does the Tonberry rage really not do anything? It's weird that you can fill up the Rage list except for the very last one at the very bottom right. I assume it's the way it is now for a reason though, so I guess my current fix is fine.
Another question: that big painting in the far back, how do you get paintings for it? I can see the various options you can get just from looking at the script, but I'm not sure how to actually unlock the painting options in the first place.
The far bottom right is empty on purpose, there's no rage there in T-Edition. Tonberry in this does Everyone's Grudge (damage+chance of Death proc).
The far back room with the single portrait is for the FF11 paintings, they're unlocked via the Zilart/Divine Might battles. The NPC there rotates them for you to I think a Mandragora, then the several female heroines of the game.
I'm working through the song lyrics section of Bank 2 script text. Many of these are already in English, but I've noticed a typo or two without even having heard the songs. So I thought I'd ask - do you know already if there are any other significant mistakes in the lyrics?
Not off the top of my head, no. All I know is the music player some of the names have typos (just honest mistakes since Tsushiy isn't fluent in English).
I've taken a quick stab at the FFXI-related descriptions and I think I've got things correct, but since I've never played FFXI before, can someone more familiar with it fact-check these for me? (this is just a rough draft so there's weird phrasing, typos etc probably)
Ayame
FINAL FANTASY XI
Ayame is the fourth-ranked member of the Mythril Musketeers, an elite guard that serves the Bastokan president.
In Norg, Ayame undergoes training as a Samurai and eventually becomes the youngest Musketeer ever.
Her strict sense ofself-discipline is reflected in the words, "The katana exists to remain sheathed."
Curilla V Mecru
FINAL FANTASY XI
Curilla is the leader of the San d'Orian Temple Knights.
She is considered to be te finest swordsmaster in the kingdom, and is highly respected by her fellow knights.
Curilla injured her left eye while sparring with Prince Trion during a previous Sword Tournament.
However, she keeps this fact hidden to those around her.
Shantotto
FINAL FANTASY XI
Shantotto is one of the Three Professors of the Federation of Windurst.
As a former minister of the Orastery, she whips Ajido-Marujido into shape to become the current minister.
According to Hiwon-Biwon of Magic Paradise weekly, Shantotto is "as high-and-mighty as Yutungah's fiery mountain, and as rough-cut as the rocky Gustaberg Ranges-wanges."
Lion
FINAL FANTASY XI
Lion is a hume female from Norg who indepdently investigates the activities of the beastmen and Shadow Kindred.
She possesses a strong will and a cheerful personality.
Together with Aldo of the Tenshodo, the Dark Knight Zeid, and the Adventurer, Lion eventually facs off with a great evil that has operated from the shadows for 10,000 years.
Prishe
FINAL FANTASY XI
Prishe is an elven girl who lives in the Tavnazian Safehold and studies theology.
For certain dogmatic reasons, she was previously locked away in Tavnazia Cathedral as "the abhorrent one".
For a time, Prishe defended the citizens as one of the Safehold's patrol leaders.
After meeting the Adventurer, she eventually gets caught up in the conflict surrounding the Keeper of the Apocalypse.
Aphmau
FINAL FANTASY XI
Aphmau, also known as the Royal Puppeteer, is an innocent and pure-hearted Puppetmaster who serves Empress Nashmeira II.
She is accompanied by her friend Automatons, Mnejing and Ovjang.
In truth, Aphmau is none other than Nashmeira herself - the 16th Empress of Aht Urhgan's Majaab Dynasty.
However, the actual reins of government lie in the hands of her vizier and older brother, Razfahd.
While pursuing the Astral Candescence and a pirate ship, Aphmau learns the truth about the Empire.
Together with the Adventurer and the Pirate Luzaf, Aphmau sets out to prevent a Ragnarok war from occurring.
Lilisette
FINAL FANTASY XI
Lilisette is an elegant Dancer and member of Troupe Mayakov, a highly regarded dance group in Past Vana'diel.
As a particularly popular Dancer, she's commonly referred to as the "Moonshade Butterfly".
Just like the Adventurer, she has actually traveled 20 years into the past. By going back in time, she hopes to save her father.
At first, she pursues Cait Sith, a mystering being that might hold the secrets of Past Vana'diel.
As events progress, however, she and the Adventurer are caught up in a battle surrounding the Light Future and the Dark Future.
Arciela V Adoulin
FINAL FANTASY XI
Arciela is the younger sister of Ygnas, the Grand Chancellor of the Sacred City of Adoulin.
In front of others, Arciela carries the air of neatness, modesty and elegance.
The take-charge spirit she hides underneath, however, leads her to take action on her own, including investigating a forbidden forest.
As a direct descendent of the first king, she belongs to one of the Twelve Orders, but the people respect her and call her "Princess" anyway.
After the Adventurer arrives from the Middle Lands, Arciela eventually pursues the mystery of the Ulbukan continent.
Mandragora
FINAL FANTASY XI
A mobile, sentient plant commonly found in the Sarutabaruta region.
Whether it's their clothing, where they live, or their ability to communicate non-verbally, Mandragoran civilization is wholly unique.
Mandragoras could be considered a mascot of Final Fantasy XI.
They've since made appearancies in other releases, including Final Fantasy XII, the Chocobo's Dungeon series, and the Dissidia Final Fantasy series.
That's all spot on, having played FF11 for years I can assure you that's all correct, translations and all. Bunch of typos as you said, so just browse through to fix them :P
Since the music issues will be a big pain for people who aren't aware of them, I'm thinking of including a boot-up screen that mentions the issues, similar to what I did with my FF2c translation patch. Problem is, it looks pretty ugly and unprofessional right now:
(https://legendsoflocalization.com/media/misc/ff6t-english-powieur.png)
This is all displayed in BG Mode 0 and is actual text data rather than a big image converted to tiles. If anyone has suggestions on how to improve this lemme know. I'll try to improve it on my own but I don't have high hopes, heh.
Quite honestly, I don't really see an issue with that screen. Maybe a "Press A to continue" or something. It's not much different than the old GBA safety warnings other than it being a consistent font. Maybe hide it once at least one save file has been made (or if the readme points at a patch, if the patch is installed by LDA checking bytes that the patch edits).
(https://tcrf.net/images/f/fa/FF4GBA-HealthSafetyNA.png)
Thanks, I'll try to put a "press any button" message in there and see how it looks. Here's what I have now after some adjustment last night.
(https://legendsoflocalization.com/media/misc/newer-splash.png)
It still feels unprofessional/warez-y/trainer-y/demo-y but I also don't want to put much work into it. The ideal solution would be to fix the broken music somehow but I think I'd go crazy trying to do that.
Sadly the solution to the music is you'd have to remake it completely, as the emulator Tsushiy used had unlimited ram audio or something (I'm not technical in that area, but had several SNES music people explain it to me). Alternatively, you can do the SNES9x sound fix Tsushiy suggest but in his own words "it still sounds off/not perfect" and I'm not sure how hardware would work. The only real work around to his music is MSU-1 which we released/have available, which fixes ALL the music issues currently (it plays the music how it should sound, as if you were on uosnes (the emulator he coded it for), if you'd like to use that in your work, you're more than welcome to it (we host the files and everything, so nothing on your end would be needed). I believe we just need to inject some code based on your translation patch but that's pretty simple. Lemme know if that's something you'd be interested in :)
Oh, and a cool feature we're still play testing (but works in another mod flawlessly right now, Brave New World), we have a patch to allow 4 player FF6 via multitap. We had some hilarious bugs pop up in BNW when testing, but it was an absolute blast doing 4 way co-op, each person controlling someone and we got it working on T-Edition. When we're sure it's 100%, I'm gonna offer it to the Japanese community in case they'd be interested in it. 4 player T-Edition with all its content and new game+ features just makes for a good time in my opinion and I'd love to see streams of it down the road or how people co-op with each other, sort of like a MMO. If this is also something you'd be interested in lemme know :)
As I understand, the problem is that incorrect audio emulation assumes more RAM than is actually available, so on accurate emulation/hardware, the sound program overwrites itself and consequently crashes the APU.
Oh, I know the source of the problem thanks to everyone's explanations, but I imagine some of it might be feasibly fixable by modifying the amount of data that gets loaded before playing glitchy songs. That's how I would look into fixing it if I had the time. Kind of like how if a text script overflows into unrelated data, one solution is to trim the text until things do fit.
Speaking of which, a month or two ago during a stream I showed off my current build of T-Edition's translation. For some reason, enemies would just die immediately though, which confused me. It turns out my Bank 2 script had overflowed into some enemy data. Luckily I was able to get around the problem without any trimming.
Quote from: Tomato on July 29, 2021, 07:29:08 PM
Thanks, I'll try to put a "press any button" message in there and see how it looks. Here's what I have now after some adjustment last night.
(https://legendsoflocalization.com/media/misc/newer-splash.png)
It still feels unprofessional/warez-y/trainer-y/demo-y but I also don't want to put much work into it. The ideal solution would be to fix the broken music somehow but I think I'd go crazy trying to do that.
Any thoughts about giving it a background, maybe something simple like one of the battle landscapes? Maybe have it be sepia-toned or something like that so the text pops over it more easily.
Quote from: Ballz on August 01, 2021, 02:22:27 AM
Any thoughts about giving it a background, maybe something simple like one of the battle landscapes? Maybe have it be sepia-toned or something like that so the text pops over it more easily.
I second this! That's a nice simple way to give that screen more life.
Maybe even make a background based on the intro sequence.
How much is done?
Quote from: Tomato on July 28, 2021, 08:05:13 PM
Since the music issues will be a big pain for people who aren't aware of them, I'm thinking of including a boot-up screen that mentions the issues, similar to what I did with my FF2c translation patch. Problem is, it looks pretty ugly and unprofessional right now:
(https://legendsoflocalization.com/media/misc/ff6t-english-powieur.png)
This is all displayed in BG Mode 0 and is actual text data rather than a big image converted to tiles. If anyone has suggestions on how to improve this lemme know. I'll try to improve it on my own but I don't have high hopes, heh.
I think this is very charming.
Great work on translating FF6 T-Edition Tomato! :)
Ever since this was brought to my attention I've been waiting and looking forward to your project's completion so that I can finally give T-Edition a go! :thumbsup:
Cheers!! :beer:
8.bit.fan
Status-wise, I'm in the early testing phase, I've been streaming it on Twitch the past weekend or two.
I discovered that my splash screen code was causing the Equip menu to glitch out, so I decided to drop that idea since it was mostly someone else's code that I didn't fully understand myself. Instead, I decided to make a standard game text box open before the title screen panning, etc. so that I can then share info about the patch.
(https://legendsoflocalization.com/media/misc/splash-box.png)
I've got it displaying properly, but for some reason, the game doesn't always recognize the A button when the the text box is showing, meaning it's not possible to progress the text/close the the box with the A button. Other times, it doesn't recognize other buttons. Sometimes, it doesn't recognize any buttons. WTF? This weirdness seems to change if you reset or reload the ROM, but I can't figure out why this happens. I've checked/watched/set various controller-related registers but with no luck.
Has anyone other FF6 hacker encountered this problem before? Basically, my custom title event script code now looks more like:
$96 (fade in)
$4b,$00,$80 (display Bank 0, Line 0, at bottom of screen)
$b2,$29,$5e,$00 (jump to the pre-existing title screen event script at $ca5e29 as is normal for FF6T)
$fe (return)
By any chance did you modify the event script at CA/0001? Event command 4B has a hard-coded jump to a short subroutine at CA/0001 to make it wait for the dialog window to close.
Or maybe you need to add or remove character 0x12 (wait for keypress) at the end of your dialog message?
Take a look at the original dialog scripts for the opening cutscene. They all have an ending character that allows them to be used either as a dialog you need to press "A" to advance, or as a dialog that clears automatically if it's part of attract mode. (In FF3usME, this character is listed as "<P>"). The event bits that controls these is either 2FE or 2FF (1EDD bits 6 or 7).
If I had to hazard a guess, when you reset the game, something happens to these bits that messes with how you have the new dialog box set up. Maybe it won't register the A button being pressed unless you have $2FF set?
You can check out the event that 2FE/2FF affect at CA/5E33. This is the event that shows the title screen and decides whether or not to go into attract mode. The actual cutscene where the dialog appears and is either cleared automatically or with a button press starts at CC/985E.
PowerPanda might be on the right track (I think they meant 1EDF instead of 1EDD?).
Another idea, maybe the joypad settings aren't initialized when the message appears? Try forcing bit 6 of $1D54 to be zero when the game is reset (before the joypad gets initialized at C0/0053). That will force it to load the default button mapping when it reads the joypad.
Quote from: Everything on August 07, 2021, 02:09:33 PM
PowerPanda might be on the right track (I think they meant 1EDF instead of 1EDD?).
I did indeed mean 1EDF. Thanks for that catch.
I'm getting closer to releasing the patch, but have a few more questions for anyone familiar with recent versions of T-Edition:
- Does the Kaiser/Czar Dragon still exist in the latest release? There's a bunch of his text that I translated that I haven't come across yet in-game
- Does the "complete every pub quest" achievement work properly? I could swear I've done them all already but nothing is showing up in the achievement room
- In the Beginner's House, in the new secret area there's that room with the airship model, bone carving, talking chocobo, etc. What do I need to do to fill that room out?
- Is there any new content that I'm liable to miss? I miss the old Dragon's Den and wish it was back, but the new place is pretty cool too
- Speaking of which, is there still a secret gravestone in Eureka? I didn't see one when I explored it earlier
Quote from: Tomato on November 12, 2021, 04:16:25 PM
I'm getting closer to releasing the patch, but have a few more questions for anyone familiar with recent versions of T-Edition:
- Does the Kaiser/Czar Dragon still exist in the latest release? There's a bunch of his text that I translated that I haven't come across yet in-game
- Does the "complete every pub quest" achievement work properly? I could swear I've done them all already but nothing is showing up in the achievement room
- In the Beginner's House, in the new secret area there's that room with the airship model, bone carving, talking chocobo, etc. What do I need to do to fill that room out?
- Is there any new content that I'm liable to miss? I miss the old Dragon's Den and wish it was back, but the new place is pretty cool too
- Speaking of which, is there still a secret gravestone in Eureka? I didn't see one when I explored it earlier
I'm pretty familiar with the hack, though I haven't played it since earlier in the year (right after the most recent release came out) so I hope these are helpful
1. You can fight Bahamut after beating the Dragons
2. Yes
3. You get a few things from the auction House (Airship Model, Chocobo & Kappa), the Bone Carving's for completing a quest with Umaro, the Magicite's for collecting all Magicite, the Bouquet's either for recruiting Cyan in the WoR or completing the Dreams (I forget), Statue is for beating the Warring Triad, Magitek Armor's for either entering Kefka's Tower or defeating the Guardian (I forget)
4. Pretty sure it was just bugfixes
5. yeah, the gravestone's still there
Which version are you working with? The latest is 2.9.4 which came out in Feb.
Thanks, regarding the Kaiser Dragon (which I consider separate from Bahamut in this context), here's a bunch of relevant text from the script, but I can't tell if he's still actually in the game or if it's just leftover text from an earlier version of the hack:
Quote--------------------
The way is blocked by the
Seal of Earth.
--------------------
The way is blocked by the
Seal of Fire.
--------------------
The way is blocked by the
Seal of Death.
--------------------
The way is blocked by the
Seal of Darkness.
--------------------
The way is blocked by the
Seal of Curses.
--------------------
The way is blocked by the
Seal of Wind.
--------------------
The way is blocked by the
Seal of Water.
--------------------
It won't open! There must be a
switch somewhere!
--------------------
Defeated Cerberus!
--------------------
The Seal of Death is broken!
--------------------
The Seal of Darkness is broken!
--------------------
The Seal of Curses is broken!
--------------------
The Seal of Dragons is broken!
--------------------
The Seal of Earth is broken!
--------------------
The Seal of Water is broken!
--------------------
The Seal of Wind is broken!
--------------------
The Seal of Fire is broken!
--------------------
There is a distant sound...
--------------------
There's a weight here.
Push it off the edge?
[CHOICE] Yes
[CHOICE] No
--------------------
This is a one-way trip.
There won't be any way to get
back here...
[NEWPAGE]
Step into the portal?
[CHOICE] Yes
[CHOICE] No
--------------------
I am power itself.
--------------------
I am life itself.
--------------------
I am the overlord of all
dragonkind.
--------------------
The demon of salvation,
the god of destruction.
