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Romhacking => ROM Hacking Discussion => Topic started by: Lindblum on August 05, 2008, 03:30:23 pm

Title: FF7 NES Chinese Translation
Post by: Lindblum on August 05, 2008, 03:30:23 pm
Everyone who wants to translate the FF7 NES ROM come directly to me! 
  I've been checking all the boards and it looks like I'm the guy doing most of the work on this project (If I'm wrong let me know, because I don't want to find I'm wasting my time).  It's been coming along quite well so far, and there's so much I can tell you about the ROM text encoding, and how I'm translating it.  -And I don't even KNOW Chinese.  The English PSX was already transcribed by someone called Little Chiba, and that document was translated to Chinese by someone called Zhongtian.  His translation matches very closely to the ROM, so I can easily link ROM text to the English text.  Well, it wasn't easy at first.  I had to develop a way to convert the ROM's 2-byte hanzi into Unicode, but it was SO worth the effort.  I had to extract the hanzi tileset and identify several thousand with a graphical kanji/hanzi lookup system. 
  I may still need some help though.  I'm hitting some issues when I try to insert my text into the ROM, and some memory constraints to deal with.  A battle system fix would make it easier for me to get this done.  Fights take forever, and I have to spread test points throughout the game.  Let me know your thoughts!
Title: FF7 NES Chinese Translation
Post by: RedComet on August 05, 2008, 10:00:02 pm
Awesome news! I recommend implementing some sort of huffman compression if at all possible to alleviate your space constraints. :)
Title: FF7 NES Chinese Translation
Post by: Dr. Mario on August 05, 2008, 10:27:17 pm
Honestly I don't know the first thing about doing game translations, but if you're interested at all, if you want to spruce things up a bit, I can give you these guys to go along with your text boxes
(http://img444.imageshack.us/img444/7193/ff7png2qm9.png)
Title: FF7 NES Chinese Translation
Post by: Lindblum on August 07, 2008, 10:35:38 am

Dr. Mario,
I'm kinda getting used to the avatars (I think I read they're from a Gundam game). 
I do like the ones you posted, though.  Maybe they can go into an 'improvement patch',
but I haven't really decided if such changes belong in a translation patch. 
They deal with different parts of the memory, so if they were applied as separate patches to the same image they should still work together. 
I'm not impressed with Barret's map sprite, but that falls into the same issue. 
How did you get these images?

RedComet,
Since this is a reverse-engineering project I'm stumped on the prospect of how I'd apply text compression. 
Let me tell you what I DO know.  Let's talk about what I call Dialog Block 1. 

37FD0: Dialog 1  Header
38010: Pointer to Dialog 1a (Addr=Ptr+30010)
38012: Pointer to Dialog 1b (Addr=Ptr+30010)
38014: Pointer to Dialog 1c (Addr=Ptr+30010) ...[FF][FF][40]
38019: Dialog 1a Pointers (Addr=Ptr+30010)
38217: Dialog 1a Text ...[FF][FF]
3B2DA: Dialog 1b Pointers (Addr=Ptr+30010)
3B4D6: Dialog 1b Text ...[FF][FF]
3E185: Dialog 1c Pointers (Addr=Ptr+30010)
3E20D: Dialog 1c Text ...[FF][FF][FF]
3EDDF: Free Space [00]...
3FFD0: Tileset Header ...?

When a pointer references text if the 1st byte is [40] ('@') the following 3 bytes are ASCII-encoded numbers to tell which avatar to use. 
@001 is Cloud, @002 is Barret, @028 is a shinra soldier... Avatars aren't always used though. 
Text is encoded in 2-byte hanzi, and 1-byte ASCII characters (alphanumeric and punctuation, all with ASCII byte values. Rare in a NES ROM). 
The first byte of a hanzi is [B0-C3], the second is [A1-FE].  They are valued approximately in the order of appearance in the game. 
Every line ends with [0D][0A] ('\r\n').  If that isn't there the speaker will leak into the next guy's line in-game. 
Every time you change the text you have to update the pointers.  I have a process to take care of these for me. 

Here's a little taste of my FF7 NES CH hanzi to Unicode map:
   0123456789ABCDEF
B0A「巴雷特新来的跟着我哨兵入侵者皮
B0B克斯哇你原曾经是军人这种可不常见
B0C杰森士那吗他为什么和们雪崩组织在
B0D一起别样个但已退役现份子了对还知
B0E道名字呢劳德嗯感兴趣次任务结束就
B0F要离开里该死都干想说过吧行动目」
...
*sorry if columns don't line up in this font. See how the first 3 hanzi make Barret's name?

What's neat about this is that after I have eliminated the need for these characters I can
take advantage by using them to squeeze common 3-letter sequences and squeeze them into 2-byte units. 
This could also come in handy with all those apostrophes.  I don't know yet if I'll end up doing that. 
I WILL use this space to store icons for item, weapon, armor, and materia names. 

WHEW! Drink that in!
Title: FF7 NES Chinese Translation
Post by: Lindblum on August 07, 2008, 10:39:01 am
I might have to start this as a new forum topic if we continue in this direction.
Title: FF7 NES Chinese Translation
Post by: Lilinda on August 07, 2008, 10:40:17 am
Please do not double post unless the previous post is more than 7 days old or is no longer on the first page of the sub-forum it's in.
Title: FF7 NES Chinese Translation
Post by: RedComet on August 07, 2008, 10:42:59 am
You're correct in thinking that compression won't help you with reverse engineering the text format. What I meant was use compression to fit the English text back in the ROM. ;)

As for the character portraits, they're from Super Robot Wars. At least some of them are.

My thoughts on the translation are to give the game a full scale face lift. Edit the graphics so that the areas look like their FF7 PSX counterparts and rebalance the game. It's way too time consuming and difficult.

EDIT: I went ahead and split the old thread up. Please post in this new thread about FF7.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 07, 2008, 11:08:23 am
RedComet,
I'm in full agreement that the battle system needs balancing, and a translation patch is as good as any other excuse to fix it.  It would even help me just to get through the game to test my translation for bugs.  We can either power up attack and magic strength, but rigging enemy HP would be much easier to do.  I've spent hours leveling up and still hit single-digits :P  It pays to level-up attack materia, but the frustration is incessant. 

Thanks for moving the posts.  I left a link on the other thread to point to here.  (When I saw my posts were gone I thought I was banned! LOL!)

I have finished translating Dialog Block 1 (there are at least 5. 2 and 3 are half-done) and reducing it to an acceptable size.  There are several limiting factors on memory.  We can look back at my Dialog Block 1 byte map for reference.
1) New text cannot run into the consecutive statically-located memory block (In this case it's the "Tileset").
2) Referenced text cannot be out of pointer range.
I got these out of the way by simplifying redundant punctuation and text (I didn't "hack-it-up" to the point of real concern). 
Now let's get to my unresolved issue.  See how Dialog 1 is broken into Header, and 3 sub-blocks (1a, 1b, 1c) with their own pointer spaces?  The sub-blocks are memory-contiguous with each other.  If I add text to one sub-block the following ones shift, which means the pointers to the sub-blocks have to change to keep up.  I have made the appropriate pointer corrections, but my shifted sub-blocks still end up pointing to gibberish in-game.  I considered maybe there are other pointers to fix that I don't know about.  I have compared the Dialog 1 header to the Dialog 2 header to see which other bytes were variables, but they were identical with the exception of sub-block pointer values.  I HAVE to figure out how to safely move contiguous sub-blocks without creating corruption.  I still have to take more time to study the problem... 

EPIPHANY! I may not have to move them at all!  Since all pointers in the same block have the same local addressing system, I can just throw the text that doesn't fit into the free memory area after the last sub-block.  Just use it as overflow space.  No one ever said the lines themselves have to be contiguous.  It'll make the ROM's innards look a little chopped-up, but I think it'll do the trick!  Cross your fingers for me...
Title: Re: FF7 NES Chinese Translation
Post by: Dr. Mario on August 07, 2008, 10:10:12 pm

Dr. Mario,
I'm kinda getting used to the avatars (I think I read they're from a Gundam game). 
I do like the ones you posted, though.  Maybe they can go into an 'improvement patch',
but I haven't really decided if such changes belong in a translation patch. 
They deal with different parts of the memory, so if they were applied as separate patches to the same image they should still work together. 
I'm not impressed with Barret's map sprite, but that falls into the same issue. 
How did you get these images?

Up to you, regardless I'll be asking you which avatar is which when you're done  ;D
The avatars were made by me with touch-up work by setz and TGMagus. Anyways, it looks like things are going along well. I'm happy to see someone is working on this. Oh and balancing the battle system? Awesome.

Oh PS: I swear Red XIII is a modified Cheetahman.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 08, 2008, 02:14:13 am
I had bug in my pointer-adjusting process and had to rewrite it.  Ate up some time, but who cares, I have great news...it worked!  I can leave sub-blocks exactly where they are, migrate the overflowing text into the empty space after the last block, and have everything work uncorrupted.  I don't know 100% if there'll be problems when the game reaches Dialog Block 2.  I'm 95% confident that will check out.  This breakthrough alleviates almost all of my corruption concerns! 
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on August 09, 2008, 10:26:44 pm
I'm very happy to hear that this is being worked on! I love retro gaming, and this project could be used at some point as a gateway for 8-bit remakes of some of the other FF's.

As for the portraits, I'd say that you are right that they aren't needed for a translation patch like this, but since the ones they used originally are mod'ed from another game I think the project would benefit from them. In a way the new portraits would make the game more *official* looking. I'd even look into adding them in myself.

Good luck with everything! =)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 10, 2008, 02:33:49 pm
If you guys want to put in new portraits, you can do that easily on your own.  I've thought about it, but decided to keep the originals.  To me the goal is not to make it look like the official FF7 game.  It's more of a what-would-it-be-like if FF7 was released in the NES era. 

All that business about sub-blocks before...that's all resolved.  There was a bug in the pointer control of my script inserter. 

Hey, I want to upload a patch of my current progress so cool people can give me feedback.  Where can I do that?  I don't want to put it anywhere too official, because it's only about 20% done.  Your save points should still work, but if you use them the first enemy of your next battle may not display properly.  That's no biggie, it goes away.
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on August 11, 2008, 11:12:54 am
Media Fire works.
Title: Re: FF7 NES Chinese Translation
Post by: Alex on August 11, 2008, 11:33:30 am
Its great to know that someone is working on a translation of this game.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 11, 2008, 01:37:50 pm
Here goes, it's on MediaFire...
http://www.mediafire.com/?ruvmibbaxbl
FF7NES-CH2EN-20percent.ips

Remember, it's a partial translation  I haven't figured out the title screen and menu selection names yet, they are stored separate from the main character set.  Some unidentified enemies will have number codes for names.  Dialog is pretty much done up to the pillar-collapse incident.  Try it out.  If there's bugs or text I missed along the way I appreciate screenshots, the Chinese text, or description of where you found it.  When I'm a bit further along I'll probably put it out as a public Help Wanted request.

I hear there are 2 versions of the ROM.  This is the one with the black-and-purple title screen.

Let's mosey!
Title: Re: FF7 NES Chinese Translation
Post by: Pennywise on August 11, 2008, 04:05:07 pm
Interesting, good work so far, but this game is going to need ASM hacks in order for it to look good. Since this game doesn't work on any emulator with a debugger, someone is going to have to hack a emulator with such features. FCEU would probably be a good candidate as I believe its source is open.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 11, 2008, 04:22:25 pm
Thanks for checking it out.  Where does it need .asm though?

BTW, I plan to replace the font, and push certain punctuation marks to the left side of their tiles to give a more natural readability.
Title: Re: FF7 NES Chinese Translation
Post by: Pennywise on August 11, 2008, 04:47:02 pm
I noticed that the dialogue boxes only use two out of the four lines available. I'm assuming that's just what the games does, but I could be wrong. If I'm right then that can be fixed.
Title: Re: FF7 NES Chinese Translation
Post by: KingMike on August 11, 2008, 05:03:39 pm
Well, you'd probably want to make ASM hacks to reduce the font size, so you can fit more text on the screen at once, for example.

