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ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 25, 2020, 12:23:32 am »
While I had believed the next update would contain only a few minor fixes to outstanding issues, in the course of going over the script again I've found a surprisingly high number of lines that can be further improved.

A great many of these are located in the beginning parts of the game.  When I think about it this makes sense, because when this project began in April of 2019 I had only planned on making changes to a few lines here and there, just to get the most obviously mistranslated stuff taken care of.  But the farther into I went the more extensive the rewrites became, as it began to sink in just how many issues there really were with the SNES script.  So it stands to reason that I would have taken more trouble to ensure translation accuracy in the later sections than I did in the beginning, since at that point I hadn't yet decided how far I really wanted to go with it.

Coming back to the project with a fresh perspective it's easier to see which parts of the script could still use more work, so I'm revising any lines which stand out to me as sounding odd or containing small inaccuracies that I may have allowed to pass before.  The dialog is still mostly the same as it was before, but significant portions of it now read better than they did.  Since the game was designed around the script as originally written in Japan, it is important to me to preserve the intentions of the writers as well as I can, although since any translation can only be an interpretation of the script rather than an exact transcription, there will of course still be some differences.

I had not intended to leave this hanging anywhere near this long (during part of that time I was sick with what I'm pretty sure was The Virus, though mostly I was just unavoidably busy), so I will get this new version out there as quickly as I can.  It's looking to be a pretty significant update in terms of quality, so hopefully it will be worth it for everyone who has been waiting in the meantime.  :)

Hmm, that's not so good.  It's also rather strange, because I and others have been able to play it through all the way to the end without any issues.  If it's a bug it must be a really obscure one — or perhaps the console crashed for some unrelated reason?  I'd need a save file in the vicinity of that scene to be able to test it.  I was glad to see you were enjoying the project apart from that, anyway.  I could tell you'd picked up on several of the story elements and subtleties which had previously been lost due to mistranslation, so that told me I'd done my job properly.

I'm currently in the process of updating the project again to fix some minor remaining issues, and to give it a little more polish.  For now it's still going to be based on the US version because it's easier to work with, but I do like the idea of porting this script directly into the Japanese game.  I don't know exactly how to go about doing that currently, but if there does turn out to be a relatively painless way of making it happen, I would.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 11, 2020, 12:34:31 am »
Yes.  I had not intended to be away for so long, but real life interfered and unfortunately I haven't been able to get back to it at all until very recently...

In the past few days I've made several fixes to the script.  So far I've corrected the Shadow naming issue mentioned earlier, added in the line of NPC dialog that Tomato helpfully translated, fixed the script/menu inconsistency for the name of the Brave Ring, improved the Emperor's dialog when he finds the Enchanted Continent, corrected the wrong name being used in a caption during the Fiend God battle, and rewrote all of the dialog during the scene where Sabin first meets the old man on the Veldt.  This began with catching a mistake I'd inadvertently introduced into the scene in a previous version (a line was incorrectly attributed to the old man but should really be spoken by Sabin), and then I ended up rewriting the whole thing when it occurred to me that most of the dialog here sounded awkward and could use some improvement.

I'll be looking through the rest of the script to see if there's anything else that could use further polishing, so there will probably be a few other fixes to go along with these.  I'll have to reinstall Windows to get the revised script into the game itself, but I don't think it'll take too long to get the new version ready.  I'm glad to see there is still interest in this project in the meantime.   :)

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 20, 2019, 10:10:33 pm »
The word 'Magitek', or anything resembling it, doesn't actually exist in the Japanese version, so any use of it is technically a deviation from the original writing, but that depends on what your goals are in translating.  I ended up removing most instances of 'Magitek' from the script; there are still a few remaining, but I decided that it should only appear in the specific context of magic and technology being combined.  So the only times you'll ever see it here is when referring to the lab where they give people magic powers, and the armor used by Imperial soldiers.