--------------------
I am... [LONGPAUSE]the Kaiser Dragon!
None of the Kaiser Dragon or Dragon's Den stuff is in the game anymore, it's been replaced with Crystal Tower/Eureka. Kaiser is not even in the enemies list.
The Cerberus text
might still be in for when you kill the bosses in Eureka, but I'm not sure off-hand...
Secret gravestone in Eureka is
Spoiler
east of the shopkeepers.
The password is
Spoiler
Ekmet Teloess, from FF2, and the password is found by talking to the brooms in Matoya's Cave.
For the collect-everything, don't forget Gau's Helmet from the Auction House (...since you did the pub quest and sold it, right?), you'll need all the types of Fish from the island as well, and also a spare pack of Sylkis Greens from the Phantom Forest. Nevermind, you were talking about the other room. Honestly, I'm not too sure what the triggers for a lot of the stuff in there is...
Most of the NPCs in the various developer rooms (including the bookshelf in the Namingway room) have different text if you bring certain characters to meet them, and one of the characters in the developer's music room has a different comment for pretty much every music track in the entire (vanilla?) game - by selecting a track from the music player and then talking to her - so don't forget to hit those.
Quote from: Tomato on November 12, 2021, 04:16:25 PM
I'm getting closer to releasing the patch, but have a few more questions for anyone familiar with recent versions of T-Edition:
- Does the Kaiser/Czar Dragon still exist in the latest release? There's a bunch of his text that I translated that I haven't come across yet in-game
- Does the "complete every pub quest" achievement work properly? I could swear I've done them all already but nothing is showing up in the achievement room
- In the Beginner's House, in the new secret area there's that room with the airship model, bone carving, talking chocobo, etc. What do I need to do to fill that room out?
- Is there any new content that I'm liable to miss? I miss the old Dragon's Den and wish it was back, but the new place is pretty cool too
- Speaking of which, is there still a secret gravestone in Eureka? I didn't see one when I explored it earlier
Going off what Raijinken/Serity said, adding my info in:
Kaiser is gone/all that text is from an earlier version of the mod I guess, and he never removed it/you pulled it off the EX patch? If you glitch out of Narshe in EX (just load a save file on EX not in Narshe, like the world map), you can explore the game but it's heavily bugged (all battles are garbage/NPCs are the wrong sprites etc due to his tampering). He seems to have used an old version of his mod for the EX patch, because if you enter Eureka, it's actually Dragon's Den, fully coded, but battles are all garbage data etc. Feel free to explore, though :)
All the achievements work, yup, we've had a few players show it off recently/I've personally seen every statue in the collection room. Chances are you may've missed one, it happens, especially if it's the WoB like at South Figaro before the WoR (Protect Mt. Koltz! or something).
Raijinken explained the achievement room, yeah it's mostly the auction house stuff (you can buy the airship/kappa robot etc now) and I believe the magicite is from getting all the espers. Magitek armor is from entering Kefka's Tower.
The new content you might've not seen is the new tower east of dino forest. If you haven't explored it, go check it out :) it wasn't there when you played years ago. There's also the Soul Shrine north of Mobliz if you never checked that out as well. Otherwise, all the new content is listed in the new event html files and not missable (the dev room as Serity mentioned has a ton of stuff like interactions with npcs if you have specific people in your party, there's reactions to the bookshelf in the Namingway room (exit/enter to reset it) based on your party lead, and comments on the music player in the dev room/Maria comments or an NPC at the table if its an FF6 song only (there's like.... a handful of other songs as easter eggs also, try FF3 Aria the Maiden of Water and one of the Xenogears songs, Maria sings the lyrics to them if talked to).
All that "The seal of" stuff is Dragon's Den/not in the game. Defeated Cerberus! text to my knowledge isn't used either, as Eureka has a handful of FF3 bosses and none have "defeated xxxxx", it's something simple like you find an armor, click it, it says its name like "Illusionary Bracer" then the boss talks like "Defeat me and it's yours!", battle, win, "Obtained Bracer!" that's it.
Also one thing you may want to look into that we just had a player discover (and I can't notify Tsushiy yet since he's still MIA), is in new game+ if you take Relm to any inn or place you can change costumes and select her outfits, the game exits the dialogue and removes her from your party. She goes back to the airship and is fine, you can change outfits on the Falcon still, but if she's the party leader (or just in the party, it will stop the dialogue too/remove her) it gives you an invisible leader and the screen doesn't scroll correctly/can trigger the partyless party glitch if she's solo. Entering the menu/exiting with others in party just puts #2 in the lead and fixes this. I personally checked every other character, all of them can swap costumes, just it removes Relm. If you're able to look into this/fix it, definitely let me know, but I mentioned it in our read me/bug report.
I'm glad I was able to help. I had no idea Dragon's Den was part of the hack (started playing it in 2018), my guess as to why he removed Kaiser is with you needing to fight Bahamut for his Magicite and there being FFV's Shinryu, Kaiser was probably redundant.
A small correction about new content in the latest version; I think the Growth egg was added back into the game.
This is one of my favorite hacks of all time and looking forward to playing it in English.
Quote from: Tomato on November 12, 2021, 04:16:25 PM
I'm getting closer to releasing the patch
Amazing! Really looking forward to this one! Do you have a place where you share screenshots of translated screens? :)
Quote from: Ok Impala! on November 13, 2021, 01:14:58 AM
Amazing! Really looking forward to this one! Do you have a place where you share screenshots of translated screens? :)
Not really, but I did stream me testing the patch a ton here: https://www.youtube.com/c/ClydeMandelin/videos?view=0&sort=dd&shelf_id=0
I stopped around the time we got the airship in WoR due to time constraints, only now am I realizing that was probably for the best because there was still so much to test that it'd have pushed the patch to sometime next year instead.
EDIT: Does anyone know how to encounter the Ironclad enemies? I recall seeing them in the Soul Shrine and possibly Kefka's Tower but I spent a bunch of time looking for them and now I can't find them :( For some reason it has an attack called "Magic Hammer" that seems to be mislabeled for reasons currently unknown.
Ironclad's a boss fight in Kefka's Tower, replaces one of the dragons since they've been moved elsewhere. Weird on the Magic Hammer thing, here's his script:
Spoiler
[script #463] ; orig idx=463, "Ironclad", offset 0x5F93BC
FC 0B 14 00 | If... Personal timer above 20
FB 00 00 | > Misc.: Reset personal timer
FC 12 06 00 | > If... Monsters <1, 2> are dead
FA 09 F1 30 | >> Use Animation
F3 44 00 | >> Display message 68: An alarm sounds!
F5 03 00 06 | >> Adjust enemies: Monsters <1, 2> => Unhide, refill HP
FE | >> End of if statement, reset target and wait
F0 EE EF EF | Random spell: [Fight] or [Special] or [Special]
FD | Wait for next turn, reset target
F0 EE 88 EF | Random spell: [Fight] or [Confuser] or [Special]
FD | Wait for next turn, reset target
F0 B6 AE ED | Random spell: [Diffusion Laser] or [Reflect????] or [Landslide]
FE | End of if statement, reset target and wait
FF @ End of action script, begin counter-attack script
FC 12 00 00 | If... Monsters <Self> are dead
F1 43 | > Set target: All party members
B7 | > Wave Cannon
F5 0C 01 FF | > Adjust enemies: Monsters <All> => Boss Death
FE | > End of if statement, reset target and wait
FC 05 00 00 | If... HP is decreased
F0 EE C9 FE | > Random spell: [Fight] or [Reverse Polarity] or [Nothing]
F1 36 | > Set target: Self
F0 FE 87 91 | > Random spell: [Nothing] or [Heal Force] or [Mighty Guard]
FF - End of script
If you need to actually encounter one, I can tell you how to force the encounter with editing (his id is 463), with lua scripting you can just walk into one (we used this feature for testing purposes). If not I can send like a save state or some such.
Or if you'd rather just rush Soul Shrine, he's in group 13 (can select groups after clearing once)
Spoiler
=== Group #13 ===
! <BGM: Chrono Trigger/CT - Battle with Magus>
* #197: 2x LifeTrap
* #198: Adamanti
* #199: GstTrain
* #200: 2x Erebus, Hidon, 2x Nyx [100% Drop: Dead Spirit]
* #201: Sandy, Mindy, Cindy
* #202: Ketu, Rahu, Inferno
* #203: Colossus, Ironclad, Vanguard
* #204: Guardian
* #205: UltiBust [100% Drop: Ultima Weapon]
Thanks, I discovered I had simply misspelled "Magic Jammer" as "Magic Hammer", glad I caught it!
Anyway, when I did the Omega Sword quest, the guy says he'll make the Ragnarok sword even stronger for you, but I had the Ragnarok equipped at the time, so I can't tell if Tsushiy intended for the item to be removed from your inventory upon receiving the Omega Weapon. The Japanese wording suggests that the Omega Sword IS meant to replace the Ragnarok sword, so I'm a little confused about the situation. Have you guys dealt with the Omega Sword/Ragnarok confusion before I wonder?
I always have the Ragnarok equipped and still get both so maybe that was the intent.
Thanks, I'll just try to fudge the wording so it makes sense either way for the player.
Anyway, regarding the MSU-1 packs, is there a URL I can include in the readme to point people to?
November 14, 2021, 10:02:42 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
OK, here we go! http://tomato.fobby.net/ff6-t-edition/
Quote from: Tomato on November 14, 2021, 04:11:10 PM
Thanks, I discovered I had simply misspelled "Magic Jammer" as "Magic Hammer", glad I caught it!
Anyway, when I did the Omega Sword quest, the guy says he'll make the Ragnarok sword even stronger for you, but I had the Ragnarok equipped at the time, so I can't tell if Tsushiy intended for the item to be removed from your inventory upon receiving the Omega Weapon. The Japanese wording suggests that the Omega Sword IS meant to replace the Ragnarok sword, so I'm a little confused about the situation. Have you guys dealt with the Omega Sword/Ragnarok confusion before I wonder?
I vaguely recall reading through his forums way back about this as it's intended due to he wanted to collect everything personally, hence why he made the sword and Esper both obtainable now. It could just be an error on his part or overlooked, I wouldn't worry about it. Mostly also cause you can new game+ and just get another even if he did change it.
Quote from: Tomato on November 14, 2021, 05:13:36 PM
Thanks, I'll just try to fudge the wording so it makes sense either way for the player.
Anyway, regarding the MSU-1 packs, is there a URL I can include in the readme to point people to?
November 14, 2021, 10:02:42 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
OK, here we go! http://tomato.fobby.net/ff6-t-edition/
Yup, however I have NO idea if MSU-1 will work with your patch, but I can test it out/let you know. If it's ok with you, I'll put a link on our stuff pointing to your translation for people wanting to console play/phone etc and not deal with the lua.
Here's the MSU-1 link though - http://ngplus.net/index.php?/forums/topic/1171-msu-1-release-and-setup/ (http://ngplus.net/index.php?/forums/topic/1171-msu-1-release-and-setup/) It includes a readme/setup.
Congrats on the patch! Can't wait to try it! :)
Quote from: Tomato on November 14, 2021, 05:13:36 PM
OK, here we go! http://tomato.fobby.net/ff6-t-edition/
Only comment I have is that the text file both in the zip and on the website point towards /ff6tedition/ when the url is /ff6-t-edition/.
Otherwise, congratulations on the release!
Ok, tested MSU-1, it works with Mato's patch, so the music is fixed if you want to go that route :)
Please note the MSU-1 patch on our end is just the music how it should sound according to what Tsushiy coded for uosnes, it is NOT remastered/HD remixes of the songs like normal MSU-1 does. It solely fixes the issues of the mod's music when played on anything outside of uosnes.
Quote from: Tomato on November 14, 2021, 05:13:36 PM
Thanks, I'll just try to fudge the wording so it makes sense either way for the player.
Anyway, regarding the MSU-1 packs, is there a URL I can include in the readme to point people to?
November 14, 2021, 10:02:42 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
OK, here we go! http://tomato.fobby.net/ff6-t-edition/
I'm so excited for this, thanks for all your hard work, Mato.
Amazing! When will the patch be up here on RHDN? :)
Quote from: Kain Stryder on November 14, 2021, 10:37:36 PM
I vaguely recall reading through his forums way back about this as it's intended due to he wanted to collect everything personally, hence why he made the sword and Esper both obtainable now. It could just be an error on his part or overlooked, I wouldn't worry about it. Mostly also cause you can new game+ and just get another even if he did change it.
Yup, however I have NO idea if MSU-1 will work with your patch, but I can test it out/let you know. If it's ok with you, I'll put a link on our stuff pointing to your translation for people wanting to console play/phone etc and not deal with the lua.
Here's the MSU-1 link though - http://ngplus.net/index.php?/forums/topic/1171-msu-1-release-and-setup/ (http://ngplus.net/index.php?/forums/topic/1171-msu-1-release-and-setup/) It includes a readme/setup.
Congrats on the patch! Can't wait to try it! :)
Do I need to apply your msu.ips on top of Mato's patch, or is MSU-1 already implemented into it?
Edit: Looks like the auto-installer you made says it patched the rom automatically, although the time stamp for the rom didn't change.
Edit 2: Ohhh wait I see it made a brand new (presumably patched) rom in the pcm folder. Nevermind! I'm off to my sd2snes, will come back later with a trip report. :)
Yeah the patcher applies everything and makes a new rom, placing it in the msu folder :) (make sure to NOT remove the rom from said folder either, just load it from there) should be all set, to just test if MSU-1 is working, simply check the sound menu and select any non-FF6 song and play it. Once it plays, reclick the song and if it doesn't restart, MSU-1 is working.
Cool deal, I think it's working as it should, then. Although just to triple check, what are some songs that might sound messed up on accurate emulators/real hardware?
FF8 - Man With the Machine Gun and FFT - Antipyretic will have very obvious beeps/scratches.
Quote from: Kain Stryder on November 15, 2021, 04:25:32 PM
FF8 - Man With the Machine Gun and FFT - Antipyretic will have very obvious beeps/scratches.
Ohhh yeah! Definitely noticing a difference there! Yep, the MSU-1 patch confirmed working on my end. Thanks for all the work put into setting that up. :thumbsup:
So moving on, I was originally planning on DMing Mato on Twitter with any bugs/issues I encounter, but it might make more sense for me to post them in this thread, so others can see/try to replicate them.
I'm still VERY early in the game, and this first report has only minor issues that would hopefully be easy fixes if Mato eventually decides to do an updated patch. Also, here is my set-up, which could also be the culprit to some of the bugs I encounter along the way:
-SNES 1Chip model (not a Mini)
-An original model sd2snes (not a Pro) with ikari_01's latest official firmware (1.11 Beta 1 as of this post)
-sd2snes Game Hooks are ON because I'm lazy and want to be able to reset my SNES with a push of a few buttons on my controller rather than getting up. All other sd2snes settings are on their default positions.
-Kain Stryder's MSU-1 patch is applied on top of Mato's
-I am renaming my characters, but only so they're not in all caps. I wouldn't expect this to ever cause a line break/overflow issue, but I'm just noting it here.
Without further ado:
(https://i.imgur.com/WejLZzk.jpg)
In the Beginner's House, all statuses/ailments/spells are described in parentheses, such as (Regen) in the left screenshot. The only exception is for "Disease" which uses quotation marks instead of parentheses.
(https://i.imgur.com/GKKLzt9.jpg)
This might not even be an issue but since there was some earlier conversation about Magic Hammer vs. Magic Jammer I just wanted to point out that "Magic Hammer" is mentioned in the Beginner's House.
(https://i.imgur.com/yAclEhr.jpg)
Terra doesn't do her custom dialogue opening treasure chests in Figaro Castle. I think Mato occasionally noticed this happening when he was streaming so it might not be a fixable issue.
https://youtu.be/qFdVc1I85VA
Lastly, here's a video of the Edgar/Locke scene when they see Terra use magic the first time. There are two different instances where we get a text overflow. FWIW it's possible most people won't see it; when I was beta testing Bahamut Lagoon for Near last year, I learned I had to adjust my Trinitron's display settings to show the maximum amount of viewable area or else part of the expanded dialogue boxes regularly got cut off. So it's possible my TV is showing more than is intended.
Regardless, there's also a separate issue at the very end after they swoon at about 51 seconds in the video, where the "Ahhh..." dialogue flashes for a split second and then closes on its own. I'm not even sure if that was the correct line of dialogue meant to be displayed.