I've considered FF Legend 3 (would use the JP/US GB versions as translation reference), but I haven't found the text.
Only emus I could get to play it are a hacked VirtuaNES and Nestopia. Neither has a debugger.
FCEU-mm has limited debug capability, but can't seem to progress past the title.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 11, 2008, 05:10:25 pm
Quote
I noticed that the dialogue boxes only use two out of the four lines available.
The original spaces them that way because the Chinese characters are 16x16, while English is 8x8.  If you can figure out how to hack the text engine great - I just don't want it to choke when it hits a Chinese character.  Actually, I intend to use the Chinese character tilespace to make my own 16x16 icons which will appear in item names.  The dialog seems to use some of the same engine as the menu, so I'm afraid to mess with that.  I wouldn't advise hacking anywhere outside of the dialog blocks' 64-byte headers unless you really know what you're doing. 

Aw geez!  Corneo looks like Elvis and Heidegger looks like an emaciated Gary Busey!  Travesty!  I'm gonna look for the game the avatars came from and see if they have any more-appropriate avatars.  I don't want to alienate the 8-bit spirit of the demake. 
Title: Re: FF7 NES Chinese Translation
Post by: pootle on August 11, 2008, 07:46:32 pm
Excellent work! I'd been hoping that someone would give this one a go. Does anyone have any details of the mapper used in this cart? I'd love to have a go at implementing it in a CPLD, this translations is just screaming out to be played on a real NES:)

Kind regards, Andy.
http://vectrex.playntradeonline.com
Title: Re: FF7 NES Chinese Translation
Post by: Pennywise on August 11, 2008, 09:25:07 pm
Yeah, that's what I figured, but I'm not going to do anything about it. I think I might be able to get someone to hack a  debugging emulator to support those Chinese pirate mappers, but I have to find said person. Anyways, one of the things about this game that bugs me is the fact that there are trees in the battle background and Barrett's supposed to be black, not white. I'd suggest you fix it so that his avatar properly reflects his race and not use the one where it looks like he has a skin condition.
Title: Re: FF7 NES Chinese Translation
Post by: Alex on August 11, 2008, 10:02:16 pm
 :) Good job on the partial translation and I really look forward to full translation.
Title: Re: FF7 NES Chinese Translation
Post by: RedComet on August 11, 2008, 10:10:44 pm
Yeah, that's what I figured, but I'm not going to do anything about it. I think I might be able to get someone to hack a  debugging emulator to support those Chinese pirate mappers, but I have to find said person. Anyways, one of the things about this game that bugs me is the fact that there are trees in the battle background and Barrett's supposed to be black, not white. I'd suggest you fix it so that his avatar properly reflects his race and not use the one where it looks like he has a skin condition.

I think that person has disappeared, if it's the one(s) I'm thinking of. I haven't seen hide nor hair of them in a long time. :(
Title: Re: FF7 NES Chinese Translation
Post by: Pennywise on August 11, 2008, 10:33:24 pm
Yeah, those two disappeared a while ago. Last I knew they were either working on X68K starter packs or working with hoot to dump music or something. I think it might have been hoot that made them disappear. I've got an email address for them, but I kind of doubt I'll get a reply.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 12, 2008, 08:20:00 pm
Eureka, why didn't I think of this sooner?  Some lines repeat.  Some lines repeat a lot.  Some long lines repeat (Especially in the Alfred vs EDK play).  I can just throw the pointer references onto one of them and erase the rest.  With the saved space I can restore some of the text I truncated. 

The dialog is close to 60% done.  It's trickier for me to do it near the end, becuase they chopped apart Disc 2 after Reunion, and some portions use new text.  The ending seems like they rushed it, but I'll have to play it to see first before I pass judgment. Rumor has it they removed the Highwind, so you use the Tiny Bronco to get around.  Sometimes I get the feeling the game is an elaborate reverse-engineering of FF3j.  Maybe the Nautilus code is hiding in there somewhere, and I can spawn it onto the map with a few edits...? 

I've extracted big lists of avatars from Super Robot Wars 2 (GB) and 3 (SNES).  I don't really see "perfect" avatars for Heidegger or Corneo yet.  I DO have avatars for cases where I would decide to make them look like Speed Racer, Quentin Tarantino, Klaus Kinski, Larry King, or some kid who belongs on the cover of Tiger Beat.  There are a couple that might work, but I can't find other games that the existing avatars may have come from.  I want to maintain artistic integrity. 
There may be extra avatar tile space in the ROM, so giving faces to the faceless should be easy as pickle pie. 
Title: Re: FF7 NES Chinese Translation
Post by: Alex on August 12, 2008, 09:16:43 pm
Lindblum you should visit this website http://cinnamonpirate.com/blog/507/ which has lots of info about this game if you haven't done so yet.
Title: Re: FF7 NES Chinese Translation
Post by: RedComet on August 12, 2008, 10:28:36 pm
Lindblum you should visit this website http://cinnamonpirate.com/blog/507/ which has lots of info about this game if you haven't done so yet.

I'm guessing he knows since a fellow called Lindblum posted a comment in July. ;)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 14, 2008, 12:15:21 pm
Because no one asked for it, and because I can, here is the character table:
Code: [Select]
   0123456789ABCDEF
B0A「巴雷特新来的跟着我哨兵入侵者皮
B0B克斯哇你原曾经是军人这种可不常见
B0C杰森士那吗他为什么和们雪崩组织在
B0D一起别样个但已退役现份子了对还知
B0E道名字呢劳德嗯感兴趣次任务结束就
B0F要离开里该死都干想说过吧行动目」
   0123456789ABCDEF
B1A「标北边魔晃炉前桥上碰头太靠威治
B1B负责看守后路集中精神完成真把巨大
B1C炸掉定很够瞧喂第进毕竟也罗工作星
B1D球充满能量每天使用生命鲜血而却直
B1E停些机器吸听演讲快走没错加有门密
B1F码破解牺牲多少才得到会点所事正」
   0123456789ABCDEF
B2A「去唯关心情安全部警卫之赶毁玩艺
B2B堆垃圾两装弹叫做确乱东西好怎哦冲
B2C出马爆家小哈功腿被压住帮谢应让活
B2D更久区车站合分跳火如果问钱留等回
B2E藏身处再卖花姑娘意思请发附近像难
B2F喜欢只朵买支喏给墙写骗绝源末日」
   0123456789ABCDEF
B3A「临保嘿跑时间班瞎耗胡抓杀认准备
B3B战斗底又肚蛔虫哼振话啊迟妈实场面
B3C磨蹭候算平差混蛋担厉害根本自己晤
B3D从扣除怪胎呵下色脸弄脏救公司语号
B3E恐怖躲贫民窟肯办计划周详领导步表
B3F象孩坐闭嘴辆启模式敢明米铁系统」
   0123456789ABCDEF
B4A「地图释监视光整型顶盘高度约主撑
B4B构持其方然二三八提供电力谁记脆编
B4C代替片运轨线绕旋域检查它通与总央
B4D数据库联乘客背景疑以假示熄灭永远
B4E管放城市既白黑夜空漂浮令惊奇物世
B4F界托因比萨饼受苦污染气另外收许」
   0123456789ABCDEF
B5A「或爱土厦愿哪呀体懈怠困吓坏散单
B5B独坟鬼讨厌危险冒乖柱倒怕居变飞灰
B5C必随兄弟蒂玛琳迎切顺利嘛打架急吼
B5D唔长亮几乎送闻店插煮品尝她手胖鼓
B5E美味食饮料故疏忽奋喝杯酒嗝儿最刚
B5F告诉爸照顾棒极伙艰拿酬觉累楼众」
   0123456789ABCDEF
B6A「紧张影响当击波造按失误今敌握强
B6B壮忘依答糟糕口广播遭宣布件相信继
B6C续慌召队各位晚需朋友求抱歉慢伴丢
B6D承诺年井童七春男止找菲英雄段镇报
B6E纸努遇论何希望验法履言梦笑排早睡
B6F鼾声先吃武祝乔尼寂寞罢伤昨偷麻」
   0123456789ABCDEF
B7A「烦带念怀包理流氓帝咦荡哎制投员
B7B诸暴冷静节奏连接厢扫描骄傲预达剩
B7C钟内证即将搜重复遍脚锁呜非聊决余
B7D松惕沿激栅格往洞挤爬仔细妨碍条浪
B7E费梯卡败室渡齿轮控撤陷阱裁伍眼睛
B7F芒露叛徒谅题适烟王蠢材始忙您宴」
   0123456789ABCDEF
B8A「席耍帐音展研究技尸未付千万艾丽
B8B丝尽试教堂屋床减缓坠落性圣草石毫
B8C无概较介镖龙识套服古谍踩凋逮挡逃
B8D攻反抗恩泰侦察选贩涉及肮谋素质参
B8E呼追拉踪女嘻习惯指亲旦劝铺且穿休
B8F息轻吵醒厕由于暂恢谈置级初恋尤」
   0123456789ABCDEF
B9A「妙老妞尾阿噜滋祟推拣坦俱乐呆忍
B9B幸蜜蜂馆官邸术壁私势同挺引骚首扮
B9C咯稍搅衣父绪消沉醉疯癫师普倦柔软
B9D闪微换项文雅姐般惹待禀园怜摔堵耳
B9E搞清楚脉设择须卷状态录南晶版权赤
B9F红十凯板耐防御智敏捷卸具脱效金」
   0123456789ABCDEF
BAA「升交易化愤怒盔狮魂铸山勇恶颅壳
BAB督兽炽热君冠寒霜皇狂林元罩帽薄鳞
BAC双链环帅苍百灵盗贼符痕飓风奥绸缎
BAD烈焰水饰博学惩戒透镜雾裹毡虔诚校
BAE巾珠篷镶斜纹针兜胸甲秩序尔海蛇护
BAF亡骨银〇骑崇殿冰免野蛮塔淬仇孤」
   0123456789ABCDEF
BBA「狼龟幻蓝绿抛踏脊肋塞嗜暗巫毒蘑
BBB菇墓碑宁牛深羽迅阴熊袍兰纳仰虚冬
BBC团恒邮月尊贵蓟纱暖彩厚礼夹燃烧亚
BBD蛛网侍僧棉帆云铠傀儡翼怨盐挑宝鬃
BBE歌漩涡逐灼短裤笨尖刺宽劣尘褶裙肆
BBF牙剑浸油旅蜥蜴苔藓争谷荒芜雨捕」
   0123456789ABCDEF
BCA「福披移形垒谐蓬幽尚木虎简徽毛纺
BCB损碎炎狩猎著羊旧鲁刀硬刃蝴蝶穷村
BCC钉陆业黄昏创枪突农锤剪炮锯臂射钻
BCD孔箭拳榴叉终章革属爪摩恺撒珍杖棱
BCE聪慧妖伞曼梳赛夫角扩螺贝麦呐喊矛
BCF砍戟柄斧拖青画隆基维列泡滴泪喷」
   0123456789ABCDEF
BDA「伏沙愈台岩致裂震疗祈祷吞噬药粉
BDB仙丸池鸟戴键竖琴层钥匙滑值捉遗秘
BDC唤科蝎仆索苹四豹娃莱蟒猴瘟疫鼠泥
BDD猪猫鱼异蛙蜘乃伊僵翅蝙蝠鹫足鹰珊
BDE瑚蟹植藤噢向谎某拥类存拯副派职获
BDF助暇惧志欲程寻猜此杂阵围并游戏」
   0123456789ABCDEF
BEA「容考虑拼乡途避啦姆齐称互岁立掌
BEB便袭牵鼻资阻矿健康舒速煤滞净越沼
BEC泽超尺孙厩印谨慎夭菜注树谓哥爷半
BED拐娜缺虽拔拦朱港显严访期建呃唉豚
BEE坚吹喔闹莽撞拜扰奶滩阳耀恨径忆嗦
BEF阅丁艇距嘎匹傻捣懒训练传愚躁封」
   0123456789ABCDEF
BFA「辞洁洋辛转块艘船嗨劲驾驶夺巡判
BFB断况舱眠母抵岸弃胜凉溜惭愧俊迷富
BFC赞湿输碟峡荐至踢配左缆义酷丈埋葬
BFD仅词辈障妻梅归咎党欺狱宇宙盖河测
BFE票券牌病赖举迪纪竞修占卜偶括吉跃
BFF夏症罪赎漠例摆洗废屠观悬崖缘右」
   0123456789ABCDEF
C0A「莉憎堕借陪胳膊甚哭屁读赢忠签朝
C0B羞缠悲哀似迹增羡慕灾扎俩恭嫉妒颖
C0C佩谦熟悉绍耶烛扇胶族懂欣赏懦弱祖
C0D寿勉颗泣产鸣痛际融汇聚股句浓缩挥
C0E取勾诞庆挽篝悦执献姓氏座房滚降案
C0F锈航歪批货商擎汤探益倾茶招院粗」
   0123456789ABCDEF
C1A「犯搁限延糖抢溅婚颤瓜偏否觅梭共
C1B疤涂釆忧剧侣掩旁国掠绑卑舌诅咒伟
C1C吻雇操纵荣誉鄙妥协逞祭坛医胁幅陨
C1D摇栋筑磕敲谜狗躯擅媒填优历刻痴脑
C1E袋挖掘仿佛述史端循唇凭趁五摧诶搬
C1F咽登凹凸陡坡哧糊辜冻晕温低刮绳」
   0123456789ABCDEF
C2A「遮蔽稳境坑胞邪残疼改貌钢抽屉贪
C2B则谬授祥赋予隔幼稚讶竹郁积伪撕豪
C2C枯萎葱嘹触伯爽估仗哩惜宜涨价唠叨
C2D憾婿贺豁呸磁浑顽嗤揍顿哟嗬肉酱腕
C2E乒乓秒渣滓撮营泄罚钮臭宾乌躺阶隐
C2F盾赌闯蹩喻禁稀烂瓶殊书折腹沛械」
   0123456789ABCDEF
C3A「议嘘评厂亿额率饲养妄濒凶猛吩咐
C3B催抖页寄饶肥沃丰涌群噪辨牢善啪」

I'm pleased to say that I have finished transferring the original game's script to mine (though I haven't tried applying it yet to see if it fits).  Now what's left are about a hundred lines I have to translate (and I might ask for help).  I also have to figure out the context of these lines before I decide what they even mean.  The game's dialog is completely static, as in no names or numbers are loaded into it externally.  If I must, I plan to study the battle text engine to see if I can do this.  I may be able to save memory every time a character's name is mentioned. 