The Japanese script has two general terms for magic: 'maho' tends to be used to refer to magic as a general force, and 'mado' seems to refer to it as a skill that people can use.  The distinction between them is a bit vague, can vary between authors and works, and may not always be consistently applied in every case.  Generally I tended to write the former as 'magic' and the latter as either 'magic power' or 'sorcery'.  I wasn't altogether strict about this, though, since my primary concern was to make sure the writing sounded good in English, so the usage was determined to some extent by what worked within a given sentence.

People with powers are referred to in Japanese with terms that mean 'a person who uses mado'.  Terra has no special title that I'm aware of; and Celes is never referred to as a "Magitek Knight" or anything like it (since that doesn't exist in the original script), but rather as a battle sorceress or words to that effect.  I ended up calling Celes a 'mage warrior' in her introduction.

I've talked at some length about Kefka earlier in the thread, so I won't repeat all of what I wrote before, but translating him directly doesn't always work all that well since his style relies upon grammatical and cultural contructs that have no direct equivalents in English.  He'll say rude things in an overly polite and reverential way one minute, say ordinary things in an extremely arrogant way the next, go on a murder spree while giggling like a little boy having fun with toys, and generally act like a freak by thwarting the expectations of how someone should express themselves.  Inflating the craziness of his speech seems to have been Woolsey's way of portraying what would have been dulled down in a more literal translation, and in this case it seemed to me that conveying the feeling behind the words was more important than the actual words themselves.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 19, 2019, 09:02:05 am »
I noticed that one while playing too.  Evidently I had neglected to update this line after having renamed the enemies.  In the next version it will read as, "Fiend's aura shakes violently!"  I'll take a look at the ellipses as well.

How ready is the current version? Is it "done" besides very minor things? Can i play it without thinking "maybe i should wait a little more"?

About Cyan. He's my favorite character in the game, i like your approach to his dialogue. Is this hack using the change that makes his SwdTech/Bushido faster? If not, can that be installed without problems? That change really makes him more usable.

I almost missed seeing this, probably because posts from new users don't show up until they've been approved by a moderator (this whole thread took a while to appear back when I started it, since I was new then).  I'm planning to make an update to the project in the next couple days, but at this point the bulk of the work is done and I'm only fixing small textual issues.

I'm glad to hear you like how I wrote Cyan.  I couldn't tell you how much time I spent going through archaic writing to try to make him sound authentic.  Writing in that style is difficult even when you know how the grammar works; I can spot errors a mile away, but really making it sound like it's of that time takes work.  His sword techniques charge up at their default speed in this version, but their timing can be modified without conflicting.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 16, 2019, 07:44:49 pm »
Hey, thanks!  That really clarifies things a lot.   :)

It's actually rather interesting that this seemingly throwaway line quite handily exemplifies the issues with the SNES translation as a whole.  At first glance the two appear superficially similar, but we can quickly see that the SNES version is missing some of the information that gives context to who is talking and what they're referring to.  And the remainder that is present is strung together in a way that is vague and misdirects the focus into another direction.  There's even a story/gameplay hint in there that got blurred over and obscured.

Taken individually they might seem minor, but ultimately it was the sheer proliferation of incoherent lines like this, and the amount of information that had gone missing as a result, that caused me to start working on this project in the first place.  I'm glad that this line turned out to be such a good example of what I've been talking about.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 16, 2019, 01:45:57 am »
I think you're right; that's the most likely explanation.  I actually used 'WWWWWW' a number of times while setting the formatting of the battle dialog, since that doesn't have a text-wrapping function at all, so it helped to show the maximum length any given line containing character names could be.

There is at least one remaining mistranslation that I haven't corrected yet.  After you get Cyan back in the second half and talk to Lola, one of the npc's in Maranda will apparently say, "Could that have been you, Cyan?  You look so confused, maybe you'd better go home."  I know this is wrong because it makes no sense; not only does it not seem to fit into the context of anything that's happening, it's quite unclear what is being referred to, and it's not even clear whether the npc is speaking or if this is supposed to be Celes or someone else responding.  There are a great number of other vague and weird lines like this scattered throughout the SNES version, and every one of them turned out to be mistranslated, so I'm positive that's what happened here too.