The Magitek Armor then proceeded to murder my party so this is as far as I've gotten tonight. :angel:
That overflow graphic on the M-m-m-magic thing is similar to Brave New World's one dialogue box, unsure how to fix that as they never did. It's not really a problem, but it's definitely something that popped up even on BSNES, watching a streamer and I rewinded to his fight and it's there also.
As for the Terra Phoenix Down message, that is actually intended. Tsushiy made it where if the top slot of the party is empty, Leo, Ghost, Banon, it will just be the generic "get item" text. You must've had Locke as your leader and when he left it produced it. Working as intended :)
And glad the MSU-1 is working! Enjoy!
Even though the lines don't appear to be too long in the text box, I wonder if moving the last word to the next line would resolve the overflow issue.
What... what exactly was that
just now?
Becomes:
What... what exactly was
that just now?
And likewise:
and we can't. That's all there
is to it!
Becomes:
and we can't. That's all
there is to it!
Quote from: Tomato on November 14, 2021, 05:13:36 PM
OK, here we go! http://tomato.fobby.net/ff6-t-edition/
Thank you for your hard work Tomato!
I've been waiting for this one! Time to finally check out the fabled FF6 T-Edition!!
Cheers!! :thumbsup: :beer:
8.bit.fan
Is this an easy mode of the original hack? I played some of the original hack many years ago when it wasn't translated at all, and I don't remember ever getting 255 MP per battle like I am getting now, a really bad change if this is supposed to happening.
I mentioned it on Twitter but I accidentally uploaded a version with a cheat code still enabled. I quickly fixed it and uploaded the new version, so it sounds like you still have the original one.
Ah, good to know, I'll have to re-patch the game later then. I didn't see any mention about this change in the readme, and couldn't figure if there was a way to turn it off from in the game, but with it on, I lost all motivation to play, good to know it was a "bug" of sorts. Awesome work btw! :thumbsup:
Hello Tomato,
Thank you for your hard work.
I had some issues with ZSNES but it is now working on SNES9X! Thank you SO MUCH for this!
Oh yeah, I always wondered: to post my translation hack on RHDN do I need to make the entry myself? I'm lazy and don't feel like it :laugh:
I'm sure someone will do it for you for that sweet sweet "internet karma" or whatever, just knowing that there are no objections from you is probably enough for someone to jump at the task.
On a more related note, what are the chances someone could or even attempt at translating those fine looking HTML files that are all in Japaneses? I'd love to throw those into a PDF and make some sort of mini-manual/strategy guide for this, something of this caliber deserves a bit of fanfare/TLC IMO.
Mato,
Saotome_Ranma from sm.net here! Been a bit, ha. I've been tracking this project for a while now, thank you and the whole team for the immense amount of effort you've put into this. I've got the game loaded on an Old 3DS, runs like butter and looks fantastic. Thank you all for giving me something to play during holiday travel ahead! <3 <3 <3
Quote from: Special on November 16, 2021, 02:21:23 PM
I'm sure someone will do it for you for that sweet sweet "internet karma" or whatever, just knowing that there are no objections from you is probably enough for someone to jump at the task.
On a more related note, what are the chances someone could or even attempt at translating those fine looking HTML files that are all in Japaneses? I'd love to throw those into a PDF and make some sort of mini-manual/strategy guide for this, something of this caliber deserves a bit of fanfare/TLC IMO.
Already done :) we offer that on our end, so feel free to do so. Sadly please note my translations will not line up with Mato's perfectly, but for the most part they are the same or close enough, but all of Tsushiy's notes are in English now. Here's the link: https://www.mediafire.com/file/u1o65w6f6zva0be/FF6_T-Edition_English.rar/file (https://www.mediafire.com/file/u1o65w6f6zva0be/FF6_T-Edition_English.rar/file)
Whoever does decide to post the patch to RHDN please make sure you've downloaded the latest version so you're not accidentally putting up the one with the cheat enabled. There was also a short period of time where the patch had a hard lock at the intro that Mato quickly fixed. If you're not sure, grab the patch directly from Mato's site right before uploading it to RHDN.
Found some unrecognized characters (the Blitz arrows) in the fight with Vargas:
(https://i.imgur.com/t1POTfa.jpg) (https://i.imgur.com/ouva3PT.jpg)
I was wondering how it got missed in the livestream so I went and rewatched this part and Mato immediately blitzed Vargas and ended the battle lol
Quote from: Kain Stryder on November 16, 2021, 04:24:36 PM
Already done :) we offer that on our end, so feel free to do so. Sadly please note my translations will not line up with Mato's perfectly, but for the most part they are the same or close enough, but all of Tsushiy's notes are in English now. Here's the link: https://www.mediafire.com/file/ch86u57rkbp0izr/FF6+T-Edition+English+files.rar/file (https://www.mediafire.com/file/u1o65w6f6zva0be/FF6_T-Edition_English.rar/file)
Oh man, those are all great! I was thinking this might take me just the weekend to accomplish if I had them, but now, after combing over what's there in that archive... Oof.
This might take me a few more then anticipated
weekends if I want things all coherent and nicely linked up.
Thanks for the issue reports, I've fixed most of them when possible. The arrow glyphs not showing up is pretty embarrassing but is an easy fix, I just changed it to say Left/Right instead.
(EDIT: I think I just realized it was an issue with importing from the GBA script, I looked to see if it might've happened anywhere else and it looks like I got 'em all)
Quote from: Vershinin on November 16, 2021, 02:28:36 PM
Mato,
Saotome_Ranma from sm.net here! Been a bit, ha. I've been tracking this project for a while now, thank you and the whole team for the immense amount of effort you've put into this. I've got the game loaded on an Old 3DS, runs like butter and looks fantastic. Thank you all for giving me something to play during holiday travel ahead! <3 <3 <3
Dang, good to hear from you again! I wish you good luck in your T adventures!
Thank you so much for this! FFVT is one of my favorite hacks of all time and now I can enjoy it to the fullest.
I know it's not one of the games listed in the title, but would you consider a translation of FFVr?
Quote from: Raijinken on November 16, 2021, 06:49:32 PMI know it's not one of the games listed in the title, but would you consider a translation of FFVr?
Not Mato quality, but for what it's worth I already put a translation for FF5r out, though it uses all the RPGe stuff where applicable.
https://www.ff6hacking.com/forums/thread-4076.html
Quote from: Tomato on November 16, 2021, 06:28:50 PM
Thanks for the issue reports, I've fixed most of them when possible. The arrow glyphs not showing up is pretty embarrassing but is an easy fix, I just changed it to say Left/Right instead.
Does this mean that you're updating the patch, while also uploading newer ones to your site without changing the versioning number for said patches? You already did it once with the cheat code goof, please do bump the numbering/lettering for them when you update them so people know, no matter how small the change is, a version bump should happen, it avoid confusion, and I really don't want to have to download your patch on the daily to see if the patch file is newer/different from the previous.
Does ff6 t edition work on Android emulators? If so I've tried to get it to work and it doesn't load up
FlandreScarlet64 noticed this:
(https://i.imgur.com/XgqJzYD.png)
Unless you've changed the effect, it doesn't always work even when immune; the enemies in
Spoiler
the chest in Daryl's Tomb
, for example, explicitly have immunity and can't be dozed with this (...which makes sense since they're using it on you).
Our translation was:
Quote"Night": Puts all enemies and allies to sleep.
Works as long as they aren't immune.
...with the HTML file (Kain's translation again) saying:
QuoteCasts Sleep on all party members and enemies. Fails if immune.
Thanks! It looks like I read too quickly and mistook 無効 as 効果. I was always curious why Night missed sometimes, this explains it :beer:
Hey Mato had a quick question; where are the Bushido names located? For the menu display. We were never able to locate it and had to just leave it a mess on our end.
Quote from: Special on November 16, 2021, 07:05:16 PM
Does this mean that you're updating the patch, while also uploading newer ones to your site without changing the versioning number for said patches? You already did it once with the cheat code goof, please do bump the numbering/lettering for them when you update them so people know, no matter how small the change is, a version bump should happen, it avoid confusion, and I really don't want to have to download your patch on the daily to see if the patch file is newer/different from the previous.
Because of my frantic schedule my priority has just been getting through the initial release salvo (other translation patch creators probably know what I mean?), but I intend to do proper versioned releases very soon.
Quote from: Kain Stryder on November 16, 2021, 11:38:04 PM
Hey Mato had a quick question; where are the Bushido names located? For the menu display. We were never able to locate it and had to just leave it a mess on our end.
I don't recall the details, just vaguely that Tsushiy stored the text without the kanji bank number or something like that, which is why all of the associated kanji are in the 1E bank. I actually had to rip out the original ASM code and replace it with standard window code. I think I had to use the same menu ASM code that Sabin's blitzes and Mog's dances use.
If it helps, it looks like the c3ae09 area is where the swordtech menu code roughly begins.
Quote from: Tomato on November 17, 2021, 01:40:37 PMI don't recall the details, just vaguely that Tsushiy stored the text without the kanji bank number or something like that, which is why all of the associated kanji are in the 1E bank.
Yeah, this is what I noticed too, exactly that, and all that graphics menu code is way over my head so I just had the Lua overwrite the written VWF with the 8x8 names because I'm a lazy amateur.
Afternoon roundup. A lot of screenshots in this one, so I'll hide it behind spoilers:
Spoiler
(https://i.imgur.com/wAM9qyl.jpg)
This may be an original game/GBA translation issue. This soldier blocking Mt. Kolts in the Locke/Celes chapter gives the same line of dialogue as the soldiers at the front entrance to South Figaro. But here it makes no sense, since he's not guarding a town. May need to see how other translations (original Woolsey, hairy_hen hack) handled this bit of dialogue...
Here's another case of something that MIGHT be a bug in the original FFVI and can't be fixed. Depending on the order and/or row of your party with the fight with Vargas, two characters may overlap on top of each other during the cut scene with Sabin's arrival:
(https://i.imgur.com/0NZsbPZ.jpg) (https://i.imgur.com/HTszlUS.jpg)
The above two screenshots show Terra on top of Locke if they go into battle arranged in that order. Below is another arrangement where Locke is on top of Terra...
(https://i.imgur.com/0pzPWNx.jpg) (https://i.imgur.com/8gXovLN.jpg)
I checked the livestream and Mato's party order actually displayed just fine. I replicated his order and row arrangement and it also displayed normally on my end:
(https://i.imgur.com/BiPxQwS.png) (https://i.imgur.com/6vJlCBZ.png)
May need to test more to see if it's only due to character rows or party order placement. Note that Mato had everyone in the back row while I had a mix-and-match between front and back rows.
(https://i.imgur.com/7AiRk3z.png) (https://i.imgur.com/vM7sbTs.jpg)
Sabin's (messed up) line of dialogue right after the first Ultros fight scrolls by in a split second, making it unreadable, similar to the "Ahhh..." line of dialogue in the M-m-m-magic cut scene. I grabbed the messed-up screenshot from Mato's livestream. It went by so fast I don't think anyone on the stream noticed it.
I also went back and replayed that M-m-m-magic scene previously reported using the latest patch. The second overflow line is now fixed, I think moving the word "there" to the following line did fix it. The first overflow line is still there, as is the split-second "Ahhhh..." line of dialogue at the end.
For my personal reference I've started a Google doc to allow me to keep track of my reports. It might be helpful for Mato and others, so here it is (https://docs.google.com/document/d/1z-kZsTWf0Fr8w4sKNFlM4svIH8hRpKQwnKZXjL9GISU/edit?usp=sharing).
Thanks Mato, we'll look into it :)
Just happened to enter a stream and saw this, snapped a pic. Apparently with directional inputs for the battle menu, names bleed into the space as shown here. It was happening for each Moogle:
(https://media.discordapp.net/attachments/635985966573813760/910704275028598834/Screenshot_20211117-203328_Twitch.jpg?width=1414&height=670)
Quote from: Serity on November 16, 2021, 06:58:12 PM
Not Mato quality, but for what it's worth I already put a translation for FF5r out, though it uses all the RPGe stuff where applicable.
https://www.ff6hacking.com/forums/thread-4076.html
Oh wow! Didn't know one already existed, thanks!
Quote from: Tomato on November 16, 2021, 06:28:50 PM
Thanks for the issue reports, I've fixed most of them when possible. The arrow glyphs not showing up is pretty embarrassing but is an easy fix, I just changed it to say Left/Right instead.
I'm sure I reminded you to check those after the stream! >:(
Dang, I was so happy when I got that alternate battle menu layout to work properly, too. I'll have to look into it in a few days when I can.
Thanks to everyone who's posting questions/issues/concerns and such!
Glad to help, I hope I'm not making you feel overwhelmed or discouraged with my reports.
I replayed the Vargas scene a few more times and I think the overlapping characters are determined entirely on whether Terra and Locke are on different or the same row. In this screenshot I put them both in the front row and Edgar in the back row, and there is no overlap (although their arrangement is a little odd):
(https://i.imgur.com/UaBXSyC.jpg)
I can't for the life of me remember if the original FF3/FFVI games play out like this as well or if this is something that began happening in T-Edition. I'm guessing it's something that can't be fixed (not easily at least), but I just want to be as thorough with it as I can. :P
One other general thing I've noticed is that the timing for text windows that close automatically mostly seems to be quicker than how long they're displayed in the vanilla English translation. I feel like the windows close a half second, maybe a full second too soon to easily read the dialogue. One instance I recall this happening is after defeating the Magitek armor and escaping Figaro castle, the scene where Edgar, Terra, and Locke talk while riding on their chocobos. Another is Cyan fighting the guards after the poisoning of Doma:
https://youtu.be/J2QXhAz9sL0 (https://youtu.be/J2QXhAz9sL0)
It feels like the windows close just a liiiiiitle bit too fast after he says "There will be no mercy for thee!" and "Who poisoned the river!?"
There are a couple of other auto-closing dialogue windows that happen a short time later when Cyan jumps in Magitek armor that imo are fine. I'm not familiar with how FFVI handles these dialogue boxes, but I'm hoping it's a simple control code that can be tweaked to lengthen or shorten the amount of time before these windows close on their own.
Do any of the editors work with T-Edition as far as smaller teaks like lower-casing the default names, maybe some text editing, and equipment changes?
No, you won't be able to use FF3UsME for example, as far as lowercase for the names, you can do so upon naming them in game.
November 20, 2021, 02:52:49 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Found a couple of errors:
1. Ribbon lists it protects from all ailments, it doesn't anymore. I just wrote "blocks most ailments". It blocks:
Toad
Blind
Poison
Petrify
Berserk
Confuse
Sleep
Silence
2. Phunbaba's Libra data says "weak to poison". The poison element has been changed to dark/darkness now, where the spell Poison deals water-elemental, and Bio deals dark-elemental, same with the Bio Blaster (your descriptions for those are fine, just giving examples). Just "weak to poison" needs to become "weak to dark/darkness" (however you'd prefer to write it :) )
Yeah, the original Japanese description for the Ribbon says "all", but it somehow felt like an exaggerated claim when I did my testing. Your new info definitely raises the question of whether to alter the translation or not. I'm curious though, which statuses does the Ribbon not protect against?
As for the "weak to poison" stuff, given that there are actual poison spells, etc. I wasn't sure whether I should veer from what Tsushiy wrote or not. The difference between Poison and the new Darkness element has always really confused me, as it seems like it's not a complete 100% replacement? I dunno, it's a weird mess.
Anyway, if the Ribbon does indeed not block everything then it's absolutely for the player's benefit that I fix the Ribbon's description. But I can envision people seeing "weak to darkness" and not realizing that Bio, etc. spells are the spells to use, so I need to think about how to handle it. Maybe just saying "bio/darkness" in that weakness string would help?
OK. I figured editors might not work.
@Tomato: Do you happen to have the address(es) for the default names?
Quote from: Tomato on November 20, 2021, 08:26:13 PM
Yeah, the original Japanese description for the Ribbon says "all", but it somehow felt like an exaggerated claim when I did my testing. Your new info definitely raises the question of whether to alter the translation or not. I'm curious though, which statuses does the Ribbon not protect against?
As for the "weak to poison" stuff, given that there are actual poison spells, etc. I wasn't sure whether I should veer from what Tsushiy wrote or not. The difference between Poison and the new Darkness element has always really confused me, as it seems like it's not a complete 100% replacement? I dunno, it's a weird mess.
Anyway, if the Ribbon does indeed not block everything then it's absolutely for the player's benefit that I fix the Ribbon's description. But I can envision people seeing "weak to darkness" and not realizing that Bio, etc. spells are the spells to use, so I need to think about how to handle it. Maybe just saying "bio/darkness" in that weakness string would help?