They changed around some text in the Lifestream scene, the final confrontation scene, and replaced the final FMV with an epilogue.  These somewhat pull away from the authentic FF7 experience, but they were also opportunities to work in nods to Crisis Core and Advent Children. 
Spoiler:
In Cloud's Lifestream reminiscence, flashback exposition is greatly reduced, but when they talk about Zack they add a the bit about the Buster Sword (这把大刀也是Zack的) shortly before pulling out of the Lifestream, finding the 'real Cloud'.  I took this as a cue to add a line from the ending of Crisis Core (English subtitle of Japanese-spoken sub) to signify this moment of revelation.  I'm actually a little proud of this.
Spoiler:
The ending would have benefited more from an animation than from a mediocre epilogue which verbally describes the scene of birds flying over abandoned Midgar.  I’m writing a new one that borrows heavily from Marlene's prologue from Advent Children.

I still need to improve the text-wrapping script.  I just hope it won't increase the memory beyond what I'm allowed to use. 
The only bad news is that I think I am causing a display bug in animated backgrounds.  I will do a diff later on to investigate. 

I think I’ll remove the “最终幻想7” from the title screen to add in credits:
Shenzhen Nanjing Technologies
Translation: Lindblum
Thanks: LittleChiba,ZhongTian
I was unable to contact these people, so I can only assume they’d be glad I used their documents to the fullest.
Title: Re: FF7 NES Chinese Translation
Post by: UglyJoe on August 15, 2008, 05:31:12 pm
Interesting, good work so far, but this game is going to need ASM hacks in order for it to look good. Since this game doesn't work on any emulator with a debugger, someone is going to have to hack a emulator with such features. FCEU would probably be a good candidate as I believe its source is open.

The latest Windows binaries of FCEUX can run and debug it (and it still works with Wine).

http://fceux.com/web/htdocs/download.php
Title: Re: FF7 NES Chinese Translation
Post by: RedComet on August 15, 2008, 09:47:58 pm
Interesting, good work so far, but this game is going to need ASM hacks in order for it to look good. Since this game doesn't work on any emulator with a debugger, someone is going to have to hack a emulator with such features. FCEU would probably be a good candidate as I believe its source is open.

The latest Windows binaries of FCEUX can run and debug it (and it still works with Wine).

http://fceux.com/web/htdocs/download.php

This makes me happy in pants. :D
Title: Re: FF7 NES Chinese Translation
Post by: DarknessSavior on August 18, 2008, 02:13:18 pm
That's awesome.

Also, as far as the hacking goes, I like what you've done thus far.

However, I have one small complaint. The Capital and Small letters do not match. It's really displeasing to the eye. >.<

And this is probably out of your control, but those battles need to last less than 10 minutes. They really do.

~DS
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 18, 2008, 02:50:09 pm
Quote
The Capital and Small letters do not match. It's really displeasing to the eye. >.<

I don't like it either.  I'm already working on that.  I'm replacing the font with a modified version of FF3j's (a translated version of it technically).  I almost forgot how tedious tile editing and tile map rearrangement can be, especially when you realize your tile arrangement bytes were overwritten when you reinserted the new tiles!  Damn menu-screens-that-don't-use-text-strings-like-every-other-part-of-the-game!  Thanks for your input.

BTW, what do 板,锁,皮,布 mean in the status screens?  Plate,Lock,Skin,Cloth?  What does that even refer to?
耐力 translates to Endurance, so I abbreviate it Stm. for Stamina.  What does this status even do in the game? 

I haven't decided what I'll do about the battle system.  I want to include a battle fix in my patch, but it's not something I wanna do half-assed.  I guess I'll make 2 patches.  I wasn't planning on making an easy-type patch, but the more I play the more I feel it needs to be done, so why not by me?  Grrr, now I have to find enemy HP, EXP, Gil values, weapon and magic enhancement thresholds, materia level-up thresholds, character level-up thresholds, and level-up stat bonuses. 
Title: Re: FF7 NES Chinese Translation
Post by: DarknessSavior on August 20, 2008, 02:25:57 pm
Yes, but after all of that work is done, you have no idea how many nerds you'll have made happy!  :laugh:

~DS
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 20, 2008, 02:55:41 pm
DS,
Thanks for the pep talk.  After 11 years it's about time this fine game got re-released state-side.  When I'm done I'd like to work out a way to get it running on the NDS.  It seems NESDS is open source at http://www.cs.utah.edu/~tew/nesDS/ (http://www.cs.utah.edu/~tew/nesDS/).  It has a .s code file for every mapper.  It is my hope that compiling it with a 163 mapper will do the trick.  I don't know how to do this.  Maybe the guys who made Nestopia would know how.  How willing to help they'd be is a matter of hope.  Actually, Nestopia itself is open source.  NstBoardNanjing.cpp/hpp must be full of clues, but I'm still getting lost. 
Title: Re: FF7 NES Chinese Translation
Post by: macbee on August 21, 2008, 05:50:06 pm
Lindblum, there are many versions of FF7 for Famicom.
Do you mind to say wich version you're hacking? I would love to make visual changes on those TERRIBLE graphics.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 21, 2008, 06:42:02 pm
I've only heard of 2 versions.  I said it was the one with the one whose title screen is black and pu-- why don't I just show it?
(http://cinnamonpirate.com/wp-content/uploads/2008/04/ff7-000-150x150.jpg)
It's the one CinnamonPirate helped make famous.
If you want to change the avatars I have some from SMW that will maintain the style.  You're probably a purist, so I guess you'll rather try to go for the "authentic" look. 


I have to say though, fixing the music is MUCH more important than the graphics.  With the graphics you can still pay attention to the story.  It's the music that kills the mood, especially when the sector 6 music (butchered FF3j boss battle theme) plays after the sector 7 plate collapse.  Everyone is dead and all you hear is frickin' clown dance music. 
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 24, 2008, 12:12:37 pm
I have a very special announcement to make...
The 90% translation patch is ready for you to try!

It's on MediaFire...
http://www.mediafire.com/?zzf1ykzxckr (http://www.mediafire.com/?zzf1ykzxckr)
FF7NES-CH2EN-90%.ips
Title: Re: FF7 NES Chinese Translation
Post by: Dwedit on August 24, 2008, 01:55:10 pm
Not too happy about some abbreviated text, (Atk!  OMG I cn't xpand txt) and the 8x8 font.  I'd prefer to see a FF6-style Chicago font, seeing as it's a 8x16 font engine already.
I also took a little fork in the road near the beginning and saw some Chinese text.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 24, 2008, 03:22:59 pm
Quote
I'd prefer to see a FF6-style Chicago font, seeing as it's a 8x16 font engine already.
I don't know the text engine deep enough yet to tell how to use the blank tile above each letter.  Even if I did, there aren't enough free tiles in the English tileset.  I can use the Chinese character set space, but so far I only know how to extract 16x16 characters from there. 
Quote
I also took a little fork in the road near the beginning and saw some Chinese text.
That's why I call it a "90%" translation and not a "10000%" translation.  There is an entire block of text that doesn't exist in the original game, so I can't cross-reference it to game transcripts, and they're arranged without context.  If you're going to tell me that I have translation gaps I'd appreciate it if you would help by saying WHERE. 
Title: Re: FF7 NES Chinese Translation
Post by: Alex on August 24, 2008, 03:27:04 pm
Quote
I'd prefer to see a FF6-style Chicago font, seeing as it's a 8x16 font engine already.
I don't know the text engine deep enough yet to tell how to use the blank tile above each letter.  Even if I did, there aren't enough free tiles in the English tileset.  I can use the Chinese character set space, but so far I only know how to extract 16x16 characters from there. 
Quote
I also took a little fork in the road near the beginning and saw some Chinese text.
That's why I call it a "90%" translation and not a "10000%" translation.  There is an entire block of text that doesn't exist in the original game, so I can't cross-reference it to game transcripts, and they're arranged without context.  If you're going to tell me that I have translation gaps I'd appreciate it if you would help by saying WHERE. 
:) Lindblum great job at releasing a 90% translation patch,but what is left to be done to make it to 100%.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 24, 2008, 03:37:21 pm
Hold on, I made a naive move to replace instances of "No." with "#", resulting in stupid text.  I've just replaced the link.
Oh hell, do I have that animated BG bug again?  I don't know what that is, I don't believe I'm overwriting anything I shouldn't...

Quote
what is left to be done to make it to 100%.
By the syntax I can't tell if that was intended to be a question.  I'll address it as one just in case. 
1: I mentioned the non-contexed text.  Not only don't I know where half of it goes, I can't translate it to anything that makes sense to me. 
2: Spell names are not finished, because I don't know what they do.  I'd like to cheat my materia inventory and levels to find out, but haven't succeeded.  Save state hacking was always so easy, what's going on?  I wouldn't trust all their names just yet. 
3: A couple of boss names could be off, because I don't know who they're supposed to be for.  They combined Palmer and Scarlet into someone called Blair (布莱尔).  I haven't seen its map sprite, yet I always assumed it was Palmer (Cid uses the "fat" line), yet its battle sprite is a kunoichi.  I named the enemy Scarlet as if Palmer sent her to attack for him. 
4: I gave spells elemental icons.  These are liable to change. 
5: Armor names are not translated yet. 
6: I don't know what the 板,锁,皮,布 stats refer to.
7: I'd love to fix the punctuation spacing and improve text-wrapping, but (and I've said this many times before) they give me limited memory for each block, and English is not as memory-efficient as Chinese.  I've had to shave a lot of fluff text and minimize punctuation, by deleting spaces after punctuation, and using single-tile characters for interrobang and ellipsis.  I plan to keep looking for ways to save memory, so that I can restore some of the shaved text. 
8: I want to add a couple more credits to the title screen. 

Now that I'm at 90% the rest of my work seems asymptotically greater since it requires more work and investigation.  Honestly I'm a bit exhausted right now. 
Title: Re: FF7 NES Chinese Translation
Post by: Dwedit on August 24, 2008, 05:32:01 pm
Running fceux...
Code at 0x145 reads bytes from the script...
Any reason why it first reads an invalid page, then reads the correct value the next time?
yeah, stepping through the rom, these chinese guys can't code!
I see it checks if it's less than B0, would that indicate ASCII?

93B3: reads character byte, multiplies by 16
040E: Code that fills the top half of ascii with 00's

There's a small buffer at 070C-072C that holds the character it will draw into VRAM.

okay... here we go...
At 91B7 it tests if it's ASCII or not, branches ahead to 9199
Sets 0053 with 01 to indicate it's ascii
At 0408, it checks if 0053 is 01, then if it is, it fills the top character with a solid blank.
 (at this point if you change 0053 to 00, it draws it as a 16x16 chinese character...)
If you nop out the part where it blanks out the top half, then change the next byte to tell it to copy two characters instead of one, you get this:
"C'mon newco-"
"D(npo!ofxdp."
I think I'm getting closer.
042C - code which copies the character


(post being edited...)