Unfortunately, Mato doesn't seem to have this line in his videos, and Kwhazit doesn't cover it either, so I haven't been able to correct it so far.  I'll have to find it in the Japanese version of the game and get someone who knows Japanese to look at it.  I had assumed it was one of the many unused lines of dialog found in the script, but I encountered it in my playthrough this time, so I'm not content to leave it as it is.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 13, 2019, 04:04:05 pm »
I've run into that problem a couple times before.  It seems to only happen when a player character's name runs right up against the edge of the text box: for some reason the punctuation after their name isn't treated as being part of the same word, so the line break happens in the wrong place.  I'm not sure if it's an error in the game's text-wrapping function, or if it's getting confused by the reduction in the width of the font, or something else.  In the latest update I reworded that line so that the error no longer happens.

So I finished my playthrough the other day... still taking a little time for it to sink in, I guess.  After having worked on it for so long, it seems a little strange for it to be 'over'.  There's still some things left to do; I spotted a few more lines that could stand to be reworded or reformatted, and I still need to finish making notes for the annotated script.  I've already fixed some more mistranslations, most of which were hiding in the alternate ending dialog that happens if you defeat Kefka without getting all your characters back together, and I'll be checking again to try to find any others I don't yet know about.  So there will be at least one more update in the near future, and then later I can possibly look into making a version with alternate character names or whatever else along those lines.

Since this was only the second time I've played FF6 all the way through, in an odd way it was at once both familiar and unfamiliar.  Some general thoughts:

- The game definitely deserves the praise it gets.  From the great story to the engaging gameplay and fantastic music, the level of creativity on display here is very impressive.  It's easy to see why it's as popular and enduring as it is.

- The story is more engaging when the dialog is accurately translated.  I felt more connection to the characters and their situation when I knew what they were really meant to be saying.  With the confusing and inaccurate lines eliminated and replaced with correct information, it was much easier to understand what was happening, both in the larger details of the plot and in the subtleties of how the characters speak to each other, and how this matches up seamlessly with their onscreen animations.

- Despite the numerous and sometimes severe translation errors of the SNES version, some of the writing from that version did actually help make things better, so I was glad to be able to keep some of its ideas when they didn't have negative effects on anything else that was happening. 

- The story does become less immersive in the second half, due to there being little plot to speak of beyond finding everyone.  It's a bit harder to stay interested in what's happening at that point, and the sheer length of it can be almost fatiguing at times, but finally being able to pulverize Kefka's sorry behind makes it all worth it in the end.

- The difficulty curve could stand to be rebalanced a bit, in order to tone down overpowered abilities and equipment combinations.  I made it more challenging for myself by staying at a lower level throughout, and deliberately avoided using things like Ultima as much as I could, but it would be better if you didn't have to go out of your way to do that.

- The visual style of FF6 really benefits from something that can at least approximate the CRT look.  Rough pixelated edges do the graphics no favors, but seeing them the way the game designers did at the time makes it clear what they were going for.

- It's hard to imagine how there could ever be a sequel.  With magic ceasing to exist completely, and the world still being in a mostly-ruined state at the end, I don't know what else there would be that could sustain a whole game's worth of plot.  Almost certainly for the best to simply leave it there and not try to revisit it.  That said, I do wish the ending cutscenes had given some idea what the characters were going to do with themselves afterwards, as FF4 and FF5 did.  The scenes of them escaping from the collapsing tower were cute, but this probably would have been a bit more satisfying.  Ah well.