It doesn't protect against Zombie.
Quote from: Tomato on November 20, 2021, 08:26:13 PM
Yeah, the original Japanese description for the Ribbon says "all", but it somehow felt like an exaggerated claim when I did my testing. Your new info definitely raises the question of whether to alter the translation or not. I'm curious though, which statuses does the Ribbon not protect against?
As for the "weak to poison" stuff, given that there are actual poison spells, etc. I wasn't sure whether I should veer from what Tsushiy wrote or not. The difference between Poison and the new Darkness element has always really confused me, as it seems like it's not a complete 100% replacement? I dunno, it's a weird mess.
Anyway, if the Ribbon does indeed not block everything then it's absolutely for the player's benefit that I fix the Ribbon's description. But I can envision people seeing "weak to darkness" and not realizing that Bio, etc. spells are the spells to use, so I need to think about how to handle it. Maybe just saying "bio/darkness" in that weakness string would help?
Tsushiy made some mistakes which is why, so editing the Ribbon I feel is ok. A couple other examples of his are one of Cyan's Bushido (I think Snow/Yukikaze or whatever you named it, sorry haven't seen that far yet) said in the description it did just wind damage+silence, but it does ice and wind+silence from the data. Just small errors like that on his part (and they've been fixed in 2.9.4.). Same with Sabin's Chakra saying Poison+Disease and it's only Poison.
Ribbon only guards the ones I listed, everything else will land.
As far as darkness goes, one moment, this is from Tsushiy's files:
Spoiler
●属性名
いくつかの属性名を変更。
炎 → 火
地 → 土
毒 → 闇
聖 → 光
He changed the element to darkness, so anything weak to poison now it'll just say dark. Poison itself is just an ailment otherwise the spell itself deals water-elemental damage+poison. The description for Bio says "deals medium-elemental darkness damage". "Weak to bio/darkness" would be fine, the other dark-elemental spells are Scourge, Catoblepas, Bad Breath, Acid Rain, Galaxy, Shadow Flare, Almagest, Bio Blaster, Poison Fog, and Poison Frog (your names might be different).
November 21, 2021, 09:34:35 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Found another couple of small errors; White Wind says "cures poison", it actually cures sleep.
And Wind Slash is being called Blizzard Fist here (Vargas did it as a normal attack and now Ashura did it, Mog's one Dance may do it also (as well as Guard Leader's rage) but haven't seen it yet. Something to check at least).
Cyan seeing his wife and kid board the Phantom Train is another instance where the auto-scrolling text ends too quickly. I took a video of it (https://youtu.be/gzM9lrMl-Mw) and compared it frame-by-frame with your old LoL translation comparison stream (https://youtu.be/fLKvQDCIlW8?t=9232).
(https://i.imgur.com/wBYt7UF.jpg)
This is the moment right after Cyan calls out to Elayne and Owain, and the text box is beginning to close. It's subtle but you'll notice in T-Edition Owain is still walking out while in FF3US he has just finished walking out. This isn't TOO big a difference, maybe a few extra frames for Cyan calling out to each of their names.
(https://i.imgur.com/ve7lrAQ.jpg)
This is right when Elayne's goodbye disappears. Look at the train car's placement in relation to the clock; her dialogue is gone at the start of that train car in T-Edition, while in FF3US it disappears at the end of the car. An extra half-second or so goes a long way to easily reading her dialogue.
(https://i.imgur.com/PYuONOU.jpg)
And here is Owain's goodbye. The text disappears right as the last train car passes the clock in FF3US, but it does that quite a bit earlier in T-Edition.
If we want to complicate things further, Owain's dialogue is noticeably longer in the GBA translation vs the SNES translation, while I'd say Elayne's is about the same, maybe a smidge shorter in GBA. So mmmmaybe... only give an extra frame or two for Elayne's goodbye, and leave all the extra time for Owain? It might need a bit of trial and error experimentation.
Not sure if this is the place, but is anyone else having an issue where there's an invisible "do not pass" in South Figaro after patching to T-Edition? Right where the guard normally "goes on break". I am able to get around it if I put in a Walk Through Walls code, but it seems really odd that it would've shown up at all. Did I patch the wrong rom or something? Everything else seems to work fine.
(https://i.imgur.com/wKwSJtZ.png)
Quote from: scarlet on November 22, 2021, 12:30:12 AM
Not sure if this is the place, but is anyone else having an issue where there's an invisible "do not pass" in South Figaro after patching to T-Edition? Right where the guard normally "goes on break". I am able to get around it if I put in a Walk Through Walls code, but it seems really odd that it would've shown up at all. Did I patch the wrong rom or something? Everything else seems to work fine.
(https://i.imgur.com/wKwSJtZ.png)
I've seen numerous people playing this week and none of them running into this issue. It may be a bad patch job. Make sure you are using a 1.0 Japanese file and not a 1.1 Rev A (and not English, MUST be Japanese 1.0).
@Kain thank you - driving me crazy. That's probably it.
What's the easiest way for me to tell which version of the japanese rom I have?
Edit: bizarrely enough, switching from Retroarch to OpenEmu (I'm on a Mac) fixed the issue. Absolutely no idea what would have caused the problem!
Quote from: scarlet on November 22, 2021, 01:22:04 AM
Edit: bizarrely enough, switching from Retroarch to OpenEmu (I'm on a Mac) fixed the issue. Absolutely no idea what would have caused the problem!
Probably an emulator-specific issue.
Found a text overflow in Gau's rage tutorial:
(https://i.imgur.com/WsHBvFk.jpg) (https://i.imgur.com/oxNgEXL.jpg)
Edit:
So stop me if you've heard this one, but here's a cut scene with some auto-text issues lol
https://youtu.be/t4RiyUf4dII
This one has a new wrinkle compared to previous ones. Edgar's first line never auto closes so if you just leave it the characters exit the screen and it stays on that window. His second line "Don't go falling for him now..." does auto-close and again probably a half second or so more than I'd like it to. Celes' "love-starved twit" reply also does not auto-close, followed by Edgar's response which does close (again, too quickly).
The Celes/Terra interaction and the Cyan/Celes interaction that all come afterwards are fine and feature no auto-closing text windows, nor do they need them.
Edit 2: Once again
using Mato's old LoL comparison video (https://youtu.be/lTBJRCGiLpc?t=7923), I think I see what happened. In the original SNES version their entire interaction is across two auto-closing text windows (both in Japanese and in English). The GBA version, meanwhile, broke it into four auto-closing text windows so the dialogue would match the character portraits displayed (here's a random person's playthrough of the GBA version showing the scene (https://youtu.be/QCH-dRAee0I?t=2043)).
So... I'm guessing it's not easily possible to break the two text windows into four windows on the SNES version. Would a possible compromise be editing down the dialogue so it's back to fitting in two windows total again? If you want to bring back a Woolsey-ism with "Cold as ice..." the second half could probably work in a single text window, although you might need to get creative to accurately convey what Edgar is saying in the first window, since Woolsey mistranslated that originally.
Next up:
(https://i.imgur.com/hd8gxJW.jpg)
The Iron Armor's description says it is made out of steel, not iron. If you're curious, the Iron Helmet's description is correct.
Found a small translation error, I'll spoil it due to it's very late-game:
Spoiler
On the EX patch, Zeromus's attack, ワール, is called Wall, should be "Whirl". Graphic is an orange/brownish tornado.
Another one is just a typo, Zeromus's Big Bang is called Bing Bang by mistake lol
Edit: Noticed Silence/Mute wasn't showing "Miss" in EX and wondered if Tsushiy forgot to fix it when he updated 2.9.4. In any case, here's a patch to fix it (and for Mato, it's a simple fix if you want to just throw it on your patch, just double check if the main patch has it enabled, I only confirmed it's on EX).
https://www.mediafire.com/file/7mwiquq30jfzp9b/100220_ff6_t_silence_miss_fix.ips/file (https://www.mediafire.com/file/7mwiquq30jfzp9b/100220_ff6_t_silence_miss_fix.ips/file)
Another small error with text mix up in EX, again spoilering:
Spoiler
The Divine Might battle, the text for each warrior is mixed up and wrong. Here's the order they appear in and the correct quote (using my translation/what they say from FF11, I didn't grab your text, sorry, but it's mostly the same):
First enemy: "You shall be burned_ <d><NL>_by the rage that controls you_<d>"
Second enemy: "You shall be defeated_ <d><NL>_by the apathy that plagues you_<d>"
Third enemy: "You shall be overwhelmed_ <d><NL>_by the arrogance that disfigures you_<d>"
Fourth enemy: "You shall be consumed_ <d><NL>_by the cowardice that binds you_<d>"
Fifth enemy: "You shall be twisted_ <d><NL>_by the envy that drives you_<d>"
And some more possible errors (rather translation stuff, errors may be a wrong word to use, but read the spoiler) with another fight, again spoiler:
Spoiler
The other FF11 battle with Kam'lanaut and Eald'narche, when Kam'lanaut is defeated and says "brother...why...?" text, Eald'narche's line doesn't make sense after. It kind of does but if you wanted to read into it more, here's a transcript from the actual fight in FF11: https://ffxiclopedia.fandom.com/wiki/Return_to_Delkfutt%27s_Tower/Plot_Details
Also the woman talking to Eald'narche once you win is Yve'noile, a sort of holy woman (my memory is foggy on her as it's been years, but you can get context for it her dialogue/his reply here: https://ffxiclopedia.fandom.com/wiki/The_Celestial_Nexus/Plot_Details
Him saying "sister..." seemed wrong to me: https://finalfantasy.fandom.com/wiki/Yve%27noile
Thanks all for the input + issue reports, I'll try to fix as many as I can for the next patch version. I'm not sure I have the time to play with those little timing issues though. Also, the default names are at 0x478c0 in the ROM (that's a file address, not a CPU address).
I don't have the time or energy to keep the FF6-T Edition translation maintained/updated, especially given that the Japanese patch might get updates at any time, so I'm hoping that someone here might be willing to take over as maintainer instead. I can maybe look at ASM issues from time to time but my focus needs to be on other things.
EDIT: I'd like to try to fix the battle shortcut menu issue (with the "N" in the moogle's name still showing) but it's been a while so I forget how the battle window layout data works. The issue seems to be with a change I made to c2e1d1 to move the righthand battle menu string left one tile. My gut tells me my fix there wasn't as airtight as it could've been, but I'm having trouble Google searching for how these battle window layout data blocks work.
How difficult is it to adjust the timing on those event text windows? If it's as simple as changing a hex value or two, I probably have enough time and OCD to experiment and play around with those myself.
I'll throw my hand in to offer to maintain your work with my team since we already handle our work, the MSU-1, the html help files and such, especially if it helps you out.
Quote from: Ballz on November 25, 2021, 03:39:29 PM
How difficult is it to adjust the timing on those event text windows? If it's as simple as changing a hex value or two, I probably have enough time and OCD to experiment and play around with those myself.
I feel like once the tools are released it'll be fairly easy for you or anyone to fix, and with some repeated trial and error it'll be simple enough to get the timing to your liking.
Kain: Regarding the "sister" line: what would you prefer the script say instead? I spent so much time researching FF11 stuff in Japanese and in English but ironically enough the sheer info overload in English combined with the info underload in Japanese made it trickier for me to navigate.
I would probably just go with "Yve'noile..." to give context who was speaking to him prior. And no worries, FF11's a mess for lore and dialogue for those that have never played it (I can't even recall some of the lore anymore and I played for years), but you absolutely nailed everything related to it in this.
Quote from: Tomato on November 25, 2021, 08:30:08 PM
I feel like once the tools are released it'll be fairly easy for you or anyone to fix, and with some repeated trial and error it'll be simple enough to get the timing to your liking.
Cool deal. Most of them aren't
too bad, there's just a couple where I'm halfway through reading and am like "Whoaaaa slow down there, buddy." And then there's the added complexity of that one Edgar/Celes interaction before the battle of Narshe that might need to deviate from the GBA translation to work without a hitch.
And just if I haven't said it enough, this is great work, Mato. I'm really happy I can finally play this on real hardware. Thanks for all the time and work you put into translating it. I feel like a kid again playing this game for the first time.
Just a small update on the MSU-1, we've had some new troubleshooting solved and noted come to light with recent players using SD2SNES and the like, so the readme for it has been updated, as well as fixing/bettering some of the download itself. Here's the direct link for the MSU-1 (readme included in the download and updated as of today): http://bk0.ovh/msu/FF6_T-Edition_msu_installer.zip (http://bk0.ovh/msu/FF6_T-Edition_msu_installer.zip)
Unfortunately my FTP access to my tomato.fobby.net site isn't working at the moment so I can't update the ff6t page, but here is a new patch version and the tools:
https://ff6t.s3.amazonaws.com/Final+Fantasy+VI+T-Edition+%2B+EX+English+Patches+A2.zip
https://ff6t.s3.amazonaws.com/FF6+T-Edition+and+EX+Translation+Tools+and+Source.zip
Kain: Once I get FTP back I'll update the site and also point visitors in whatever direction you want.
Barring any crazy, unexpected events I think this marks the end of this project for me. The patches are out, the tools are available, the source code is available, and it sounds like you guys can give the English patch more maintenance and care than I can :cookie:
Thanks Mato, yeah no rush on your end, I know you're busy. As far as maintaining your work, we won't touch anything in your files/notes unless it's some glaring bug or we need to update a text error etc (and we'll note it). To do that we'll host the download if you want to just redirect your link to here so it auto updates: https://www.mediafire.com/file/0iid87hwaaj61gk/Final+Fantasy+VI+T-Edition+++EX+English+Patches+A2.zip/file
The only other link you'd want to list on your site is the MSU-1 which the direct download for that can be found here (readme is in the zip for setup etc): http://bk0.ovh/msu/FF6_T-Edition_msu_installer.zip
Barring that it's up to you if you want to link directly to our forums and make a note about us just maintaining it and to direct questions/concerns our way, which can be directed here: http://ngplus.net/index.php?/forums/forum/40-final-fantasy-vi-t-edition/
We'll do our best to keep stuff from imploding, as you know this mod has been nothing short of a headache to work on lol. Thank you though again for tackling this, and for letting us help you out with it. If anything extreme does need your attention I'll poke you about it, but from watching streams to take notes on any issues, nothing's broken or bugged out, just been text things. Everything seems really solid for right now.
If you have any follow ups or questions/need something just ask :beer:
I'm still chugging along in my playthrough, documenting any (admittedly, minor) issues. Going forward, where would be the best place to report/talk about them? I don't know if Mato wants us cluttering his thread up as he moves on to other things.
It's up to you I guess, I don't have any other ROM hack projects in the works/planned at the moment. I might do a better Wanderbar someday, but not for a long while.
Quote from: Ballz on December 01, 2021, 02:48:05 PM
I'm still chugging along in my playthrough, documenting any (admittedly, minor) issues. Going forward, where would be the best place to report/talk about them? I don't know if Mato wants us cluttering his thread up as he moves on to other things.
You can post them here if Mato's fine with it, or here on our site: http://ngplus.net/index.php?/forums/forum/40-final-fantasy-vi-t-edition/
If we're maintaining it, I'd like to be informed of any issues so we can address or be aware of things. Luckily so far, since his release of the patch, there's been no bugs etc reported (just text stuff which he's already fixed).
Edit: Good god literally as I posted this, Dyne on stream had this happen to him:
https://clips.twitch.tv/HedonisticMuddyPizzaPupper-Pe0KHH_tx7xgtcfs
https://clips.twitch.tv/TenuousMildRaisinAMPTropPunch-79Oj2TUEWBJuM1Cv
Dyne thinks it's something to do with Sabin's spell list as with Terra in the lead, it hasn't happened to him on retries (he's guessing/troubleshooting based on the old Sketch glitch).
I don't know if this is from Mato's patch or the mod in general, we're gonna look into it but I figured I'd alert Mato, and he does have a save file handy to help troubleshoot if needed.
https://www.mediafire.com/file/k8ddz1kukksjd12/Final+Fantasy+VI+T+Edition.srm/file
This is his save file, as per the videos above it happened on Hidon with Sabin in the lead.
Edit/Update: We've been trying to replicate it on our end with our translation and unable to, someone else went to dino forest on Mato's patch and got it triggered doing Vanish etc with this result:
(https://media.discordapp.net/attachments/635985966573813760/915810624427151400/Final_Fantasy_VI_T-Edition003.png)
We're gonna keep checking it out, I'll report back.