DISASSEMBLY of code that copies the text character
Code: [Select]
.org $0408
       LDA $0053
       BEQ l0428
       LDY #$08
       LDA #$FF
l0410: INX
       STA $0700,X
       DEY
       BNE l0410
       LDY #$08
       LDA #$00
l041B: INX
       STA $0700,X
       DEY
       BNE l041B
       LDA #$01
       STA $000D
       BNE l042C
l0428: LDA #$04
       STA $000D
l042C: LDY #$00
l042E: LDA ($04),Y
       EOR #$FF
       INX
       STA $0700,X
       INY
       CPY #$08
       BNE l042E
       LDA #$00
l043D: INX
       STA $0700,X
       INY
       CPY #$10
       BNE l043D
       LDA $0004
       CLC
       ADC #$10
       STA $0004
       LDA $0005
       ADC #$00
       STA $0005
       DEC $000D
       BNE l042C
       LDA #$03
       STA $5000
       LDA #$00
       STA $5200
       RTS
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 24, 2008, 05:50:26 pm
Quote
I see it checks if it's less than B0, would that indicate ASCII?
I don't know if this is related, but it definitely sounds like it.  In the game's text blocks it uses ASCII values for alphanumeric and punctuation, but when it uses Chinese hanzi it uses a 2-byte code.  An earlier page in this thread shows the game's entire Chinese character set.  It starts with value 0xB0A1.  I guess when it strikes a value of B0 or higher it knows that byte and the next are a hanzi reference.  Notice how the A0 and FF second-bytes don't really seem to point to any character?  I wonder what that's all about.  Thanks for taking a look, by the way. 
Title: Re: FF7 NES Chinese Translation
Post by: Dwedit on August 24, 2008, 07:06:27 pm
Inject replacement code at 0x19361 in file

Replacement ASM code:
Code: [Select]
;Inject into ROM at 0x19361 in file
.org $0408
       LDA $0053
       BEQ not_ascii
       LDA #$02
       BNE skip
not_ascii:
LDA #$04
skip:
       STA $0D
l042C: LDY #$00
l042E: LDA ($04),Y
       EOR #$FF
       INX
       STA $0700,X
       INY
       CPY #$08
       BNE l042E
       LDA #$00
l043D: INX
       STA $0700,X
       INY
       CPY #$10
       BNE l043D
       LDA $0053
       BNE addeight
       LDA $0004
       CLC
       ADC #$10
back:
       STA $0004
       LDA $0005
       ADC #$00
       STA $0005

       DEC $000D
       BNE l042C
       LDA #$03
       STA $5000
       LDA #$00
       STA $5200
       RTS
addeight:
       LDA $0004
       CLC
       ADC #$08
       BNE back
       BEQ back
.end

Replacement Binary:
Code: [Select]
A5 53 F0 04 A9 02 D0 02 A9 04 85 0D A0 00 B1 04
49 FF E8 9D 00 07 C8 C0 08 D0 F3 A9 00 E8 9D 00
07 C8 C0 10 D0 F7 A5 53 D0 1C A5 04 18 69 10 85
04 A5 05 69 00 85 05 C6 0D D0 D1 A9 03 8D 00 50
A9 00 8D 00 52 60 A5 04 18 69 08 D0 E2 F0 E0  

This makes the main dialog use a 8x16 font.  Does not affect battles or the main menu.

List of other routine that may or may not need separate modifications:
19338
19361
193DD
20BE9
20CC8
20D70
20DC1
20E04
20FD8
70BF8
70CD7
70D7F
70DD0
70E13
70FE7
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 24, 2008, 08:06:41 pm
You've impressed me again.  Personally, I'm fine with the font, it helps the game look like it's from the 8-bit age (unless people beg me to change it).  My most pressing concern is dialog memory.  I can think of 2 things that would help:
1: A sort of new-line character that tells the text to move to the next line.  This way I can tell text to wrap to the next line without having to write hyphens and padding spaces into the script. 
FYI, each line can hold 19 chars, but a hanzi's right side can reach to the 20th spot. 
FYI, each text string ends with 0D0A ("\r\n"), so obviously I can't use those as return characters. 
2: A way to use 1 or 2 bytes to reference names or words from a word bank.  This alone could do wonders. 
Solve either of these and you get a name on the title screen. 

Caveat: There are times when the game gives you 2 choices in the text box (e.g. at an inn).  I have to make the top line 16 chars long in this case. 
In battle mode when a command is selected it displays over the person's max HP.  It would be nice if it would display right, or not at all. 

I can definitely change "Atk " to "Fight" with improvised tiles if you'd like.  It's impossible to make "Attack" look good in that space.
Title: Re: FF7 NES Chinese Translation
Post by: RedComet on August 24, 2008, 09:48:37 pm
Most of that would be pretty simple to implement. I took a look at the game last week and the code is really easy to follow. If someone had the time to play with it a little, they could easily make the mods necessary for a high quality patch.
Title: Re: FF7 NES Chinese Translation
Post by: Dwedit on August 24, 2008, 10:22:06 pm
I bet DTE would be really easy to hack in there, seeing as the game is basically designed to draw plot 4x4 tile squares into VRAM for its text drawing.

Or maybe just change it to 4 lines of text with autowordwrap and dictionary compression?

I'm just wondering where we could find a free RAM block to store a line of text?  Maybe the stack top?
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on August 24, 2008, 11:05:16 pm
I've never been ambitious for asm, but I'm starting to want to.  4-line text is probably best for everyone.  It may also mean that I can't use my 16x16 icons anymore for equipment and spell names.  I'll miss them.  Even if you don't code autowordwrap I can wrap the text before writing it into the ROM.  The extra spaces would make the job awkward for the next guy who'll want to play with the text.  Allowing the text to go out to 20 rather than 19 is one nice little thing to do. 

Good night.  Here comes the work week.   
Title: Re: FF7 NES Chinese Translation
Post by: maxzhou88 on August 25, 2008, 10:31:18 am
Welcome to my BLOG : http://hi.baidu.com/maxzhou88/

I very like FF7 game. http://hi.baidu.com/maxzhou88/blog/item/26b64b43ab21b91573f05df0.html
Title: Re: FF7 NES Chinese Translation
Post by: szczuru on September 05, 2008, 07:46:48 pm
Great work m8 :)

Do you plan to change the character's avatars or other things?
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on September 05, 2008, 10:21:06 pm
I don't think I'm going to get involved in a graphics patch.  The memory is retarded in how it has the same tilesets appear 20 times throughout the ROM.  Annoyance.  I might do some kind of battle improvement, for my own sake at least.  Even though most of the text is translated, I'm not so close to being finished.  I have to study and alter the text engine before I can make this patch become what it's supposed to be.  I have much to learn, and I simply haven't had so much time for that lately. 
Title: Re: FF7 NES Chinese Translation
Post by: KungFuFurby on September 07, 2008, 10:41:16 am
Would you like to do two versions? One of them without modified gameplay execpt for a translation, one with...
Title: Re: FF7 NES Chinese Translation
Post by: Psychlonic on September 07, 2008, 03:30:47 pm
He said he's not interested. Some other people are though. Best case scenario for everyone asking is to wait until the translation is finished and someone else might release secondary patches that pretty the game up. Maybe someone will change the music even. Translation comes first.  :thumbsup:
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on September 07, 2008, 03:55:31 pm
Thank you Psychlonic, but I also said that getting to a complete translation will take time, and that graphics, music, and battle improvements use different memory areas, so the world doesn't have to wait for me.  My unfinished patch can be used to help them in the meantime, as long as the romhacker knows how to isolate their changes from my translation in their patch releases.  It still stands that 90% of the main text is translated, but 5% of that is omitted.
Title: Re: FF7 NES Chinese Translation
Post by: Gilgamesh on September 08, 2008, 02:56:06 pm
I'm incredibly excited for this, you are the man of year. YOU CAN DO IT!!! /waterboy
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 06, 2008, 01:03:19 pm
In case anyone was worried that I stopped working on this, well you're just crazy.
The new patch includes armor names, spell names, more text, improved text-wrapping, and...I forget what else.
I translated the armor as best I could, yet I defend the stranger translations such as the Cortex Gauntlet, the Puppet Shinguards, and the Shroom Armor.  (The Gauntlets are supposed to be Capes, but who wears a cape other than Seph (or Vincent (who isn't in this game))? Maybe CaitSith.  Yeah, no one is supposed to wear helmets.  Let it go!)

It's on MediaFire...
http://www.mediafire.com/?wgbznmnxwo3
FF7NES-CH2EN-93%.ips

If you have any intel to contribute, the easytype patch project is on this thread:
http://www.romhacking.net/forum/index.php/topic,7137.0.html
Title: Re: FF7 NES Chinese Translation
Post by: Googie on October 06, 2008, 04:25:19 pm
I'm gonna have to try this out right now! Thanks Lindblum, I really appreciate it!  :thumbsup:
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on October 07, 2008, 12:45:22 pm
Sweet! excellent job so far! =)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 07, 2008, 02:08:23 pm
My life finally has meaning :D

I believe I might have figured out what may be screwing up the animated BGs.  The 6th Dialog block starts at 0x79011. 
In the original file it ends at 0x7EF7C.  With my patch, since English eats more script space, it ends at 0x7FF31. 
The limit is the start of a graphics block at 0x7FFD0. 
It turns out there was a block hiding from 0x7F110-0x7F724.  This is bad, but the consequences have been mercifully minor. 
I could move some text to the empty space after the block, but even ignoring it I am tight on space (and there are still a few lines left to translate there). 
Should I find myself unable to compress the text to these constraints, I may have to get greedy and corrupt that block. 

About the 4 armor categories, the original translates to Helmet/Armor/Shinguards/Cape.  Since this is unfaithful to the PSX game, I have no need to be faithful to this. 
I settled for translating it to Helmet/Armor/Shinguards/Gauntlet (with icons), since Gauntlets best substitute for Bangles from the PSX game.  I'll probably change it around to Helmet/Armor/Gauntlet/Cape in light of new information on Plate/Mail/Leather/Cloth classes. 

Though it pains me to give up the 16x16 icons, I plan to trade them in for the classic 8x8 icons, which will allow me to fit one more letter into Weapon/Armor/Spell names. 
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on October 07, 2008, 11:17:47 pm
Might I suggest Glove instead of gauntlet?

Glove is shorter and encompasses more items as a gauntlet is just a metal glove anyway.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 08, 2008, 12:55:48 am
"Glove", "Gauntlet", it doesn't matter which is shorter because I use an icon in place of the word, and I'm imagining something more like a wristguard.  Besides, the glove icon ((http://www.rpgclassics.com/shrines/nes/ff3/images/glove.gif)) will probably be used for Tifa weapon names.  The best prospect for now is the Ring icon from FF3j ((http://www.rpgclassics.com/shrines/nes/ff3/images/ring.gif)).  I could never even tell it was a ring until I saw the walkthroughs. 
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on October 08, 2008, 09:56:25 am
That's a good idea. That would make it more of a generic accessory slot. thereis merit to a certain amount of ambiguity in these things at times. =)
I greatly look forward to playing the finished product! =)
Title: Re: FF7 NES Chinese Translation
Post by: Alex on October 08, 2008, 12:03:55 pm
My life finally has meaning :D

I believe I might have figured out what may be screwing up the animated BGs.  The 6th Dialog block starts at 0x79011. 
In the original file it ends at 0x7EF7C.  With my patch, since English eats more script space, it ends at 0x7FF31. 
The limit is the start of a graphics block at 0x7FFD0. 
It turns out there was a block hiding from 0x7F110-0x7F724.  This is bad, but the consequences have been mercifully minor. 
I could move some text to the empty space after the block, but even ignoring it I am tight on space (and there are still a few lines left to translate there). 
Should I find myself unable to compress the text to these constraints, I may have to get greedy and corrupt that block. 

About the 4 armor categories, the original translates to Helmet/Armor/Shinguards/Cape.  Since this is unfaithful to the PSX game, I have no need to be faithful to this. 
I settled for translating it to Helmet/Armor/Shinguards/Gauntlet (with icons), since Gauntlets best substitute for Bangles from the PSX game.  I'll probably change it around to Helmet/Armor/Gauntlet/Cape in light of new information on Plate/Mail/Leather/Cloth classes. 

Though it pains me to give up the 16x16 icons, I plan to trade them in for the classic 8x8 icons, which will allow me to fit one more letter into Weapon/Armor/Spell names. 