So... yeah.  Those are my somewhat disordered thoughts after completing it.  A somewhat imperfect, but nonetheless extraordinary game, lots of fun to play, and a real pleasure for me to work on.  For anyone who plays this version, I hope you'll have as good as time with it as I did.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 31, 2019, 04:28:08 pm »
Made another update to correct some more things I found while playing.  The first was the "incoherent Gungho dialog", in which Gungho addresses Strago as if he's there even if he isn't in your party.  Apparently someone made a bug fix for this, thinking the game incorrectly called the wrong dialog captions, but it turns out this is not the case: it was actually just a series of mistranslations that caused Gungho's lines to be written incorrectly.

The Japanese lines don't have a subject, and can therefore use the same captions regardless of whether Strago is in the party or not, but the SNES version incorrectly added the subject "you", creating an error where there wasn't one originally.  (This shows once again the perils of having to translate without context.)  I also updated the surrounding dialog to more closely reflect the tone of the original: Gungho comes across as being more of an aggressive jerk, and Strago is more awkward and embarrassed about never finding Hidon.

The other fix was to Shadow's dialog when he rejoins you in the second half.  The SNES version makes it sound like he's going to stay at the colosseum, even though he doesn't do that; but really he's agreeing to join so that he can do more fighting.  Later on I'll go over the script again to see if there are any other mistranslations that haven't been corrected yet, though if there are I expect they're mostly hiding away in lines that are rarely seen while playing.

I caught the tail end of Spooniest's live stream.  It's a bit surreal seeing my writing on someone else's screen, but I was glad to see he was having a good time with it.  I also liked seeing it played with scanlines.  I've been playing everything on a real console via an SD2SNES, and have two CRT's (one of which I rescued from being sent to the landfill a few months ago) in addition to a Framemeister.  I never liked the harsh pixelated look of the raw output, and certainly no one ever saw the games look like that back then, so it's been great to be able to play with the analog goodness intact.  A well-programmed CRT shader does wonders for the look of the games if emulating, too.

Thanks for the great comments!  I’m always glad to hear that people enjoy my work.  I’ve been making additional updates to text formatting and such, so hopefully any issues have been found and dealt with.

One of the things I found while doing this is that are so many small details that fit together when translated accurately, but had been blurred out by changes in wording.  Little nuances of how the characters act, which add up to give a different impression over time, stood out to me almost as much as the major plot details which had gone missing.  As one example, the way Locke in the Japanese version does not announce his plan to use Celes as a decoy for Maria right away, but keeps giving her sidelong glances, and her increasing surprise as she begins to suspect what he is planning.  In English, this scene seemed more blunt and less interesting because he announced his plan right from the start, and part of the cuteness of this interaction was lost.  The animations of the characters were programmed to fit the flow of the conversation as originally written, but the bluntness of the translation had wiped out these subtle details.  It’s good to be able to see them restored.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 27, 2019, 06:47:49 pm »
I did think about ways to shorten it, but with a seven letter limit in the menu it seemed like anything I could come up with would just result in awkward abbreviations.  “Deathblow Sword” is only a rough translation anyway, not really an exact one, so I’m not sure if it would be better even if it did fit.  Japanese stuff can string words together convincingly in ways that English can’t really emulate, so there’s inevitably going to be some level of weirdness about trying to render it more exactly.

You’d also have to do something with Blitzes, too; the original name for them is roughly something like “Certain Kill Technique”, which is also not the easiest idea to convey in so little space.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 27, 2019, 12:08:06 am »
@Chronosplit: The version of the bug fix compilation I used is one that contains only the battle code fixes.  C-Dude was able to extract the portions of the compilation from banks C0 to C3 and leave the rest out, which turned out to be perfect for this project because the full compilation includes some things that were causing the rom to become corrupted after editing in FF3usME, resulting in freezing and/or garbled text.  In addition to solving those problems, C-Dude's condensed patch also eliminated any potential conflicts with the uncensored graphics.  It does mean that some bugs that occur outside of battle will still be present here, but I may look into adding fixes for them in the future if it seems necessary.