Looks like it's related to that shortened battle menu, I didn't test it as much as I should've, plus I undid a related change A2 to fix that weird Moogle name issue from earlier. If you can re-create it reliably then I can take a look. My first gut feeling says that it's just a register I didn't restore properly for certain edge cases I wasn't aware of.
Edit: Ok, we got a save state to isolate it.
https://www.mediafire.com/file/4wfxuzk5gc998lh/Final_Fantasy_VI_T_Edition.000/file
Just miss Sketch on Hidon with Relm and it'll trigger. You will have to cancel the targeting, wait a few seconds, select Sketch and confirm. If it succeeds, reload, cancel Sketch, wait a few seconds more, try Sketch, etc. The screen will flicker and/or your inventory is going to get very corrupted. You must fail Sketch for it to work.
What our tester who got this working thinks:
It seems to be more transient than in vanilla. It doesn't happen at battle start, and it didn't happen after I used Ashura. It did happen after I used PuPu as well, though. I suspect it's some sort of VRAM overflow or something. My working theory is that using busy spells will eventually allow the bug to trigger in a longer battle. Other factors may include the business of the formation; Hidon's formation is one of the largest in the game. But it may be impossible to trigger the bug against e.g. a single Leafer.
Edit Again: Someone popped into discord and showed a small bug with equipped espers and the status menu. Equipping Asura for example here:
(https://cdn.discordapp.com/attachments/635985966573813760/916007707180425267/Final_Fantasy_VI_Japan001.png)
and then checking the status menu shows they have Mist Dragon equippd:
(https://cdn.discordapp.com/attachments/635985966573813760/916007784397545492/Final_Fantasy_VI_Japan002.png)
This happens for a few others like Pupu->Shiva etc.
Oh crap, I didn't realize earlier that that bug was a Sketch bug, or that it happens in vanilla too? I don't know if I'll be able to fix a Sketch bug.
I will take a look into the other bug, but it'll take some time possibly.
Oh ho, is that the same infamous Sketch bug found in the 1.0 version of FF3US? People have fixed it in other FF3US hacks, didn't they? If it's the same cause, then hopefully someone can find it and fix it for FFVI. Not me, though. I am a terrible rom hacker. :-[
One thing I am
not terrible at is script editing and bug testing. With the release of the source, I made a couple of tweaks and text timing fixes. You can download the changed files here (https://drive.google.com/file/d/17VBjZX7UeamZfFEyfxMkzXkEd5QP6fys/view?usp=sharing) and use them going forward with any future updates.
Here's everything that I changed:
Spoiler
ff6t-translation-bank1.txt
Line 2228 - changed [PAUSE_08] to [PAUSE_09]
Lines ~3561 - timing adjusted on Elayne and Owain's Phantom Train dialogue
Lines ~4251 - timing adjusted on the Edgar/Celes dialogue before the Battle for Narshe
Line 8410 - fixed an odd line break between "another" and "rampage."
ff6t-battle-dialogue.txt
Line 132 - Moved the awkwardly placed [WAIT] so it's after "eight-armed freak..." instead of in the middle of "thrash it with a blitz!"
Line 178 - Added a [PAUSE] so Sabin's yell doesn't appear/disappear instantly
I tested each change for myself, but I also included a couple of Snes9x save states in the above link, in case you want to see how they now flow.
Quote from: Tomato on December 02, 2021, 04:35:56 PM
Oh crap, I didn't realize earlier that that bug was a Sketch bug, or that it happens in vanilla too? I don't know if I'll be able to fix a Sketch bug.
I will take a look into the other bug, but it'll take some time possibly.
Yeah, we did a little more troubleshooting to help give more feedback. It's not triggering on the Japanese version or our translation (at least so far), but turning the short menu off on yours didn't fix the issue either, so it probably isn't related to that. If you're unable to fix, I'll see what we can do or just issue a warning that some busy fights and Sketch MAY cause issues, so be careful and reload if you trigger it.
And Ballz the Sketch glitch was fixed in the mod by Tsushiy, this is the first time in x amount of streams/feedback from players we've seen it, just trying to pinpoint it now (not ruling out it was 100% fixed by him, just mentioning that for all intents, it was fixed).
Edit: Noticed a small error, there's 2 lower case z on the name screen and no lower case x
in the event that this patch's Sketch Bug fix was based on my FF3us 1.0 patch, this post could be relevant:
https://www.romhacking.net/forum/index.php?topic=32580.msg411096#msg411096
Slick's domain registration has lapsed, so make use of the referenced Archive.is link (http://archive.is/vyM0K).
Quote from: Kain Stryder on December 02, 2021, 11:28:08 PM
Edit: Noticed a small error, there's 2 lower case z on the name screen and no lower case x
Oh man, I can't believe I missed that. I was even changing my characters' names to lowercase, I should have caught that!
New link with changes I made to the text files (https://drive.google.com/file/d/17VBjZX7UeamZfFEyfxMkzXkEd5QP6fys/view?usp=sharing).
Fixing the lowercase "x" is simple enough, it's in _menus/ff6t-misc-strings.txt
EDIT: I also made a few more changes since last night to ff6t-battle-dialogue.txt. There was a missing [WAIT] during the Ultros/Relm scene, and some pauses were added to the cut scene where the espers rush to help at Thamasa (and fail miserably).
Quote from: Ballz on December 03, 2021, 02:31:45 PM
Oh man, I can't believe I missed that. I was even changing my characters' names to lowercase, I should have caught that!
New link with changes I made to the text files (https://drive.google.com/file/d/17VBjZX7UeamZfFEyfxMkzXkEd5QP6fys/view?usp=sharing).
Fixing the lowercase "x" is simple enough, it's in _menus/ff6t-misc-strings.txt
EDIT: I also made a few more changes since last night to ff6t-battle-dialogue.txt. There was a missing [WAIT] during the Ultros/Relm scene, and some pauses were added to the cut scene where the espers rush to help at Thamasa (and fail miserably).
Oh thanks Ballz, I'll toss it into the next update. Yeah the name screen I just wanted to note down, I was fixing that on our end lol. Good work on the pauses :beer:
And thanks assassin on the Sketch info, we'll see where this leads. We had another bug pop up last night (unlikely related to the translation) with:
Spoiler
The FC in WoR
but that place has had issues, some were ironed out via Tsushiy. Streamer had a softlock going through a teleporter.
Edit: Ok, after checking out assassin's stuff, we went and threw together a fix. Tested it a bit, and can't seem to trigger the bug anymore, especially in the Hidon fight. However, we were able to confirm the bug is present on the raw Japanese version of the mod, so Tsushiy didn't fully fix it it seems. This patch WILL NOT work on his nor our translation (which most likely is present there), but we're going to get a patch for those 2 separately later (late and people went to sleep). In the meanwhile, Mato's is solved...hopefully lol
(File below has been updated from my post after this/old one removed - 12/4/21)
https://www.mediafire.com/file/o807hfolw3yuh82/ff6_t_edition_mato_nosketchv4.ips/file (https://www.mediafire.com/file/gf5b12krz7xbkqr/ff6_t_edition_mato_nosketchv3.ips/file)
This patch goes on AFTER Mato's translation, so 1.0 Japanese vanilla->Mato's translation->this sketch patch
I'll put everything together (Ballz's stuff and this) later and throw a link up. I know Mato's busy so if you want us to just look into the status bug thing let us know, but if you get it solved, I'll throw that into the next update too.
okay, that patch looks to duplicate Bank C2's portion of the FF3us v1.1 bugfix. however, as http://archive.is/vyM0K describes, FF3us v1.1 actually has fixes in TWO places: Bank C1 and Bank C2. with only the latter changes, you've limited a pointer from holding various garbage values to just holding FFFFh. however, there's still nothing in place in C1 to recognize the FFFFh and treat it as a special case. now, if the arbitrary values pointed to in Garbage-Land don't trigger any bad behavior, you can get away with a half-fix ... as i did for 12 years. :P :-[
things were pretty safe on a mostly vanilla FF3us 1.0, but i'd unknowingly been relying on dumb luck (until Novalia Spirit pointed out the shortfall). should Garbage-Land be edited, as tends to happen on romhacks, a benignly incomplete patch can suddenly start producing actual, consequential manifestations of the Sketch Bug.
thus, to be complete, you'd want to fix Bank C1 as well. just Bank C2 is better than nothing, i spose, but it has risks.
Ah, thanks. Yeah one of our coders replicated the C2 fix (and had to do 3 versions cause she kept missing things and ended up going to bed lol). I'll have her check your post tomorrow and see if we can throw up the C1 also and just fine tune this then. :beer:
Edit: Quick follow up on MSU-1 and anyone using SD2SNES. For some reason and we're unsure the cause (it doesn't happen for everyone), if you use MSU-1, when you save your game, make sure you go back to the SD2 menu after, then turn the console off. If you just save the game and turn it off, it doesn't save the .srm for some reason. Again this only happened so far for one guy, but not another.
Another issue we're seeing, at least with everdrives (no MSU-1) is if you have multiple copies of a game, say, vanilla FF6 and T-Edition, and boot up vanilla and play, it will overwrite the T-Edition files possibly. So just take precaution. We'll be updating the readme for MSU-1 with this info later today.
https://github.com/mrehkopf/sd2snes/issues/80
Man, this is bringing back some childhood memories of playing FF3US in the mid-1990s and purposely trying to create the Relm Sketch glitch. The result would usually be thousands of Dirks in my inventory that I could sell so I'd pretty much have infinite $$$ but then also have all kinds of random relics and other goodies given to me as well. Funny how 25 years later the glitch is still there, but now nobody wants infinite weenie knives in their inventory. >:D
Quote from: Kain Stryder on December 04, 2021, 03:53:05 AM
Edit: Quick follow up on MSU-1 and anyone using SD2SNES. For some reason and we're unsure the cause (it doesn't happen for everyone), if you use MSU-1, when you save your game, make sure you go back to the SD2 menu after, then turn the console off. If you just save the game and turn it off, it doesn't save the .srm for some reason. Again this only happened so far for one guy, but not another.
The "must return to the main menu for an MSU-1 game to save"
is a known issue for all MSU-1 games played on an sd2snes (https://sd2snes.de/blog/faq) and isn't just limited to your patch. I'm not sure if it's an issue for the Pro, however.
Since I'm lazy and don't feel like getting up to hit the reset button any time I'm quitting, I turned on
the sd2snes' in-game hooks (https://sd2snes.de/blog/compatibility/in-game-hook-compatibility) and have a controller shortcut to reboot to the main menu. Once you get in the habit of doing that (especially if you play a lot of MSU-1 hacks like me), it becomes second nature to do so.
Ok, updated the patch again
https://www.mediafire.com/file/o807hfolw3yuh82/ff6_t_edition_mato_nosketchv4.ips/file (https://www.mediafire.com/file/o807hfolw3yuh82/ff6_t_edition_mato_nosketchv4.ips/file)
I'll be adding this to the next patch (with Ballz's stuff and anything Mato fixes on his end).
Thanks again, assassin
Sooo... here's something I'm curious to hear people's thoughts on in regards to the original GBA translation. If you revisit Crescent Mountain on the Veldt and decide to take another ride through the Serpent Trench, you're asked if you want to "Dive into the falls?"
Except it's not really a waterfall, is it? It's because the same line of dialogue is being used both here and for if you want to jump into Baren Falls.
From Mato's old LoL comparison livestream:
(https://i.imgur.com/dUizQmj.png) (https://i.imgur.com/T1mkbGN.png)
I kind of like the fan translation's simple "Will you jump in?" option for it.
Thoughts on changing it to the more neutral "Will you jump in?" or something similar? (I also like Woolsey's more colorful yes/no choices tbh but I get that we wouldn't want to use it in the main branch of this hack)
It's probably just pulling from the same dialogue used there to save space. I'm not really adamant on nitpicking small dialogue things like that, because if you start there, it just snowballs.
Edit: We've found a few more issues we're gonna look into fixing. Just documenting them here:
Bushido #2's help text is wrong (it actually deals high damage via counterattack (700+ when you first get Cyan))
The status screen has the bleed text mentioned before with the short window and the Moogle picture (a streamer was browsing and saw Bushido's o bleed into the Ghost's box).
Setzer's desperation is called Bloody Guard, should be Card/Cards, easy mistake :P
(https://cdn.discordapp.com/attachments/635985966573813760/917171703606571078/SPOILER_bloody_guard1.png)
Spoiler
Text just freaks out on this painting only, but doesn't crash the game.
(https://cdn.discordapp.com/attachments/635985966573813760/917056585648447548/SPOILER_Final_Fantasy_VI_T-Edition004.png)
A handful of weapons/armor/relics are missing notes on special properties they add. This isn't Mato's fault, as Tsushiy forgot to list them (and we found out via data mining everything and double checking). Here's the list so far (from memory):
Genji Shield: Sleep Immune
Safety Bit: Petrify Immune
Rune Bell: Petrify Immune
Last Resort: Magic Up
Mjolnir: +12.5% MP
Maiden's Prayer: Auto-Regen
Florah's Frill: Blade Grasp
God Hand: Confuse/Zombie Immune
Magical Brush: Add: Teleport
Rainbow Brush: Critical: Protect
Zeus Mace: MP+25%
Lamia Brush: Add: HP Drain
Orichalcum: Steal success count=attack power (255 cap)
Spoiler
On EX, selecting the costume option brings up blank text, but it's just invisible. The person who reported it said clicking (A) twice confirmed and swapped Terra to her default costume
(https://cdn.discordapp.com/attachments/635985966573813760/917083750981046333/SPOILER_Final_Fantasy_VI_T-Edition_EX001.png)
Quote from: Kain Stryder on December 05, 2021, 11:39:52 AM
It's probably just pulling from the same dialogue used there to save space. I'm not really adamant on nitpicking small dialogue things like that, because if you start there, it just snowballs.
While I agree I wouldn't want to do an overhaul of the GBA translation, there are probably a handful of instances where you'll get something weird like the above example where we have an opportunity to improve on it, as minor as it may be. I found another instance a couple of weeks ago where the same issue happened, but it was with an Imperial soldier guarding outside of South Figaro saying "This town's under imperial occupation." The problem was another soldier blocking Mt. Kolts used the same dialogue as well. It's since been changed to "This
location is under imperial occupation" so to me it'd be fine tweaking it again here.
It's definitely not a huge issue in the grand scheme of things, but I thought it could be knocked out real quick and included in a future update.
Then it's up to Mato since it's his translation and I'm just maintaining it. I'll fix bugs or errors but editing the text and stuff enters into editing his work. I know he said people can do what they want with it freely, (personal use etc) but since this is his base file, and what the majority would download, I'm not comfortable editing things without him saying so.
Agree with Kain here, keep this thread about the hack and bugs/issues containing about said hack, it should be for ironing out glitches and garbled text, broken lines, etc. Nitpicking over simple dialogue things here and there as Kain says, "it just snowballs". You're obviously free to make your own "Ballz Edition" Ballz.
Quote from: Kain Stryder on December 05, 2021, 11:54:05 AM
Then it's up to Mato since it's his translation and I'm just maintaining it. I'll fix bugs or errors but editing the text and stuff enters into editing his work. I know he said people can do what they want with it freely, (personal use etc) but since this is his base file, and what the majority would download, I'm not comfortable editing things without him saying so.
Agree 100% which is why I brought it up here for discussion, since this is the main branch of the hack and ultimately it'd be Mato's call whether or not to change it.
Maybe some time down the road I will make a "Ballz Edition" fork, but I assure you it's not going to be over this one line of text. :P
I've been having a blast playing this mod in the past week. I've noticed a few items containing faulty description:
(https://i.imgur.com/uDYz9ne.png)
Atma Weapon says [Higher damage at lower HP] but it does the opposite Higher damage at higher HP.
(https://i.imgur.com/zlDyH2P.png)
Genji Armor calls it a shield.
Ah nice catches, we actually had caught both of those last week I wanna say and made a fix for the next patch. I flat forgot to document and write it here, thank you :beer:
I genuinely don't mind if you guys change any of my translations, just let it be clear in the readme or whatever that anything you've done beyond my A2 version is your guys' work and not mine. Again, I'm basically done with the hack myself so I don't need to/want to/care about what happens to it from here on out.
Besides that, I don't think adjusting text to fix inconsistencies counts as nit picking.
It isn't a subjective debate about what the best wording should be, it's an objective correction that a hideout is not a town, and an ocean current is not a waterfall. Just my two cents.