Good decision on the translation.
Title: Re: FF7 NES Chinese Translation
Post by: Darkdata on October 08, 2008, 07:33:53 pm
Watching what this game does in the ppu viewer for text scares me. D:

This game was built on duct tape and glue.

Any chance of expanding the "Att" "Mag" etc into full words?

Edit: (http://i129.photobucket.com/albums/p202/darkdatatrc/X2/FinalFantasyVIIT-ENG-0.png)
Might want to look into that.

(http://i129.photobucket.com/albums/p202/darkdatatrc/X2/FinalFantasyVIIT-ENG-1.png)
Refreshed to the right tiles after a bit (not like above), happened when I used the magic restore.

(http://i129.photobucket.com/albums/p202/darkdatatrc/X2/FinalFantasyVIIT-ENG-2.png)
This looks like RESt, could use a better name maybe?
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 08, 2008, 09:44:16 pm
You're welcome.  That's what I get for not running the patch through the usual diagnostic battery before posting it up.  The problem happened often with the Lizalfos and Pteragons and Mandrakes, and I mentioned it in passing pages ago.  It hasn't been this bad before.  I can *maybe* track it down. 
I tried to push "Atk " and "Mag " out to 5 chars ("Fight" and "Magic"), bit that made it much worse, and if I use 4 chars and the last isn't a space it looks like crap when event text runsthewordstogether.  I'm trying the patch and several tweaked builds, but I don't see your error come up when I run this particular patch.  I've tried Nestopia, FCEUX, with and without PPU viewer.
The Chinese can build entire sentences with only a few symbols and no spaces.  I am in envy.
Title: Re: FF7 NES Chinese Translation
Post by: akadewboy on October 08, 2008, 09:49:48 pm
Darkdata by any chance did you have the PPU Viewer window open when you saw those errors? I've noticed that the PPU Viewer window (and Name Table window) sometimes causes lots of weird crap to happen to any game. You shouldn't have it open very often and you might have to restart your emulator if you ever open it during a game.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 08, 2008, 10:19:27 pm
Okay, I saw it happen while fighting Scorpion with the PPU viewer open.  I think when a battle text string is long enough it overflows into the enemy's PPU data.  This might happen if the enemy has a name at maximum length (8 chars) or when long words like "Recovered" are used.  Calling Mag or Item invokes a menu screen, which refreshes the PPU table when you return to the battle screen.  I'd have to find myself a live sample of the extreme case, where it overwrites the entire enemy's graphics, but I think I've found the true nature of the bug!  Too bad there aren't many things I can do about it besides shortening strings.
Title: Re: FF7 NES Chinese Translation
Post by: Darkdata on October 08, 2008, 10:55:17 pm
Too bad there aren't many things I can do about it besides shortening strings.
Recode the whole battle and text system! Hahahaha~

(Joking, of course. I am amazed you managed to figure out this much and get the text in)
Title: Re: FF7 NES Chinese Translation
Post by: Lleu on October 09, 2008, 06:52:27 pm
I could never even tell it was a ring until I saw the walkthroughs. 

I'm with you on that.  At one point I thought it represented brass knuckles.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 11, 2008, 08:25:55 pm
Yay, 3000 reads, and I recently became a Full Member!

Okay, with the exception of a few icons, there should be no more Chinese text left in the ROM, although it will take some time to tell whether some of the English makes any more sense!  I've updated weapons and armor to small icons and squeezed more letters into their names.  Keeping up the pace.

Say, would you rather I leave the battle menu as...
Quote
Atk
Mag
Item
Run
...or use icons?
(http://s517.photobucket.com/albums/u337/SirLindblum/RomHacking/FF7-BattleIconProposal.png)
Actually, even with the PPU issue, I may have enough spare tiles to fake it up to say "Fight" and "Magic".

I forgot to mention that I still haven't figured out what to do for 16x16 icons for Cloth/Leather/Mail/Plate classes.
Title: Re: FF7 NES Chinese Translation
Post by: InVerse on October 11, 2008, 08:30:50 pm
As long as the icons or clear, I would recommend icons over crunched text. If you can fit full words in, though, that might be better. If it's not a major pain in the ass, maybe try both and then post a screen shot to get comments.
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on October 11, 2008, 08:42:50 pm
Way back in the day I was fiddling with FF1. I briefly considered using icons, but felt that would make it too different from all the other FFs.
Title: Re: FF7 NES Chinese Translation
Post by: Darkdata on October 14, 2008, 07:29:46 am
Icons. The "Att" looks lame, and when you chose something, it scrunches up to appear on the side.
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on October 14, 2008, 08:09:58 am
If you can I'd suggest using extra characters to make the icons 8x24.
You know, use 3 tiles for each icon. That'll keep the menu from looking too empty =)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 14, 2008, 10:58:02 am
InVerse, Darkdata, Vanya,
Thanks for the thoughts. 
Right now I'm learning to use FCEUX's debugging features to track down data to make an easytype patch (the one I said I wouldn't do, but progress encourages me), which is also preparing me to use Dwedit's input to help me to mod the dialog text engine.  I think it currently implements dual-tile loading so that English characters are padded from 8x8 to 8x16 (using a blank tile) to match the height of Chinese characters.  I aim to make it single-tile load, so I can fit 3 or 4 lines into a window, but may cost my ability to load 16x16 icons from the Chinese tilespace.  I only have a limited number of spare 8x8 tiles left to use, but the possibilities with the extended tilespace are enormous.  This is gonna be a risky and tricky job.  I need to find out if using 4-line dialog will corrupt the text engine in menus and battle, where I will need those 16x16 icons.  With those icons I can either use the icons sampled above, or scrunched-text icons.  I probably won't make a verdict until I've made those changes. 
As far as Icons vs Scrunch vs Trunc goes, Icons is in the lead.  Icons (16x16) vs Scrunch (24x16) both employ 16x16 icons which takes care of the display bug when a command appears over MaxHP.  Trunc, the last resort, is if 4-line text works but ruins everything else, which I wouldn't settle for unless I was evil. 
My imagination is starting to get ambitious, but first I have to see what I can do...
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on October 14, 2008, 11:32:45 am
Cool. Good luck with this leg of the project. It sounds like it'll be as complicated as my work on Mega Man Powered Down promises to become! =)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 24, 2008, 11:18:48 am
I'm really getting the hang of assembly hacking, but it's frustrating as hell. In order to insert code there's an elegant song & dance to do:
Code: [Select]
Native block
$XXX0:BLA  ->  $XXX0:BLA
$XXX2:BLA  ->  $XXX2:BLA
$XXX4:BLA  ->  $XXX4:BLA
$XXX6:FOO  ->  $XXX6:JMP $YYY0 #JMP to Free space
$XXX8:BAR  ->  $XXX9:NOP       #Fill in extra byte
$XXXA:BLA  ->  $XXXA:BLA       #Return here later
$XXXC:BLA  ->  $XXXC:BLA
$XXXE:BLA  ->  $XXXE:BLA
Free space!
$YYY0:BRK  ->  $YYY0:FOO       #Execute FOO I removed to make room for JMP
$YYY1:BRK
$YYY2:BRK  ->  $YYY2:BAR       #Execute BAR I removed to make room for JMP
$YYY3:BRK
$YYY4:BRK  ->  $YYY4:YAY       #Do
$YYY5:BRK
$YYY6:BRK  ->  $YYY6:NEW       #My
$YYY7:BRK
$YYY8:BRK  ->  $YYY8:FNC       #Thang
$YYY9:BRK
$YYYA:BRK  ->  $YYYA:JMP $XXXA #Return to native block
$YYYB:BRK
$YYYC:BRK

That's no big deal as long as I can find free memory.  The horsekick comes when my new code needs to use bank-switching to pull a value from another location, and instead pull the rug out from under myself by bank-switching the code I'm running! 

Code: [Select]
$YYY4:YAY       -> $YYY4:YAY
$YYY6:NEW       -> $YYY6:NEW
$YYY8:FNC       -> $YYY8:FNC
$YYYA:LDA #$PG  -> $YYYA:LDA #$PG
$YYYC:STA $BANK -> $YYYC:STA $BANK
$YYYF:MOR       -> $YYYF:ASS
$YYZ1:RAD       -> $YYZ1:FUK
$YYZ3:STF       -> $YYZ3:OMG
$YYZ5:JMP $XXXA -> $YYZ5:WTF
$XXXA:BLA       -> $YYZ7:WHR
$XXXC:BLA       -> $YYZ9:AMI
$XXXE:BLA       -> $YYZB:HLP

Why must it be so hard to find a safe free memory block?

(12:30PM)
Never mind, I've found a workaround that obviates the need for bank-switching.  The next patch is going to be awesome, you'll see...

(12:00AM)
Efforts in assembly are paying off in bulk. The backslash is never used, so I blanked out the tile and taught the text reader to treat it essentially as a new-line character.  Not only is this more memory-efficient than the system of dashes and padding-spaces I've been using before, it looks much better!  Making sure to cash in on this good fortune I've restored most (but not all) of the text I omitted for these space constraints.  I've backed up my work, cuz the next step looks harder -- 4-line text.
Title: Re: FF7 NES Chinese Translation
Post by: RedComet on October 25, 2008, 01:07:53 pm
Have you shrunk the text down to 8x16 yet? It didn't look like it would be too difficult to pull off when I looked at the code a few months ago. :)
Title: Re: FF7 NES Chinese Translation
Post by: KingMike on October 25, 2008, 02:10:12 pm
Was there already 8x16 ASCII support?

I looked at the FFL3 pirate (more than likely done by the same company), and it already had 8x16 ASCII characters in addition to 16x16 Chinese characters.
I started to hack in 8x8 support. But it looks like my plan of just hacking in the US text won't work, as there's many more items in shops. Don't know if there's anybody interested in translation support?
(sorry to derail)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on October 26, 2008, 06:18:24 am
The text IS 8x16.  I'm working on removing the blank tiles as a step towards 4-line text.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on November 12, 2008, 01:13:51 pm
It was a hell of a challenge, but I believe I have 4-line text in working order!  By this weekend I'd like to let all ye faithful audit a new patch.  It will contain the improved text engine, improved equipment names, some restored text, partial fixing of animated backgrounds, and even gameplay rebalancing.   :angel:
Also, most lines start with a 4-byte avatar header.  I was easily able to retune them to use 2-bytes, so memory is becoming less and less of an issue.  Still deciding about putting in the time to fix the battle graphics bug, which is just a matter of economizing the PPU.  Best case, all I'd have to do is omit a bitshift.

Edit - It was kind of a busy weekend.  Relax, I haven't forgotten the people heroically waiting for this patch.
Edit - Current delays are due to a bug found in the revised text engine at certain parts of the game.
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on November 12, 2008, 07:35:07 pm
Sweet! I look forward to it. ^_^
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on December 11, 2008, 04:53:22 pm
Oh wow, first I heard of this game was today. How could I have been missing something this awesome for this long? :) I would LOVE to see this in English.

I haven't read up on everything yet but I'm wondering: when doing this "translation", are you actually translating from the language in this pirate version or are you just copying English out of the PS1 or PC official games? Either way, if it basically makes sense, do it! And I look forward to getting my greedy little hands on the finished product :D
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on December 15, 2008, 10:25:13 am
Has anyone managed to get this game running on a PSP? NesterJ doesn't support the mapper :( I did manage to get the partially-translated patch applied and get it running on my PC though

Holy crap, this game is really hard. i got to blow up the reactor and get back to the train in the first mission but I was out of potions and without Barrett, the soldiers blew me away. Kinda sucks that I had all those PhoenixDowns but nobody left to use them. either the freakin Chinese kids must be amazing game players or else the programmers are just sadistic lol :)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on December 20, 2008, 09:38:36 pm
Nerd42 ,
Nestopia and FCEU support the NANJING mapper, but not much else does, though I don't know any portable emulators that can.  I read that someone got it to work as a GBA ROM, and it's possible a portable GBA emulator could do the trick:
Baidu (http://hi.baidu.com/maxzhou88/blog/item/26b64b43ab21b91573f05df0.html) (Google Translated (http://74.125.93.104/translate_c?hl=en&sl=zh-CN&u=http://hi.baidu.com/maxzhou88/blog/item/26b64b43ab21b91573f05df0.html&prev=/search%3Fq%3Dhttp://hi.baidu.com/maxzhou88/blog/item/26b64b43ab21b91573f05df0.html%26hl%3Den%26safe%3Doff%26sa%3DG&usg=ALkJrhgvqKIHCLr27QfnFzGH8m0yBsQ7kA))
DWEdit (http://www.dwedit.org/dwedit_board/viewtopic.php?pid=2502#p2502)
As for the translation, to answer your question, 85% of the game's text is copied from transcripts of the North American release of the PSX game.  That saved a lot of unnecessary translation work, but I still had to do some of my own translation and improvisation. 
As I said in the other thread, the next patch is delayed while I debug the revised text engine.