@Masaru: Madsiur included anti-patches in his upload for the mini-map hack, so removing it should be a simple matter.  Use the no-header version since this project is made without one.  I've been including checksum repair in my patches, so making changes will cause the rom's checksum to become invalid, but it can be fixed easily using IpsAndSum.

@vivify93: I'll have to check out ff6tools again.  I tried an early version a while ago since I'm on OS X and it was initially made for Macs, but since I was primarily focused on editing the script and FF3usME allows for importing and exporting them as text files, I found it easier to do the writing that way.  I've been running it with a demo version of Windows in a virtual machine and just reinstalling after the trial period runs out; the only thing that was initially tricky was finding the right versions of the .dll files that FF3usME needs to run.  Everything else was done using a hex editor, but of course on anything with pointers you're limited to the space the original file used.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 26, 2019, 05:38:23 pm »
In a recent update I added a document listing the patches I used and everyone who contributed to them.  I'd neglected to include that information before, so I added it to the download once I realized I hadn't done it.

The included patches are:
1) C.V. Reynolds' bug fix compilation (C-Dude's condensed version)
2) Restored Ability Names (update by Silent Enigma)
3) vivify93's uncensored graphics compilation
4) B-button Dash by Master ZED
5) Blitz screen names by Leet Sketcher
6) Mini-map upgrade by Madsuir
7) Y-equip Relics (update by Subtraction)
8) Gil battle fix by svenge

My somewhat under-leveled party just barely managed to scrape through the Enchanted Continent, so now I'm starting the second half.  Man, the story sure takes a turn for the dismal in this part...

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 23, 2019, 05:21:31 pm »
I've made two more updates as additional minor issues became apparent while playing.  The pointers for a few of Strago's Lore descriptions seemed to have been set incorrectly, causing their text in the menu to appear glitchy.  I also found a problem in the script for the scene where Edgar and Relm first meet.  After he asks how old she is, she is supposed to say, "You're weird.  I'm going on ahead," and then leave.  But since I inadvertently typed this part into the wrong caption, she then incorrectly said another unrelated line after this, causing the flow of the dialog to be a bit messed up.

After figuring out which caption her response was actually meant to be in, I went back and replayed that section again to make sure the dialog happened in the right order, and it did.  So anyone who is currently playing this will need to obtain version 1.2.3 in order to see this conversation happen the way it's supposed to.

I didn't mention this before, but in v1.2 I decided to change Bushido back to SwdTech.  There were two reasons for this: the first is that in real life "Bushido" actually referred to a samurai code of conduct, not to a fighting style; and the second is that the Japanese term for Cyan's techniques is roughly something like "Deathblow Sword".  With only seven letters available in the menu screen, SwdTech is at least somewhat closer to this, if not exact.  When new attacks are learned at level up, I changed the somewhat vague "Mastered a new technique" message to say, "Mastered a new SwordTech!"

Currently I'm almost ready to go to the Enchanted Continent, as the Japanese version names it, although since that's one of the toughest parts of the game I'm not sure if my characters are leveled up enough for it.  I've done little in the way of grinding because I find that kind of tedious, and its end result is almost always to make things too easy, but we'll see.  I'll be on the lookout for anything else that needs fixing, but of course I live in hope that there won't be anything urgent.

Would it surprise people to learn that while I was working on the script for this project, I had absolutely no plans to release it publicly?

For a long time I thought of this solely as something that I would have fun with for my own sake.  I only played Final Fantasy 6 for the first time in the spring of 2018, and didn't know anything about its script problems at all until I came across the Legends of Localization articles on the subject.  The more time I spent watching Mato's video series, the more astonished I became at the sheer number of translation problems he was pointing out, many of which had serious negative effects on the meaning of the story.  Since I hadn't seem them addressed in a meaningful way anywhere else, I decided to do it myself using the information he provided.  But it wasn't until I looked around at comments on various websites, and encountered others who were also dissatisfied with the state of this game's translation, that it occurred to me that other people might actually enjoy playing the game using the script I had written.