Ok, in that case I'll do what we can to correct some things but all I ask is don't get too wild with it guys lol. I don't want to turn this into "this line in x translation by y is better and conveys the feeling more" or anything. I just want to fix anything wrong or if Relm decides to destroy reality for the nth time lol. I'll see what we can do with the suggestions so far. And I don't have a time frame on the next patch update since alot of us are playing FF14 Endwalker right now, but rest assured it'll be out soonish.
Totally, and I'm not looking at revamping or "improving" the localization, just anything that can be considered a mistake. Fortunately the GBA translation is pretty darn good from the get-go so any potential instances have been few and far between. If I see anything else that I think should be changed, I'll continue to bring it up here for discussion and we can decide on a case-by-case basis. :thumbsup:
And anyways, take your time putting together the update. I'm only at the end of the World of Balance so I've still got PLENTY of game left to play lol
Quote from: Kain Stryder on December 04, 2021, 10:27:04 PM
Ok, updated the patch again
https://www.mediafire.com/file/o807hfolw3yuh82/ff6_t_edition_mato_nosketchv4.ips/file (https://www.mediafire.com/file/o807hfolw3yuh82/ff6_t_edition_mato_nosketchv4.ips/file)
I'll be adding this to the next patch (with Ballz's stuff and anything Mato fixes on his end).
Thanks again, assassin
i'm not quite following what's going on here, and/or it seems incomplete:
1) FF3us v1.1 changes multiple functions in Bank C1, but this patch only changes one ... unless it's building upon a previous patch that edits more?
2) patch changes at C1/24D2 begin mid-instruction, as opposed to the full instruction one would expect. this leads me to believe that contrary to vanilla FF6j, there was
already a far call at C1/24D1. but what put it there? Tsushiy's patch? Tomato's translation?
3) the end of C3/EF19 does a "JML $C0DA10". i take it this is a preexisting (i.e. Tsushiy or Tomato) custom function? what does it do?
I'll get back to you on that, assassin, asked our coder about it.
Ballz I went ahead and did the "jump in the falls" change and the "this location is under imperial occupation" edits as per requested.
I'll keep everyone updated, right now the remaining issues to tackle are:
- Blood Sword painting text imploding (checking the script file I don't see an issue immediately, so need to investigate further), but this doesn't crash the game, just text garbage displayed while examining as shown in a previous post.
- Status screen showing wrong equipped esper (example: Asura on, status screen says Mist Dragon)
- Selecting the option to change costumes in EX just opens a blank page. Checking the EX script there's nothing there for it, so we'll check into it.
Cyan's Bushido "o" in the Status menu doesn't seem to be a thing unless Ghost is there, as he has no 2nd ability anymore. I'm guessing the blank space is the issue, and really, this is such a minor thing, I don't really care to fix it, especially with all the work Mato did on the short menu etc to begin with. It doesn't break anything, either. If it can be fixed/Mato want to do it (please just focus on other things lol) go for it, but really, not an issue.
And all other reports have been fixed/ready to go, thank you for reporting stuff those who did (and Ballz for the suggetions/x letter fix before we could get to it :beer:)
Edit: assassin she said the patch is based on Tsushiy's mod and not FF6J, if you apply and check the mod it'll make more sense. Applying it to FF6J would probably crash it massively.
Edit Again: Alright, we got the update ready, but we're still working on the issues listed above. In the meanwhile, everything else is updated (Sketch bug fix, etc). We've also included a lua quality of life if you're playing on emulator. Below are some examples (ignore the random Japanese for Locke's name, it was a side effect of transferring saves from our work over to Mato's):
(https://cdn.discordapp.com/attachments/635985966573813760/915453404610973746/unknown.png)
(https://cdn.discordapp.com/attachments/635985966573813760/915451525478891551/unknown.png)
(https://cdn.discordapp.com/attachments/635985966573813760/915441045007892540/unknown.png)
The current update can be found here:
https://www.mediafire.com/file/sd83fzpbggu19vp/FF6+T-Edtion+Mato+Translaton+A3+Revision.rar/file
And for Mato when you get your site control back, just link to here:
http://ngplus.net/index.php?/forums/topic/1249-matos-translation-version-a3-12921/
And for the MSU-1 directly, link here:
http://ngplus.net/index.php?/forums/topic/1171-msu-1-release-and-setup/
Enjoy everyone, back to FF14 for me lol, if there's any more issue/bugs, please report them. If we have updates on the above bugs, I'll keep everyone notified.
Thanks for the update! I'm a bit busy for the next couple of days but will dive back in this weekend.
I hope you remembered to change the opening cut scene's first line of text to say "A3" and not still have it at "A2". ;)
Yup, gave you credit for your additions also in the read me. Splash screen says A3, also added Tsushiy/Mato/my name to a 2nd screen to give credit and link people to the work if they grab it from elsewhere. :beer:
Edit: Solved the blood sword issue and re-uploaded the files.
Here's an updated menus.asm file that fixes the Asura->Mist Dragon status screen issue: http://tomato.fobby.net/ff6-t-edition/menus.asm
I've also updated the page on my site to send people your way. My gut feeling says it's going to really frustrate ordinary non-ROM-knowing people who go to my page expecting the patch for download and then having to go to some weird scary message board and hunt for the patch among a waterfall of text, so I'd suggest putting the links to the patch right at the top of the first post, in bold, separated from everything below. If it were possible to get some sort of easy domain or redirect rather than a message board URL that might clear up some of the frustration and make everything smoother for everyone. (Now that I think about it, I recall that this is why I ended up getting mother12.net some time ago)
(Also, I'd suggest keeping things super simple at the very top of the forum post, then the more ROM-savvy stuff can go further below. Keep in mind that probably most of the players *won't* be ROM-savvy and simply just want to play the game with minimal work, minimal reading, and minimal setup. As an example, I'm sure you've already seen plenty of messages from people trying to run this stuff in ZSNES, which sounds crazy to us, but for regular gamers it's just "this has always worked for me before". If you've ever visited a github site and been like "wtf what do I even do with this, I just want it to work" then it's that same feeling. I always want to avoid that as much as possible in my projects.)
EDIT: Okay, I just got ff6t.net, it sends people your way :woot!:
EDIT2: Oh, also, if you could remove my name from any in-game credits, in-game text etc. I'd prefer that. I don't like to put my name in my projects if I can help it.
Quote from: Tomato on December 10, 2021, 02:40:46 PM
Here's an updated menus.asm file that fixes the Asura->Mist Dragon status screen issue: http://tomato.fobby.net/ff6-t-edition/menus.asm
I've also updated the page on my site to send people your way. My gut feeling says it's going to really frustrate ordinary non-ROM-knowing people who go to my page expecting the patch for download and then having to go to some weird scary message board and hunt for the patch among a waterfall of text, so I'd suggest putting the links to the patch right at the top of the first post, in bold, separated from everything below. If it were possible to get some sort of easy domain or redirect rather than a message board URL that might clear up some of the frustration and make everything smoother for everyone. (Now that I think about it, I recall that this is why I ended up getting mother12.net some time ago)
(Also, I'd suggest keeping things super simple at the very top of the forum post, then the more ROM-savvy stuff can go further below. Keep in mind that probably most of the players *won't* be ROM-savvy and simply just want to play the game with minimal work, minimal reading, and minimal setup. As an example, I'm sure you've already seen plenty of messages from people trying to run this stuff in ZSNES, which sounds crazy to us, but for regular gamers it's just "this has always worked for me before". If you've ever visited a github site and been like "wtf what do I even do with this, I just want it to work" then it's that same feeling. I always want to avoid that as much as possible in my projects.)
EDIT: Okay, I just got ff6t.net, it sends people your way :woot!:
EDIT2: Oh, also, if you could remove my name from any in-game credits, in-game text etc. I'd prefer that. I don't like to put my name in my projects if I can help it.
You got it, give me a few mins after replying here and I'll update the forum posts as you requested. And yeah very understandable, even writing things out super simple I know people still ask for help, which is more than ok and why I'm around to help.
And sure I'll remove your name, I'm sorry on that. Was wanting to give credit where credit was due. I'll ninja update the files real fast. And thank you for the menu fix also!
I'm having a hard time moving forward due to some of the new encounters in the ruined world, but the challenge is refreshing.
Thank you Mato and Kain for the translation and maintenance of this amazing mod.
Spoiler
Are there other pieces of the genji set available in the game aside from the genji shield and gloves or are we stuck choosing just one between the shield/helm/armor through betting in the Coliseum?
Yeah, you can get all the Genji equipment separately, plus som even better gear later on
Quote from: Tomato on December 10, 2021, 02:40:46 PM
EDIT2: Oh, also, if you could remove my name from any in-game credits, in-game text etc. I'd prefer that. I don't like to put my name in my projects if I can help it.
Just want to give a shout out to you and some mad respect for being such a class act about this kind of stuff in your work, and wish more followed this behavior, nothing's more off-putting then seeing some URL www.mysite.com, etc. in hacks/translations - seeing these always just make me do the biggest eye-roll.
Quote from: Raijinken on December 11, 2021, 03:11:37 PM
Yeah, you can get all the Genji equipment separately, plus som even better gear later on
Thank you.
For the thread, I have ran into an issue, this time about the Rages. The rage menu displays a different ability compared to what the Rage actually uses in battle. I have only tried Black Lizard which says that its special ability is Break however it uses Long Tongue in battle.
(https://i.imgur.com/hEXlDBB.png)(https://i.imgur.com/YkFgUrq.png)
Found a text overflow introduced in version A3:
(https://i.imgur.com/9nABFnY.png)
Here's how it was displayed in A2:
(https://i.imgur.com/4KkRW2i.png)
Thanks for the reports, I went ahead and fixed both errors and reuploaded the files. Seems the Black Lizard text said Break even in the Japanese version, (JP notes says Long Tongue from my translating) so we'll need to also correct it in my work. It now says Long Tongue in Mato's however, all good. :beer:
Quote from: Kain Stryder on December 12, 2021, 02:44:04 PM
Thanks for the reports, I went ahead and fixed both errors and reuploaded the files. Seems the Black Lizard text said Break even in the Japanese version, (JP notes says Long Tongue from my translating) so we'll need to also correct it in my work. It now says Long Tongue in Mato's however, all good. :beer:
Thanks for the quick fix!
I've ran into another thing as I was training my characters to learn magic and and swapping espers around. I believe this is similar to an issue found in the previous pages but this time it's the esper Seraphim that shows up as Catoblepas in the Status Menu.
(https://i.imgur.com/KvGk7YX.png) (https://i.imgur.com/9LFkfiQ.png)
Weird, I did apply Mato's new asm, unless there's more to the process than just replacing it and making a new patch. I went and checked the espers and here's the complete list of errors:
Kirin->Ifrit
Unicorn->Leviathan
Phantom->Titan
Carbuncle->Siren
Golem->Maduin
Pupu->Shiva
Seraph->Catoblepas
Fenrir->Cait Sith
Asura->Mist Dragon
Phoenix-> Valigarmanda
Ragnarok-> Ramuh
We're gonna look into it and the EX invisible costume stuff (the only two known glaring issues right now), just give us some time. Thanks for the report!
I've run into a couple of instances of names being changed inconsistently between A2 and A3.
(https://i.imgur.com/1gXOGJ6.jpg)
This got changed to Cachusha elsewhere.
No screenshots for this one (because I died almost right away) but I noticed the enemy UndeadChrb is still called "Undead Princess" when the long name is displayed with Libra. You may want to just double check any enemy names that you changed to be sure it was done with both the shortened and lengthened names.
Speaking of Libra, here is video of a weird instance (https://youtu.be/Fc9ihSVz8Go) where the "Weak against lightning" text scrolls instead of appearing all at once. I haven't encountered this anywhere else at this time, and I have no idea what might be causing it (it could be an issue in the original FFVI-T). I dunno if it's because the enemy is casting Libra on itself or if it's something else.
Yeah as noted in the read me we cleaned up some of the names (that item is known as Cachusha https://finalfantasy.fandom.com/wiki/Cachusha). I didn't realize to check the translation dialogue banks for the changes, but I've swept through and fixed any errors now. I'll recheck the Libra info, that was my bad. I forgot there's short/medium/long name files for a lot of things. Expect the files to be updated within 20 mins of this post, thanks Ballz :beer:
Note: No idea on the Libra weak text speed, minor if anything.
Edit: Updated, also changed Aim, Blade Grasp, and Omega Weapon to detail what they do (every streamer/feedback was confused and had to be told). 100% Fight and Extra Evade (Blade Grasp just gives another chance at dodging, like shield, parry, cape, Interceptor, Golem, those are all dodge chances and separate). Omega Weapon's tooltip text is SLIGHTLY cutting off an "a" at the end so I apologize for that -12/15/21 updated.
A quick question to Kain about the "Music Fix Patch" do you just patch this over-top both T-Edition and T-Edition EX? So..
1. Clean ROM - > T-Edtion.ips = Patched ROM
2. Patched ROM -> Music-Fix-Patch.ips = ???? (Done correctly?)
And we do this for both the regular and EX version correct?
Yes, once you patch Mato's translation to a clean rom you can apply any optional patches we offer (applies to EX as well unless noted in the readme/file names). Music fix is not a 100% fix but allows for play on anything not SNES9x/SNES9x-rr at least.
Quote from: Tomato on December 10, 2021, 02:40:46 PM
Here's an updated menus.asm file that fixes the Asura->Mist Dragon status screen issue: http://tomato.fobby.net/ff6-t-edition/menus.asm
I think you mistakenly uploaded the old menus.asm again, Mato. The file date on this is 9/5/2021 4:08PM, which is identical to what came included in your original source zip.
The music converter/download tool breaks in wine (and maybe in windows too since the nature of the bug suggests it) if your path has in any way a '-' in it (i think it was the reason).
Results in a dir with a single pcm file named "Edition-.pcm" or something like that.
I didn't fix the bug, just renamed one of my files to 'a.sfc', placed them on my home and worked there, which worked.
Then i used bash wizardry to rename one of the 'set' with:
for f in $(find . -type f); do mv -v "$f" "Final Fantasy VI - T-Edition${f##*/a}"; done
This turned them all into the 'right names' for one of the roms (a.sfc).
Then i moved the patched rom out, made another empty directory - named 'a' in this example -, opened the command line in the directory with all the pcms and did this
(for directly didn't work because the argument kept being divided into spaces when passed to the parameter substitution for some reason - it probably didn't happen above because i had put the files in a path without spaces and named them a.ext - so i'm basically never using a for to process files again if i can help it. I'm sure changing the IFS would work but that would be actual script not a one liner in bash)
find . -type f -exec bash -c 'ln -T "$0" "../a/Final Fantasy VI - T-Edition EX${0##*/Final Fantasy VI - T-Edition}"' "{}" \;
The ln wastes a lot less space than remaking another 3.1 gb of pcm data just for the EX rom, and it's probably something you should look into.
Windows has user side symbolic links support now, that would work almost as well as hardlinks ('almost' because they break when moved, or if you make them relative, break when you don't move both pointer and pointee, and because if you delete the pointee, the symlink is useless, unlike hardlinks).
It sounds like you're running an older version of the MSU-1, we've for about a month or so had the - and space thing fixed. Also, why not run the python script directly? The read me files and forum post no longer mention the - and space thing which is what makes me think you're running an older version, but rather, this exe file was only meant to run for Windows users who don't have python installed. So yeah try running that/get a fresh download if you'd like.
I'm under a limited internet quota so i will not and besides, it seems to be working now. For what's it worth, i downloaded the program yesterday from a link in this thread going to this bk0.ovh/msu/FF6_T-Edition_msu_installer.zip
And while i'm comfortable with python, i was feeling lazy.
That said, i can't help but think and hope for the time this isn't necessary when this bug is actually fixed, because the difference between 6mb and 3.1 gb (6.2 actually, if you don't use a trick like hardlinks or symlinks) is... large.
It also puts into sharp relief where all the space in modern gaming went.
Oops, sorry everyone, I indeed uploaded the wrong updated ASM file, here's the correct one: http://tomato.fobby.net/ff6-t-edition/new-code.asm
Quote from: Tomato on December 15, 2021, 02:48:08 PM
Oops, sorry everyone, I indeed uploaded the wrong updated ASM file, here's the correct one: http://tomato.fobby.net/ff6-t-edition/new-code.asm
I hate to once again be the bearer of bad news but... this file is blank.