If it freshens your day, here's a raw FF7NES world map (http://www.mediafire.com/?yzvnniuwjz5) I've created.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on December 22, 2008, 09:59:48 am
Can't you even manage a 99 potions cheat? :) that would at least get me past the first mission lol :)

I was just trying PocketNES yesterday. (To try running the game through my GBA emulator on the PSP) No luck. I got other nes games running but the mapper isn't supported by the stuff on the official site at least http://www.pocketnes.org/downloads.html

Another option I could try is finding a DOS based NES emulator that supports this mapper and run it through CrazyC's DosBox port. I suspect that would be unbearably slow however.

(later edit) after trying the links you listed, I ran into an error page in Chinese. For a bit I thought the links had expired but then, using Google Translate, I found out that the developers of that dude's file server were stupid enough to only design for (lame) Internet Explorer and don't support the awesomest browser in the world: FireFox. Now I've got it but that doesn't help much because I don't know how they did it and I will need to know that in order to get your patches running as GBA roms :)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on December 22, 2008, 11:11:43 am
Quote
Can't you even manage a 99 potions cheat?  :)that would at least get me past the first mission lol  :)
"Cheat" is not in my vocabulary.  I could change the initial inventory to 20 and haggle down the store price.

Quote
(later edit) after trying the links you listed, I ran into an error page in Chinese. For a bit I thought the links had expired but then, using Google Translate, I found out that the developers of that dude's file server were stupid enough to only design for (lame) Internet Explorer and don't support the awesomest browser in the world: FireFox.
I remember that error page.  IE sucks FF's balls.  I keep IE as a secondary browser for these things. 
Quote
Now I've got it but that doesn't help much because I don't know how they did it and I will need to know that in order to get your patches running as GBA roms :)
If I recall, they only give you the Chinese GBA file (if it's still there), and not the patcher to make the NES into a GBA.  Fret not, for I hypothesize that the entire NES ROM should exist inside the GBA unbroken.  I took a quick peek inside the GBA file and found that it exists at 0x30910.  In theory you can take a patched version of the NES file, remove the 16-byte header to leave you with the ROM, and copy it directly onto the GBA at 0x30910.  Caveat: I've run the GBA in VisualBoyAdvance, and the emulation was terrible (did you have the same experience?).  Still, I'm curious on what a portable GBA emulator can do.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on December 22, 2008, 12:56:17 pm
"Cheat" is not in my vocabulary.  I could change the initial inventory to 20 and haggle down the store price.
Why do just 20 when you could do 99? it's not like the game was initially balanced to be playable, and unbalancing it would break the creator's original vision or something. anything to make the game easier or to eliminate difficulties and just make it be a tour of what ff7 would look like in 8-bit graphics and sound would be nice

Quote
(later edit) after trying the links you listed, I ran into an error page in Chinese. For a bit I thought the links had expired but then, using Google Translate, I found out that the developers of that dude's file server were stupid enough to only design for (lame) Internet Explorer and don't support the awesomest browser in the world: FireFox.
I remember that error page.  IE sucks FF's balls.  I keep IE as a secondary browser for these things. 
Quote
Now I've got it but that doesn't help much because I don't know how they did it and I will need to know that in order to get your patches running as GBA roms :)
If I recall, they only give you the Chinese GBA file (if it's still there), and not the patcher to make the NES into a GBA.  Fret not, for I hypothesize that the entire NES ROM should exist inside the GBA unbroken.  I took a quick peek inside the GBA file and found that it exists at 0x30910.  In theory you can take a patched version of the NES file, remove the 16-byte header to leave you with the ROM, and copy it directly onto the GBA at 0x30910.  Caveat: I've run the GBA in VisualBoyAdvance, and the emulation was terrible (did you have the same experience?).  Still, I'm curious on what a portable GBA emulator can do.
I haven't got a chance to run it yet but it's encouraging that the rom's in there intact. But won't your completed translation make the file size bigger, thus breaking the GBA version? The way you were talking about lines and stuff seemed to suggest that
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on December 22, 2008, 01:10:22 pm
Quote
I haven't got a chance to run it yet but it's encouraging that the rom's in there intact. But won't your completed translation make the file size bigger, thus breaking the GBA version? The way you were talking about lines and stuff seemed to suggest that
It will be the exact same size.  The memory issues I mentioned were not about file size, but bank size.  The dialog is broken into 32kB memory banks, so after I translate I have to make sure that the data fits properly into its own bank.  That's not much of a problem now, except for the bank that stores text AND animated BG graphics.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on December 22, 2008, 01:32:25 pm
oh nice. well i'd appreciate anything that can make the game easier :)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on December 24, 2008, 04:17:10 pm
MERRY CHRISTMAS! HERE'S YOUR PRESENT!   :D
97% Translation & Improvement Patch (http://www.mediafire.com/?kjmn5gmhmby)
World Map (http://www.mediafire.com/?yrjzgnzbbyz)
The long wait for the new patch is finally over!  I don't have everything I want finished complete yet, but I'm so much closer:
* 4-line text
* Dialog encoded more efficiently, so text is more comprehensive
* Tweaked dialog to address that Scarlet and Palmer have been revisioned into one female character (Pretend her name is Scarlet Palmer)
* Improved battle menu command names
* Improved equipment names and use small icons
* Modified elemental and equipment class icons
* Fixed animated backgrounds
* Changed battle BG from trees to generic horizontal lines
* Reduced item prices
* Reduced Exp needed to gain character levels
* Reduced Exp needed to gain weapon levels
* Reduced Exp needed to gain materia levels
* Reduced Exp needed to gain spell levels
* Increased status bonuses for level-ups
* Increased initial Potion and Phoenix inventory
* Rearranged spell inventory to be more orderly
* Adjusted all enemy attack patterns to incorporate the new spell inventory
* Battle PPU engine has not been improved yet.  Still liable to display enemies incorrectly on occasion.

As I come to the final stages your thoughts will be most appreciated.

Edit: I just replaced the file with a better version where I decrease random encounter rate (12/24/08 5:48PM EST)
Edit: Fixed the world map file (12/16/08 12:42PM EST)
Title: Re: FF7 NES Chinese Translation
Post by: Pennywise on December 24, 2008, 05:51:38 pm
I have to congratulate you making what I thought was an awful game into something decent. Incidently, I believe I've found an issue. When you use magic, magic will replace the the max HP for just a second and then return to normal. Not a big deal, but it was something that struck me.

Have you thought about hosting the patch here as well? You'd need a direct file host in order to do so, but I could upload the patch and submit it for you. Your choice.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on December 24, 2008, 06:22:44 pm
Thank you, Pennywise.
The original ROM writes each fighter's current command over their MaxHP.  It's unusual, but it's not a bug.  I just didn't see a big reason to change it.  I fully intend to host the patch on the site when I feel it is complete.  The spell graphics will have to be changed around, certain character avatars too, the mechanics will need more work, and I need more playthrough to find the context of improvised translations.  What makes no sense is that they removed a lot of lines from the 1st bar scene when the text already exists in the ROM.  What I really think should be done to make it more playable is to increase the speed of the game.  Yes, an emulator can speed it up, but I hope to make it real.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on December 26, 2008, 05:49:29 pm
all right! can't wait to test it out :)

do you have any kind of roadmap / time table for when you think you might possibly have the final patch done? (I'm asking for a general subject-to-change idea, not a release date)
Title: Re: FF7 NES Chinese Translation
Post by: Killa B on December 26, 2008, 06:18:49 pm
do you have any kind of roadmap / time table for when you think you might possibly have the final patch done? (I'm asking for a general subject-to-change idea, not a release date)
On top of that, Lindblum, do you have a gameplan for what you still have planned? I'm curious as to exactly what hacks and improvements you have planned, what you're working on right now, etc.

I'm excited about this project, but I'm the kind of guy who would rather wait until it's completely done before playing (especially since I've heard the original Chinese version is a pile of shit. :P)
Title: Re: FF7 NES Chinese Translation
Post by: KingMike on December 26, 2008, 06:53:51 pm
Thank you, Pennywise.
The original ROM writes each fighter's current command over their MaxHP. 
Didn't FF3 also do that?
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on December 27, 2008, 01:19:18 am
Playing this for a little while makes me desperate for a graphics upgrade. When the translation is complete I may just start a graphics upgrade project. ^_^
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on December 27, 2008, 06:42:45 pm
Alright, you deserve to hear what gameplan I have.  First off, the patches I've posted are alphas or 0.xx versions, just to invite opinions and feedback.  I do not intend them to be the version you play for real.  When I actually release I will call it v1.0, and give it a more public release. 
The translation itself is good as done, but I'm running through the game to find mistakes, mine and Nanjing's.  Right now I'm:
* Rearranging spell graphics
* Restoring dialog absent from the original file (bar scene, ending)
* Assessing the unfairness of boss HP
* Learning about the sound engine (though I might not actually do much about it)
* Seeing if I can figure out how to speed up the timing
* Doing minor fixes to the battle PPU engine
* I should also try to fix the buggy buggy (for some reason it's hard to get into the river buggy)
* The ending is F.U.B.A.R. to say the least, so I'm taking responsibility for making it passable (That's the biggest priority)

Killa B,
As for an ETA I'm not sure you can trust me there.  Back in August I thought this would only take me a few weeks, until I realized this was going to be more than a matter of replacing Chinese with English text.  Frankly, I want to be free of this project within 3 weeks.

Vanya,
Any further changes I make to graphics might make complications with a facelift project, though I still invite it.  There's just a weirdness to the concept of me redrawing spells, only to have them redone again by the next team.  I rearranged the spells of each materia to have a more logical flow, but their graphics are still the same.  Among other things, I want to change the highest level spell of each materia to have the appearance of a summon (has to be 32x32).  If you want to discuss a facelift project I would suggest making a new thread so I can twink over all my knowledge.