I am neither surprised nor offended if the initial reaction of some is to be skeptical.  After all, most fans of the game have been playing it much longer than I have, and most likely have some level of attachment to other versions that have been around for a while.  Why should this version be any better than what's already out there, and what's the point of it even existing?  In response to that I can only say that my script delves quite deeply into the details and nuances of the story, many of which have been misrepresented in other versions due to translation errors, and that people who are interested in that sort of thing would seem to be the ones most likely to get something out of it.

As a writer and story editor, I had my own reasons for doing this project, and I had a good time working on it; but of course I recognize that not everyone else shares my priorities.  Having decided to put it out there for others, naturally I hope that anyone who does play it will find it be enjoyable and worthwhile (and certainly the feedback I've received from people who have played it has been very positive), but no one is obliged to pay any attention to it at all if they don't want to.

One need only investigate the matter a little for themselves to begin to understand why this project came about.  Read the Legends of Localization articles on the subject, or watch the video series, or read the annotated script I provided: they all lay out in extremely specific detail exactly what the translation problems were and how the story has been distorted as a result of them.  If after having done that, you still don't think there's any point to it, then fair enough; but you may find that things appear quite different once you've looked through the information available on the subject.

Mato's script comparison:
My annotated script:

Technically, this project can be considered both a translation and a rewrite.  The live stream upon which it is based was very detailed in its analysis of the Japanese script, and also compared the differences between multiple translations and what made each one accurate or otherwise on a line by line basis.  With so much information being presented, it was a relatively simple task (albeit a very time-consuming one) to make a version in English that restored everything that been omitted or distorted in other versions.  Additional information from the later articles was also utilized, and other sources were checked for any lines that were missed or if there was any doubt about what they meant.

Translation and localization often involve a degree of subjective choice, so it would be completely impossible for anyone to claim to have made the ultimate version of anything involving conversion from one language to another.  Nonetheless, the accuracy level of this script is quite high.  It was written from the perspective of a story editor focused on bringing cohesion to the plot and character threads that had been obscured by translation inaccuracies, and as such it is most concerned with conveying the underlying meaning of the Japanese dialog.

In the project's readme file is a link to an annotated copy of the script with many notes on what the Japanese source said, how it was often misrepresented in the SNES release, and how this version compares to each.  Those on the fence about trying this version may benefit from reading it to gain a clearer understanding of the story details, and to see whether the writing style is in accord with their preferences for this game.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 17, 2019, 03:45:24 pm »
I wasn't planning on making any updates until I'd finished my playthrough, but I spotted a few text formatting errors that bugged me just enough to want to do something about them right away.  These tended to be cases where a line would reach the right edge of the text box, and FF3usME didn't always represent the line breaks the way they actually appeared while playing.  I went through the whole script and adjusted the formatting of anything that looked like it could potentially be an issue, so hopefully I got them all.  Minor errors and inconsistencies in the spell and item descriptions (such as Mute vs Silence) have also been corrected.

I also took the opportunity to improve the dialog a little bit more.  Some of Ultros' lines in the opera battle sounded strange, and I realized that was because I'd never actually done anything with them.  Whenever there are weird-sounding lines like that, it's generally a sign that they were initially translated without context, causing them to end up sounding oddly disconnected from the rest of the dialog.  His speech in this scene makes more sense now, although it is still quirky due to the comical nature of it.

Version 1.2.1 has been approved and is available for download.  I also wrote a news article for the project to try to boost its visibility, although it isn't up yet.  In it I emphasized the story-driven nature of the script rewrite, and while I don't know how broad an appeal the project really has from that angle, I wanted to explain my motivations for doing it and the reasons I felt it was worthwhile.