File seems good to me. Went and tested it, esper names are fixed :thumbsup: Thanks Mato, I'll have a ninja fix up in a few minutes. That just leaves the EX costume menu, I'll report back on that.
Edit: Files updated
Oh weird, Firefox seems to be doing something dumb with the link, but I was able to save it in Chrome.
NEVER MIND! Thanks as always for your (continuing) hard work!
Shouldn't this be an 'a' instead of an 'an'?
(https://i.imgur.com/g87aJ47.png)
It should, I can't find in the files where that is because the character text just says like "Oh, this is [ITEM]" and not "a [ITEM]" or "an [ITEM]". That use to be Atlas Armlet, though. If I can locate it I'll adjust it, thanks for pointing it out.
Edit: Nevermind, solved it. Gimme a few.
Edit: Ok fixed/uploaded. Also had a report where the ending was black screening right as the book flips pages. We determined it's due to the sketch patch, so for now, with the above update, I've removed our Sketch patch from the ips until we can fix it. In the meanwhile, try not to have Relm go crazy in any big or busy formation fights lol. Sorry for the inconvenience everyone.
I hope you eventually make a romhacking page for this, even if you don't host it here, because romhacking.net is a convenient place to check for updates after the subscribe button got available (though i use other means).
Thank you for all the quick fixes!
Quote from: stragusmagus on December 16, 2021, 04:51:17 AM
Thank you for all the quick fixes!
Seriously, much appreciated. Don't you go burning out Kain!
:beer: Thanks everyone, the large amount of the work is done, so alot of these fixes are easy, don't worry about it. I just want to go a day without a report so I can really focus on FF14 right now, haha. I'll report when we have the other issues fixed, but really, if anything is needing attention, don't hesitate to post about it. More importantly, enjoy the mod :thumbsup:
Quote from: Kain Stryder on December 16, 2021, 10:07:49 AMI just want to go a day without a report so I can really focus on FF14 right now, haha.
Welcome to maintenance hell mwahaha
I still get Mother 3 help requests on occasion to this day
Quote from: Kain Stryder on December 16, 2021, 10:07:49 AM
:beer: Thanks everyone, the large amount of the work is done, so alot of these fixes are easy, don't worry about it. I just want to go a day without a report so I can really focus on FF14 right now, haha. I'll report when we have the other issues fixed, but really, if anything is needing attention, don't hesitate to post about it. More importantly, enjoy the mod :thumbsup:
I'll be nice and hold off a day or so on telling you about this text overflow I just found, then. :angel: Enjoy FF14.
Quote from: Tomato on December 16, 2021, 05:19:37 PM
Welcome to maintenance hell mwahaha
I still get Mother 3 help requests on occasion to this day
Haha yeahhhh, I get reports or false ones (vanilla bugs) from some of my work too. This is easy enough, I'll live :P
Oh Ballz you can report it, text stuff is very easy to fix, I just hate having to tell you guys update every day lol. My concern is Relm breaking the universe really.
Edit: Also a follow up, Ballz, on the Lil Murderer thing. So when he Libra's himself, the information is accurate... except for the "weak to lightning" part, which is shown in the battle text info, here (line above the weak against lightning is a different battle and unrelated/omitted:
--------------------
Weak against lightning.[PAUSE]
--------------------
Haha![PAUSE] You fell for it![PAUSE]
Now it's your turn...[PAUSE]
...to taste twice the thunder![PAUSE]
So it's a hint to not do lightning on him or make you go "wait why did that scroll like that" and is a reference to the same enemy from FF4.
Oh yeah, that makes a lot of sense now. Being a veteran of FFIV I knew better than to cast lightning on the Lil' Murderer so I totally forgot there'd be that extra dialogue.
Anyways, here's the text overflow I promised. It might be another A2 > A3 change, I didn't notice anything off with it in the A2 source code.
(https://i.imgur.com/2Xo7CYT.jpg)
Aha, thank you. Yeah I added some help text there, /48 to let the player know the damage formula for the attack. I'll shorten it a bit and upload a fix in a moment.
Edit: Patch updated, also changed Assassin's Dagger in long names to Assassin Dagger due to the chest message calling it Assassin's Dagge (limitation).
it was probably done for spacing, but in the description for Cachusha, it says 'Mute' instead of 'Silence' like everywhere else
Correct, I could make it Sile but truncation. Mute/Silence are the same thing really.
Edit: Changed it so there's no confusion lol. If we can get long spell names to work on Mato's patch for battle, this won't be an issue in the future. Our guy who made the patch on our translation is busy but looking into getting it running.
How it'll look (different font on ours):
(https://i.ibb.co/hfspG6v/image-2021-12-18-042500.png)
Quote from: Kain Stryder on December 18, 2021, 02:22:07 AM
(https://i.ibb.co/hfspG6v/image-2021-12-18-042500.png)
What sort of wizardry (shader/filter/etc.) is being used in this electronic photograph, Kain Stryder-sama? It is quite aesthetically pleasing to the ocular orbs.
Oh, snes9x-rr, video->display config and here's my settings. I think it's just the TV mode filter:
(https://i.ibb.co/wQttKTg/setting.png)
Will these updates work on this version I currently have?
Also finally beat final fantasy c2 the other day.
Yup! All you need to do to update is the following:
For safety, back up your .srm file somewhere before doing the following below
- Download the files again
- Patch the .ips file ff6t-english-a3 to a clean aka unpatched Japanese 1.0 file (do NOT patch to an already patched version/A2, it MUST be clean)
- Name the new file whatever your old .sfc or .smc file use to be and replace it with the new one
- Load the game from a hard save and you're good to go
If you are patching any additional files from my work's download or the MSU-1, you can patch those files on after, the order doesn't matter for those.
Yay when will these be up
They're already up, head to http://ff6t.net for the download(s).
When's it going on rhdn?
I don't have plans for it right now, solely due to we constantly update and run other necessary downloads for the project which I don't think can be hosted here and we've had it on NG+ for the last 2+ years already.
Kain can I request that when you updated the patch, as you constantly are doing (NO MATTER HOW SMALL A CHANGE!) to add a revision number bump to the file name to show there was a change, having to check the "modified time" on the patch file is tedious to say the very least.
So please, just name the file to something like EnglishPatchA3_r123, EnglishPatchA3_r124, EnglishPatchA3_r155, etc. every time there is a change you do. And don't do dates, dates are vague, going (12-18-21) means nothing when there can be 5 revisions in the same day.
This text description is juuuuuust a bit too long...
(https://i.imgur.com/u8rdPPY.jpg)
Also I'm still on the lookout for adjusting the timing to auto-scrolling text. I actually didn't have anything that needed adjusting since my last report on it... until tonight when I entered Cyan's dream.
There are a LOT of changes in this section, all in ff6t-translation-bank1.txt. Let me know if you want any save states to verify this stuff:
Spoiler
The first line to be changed is 12938, which should be "We'll always be with you..."
Line 12938 changed [PAUSE_03] to [PAUSE_05]
Line 12996 changed [PAUSE_03] to [PAUSE_04]
Line 13000 changed [PAUSE_03] to [PAUSE_07]
Line 13007 changed [PAUSE_03] to [PAUSE_06]
Line 13013 changed [PAUSE_02] to [PAUSE_03]
Line 13017 changed [PAUSE_03] to [PAUSE_05]
Line 13021 changed [PAUSE_02] to [PAUSE_04]
Line 13025 changed [PAUSE_02] to [PAUSE_03]
Line 13032 changed [PAUSE_02] to [PAUSE_03]
Line 13055 changed [PAUSE_03] to [PAUSE_04]
Line 13057 changed [PAUSE_03] to [PAUSE_04]
Line 13067 changed [PAUSE_03] to [PAUSE_05]
Line 13073 changed [PAUSE_02] to [PAUSE_04]
Phew! Elayne and Owain are a talkative bunch of ghosts. :angel:
(https://i.imgur.com/acquuAC.png)
I'm a little surprised this one hasn't been reported yet. Only shows up if an equipment-altering relic is (un)equipped, followed by the immediate usage of the "L" or "R" button. (In the image: Removed Genji Glove, then immediately tried to switch characters.)
(https://i.imgur.com/nWl3ltb.png)
It would seem that the hundreds digit, though a null value in this image, nevertheless decided to consume the bottom half of the closing bracket (along with a few pixels of the "p" in "sleep") at the end of Barrette's item description.
Swordmaster, your first photo is a known issue that's been on Mato's readme even when he first released the translation under known bugs;
-KNOWN BUGS:
Auto-Optimize after a relic equip/unequip can sometimes result in an oddly formatted text message
Your second one is simply a matter of overlapping text because of a long description and the inventory item count which will reach 3 digits later in the game.
Oh man, lot of stuff this morning.
Special, sure, I can start doing that.
Ballz, thanks for the wait stuff, and the Blitz thing, adding it in. Phantom Rush's tooltip is ok to me, but if it's a bother I'll just remove "high" and it'll be the same thing. :thumbsup:
As what Stragus said, yeah Swordmaster, it's a known issue and a small thing, doesn't affect anything. Same with the item description. It cuts into the item number slightly which I'm ok with, I don't really want to truncate stuff to the extreme. Wait till you guys see the Omega Weapon text and how I had to fit that in lol.
Anyway lemme upload this and I'll add a little number to denote the version for people to easier tell if there's been updates. I'll edit this post when it's live.
Edit: Updated http://ff6t.net (I'll just link each time for anchor posts for any new people reading)
Quote from: Kain Stryder on December 19, 2021, 07:59:10 AM
Oh man, lot of stuff this morning.
Special, sure, I can start doing that.
Thanks, it's also just a good habit to get yourself into when working on "versioning" of anything really, one day you're going to lose a TON of important work or make a huge boo-boo somewhere because you deleted, overwrote, or replaced something you thought was "older" with a "newer" something, but you had them flipped around because all the files were named the same. Not to long ago Mato just uploaded the wrong "old menus.asm" file because of this, and I doubt this would never happen if it was named differently.
Quote from: Kain Stryder on December 19, 2021, 07:59:10 AM
Oh man, lot of stuff this morning.
Special, sure, I can start doing that.
Ballz, thanks for the wait stuff, and the Blitz thing, adding it in. Phantom Rush's tooltip is ok to me, but if it's a bother I'll just remove "high" and it'll be the same thing. :thumbsup:
As what Stragus said, yeah Swordmaster, it's a known issue and a small thing, doesn't affect anything. Same with the item description. It cuts into the item number slightly which I'm ok with, I don't really want to truncate stuff to the extreme. Wait till you guys see the Omega Weapon text and how I had to fit that in lol.
Anyway lemme upload this and I'll add a little number to denote the version for people to easier tell if there's been updates. I'll edit this post when it's live.
Edit: Updated http://ff6t.net (I'll just link each time for anchor posts for any new people reading)
As always, I appreciate the fast work implementing the fixes. Do you mind double checking line 13000? That one still seems to go by too fast. It should be "we all must learn. [PAUSE_07][SHORTPAUSE]"
All the others looked good. Since this is just a single pause issue, don't feel pressured to update the files JUST for this. You can adjust it the next time a more substantial problem arises (and is fixed). :thumbsup:
Oh no problem, updating this is simple.
Ok, changed from 03 to 07. It'll be in the next update/upload, which I won't do till something else breaks or is found needing correcting, thanks again.
Quote from: Special on December 19, 2021, 01:44:24 PMNot to long ago Mato just uploaded the wrong "old menus.asm" file because of this, and I doubt this would never happen if it was named differently.
I actually had simply uploaded the wrong file - I had intended to upload new-code.asm but because I was in a hurry I accidentally uploaded menus.asm instead. Your point still stands of course, though.
Apologies, my lords. 'Twould seem that I had "jumped the gun".
I am eternally grateful to all of your hard work, Tomato-sama, Kain Stryder-sama, and anyone else involved. Been wanting to play this ever since I watched Kain-san's partial English play-through a few years ago. (Still disappointed at the abrupt end to your Final Fantasy Tactics 1.3 play-through, Kain-san. Just sayin'.)
Had a report that Siren's tooltip text was missing that it also does Silence (from the html files). I went ahead and added [A0] Silence to the description and updated the files once more (Ballz, that pause change is also included).
I finally managed edge out one of the hardest fights I've had in the jrpg games I've played and now I'm able to try EX mode! I just wanted to ask about this thing which I just have read is an already known issue, does it affect anything in the game if you accidentally clicked change outfits in EX Mode? I found out that pressing any other button will not do anything while pressing A exits the dialogue. Does a save file get affected if you save after exiting this blank dialogue?
(https://i.imgur.com/Cd75QVd.png)
To my knowledge, from what was reported originally, you can tab around the menu via listening to the sound (like count down 2, hit (A), etc) to change outfits if you know the menus well enough, as someone was able to change Terra's costumes, just the text is missing. It shouldn't break your save or anything.
And a small update on the long spell name progress, we got it working but have to bug test it (and the top left is garbled, needs to say MP Cost), but hey, it's coming along! Note if we get this working it'll be a separate patch just in the event it breaks anything. As for the Sketch patch (and the EX thing above), nothing to report still, our coder is looking into it but is busy with work. I will update when we have more info. We're also going to for safety leave the Sketch patch separate so the player can fix it if it breaks anything else or we can determine after more testing, it's just easier to give patches and let you decide to apply them or not.
(https://cdn.discordapp.com/attachments/635985966573813760/922719371716100126/unknown.png)
We were able to confirm the Sketch bug still persisted in the Japanese patch and our work with the lua, but it's rather hard to reproduce unless you try (from what we tested, it's only happening in busy fights with large enemy sprites). Prior to this, the only time I had seen the glitch in 4 years was from 2 streamers, one soft locked the game on an EX boss but wasn't able to reproduce it (no inventory mess either, just the game froze), the other was in dino forest but had no idea what he did and couldn't replicate it (he did have a messed inventory, but it was mostly garbled items, I think it was just one or so, his vod has since been deleted and I can't check). We at the time chalked it up to the item 255 bug where you'd sometimes get garbled data as an item and we warned players to sell it asap due to it could corrupt memory/the save file. This item 255 bug was fixed in 2.9.4 by a combination of Mato, us, and a Japanese poster on Tsushiy's forums (via another streamer figuring out by sheer luck what was going on and us troubleshooting it live). And due to the EX softlock, we just assumed it was the coding, since T-Edition has a lot going on in the background.
Note: The item 255 bug is unique to T-Edition as it's something that's persisted before this mod was even made. T-Edition is built off of a patch called Omega, one of the things being the inventory expansion. However, bugs plagued it to the point no one on the Japanese end could solve it nor Tsushiy, so he had an entire section in the html files showing off the bugs with it and how to trigger/avoid it. This has since been removed from the html files in 2.9.4 by Tsushiy, so the English files no longer have it either. Basically if you had an item that had an id above 255 (Black Belt, Brave Ring for examples) and had it next to some medicine (Echo Drops, Dried Meat) in the battle menu, and used Dried Meat, it'd cast Ultima or something. I believe Mato in his 2014 playthrough actually found this if you check out his old videos. The other part of this, that caused memory corruption with items, was if you got an item with an id above 255, (from a battle or chest) and then never opened the status menu, went into another fight and won an item, you'd win a garbage item, hence the bug. Opening the menu would fix this issue and was the reason alot of people never saw nor found it. Mato fixed this and we sent the report to Tsushiy, but he's been MIA sadly. Just some background on it for anyone wondering.
In any case, nothing else to report for now, enjoy EX though ;)
Understood, I got worried for a bit, thank you.
That long spell names looks awesome, looking forward to it!
Did a small update just so I don't forget about it. It's not worth updating your files, don't worry. Ballz caught an inconsistency with a pub quest name from the base name that when you accept it it's differently named (there's an instance also I figured Mato did on purpose due to name length so I didn't touch that). There was also a mess up on my end with a text file on the achievement names I ctrl+f replaced by mistake when editing the html files for our work, that has been fixed. Again not something you need to update for but do if you want. I hate having to make everyone update constantly, especially due to my idiocy.
Another small thing is in the included optional lua file (also updated the readme for it), we added a method to obtain 2 missable items from Balance into Ruin. Read the spoiler if interested:
Spoiler
If you miss Carbuncle and/or Catoblepas, they can now be encountered in the World of Ruin with the lua script. Doing what the pop up says, you'll enter a fight and upon winning, your Esper list will have them.
This leaves the only missable content in the game the Balance bar quests, but those are really just for 100% completion and not exactly glaring missable content, which can affect your game. Again this is purely optional as always and can be turned off if using lua, read the read me lua file for information on how to enable/disable things.