P.S. I only finally beat the game an hour ago.  :beer:
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on December 27, 2008, 10:46:28 pm
OK. I'll start a thread for a face lift project. It would really make this game complete to have new graphics instead of the seemingly rehashed FF3 tiles. If I could I'd change the music too, but that's beyond me. ^_^
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on December 29, 2008, 09:55:55 am
Wow this game just gets cooler and cooler the more I hear about it except for my characters always dying :)
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on December 30, 2008, 10:38:25 am
Dethklok would say this game is metal. ^_^
Title: Re: FF7 NES Chinese Translation
Post by: KungFuFurby on December 30, 2008, 10:23:22 pm
Do you have screenshots of the ending in Chinese? I'm curious.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on December 31, 2008, 01:30:30 am
KFF,
What part of the ending?  The very end is just
Spoiler:
a black screen with a paged text box that says "之后...世界上再也没有人听过魔晃炉这东西...现出前面的是远处的一片森林.青葱的森林下,勉强还可看出,那是早已被人们忘记的废弃的都市...米德加.一排白鸟振翅飞过天空,发出嘹亮的叫声..."
I have a better ending in mind.
If you want screenshots they are already out there (http://cinnamonpirate.com/2008/02/from-polygons-to-pixels-final-fantasy-vii/).
Title: Re: FF7 NES Chinese Translation
Post by: Dr. Mario on December 31, 2008, 02:42:31 am
Playing through it now, just at the beginning at the reactor, but I figured I would let you know. "Before the security and roboguards comes" should read "before the security and roboguards come."
Title: Re: FF7 NES Chinese Translation
Post by: KungFuFurby on December 31, 2008, 01:00:36 pm
I presume beyond that it goes back to the title screen after that. Well, that really is a bogus ending... oh well, that's the usual pirate quality ending anyways. If you're going to do something better for the ending, you'll have to learn to program that game to make the scenes... in addition to the translation you're already doing.
Title: Re: FF7 NES Chinese Translation
Post by: Dr. Mario on January 02, 2009, 03:16:43 am
Another little bug report. In the temple, Sephiroth states that he will "become a new life forn" instead of "life form"
Title: Re: FF7 NES Chinese Translation
Post by: Darkdata on January 02, 2009, 04:04:25 am
A small bug report from me also. Barret's daughter says she got the flower, even though you give it to tiffa.
Title: Re: FF7 NES Chinese Translation
Post by: Dr. Mario on January 02, 2009, 04:21:21 am
So yeah, that ending is freaking hilarious if you've seen Advent Children. I wasn't really expecting that.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on January 02, 2009, 07:52:23 am
Good finds, people.  I'm not sure what to do about the flower issue.  Maybe Cloud is just really giving in this version.  Anyway, now that I understand how the game loads arrays of dialog from multiple memory banks the next patch will have better elaborated Kalm and Lifestream scenes, and the ending will actually be in sequence (They really messed it up).  Now that I'm able to make the Cloud/Tifa Lifestream dialog closer to authenticity, I'll probably give up the Crisis Core reference that I threw in.  Instead of 3 Sephiroth fights it will be Jenova and 2 Sephiroth fights, and I coded it so Cloud faces the last fight alone.  I'll be happy if I can make him super strong or implement an Omnislash (loop the attack function until Sephiroth dies). 
Title: Re: FF7 NES Chinese Translation
Post by: KungFuFurby on January 02, 2009, 11:17:27 am
Once you're done moderizing that game... perhaps you can make a version with nothing modified but the translated stuff?
Title: Re: FF7 NES Chinese Translation
Post by: Dr. Mario on January 02, 2009, 03:21:03 pm
Two things I thought you might want to consider adding regarding Cait Sith.
1) You never actually find out that he's actually Reeve
2) You never have to rescue Marlene in Junon, so you never know what happens to her. You could probably just fix that with him mentioning her being safe before he "dies"
Title: Re: FF7 NES Chinese Translation
Post by: Darkdata on January 02, 2009, 09:48:09 pm
Just do a small dialog change for the flower part. Have Barette mention Tifa and not his daughter. :P
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on January 03, 2009, 10:15:03 am
Would it be ludicrous to consider adding Yuffie & Vincent back in somehow? I would imagine that the amount of hacking required would make this a separate side project if it is even within reason to do at all. ^_^
Title: Re: FF7 NES Chinese Translation
Post by: KungFuFurby on January 03, 2009, 02:42:01 pm
If you're willing to challenge yourself, feel free to do so. But just like doing the ending, you'll need a bunch of hacking to add that stuff in... plus memory, if there is any left over.
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on January 03, 2009, 04:51:02 pm
The memory is what would worry me the most. May some simple cameos would be more realistic. ^_^
Title: Re: FF7 NES Chinese Translation
Post by: KungFuFurby on January 04, 2009, 10:23:40 am
That would work, although once again, you must use memory for either the sprites or photos. At least it's less consuming.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on January 04, 2009, 12:45:44 pm
If I wanted to challenge myself I could try swimming from Montauk to Gibraltar.  Every aspect of this project was a challenge.  Everything is coded around a 7 person team, I can't expand it to 9.  Maybe I could possibly look into map formats to see how they encode NPCs.  Then I could add a guy who wants to know where to buy a phone, a girl who wants to steal your materia, and a guy that are sick. 
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on January 05, 2009, 03:54:00 pm
It would be cool to at least mention any missing characters. ^_^
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on January 08, 2009, 12:21:22 pm
hang on a minute ... we don't want to eliminate the plot holes ... aren't they part of what makes the game unique? or maybe i'm way off base there.

Anyway ... I haven't managed to get this running in any emulator besides FCE Ultra. Has anybody had any success with PocketNES at all? or any other emulator? Please tell me how you did it if you got it running in anything else. Thanks :)
Title: Re: FF7 NES Chinese Translation
Post by: syntax error on January 08, 2009, 01:01:39 pm
This game needs support for mapper #163(?) in the emulator because of the unusual big size.
Title: Re: FF7 NES Chinese Translation
Post by: KingMike on January 08, 2009, 06:20:03 pm
It needs support for mapper 163 because mapper 163 represents the original cartridge's PCB.  ;)
Title: Re: FF7 NES Chinese Translation
Post by: 108 Stars on January 10, 2009, 02:40:42 am
Nestopia runs the game just fine.
Anyway, really good work on this; I hope that further improvements and graphic hacks bring this even closer to a good port of FF VII for NES. :)
Title: Re: FF7 NES Chinese Translation
Post by: yuka on January 18, 2009, 01:31:59 pm
I can't download the patch, mediafire says the link is invalid  :'(

Is it just for me, or has the file been removed?

I used the 93% complete patch, but I would like the latest...

By the way, the game runs fine on PSP if anyone's interested.
Title: Re: FF7 NES Chinese Translation
Post by: InVerse on January 18, 2009, 02:22:07 pm
I can't download the patch, mediafire says the link is invalid  :'(

Is it just for me, or has the file been removed?

I just tried it and it worked fine. Maybe Mediafire was just bugging for a bit.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on February 03, 2009, 11:50:02 am
When I upload stuff, I use Sharebee, Rapidspread AND mediafire. Then it becomes extremely unlikely that all of these services will fail at once
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on February 26, 2009, 10:36:20 am
I can't download the patch, mediafire says the link is invalid  :'(

Is it just for me, or has the file been removed?

I used the 93% complete patch, but I would like the latest...

By the way, the game runs fine on PSP if anyone's interested.
What the heck? What emulator are you using?
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on February 27, 2009, 10:29:40 am
FF7NES-CH2EN-98%.ips (http://www.mediafire.com/download.php?zyl0gwh4y2l)
I've slacked off the project for close to 2 months now, but I've had an unfinished improvement in my hands all along.  I'll give it to you today.  It's mostly an improvement on the dialog from the 7th Heaven scene, Kalm backstory exposition dialog, the Cloud&Tifa Lifestream scene, and pretty much the entire ending (I can't believe how much they had it screwed up).  I rearranged the final bosses to include Jenova (with new graphics), and hacked it so Cloud fights Sephiroth alone.  Bosses still have insane HP (I've never seen HP loading coded so complicated). 

To think there was a time when I though I could do the whole thing in 2 weeks!

Here are some savestates (http://www.mediafire.com/?ktt3ywy2umj) to help jump around the game.  I play 3 identical ROMs so I can use more states. 

Tip of the day: Cheat $6F62 to 00 to limit bosses to 255HP.
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on February 27, 2009, 11:46:48 am
Cool. I'll check it out soon. ^_^
Title: Re: FF7 NES Chinese Translation
Post by: akadewboy on March 01, 2009, 02:14:37 am
I can't download the patch, mediafire says the link is invalid  :'(

Is it just for me, or has the file been removed?

I used the 93% complete patch, but I would like the latest...

By the way, the game runs fine on PSP if anyone's interested.
What the heck? What emulator are you using?

It runs fine on NesterJ (http://forums.maxconsole.net/showthread.php?p=832363).


Edit: Opps sorry my mistake it doesn't appear to work on NesterJ. I was thinking of another game, I'm not sure why I thought FF7 worked. Now I'm curious too how yuka got it to work.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on March 02, 2009, 10:52:18 am
Which version? There are two on that page.

I've already tried it on several NesterJ builds :/ Exactly which build you're using could b helpful
Title: Re: FF7 NES Chinese Translation
Post by: DaMarsMan on March 02, 2009, 06:48:05 pm
Hmm, are you planning on making the enemies a little weaker. I got frustrated with the first fight taking like 4 or 5 minutes.
Title: Re: FF7 NES Chinese Translation
Post by: yuka on March 03, 2009, 03:16:38 pm
I can't download the patch, mediafire says the link is invalid  :'(

Is it just for me, or has the file been removed?

I used the 93% complete patch, but I would like the latest...

By the way, the game runs fine on PSP if anyone's interested.
What the heck? What emulator are you using?

It runs fine on NesterJ (http://forums.maxconsole.net/showthread.php?p=832363).


Edit: Opps sorry my mistake it doesn't appear to work on NesterJ. I was thinking of another game, I'm not sure why I thought FF7 worked. Now I'm curious too how yuka got it to work.

I have it working on PSP with the following build:

NesterJ CN MAPPER
NesterJ PSP for CN by temryu

If i remember correctly I found it on a Chinese website...

And I'm on FW 5.00 M33-6.

Hope that helps!
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on March 03, 2009, 03:43:53 pm
I found NesterJ_PSP_for_CN_V0_3.rar http://www.mediafire.com/?bxdutsiqpiz
Is that it? Or is there a newer version? I'd of course prefer the latest.

If *anybody* out there knows Chinese and does PSP homebrew coding, it would be really nice to get this functionality back into the main branch of NesterJ
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on March 13, 2009, 11:09:45 am
OK last night I finally buckled down and started palying the 98% patch because I'm stuck in the underworld on FFIV and dunno where to go next :) very impressive work on the translation
Title: Re: FF7 NES Chinese Translation
Post by: Deathlike2 on March 13, 2009, 11:24:41 am
...because I'm stuck in the underworld on FFIV and dunno where to go next :)

For a very linear game that has a lot of FAQs and Walkthroughs, it's disappointing that common RPG skills have eroded over time.  :-\
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on March 13, 2009, 11:37:47 am
...because I'm stuck in the underworld on FFIV and dunno where to go next :)

For a very linear game that has a lot of FAQs and Walkthroughs, it's disappointing that common RPG skills have eroded over time.  :-\
I didn't have internet access at that exact time, OK? And I wasn't (and still am not) asking for help on FFIV - just making conversation. cid fixed my airship and I've been flying around to different places in the underworld and I have found alot of stuff only none of it seems to advance the story. but it's no problem, I can just goto GameFAQs .... if I wasn't suddenly hooked on playing this new translation for FF7 :)
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on March 13, 2009, 12:25:05 pm
Samples of my earlier translations have already cropped up on YouTube (http://www.youtube.com/results?search_type=&search_query=ff7+nes+english&aq=f) (yay, I'm a celebrity!).  It's a good thing they don't go too far into the game; I don't know what's worse, being judged by an incomplete work, or being judged by the long time it's taking me to make the finished product.  That's all in my head though, in reality people just seem generally appreciative that it's there at all. 

My duty finally fulfilled to make the world a better place, I am free to guiltlessly welcome the sweet embrace of inevitable death.

New: It was a real headache, but my first speed patch (http://www.mediafire.com/download.php?4owyyzdlzxd) is out.  It speeds up several battle animations so things like simple attacks don't feel so much like Knights of Round (if only they were that powerful though).  Now battles are almost as exciting as walking -- Which I've also made better!  Holding down B lets you walk twice as fast -- as long as the screen isn't scrolling (hey, better than nothing).  Happy hunting!
Title: Re: FF7 NES Chinese Translation
Post by: tummai on March 19, 2009, 09:36:34 am
Awesome!  The speed patch is a great improvement.  Good job.

Speeding up scroll walking sounds like it would be really hard to pull off, so I won't cross my fingers on that one :)
Title: Re: FF7 NES Chinese Translation
Post by: Shimok on June 29, 2009, 10:09:36 am
The 99% patch is awesome!  Although I admit, being able to buy Ultima Weapon at the beginning of the game is a bit unbalanced  :).  One thing I did notice, selling weapons appears to be bugged.  It displays stuff you don't have, and if you push the left button to scroll from the first page to the last, the graphics on the shop screen freak out and then the game locks up.  Nothing a save state can't remedy though ;).
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on June 29, 2009, 10:38:13 am
Damn, I was hoping I had the weapon store working fine, because that was a reeeal pain.  Now I have to work on that all over again.  Damn it all to hell! 
Title: Re: FF7 NES Chinese Translation
Post by: Killa B on June 29, 2009, 12:23:24 pm
Damn, I was hoping I had the weapon store working fine, because that was a reeeal pain.  Now I have to work on that all over again.  Damn it all to hell! 
(http://i43.tinypic.com/2meslkn.jpg)
Title: Re: FF7 NES Chinese Translation
Post by: chuck1892 on July 22, 2009, 11:16:20 pm
hey, love the game, youve done a perfect job translating! the reason im writing tho is that whenever someone leaves your party their materia, and magic, stays with you. i am now at the part where cloud fights the presidents son and since he left my party he has no magic which means there is no possible way to beat his dog. how do i get around this??
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on July 23, 2009, 08:11:45 am
Does any materia appear in the in-battle item-select screen?  If so you can 'use' it upon yourself.  That is how you change materia during battle. 
Title: Re: FF7 NES Chinese Translation
Post by: chuck1892 on July 23, 2009, 09:39:24 pm
thanks lol i found that out last night while trying everything to let cloud use his magic. i figured there was a way since no one had sais anything before. so hows the 100% version coming along? it seems perfect right now except for the weapon store. i also found that when you go back to aeris's house her mom says "form" instead of "from". no biggie tho, just thought id let you know
Title: Re: FF7 NES Chinese Translation
Post by: goa303 on July 30, 2009, 03:16:47 am
Thanks for the translation Lindblum!