Anchor post for the download/info: http://ff6t.net
At this point is it even possible to make a re-translation for japanese FFVI using the source code?
You can, just I imagine you'd have to manually add in 3000 lines+ of dialogue. It's a simple as deleting the text and writing in the new, like here:
[NEWPAGE]
Wedge: There's the city... [WAIT_18][SHORTPAUSE]
[NEWPAGE]
Biggs: Hard to believe an
esper's been found frozen
there a thousand years after
the War of the Magi... [WAIT_18][SHORTPAUSE]
If you change any of the text and save, it'll update, but you have to be careful on line breaks and overflow, which the compiler will often warn you about (and where) if something is wonky. Mato released the tools for people to do what they want, especially if they want to inject some specific translation or edit something else, so by all means, go nuts.
never knew this was based off of the Omega Patch (have sought it out before to see what it was like, but could never find it).
And that'll be cool if you can get your longer spell names patch to work.
Probably won't have any ground-breaking updates till after the holidays, but I pushed a small update (again not really worth updating your files for). Was a couple of text fixes from a buddy of mine streaming I caught myself and some reports.
Merry Christmas everyone!
(https://i.imgur.com/UrCKfzZ.png)
Mild as it is, it yet persists unto the current r4. With this, if it was not already, it shall now be known.
Thanks for the report, fixed and updated, along with the other following:
Fixed up a few text errors - Mythril Axe, and a couple of the FF11 painting descriptions (elven to elvaan and Yuhtungah to Yuhtunga) and one of Arvis's dialogues about the Sealed Gate was missing a word "the empire is keeping a close on the place..." etc, added "eye" after close. Also fixed Setzer's chocobo riding sprite that was a small error on Tsushiy's part, he simply forgot to update it to his new sprite's back graphics.
Edit: Confirmed that the 4 player multitap patch we offer does work on Mato's patch but the text is going to be garbled in the option for it. Barring this, it DOES work, but we're working to fix the display. The numbers also should say 1 2 3 4 (they change when selected, ignore it) and the text "Players", selecting the slot works otherwise and is again just a display thing. Until then, if you want, have a go with your friends, just sorry it looks like trash for the time being.
Spoiler
(https://media.discordapp.net/attachments/635985966573813760/926218243251769365/unknown.png?width=768&height=670)
Edit again: Threw up r6, just a few text fixes, again nothing major or worth updating (no dialogue change or anything).
(https://i.imgur.com/he3iS8B.png)
Either the second "you" should be dropped, or "Think you" should be dropped, depending on one's taste. (This is present in r6.)
(https://i.imgur.com/Jm01Jto.png)
Specter Rage casts Fire, not Fira. (r6)
Found a couple more extremely mild ones that almost no one would notice, and indeed might not even technically be errors. Hence, I have omitted those from this report.
Oh, by all means, post them. I'll fix those two up also, thanks, and wait on your reply to do any additional ones.
Also, no updates on the Sketch patch, EX fix, long spell names, etc. Our coders are busy/looking into it or tweaking/testing it, due to alot of the code was shuffled around. I looked into the EX costume stuff myself, comparing our work to Mato's and EX has a lot moved around. I'll give updates as I hear back.
So be it... These are the ones I hesitated to report.
(https://i.imgur.com/eWgp1Y5.png)
I lack the qualifications to know this for certain, but I'm reasonably sure that "I better" should be "I'd better". To be grammatically correct, that is.
(https://i.imgur.com/KZyVDFz.png)
This kind of thing may be unavoidable. Or it could just be Shadow, I don't know. Didn't think to test it with other characters.
And that's it, other than item descriptions using the word "esper" (i.e. Gold Armor, Zephyr Cape), while the rest of the game uses "eidolon".
Edit: Forgot to mention that these screen shots were from either r4 or r5, I think.
I better is correct, as is I'd better, though more formal.
The thief gloves should be "Thief Gloves" and not "A Thief Gloves", that's fixable.
Eidolon? There's no where in Mato's work using that, unless you're using our html files/lua translation, then it will call them eidolons.
Thanks, we'll fix it up and I'll push an update out shortly.
Edit: r7 is up http://ff6t.net
Just a handful of text fixes reported here or on discord. Added the pause menu lua now to the download, preview of it below. It allows you to see buffs/debuffs by pausing in battle. I put float/haste on the enemies as an example:
Spoiler
(https://media.discordapp.net/attachments/635985966573813760/927720414472437770/unknown.png?width=775&height=670)
You do not need to update your save files to use the lua, but you need snes9x-rr to use it (files will transfer over from normal snes9x). Load 9x-rr, load the game, file->load lua script and run it. Enjoy!
Quote from: Kain Stryder on January 07, 2022, 02:28:13 AM
Eidolon? There's no where in Mato's work using that, unless you're using our html files/lua translation, then it will call them eidolons.
Yeah, sorry about that. A bit of sleep deprivation, along with watching a play-through on YouTube that predated Mato's translation, somehow corrupted my memory. Realized my error a bit too late.
Did another update, we fixed the EX costume stuff. Had to cross-check 4 different files of code/lines, but got it working!
Spoiler
(https://media.discordapp.net/attachments/635985966573813760/929889387863502898/unknown.png?width=764&height=670)
Just leaves the Sketch bug (no update from our coder, hasn't gotten back to me), then the QoL stuff (long spell names and fixing the 4 player multitap text). As always, I'll keep everyone posted. http://ff6t.net
Edit: Pushed a r9 update, just cleaned/fixed up a few monster/item names/small errors (ChaosDragn to Chaos Drgn for example to look nicer/consistent). A couple of attacks were wrong (Mirror Ball is now Electrode for example). Small things/not worth updating unless you're dead set on wanting the latest patch always. Nothing else to report for now :beer:
Edit 2: Not 20 mins later, I get a DM from one of our coders with this. An update on the long spell names. This part is done, still need to fix Blue Magic and a few other things, but the mojibake text is gone/fixed. Blue Magic example of what's being worked on (this isn't released yet, just showing progress):
Spoiler
(https://media.discordapp.net/attachments/243963581928833024/930411906961907722/unknown.png?width=829&height=670)(https://media.discordapp.net/attachments/243963581928833024/930412132867129404/unknown.png?width=829&height=670)(https://media.discordapp.net/attachments/243963581928833024/930412691883982868/unknown.png?width=829&height=670)
Funny you mention Mirror Ball, I saw that attack being used just a day or so ago and remember thinking, "Huh, that's strange to give a lightning bolt attack that name." I never thought to check and see if the name was wrong. :laugh:
The expanded magic names look fantastic, btw. Looking forward to seeing those implemented.
The previously mentioned 4-player multitap patch has been fully fixed and put in the main download. It's also included in our work as a back up. Enjoy 4 player T-Edition! http://ff6t.net
(https://media.discordapp.net/attachments/635985966573813760/930613013902393406/unknown.png)
I downloaded A3r9 this morning and how you updated to this 4 player thing, but it's still A3r9?... What am I missing here.
Oh, you mean put in the other download as in the ~27MB one, gotcha.
I had just updated Mato's download when I posted. It's still r9 as there's no changes to the mod itself, just a new folder with the multitap patch. I should've specified it was put in Mato's also, my bad.
Having trouble getting the Narshe Citizens Returned quest to finalize. It doesn't recognize one of the Returners.
I've talked to Banon, and talked to all of the far-flung Narshe citizens. One of the "Returners" isn't showing up (The one a the front Gates of Narshe is there, the other one, inside the town to the right, is not). Not sure which one it is, but both Thamasa and Dragon's Neck Coliseum are empty of Returners.
Cleared out all of the normal FF6 quests. Ancient Castle, Ebot's Rock, Kefka's Tower, Mt. Zozo, etc. Tried town with different combos: Terra/Lock/Setzer/Cyan. Last guy won't show up, Ragnarok won't unlock from town elder. I can get the Four Crystals/Legendary Weapons quest opened, etc., after the Ancient Castle, so Banon seems to be open, but not that last guy from Thamasa/Dragon's neck.
Quote from: clownsaw on January 12, 2022, 04:18:50 PM
Having trouble getting the Narshe Citizens Returned quest to finalize. It doesn't recognize one of the Returners.
I've talked to Banon, and talked to all of the far-flung Narshe citizens. One of the "Returners" isn't showing up (The one a the front Gates of Narshe is there, the other one, inside the town to the right, is not). Not sure which one it is, but both Thamasa and Dragon's Neck Coliseum are empty of Returners.
Cleared out all of the normal FF6 quests. Ancient Castle, Ebot's Rock, Kefka's Tower, Mt. Zozo, etc. Tried town with different combos: Terra/Lock/Setzer/Cyan. Last guy won't show up, Ragnarok won't unlock from town elder. I can get the Four Crystals/Legendary Weapons quest opened, etc., after the Ancient Castle, so Banon seems to be open, but not that last guy from Thamasa/Dragon's neck.
Spoiler
Thamasa: Returner (Unlocks Weapon Shop).
Dragon's Neck Coliseum: Returner (unlocks normal NPCs).
Kohlingen: Narshe Guard (unlocks Guards and Armor Shop).
Tzen: NPC inside the Inn (unlocks normal NPCs).
Tower of Fanatics: NPC at the entrance (unlocks normal NPCs and Inn).
Inside of Zone Eater: NPC in the area reached upon being knocked off a bridge (unlocks normal NPCs and Item Shop).
South Figaro: Old man NPC at the "Cider" area (unlocks normal NPCs and Relic Shop).
Hey Kain--
They've all been found, one of the two Returners just didn't "get" to Narshe, for whatever reason (I think the Thamasa/Weapon Shop guy)
Something even MORE unusual happened though. So I never got the Ragnarok Magicite, obvs. But after beating Adamantoise and getting the Adamantite, the Weapons shop owner in the back room offered to "upgrade" my (non-existant) Ragnarok magicite into the Ragnarok sword, which did work. So I was able to get the sword, without getting the Magicite.
Makes sense that the programming looks for just Adamantite=1, I suppose.
Quote from: Kain Stryder on January 13, 2022, 03:26:32 AM
Spoiler
Thamasa: Returner (Unlocks Weapon Shop).
Dragon's Neck Coliseum: Returner (unlocks normal NPCs).
Kohlingen: Narshe Guard (unlocks Guards and Armor Shop).
Tzen: NPC inside the Inn (unlocks normal NPCs).
Tower of Fanatics: NPC at the entrance (unlocks normal NPCs and Inn).
Inside of Zone Eater: NPC in the area reached upon being knocked off a bridge (unlocks normal NPCs and Item Shop).
South Figaro: Old man NPC at the "Cider" area (unlocks normal NPCs and Relic Shop).
I've no idea then if your quest hasn't updated. All I can say is double check the locations and confirm, as multiple people have been able to finish the quest no issues. Possibly a bad patch job or if you edited anything in anyway it could've affected it, but the game is working. If you're missing the weapon shop, then it's the Returner at Leo's grave. Also just in case, it's not simply Returner NPCs you have to find, only a couple are that model. The others are basic man/woman/elder NPCs wandering around, one is a Narshe Guard even (again confirm each location in the spoiler to double check).
As for Ragnarok, you don't need the magicite for the sword or have to make a choice anymore. The weapon shop owner makes the sword out of the Adamantite, where the Narshe mayor gives you the magicite (at Arvis's house) once all the citizens have been found.
Edit: Pushed an update for r10. Fixed an error where Rage Ring had a bracelet icon instead of a ring, cleaned a few item names up (nothing renamed), and changed Red Dragon's battle dialogue at the beginning to be more helpful (a lot of people and streamers were confused/stumped, so I made it a bit more direct).
Edit 2: A streamer found 2 OOB spots that need to have an invisible wall placed to avoid a soft lock (this is in a late-game new content dungeon as a heads up/spoiler warning). You can still teleport out, but in the meanwhile, don't do what he did until we can try and fix it. I updated our bug report in the lua download/on the NG+ forums, but here's a video of it in action. Note the opposite side of the staircase also allows you to walk OOB as well:
https://clips.twitch.tv/OutstandingSmilingTapirPanicVis-1didTqvW0W24CiQx (https://clips.twitch.tv/OutstandingSmilingTapirPanicVis-1didTqvW0W24CiQx)
Edit 3: Pushed up r11. Nothing worth updating for, just text fixes to get them out so no one else reports them. Nothing else to report still on our QoL or Sketch fixes; people have been busy.
Been a while, but some good news: Tsushiy popped back and pumped out 2.9.5 and 2.9.6! Download link can be found below:
http://ff6t.net (http://ff6t.net)
I've gone ahead and updated Mato's translation with the updates, though sadly the compiler doesn't 100% work for it now, but there's work arounds. I play tested briefly and saw why, and did some rigging to get it to work. Further testing will be necessary, but with both English translations updated, it's gonna be alot of work, especially with some people on my team busy or having no drive currently to do much. For now, stuff should work, but if any errors are found, please report them here or on the forums/discord, found on the NGPlus site (I've left the older versions available in the download still in the event 2.9.6 is unstable or something major breaks, so at least players are left with a build that's rock solid). Enjoy everyone! Below are the update notes, and include spoilers as a warning:
Spoiler
(http://ngplus.net/uploads/monthly_2022_05/296.thumb.png.a49935bacaa57d0e5763d82a3a8a8644.png)
Edit: Already found a few issues, including something on the JP version that needs to be addressed. The Kefka battle seems to be busted where he can't cast Double Spell on himself after the first time, and then proceeds to just stab himself to death. You can keep playing, as long as you're ok with a cheap win on Kefka for now :P I've reported it to Tsushiy and I'll have an update hopefully soon. I've fixed the text issues, so if you've downloaded the translation before 8:11 PM on 5/26, redownload and patch to fix it. However, there is an issue late game that due to event coding I can't fix and someone else will have to. Spoiler on it below:
Spoiler
During the FC in the WoR, Tsushiy did some new eventing where on Mato's version, stepping onto 1 of 2 spots soft locks the game. You can completely avoid these 2 spots and never have to use the teleporters. Here are the spots in the pictures:
(https://cdn.discordapp.com/attachments/635985966573813760/979538535805771786/port1.png)
(https://cdn.discordapp.com/attachments/635985966573813760/979538536120332328/port2.png)
I'll update as we find more out.
Edit #2: So 2.9.6 is completely busted for the time being. Mato's, the lua, and JP all hard crash when beating Ifrit and Shiva. I've reported it to Tsushiy, in the meanwhile, play 2.9.4 (still included in the download), I'll try and see if 2.9.5 is stable (update, it's busted too), as I feel whatever he did with a script in 2.9.6 did this. I'll report back when I have more information.
Edit #3: Tsushiy solved the issue and will be putting a fix out shortly. The new code for Poison, etc and Wave Cannon was the problem. I'll report back when I have the patch all fixed up.
Edit #4: 2.9.7 is up, but please note Tsushiy claims it may still not be 100% stable. He didn't revert the code but instead fixed it, but if he has to, he will. For now, 2.9.4 is still available in the download worst case scenario. A few issues were found in Mato's coding due to Tsushiy adding new code and I did my best to fix it and I have it stable, but with warnings.
- Kefka's battle sprite is basically Missingno. now. Mato used empty space for event code and Tsushiy added his new battle sprite there. I can't fix it as it breaks event dialogue. It won't crash/break your game.
- As noted above, the 2 warp tiles in the spoilers. We're looking into just blocking it off, as they aren't needed.
- Without spoiling, Tsushiy added a new method to obtain 2 espers in the WoR in Tzen if you failed to get them in the WoB. This has new event data and breaks on Mato's version. He added 3 new lines of dialogue which I translated for the lua and Mato's, and while I got the first esper event/battle to work, if you try and flag the 2nd, the game crashes. This is documented more in the current bug readme in the download. A workaround for this is simply do it in WoB or use the lua file for Mato's and read the very bottom of the lua readme in the download.
All in all, Mato's version is stable as far as I can tell for right now, but if more problems appear, I'll do what I can to fix/document them, especially if Tsushiy pops out another update. I apologize for my poor code work but I am not as talented as the other members of the team and they're currently busy, so I did the best I could. I'll keep everyone updated as we move along.
On a last little note, now available in the optional patches on both versions are optional menu sprite edits, done by Laurel and coded in by Gens. Check them out if interested, previews below:
Spoiler
(https://cdn.discordapp.com/attachments/635985966573813760/980763746781773864/portraitcompare.png)