By the way, did you notice that there is also a DQ8 nes and Chrono Trigger nes, much like this FF7 nes ?

Title: Re: FF7 NES Chinese Translation
Post by: KingMike on July 30, 2009, 09:27:32 am
From what I hear, Chrono Trigger would take some serious balance hacking to make it something approaching fun.
(not to mention drawing real enemy graphics to replace the Pokemon)
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on July 30, 2009, 11:23:03 am
From what I hear, Chrono Trigger would take some serious balance hacking to make it something approaching fun.
(not to mention drawing real enemy graphics to replace the Pokemon)
Yeah, and unfortunately, I don't think anyone really cares enough to do that, particularly in the light of the recent anti-Chrono-Trigger-fan-community actions taken by Square's legal department. Nobody's going to want to slave away fixing that only to get a C&D letter from the same bastards who shut down Resurrection and Crimson Echoes.
Title: Re: FF7 NES Chinese Translation
Post by: goa303 on July 30, 2009, 09:56:44 pm
From what I hear, Chrono Trigger would take some serious balance hacking to make it something approaching fun.
(not to mention drawing real enemy graphics to replace the Pokemon)
Yeah, and unfortunately, I don't think anyone really cares enough to do that, particularly in the light of the recent anti-Chrono-Trigger-fan-community actions taken by Square's legal department. Nobody's going to want to slave away fixing that only to get a C&D letter from the same bastards who shut down Resurrection and Crimson Echoes.

Oh man, the shut down of these project was soo sad :(
Title: Re: FF7 NES Chinese Translation
Post by: MathUser2929 on October 03, 2009, 07:51:18 pm
Woah, I didn't know a translation was this far along. I'm gonna try this out asap. Where is the 99 percent done translation anyway?
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on November 25, 2009, 09:41:06 am
I don't know. I haven't heard anything since the Crimson Echoes C&D letter. But somebody ought to finish this anyway and keep it as open source as possible so that if you get a C&D letter, somebody else can keep working on it. There are way more of us than there are of them.
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on November 28, 2009, 10:39:51 pm
Lindblum has a mediafire account with all the work, including the patches, in his shared folder.
Just follow the link on page 2 (or was it page 3?) to the patch he posted then hit the link at the top of the page to see his shared folder. The 99% patch is there.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on November 29, 2009, 07:45:50 pm
Lindblum has a mediafire account with all the work, including the patches, in his shared folder.
Just follow the link on page 2 (or was it page 3?) to the patch he posted then hit the link at the top of the page to see his shared folder. The 99% patch is there.
I keep everything backed up anyway. Release early, release often and projects will never really die.

I'm not quite clear on what exactly is missing in the 99% patch. What's left to do?
Title: Re: FF7 NES Chinese Translation
Post by: Vanya on November 29, 2009, 08:41:32 pm
You know, I'm not sure.
I think he mentioned it either here or in the Update thread.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on December 29, 2009, 02:08:56 pm
hello????  ;D
Title: Re: FF7 NES Chinese Translation
Post by: Alex on January 20, 2010, 03:05:19 pm
Thanks Lindblum for making these english patches and I was wondering how close are you to releasing the 100 % English patch ?
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on January 20, 2010, 04:22:51 pm
Thanks Lindblum for making these english patches and I was wondering how close are you to releasing the 100 % English patch ?
I dunno but it'd be a shame to leave this in a 99% done state.
Title: Re: FF7 NES Chinese Translation
Post by: syntax error on January 20, 2010, 05:12:35 pm
Concerning bugs:
I noticed empty text boxes and repeated text in the 99% patch.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on January 20, 2010, 05:21:00 pm
That's really not a useful bug report.
Title: Re: FF7 NES Chinese Translation
Post by: suloku on January 21, 2010, 09:23:40 am
I just wanted to say that I dicovered this project when de 90% patch came out and forgot about it hoping it would reach a full playable state. Now, thanks to your hard work and effort it has been done, so I'd like to express my grattitude.

I've read the whole thread searching for things I should know about the game, and I've discovered that it can actually be played on a PSP, so the chances I play and finish the game have greatly raised (I'm not a fan of computer gaming and the rom didn't work on the wii when I tried it with the 90% patch).

After that, I'd like to make a some of questions:

1.- What changed from 98% to 99%?
2.- Is it me or the 99% patch includes the speed patch?
3.- Known bugs for the 99% patch? I know about the shop bug, any other?
4.- Finally, what remains to be done for a 1.0 release?

I'll be willing to notify anything I encounter while playing the game, but I'm currently playing DQ3, so it might take some time to start playing.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on January 21, 2010, 11:08:56 am
I just wanted to say that I dicovered this project when de 90% patch came out and forgot about it hoping it would reach a full playable state. Now, thanks to your hard work and effort it has been done, so I'd like to express my grattitude.

I've read the whole thread searching for things I should know about the game, and I've discovered that it can actually be played on a PSP, so the chances I play and finish the game have greatly raised (I'm not a fan of computer gaming and the rom didn't work on the wii when I tried it with the 90% patch).

After that, I'd like to make a some of questions:

1.- What changed from 98% to 99%?
2.- Is it me or the 99% patch includes the speed patch?
3.- Known bugs for the 99% patch? I know about the shop bug, any other?
4.- Finally, what remains to be done for a 1.0 release?

I'll be willing to notify anything I encounter while playing the game, but I'm currently playing DQ3, so it might take some time to start playing.
You need an emulator that is compatible with the special Chinese mapper. And what do you mean you're not a fan of PC gaming? Can you name any of the great classic PC games from the '90s? Anybody who thinks they're not a fan of PC gaming should try out some of the really great titles like Descent, Broderbund Stunts, One Must Fall, Scorched Earth and the id software collection from Commander Keen to Quake 2. Then you can say whether you're a PC gaming fan or not. :)
Title: Re: FF7 NES Chinese Translation
Post by: suloku on January 21, 2010, 12:13:52 pm
EDIT: I've tried the 99% patch on the gba emulator on psp using the nes emulator for gba that was mentioned before.

Yes, a psp emulating a gba emulating a famicom, and it works at 100% speed! (well, I don't see any reason why it wouldn't).
Only problem is an anoying "this is only a demo" message that appears while playing...I can't find it in the rom to change it with spaces, it's a pitty since I have a gba cart (and a gba).

You need an emulator that is compatible with the special Chinese mapper. And what do you mean you're not a fan of PC gaming? Can you name any of the great classic PC games from the '90s? Anybody who thinks they're not a fan of PC gaming should try out some of the really great titles like Descent, Broderbund Stunts, One Must Fall, Scorched Earth and the id software collection from Commander Keen to Quake 2. Then you can say whether you're a PC gaming fan or not. :)

Yes, I already have psp nesterj's v3 with the memory maps needed (too bad the source changes aren't in the package). Also fceux latest version runs the game just fine.

With pc gaming i was referring to playing games on the computer, not the games itself. I've grown up playing computer games (monkey island, pop anybody?) but playing while being on a couch or laying in the bed feels better ^^
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on February 05, 2010, 09:54:23 am
PSP owners check this http://www.qj.net/qjnet/psp/psp-homebrew-nesterj-112-plus-061-rm-rewind-mirror.html
Title: Re: FF7 NES Chinese Translation
Post by: Alex on February 09, 2010, 06:07:16 pm
Someone please tell me where exactly is the map in the part where you need to show a snowboard and a map to the old guy for him to allow you to advance in the Icicle Inn area, cause I have checked all the walls in all the buildings like 50 times and I see no map anywhere which I find strange and I am not sure if its a glitch or what and I am using the 99% patch and the nes emulator VirtualNESex 0.85.OK update I already found out why I could not see the map in the wall and the reason was cause lol I didn't trigger a earlier famous event in the forgotten city which is very easy to miss, but the strange thing is that for what ever reason the game allows you to leave the forgotten city to Icicle Inn area and get the snow board from the kid without triggering that event.
Title: Re: FF7 NES Chinese Translation
Post by: maxzhou88 on February 22, 2010, 09:42:45 am
I have converted the FF7NES-CH2EN-98%  to an GBA game using a modified version of PocketNES, it can be play on a portable system.
Please refer to my site: http://hi.baidu.com/maxzhou88/blog/item/0773af2adb9ad5315343c190.html


February 24, 2010, 12:48:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hi, Lindblum, please translate this "[NJ098] Final Fantasy IV (最终幻想4)" ROM from chinese to english.

The ROM dumped  by Temryu on 2010-02-13



EDIT by KingMike: Please do not link to ROMs. I removed the links.
Title: Re: FF7 NES Chinese Translation
Post by: syntax error on March 12, 2010, 01:58:49 pm
Is there any progress on the FF VII (NES) translation patch or is he stuck a 99%? :-\
Lindblums last file is the whole project data in a .zip dating dec 09.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on March 12, 2010, 02:52:03 pm
Is there any progress on the FF VII (NES) translation patch or is he stuck a 99%? :-\
Lindblums last file is the whole project data in a .zip dating dec 09.
I think we've been looking at expanding the game and changing the rules considerably rather than simply translating. Not sure whether they're really going to finish the direct translation without the other additions or not
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on May 03, 2010, 09:20:51 pm
What's happened with this!?   :huh: :(
Title: Re: FF7 NES Chinese Translation
Post by: syntax error on May 20, 2010, 02:48:15 pm
Now we need someone for completion.

Its not that heavy task because Lindblum put
the complete development state + his docs on a .ZIP archive
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on May 20, 2010, 04:33:18 pm
Now we need someone for completion.

Its not that heavy task because Lindblum put
the complete development state + his docs on a .ZIP archive
Yes, I hope someone will do something. I'm too n00b to be of much help
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on September 24, 2010, 01:54:21 am
Here is the infinite money cheat ready to go for NesterP on the PSP. Just save this as a .chj file in the cheats folder.
Quote
[0]
Name=Infinite Gold
0=Max,602E,FF
Default=0

[01]
Name=Infinite Gold
0=Max,602F,FF
Default=0

[02]
Name=Infinite Gold
0=Max,6030,FF
Default=0
Turn all three of them on. Don't know whether it might cause any unknown bugs but should enable people to get through the game alot faster cause you can buy all the most expensive armor right away.

I found the cheats here: http://www.gshi.org/?s=v2&sys=5&gid=8126

There are more but I don't know if they're worth bothering with.

You probably already know this but the game goes all screwy if you try to sell any of your items at the store for moneys. No trade-ins for you!
Title: Re: FF7 NES Chinese Translation
Post by: catrockyosox on September 28, 2010, 04:18:31 pm
There's already a translation.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on September 28, 2010, 05:26:54 pm
There's already a translation.
Yeah but this thread is where it originally came from, and it's a 99% patch. We never got a 100% patch.

I think the original guy might have lost interest, which is a real shame cause he was so close to being done! :(

BTW there's also a gameplay altering patch thread (http://www.romhacking.net/forum/index.php/topic,7739.msg156253.html#msg156253)
Title: Re: FF7 NES Chinese Translation
Post by: p4ch3c0 on May 20, 2011, 05:09:52 pm
Forgive me for posting in such an old thread, but what exactly has been left untranslated here? I'm pretty far into the game and haven't noticed any blank or garbled message boxes yet. Seeing as the author hasn't worked on this project for a while, and the game seems more or less complete, would it be okay for me to submit the current patch to the database?
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on May 21, 2011, 01:21:24 pm
That might be good. I think he left some stuff undone near the end of the game.

Also if you try to sell anything in any of the stores, you can get into some of those messed up states.
Title: Re: FF7 NES Chinese Translation
Post by: p4ch3c0 on May 22, 2011, 02:19:15 am
I think he left some stuff undone near the end of the game.

I'll try playing through the entire game first before submitting it.
Title: Re: FF7 NES Chinese Translation
Post by: Lindblum on May 22, 2011, 07:29:39 am
I remember doing a lot of work to straighten out the dialog at the end, and the epilogue (with some Advent Children in there).  I don't know what version you're using if that's not in there.  I have no time to work on this anymore.
Title: Re: FF7 NES Chinese Translation
Post by: Nerd42 on November 15, 2011, 09:49:40 am
lots of work being done on the other thread tho :)