As far as the game's difficulty balance is concerned... that is part of what I was referring to earlier.  I have a few ideas on how to tweak things to prevent the balance from falling apart, and I might end up trying to implement them at some point in the future.  This wouldn't be anything drastic like some other projects have tried to do, just adjusting anything that is too overpowered in order to restore a fair challenge to places where it is lacking.  I agree with Chicken Knife that the cohesion of the story does start to fall in the second half.  It is quite noticeable that 75% of FF6's dialog takes place in the first half of the game, and the remainder is more a series of disconnected vignettes that doesn't have much resemblance to the tightly-focused plot that marked the earlier scenes.  Nonetheless it is still a great story, and of course I'd hardly have spent so much time working on it if I hadn't liked it as much as I did.  ;)

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 13, 2019, 05:07:47 pm »
Hey. I wanted to send you a note that I've played through the Narshe events with the version of your project that got published today. I really enjoyed all of your writing so far. vivify93 can attest what a pain in the ass I can be about phrasings and such, but this held up very well for me. I've done a FF6 play recently and have too many things on the docket to do the whole game right now, but I was really happy to get a taste of your work and know that I can recommend it.

I do hope you decide at some point to do an alternate version that throws out the localization traditions, but I would suggest sticking with one version for now while you are doing regular updates. Down the road when everything has settled, that's probably a better time for alternates. Managing multiple versions at once is just not worth the headache. Even on my projects, I plan on eventually giving a lot of people what they want with mainstream naming conventions--but they can wait or give our namings a try in the meantime :laugh:

I'm glad to hear that!  If you do end up playing the whole thing at a later time, I hope you'll find the rest to be as enjoyable as the beginning.  I am open to the idea of making an alternate version with different character names and so on.  You're right that it would make it more difficult to keep track of changes, so I haven't yet attempted it, but once the project has settled into a finalized state it will be easier to do.

About Kefka's speech: to properly understand the pronoun issue, I suggest reading the Legends of Localization article on the subject:

It took me a little while to wrap my head around this concept, since it is so different from anything English speakers ever have to deal with.  The more I thought about it, the more evident it became that there just isn't anything directly analogous in this language, so any form of writing that relies on it to show information about a character will be lost unless it can be conveyed convincingly in other ways.  There is nothing unusual about Kefka's grammar per se; what makes him sound so strange is the way he seems to change identities whenever he feels like it, which makes him seem distinctly unhinged.  Mato compares Japanese personal pronouns to clothing, which one uses to express a certain view of oneself to others, so it is almost as if Kefka is randomly switching into completely different costumes on a whim.

Given the difficulty of conveying this in translation, giving him extravagant and unusually-worded phrases in English seems less like an alteration and much more like a means of salvaging something that would be deflated if all those pronouns were just rendered as 'I' and 'me'.

What are the translation errors in FFVI GBA?

There are very few outright mistakes in the GBA.  I talked about a few things in an earlier post in the thread, but most of them are more issues with the style than with the actual substance of the writing.  In terms of accuracy this version is pretty much on par with it, so which would make for a better experience is pretty much going to come down to what kind of writing you prefer, and whether you want to play the game in its original form for the SNES or if you don't mind the changes in presentation made in later re-releases.  (And of course the GBA and Steam versions have unofficial mods available to correct some of their graphical and audio problems.)

I started playing version 1.2 a few days ago, and I'm having a good time with it.  This will only be the second time I'll have played FF6 all the way through, so even though I've spent so much time looking at the text, the actual game itself is still relatively new for me.  Naturally I spotted a few places where the text formatting could still be improved, so I'll probably go back and fix up a few little things later on, but for now I'm just kind of getting immersed in the world from a player's perspective.  I wouldn't call it a perfect game by any means ("flawed masterpiece" is probably the best term I can think of to describe it), but it sure is a lot of fun!

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 08, 2019, 05:52:05 pm »
Yeah, that's the bug fix compilation I've been using.  It's very convenient to have all these fixes together in one place, without having to worry about which ones need a header and which ones don't (a nightmare from an organizational standpoint).  Unfortunately, you're right that the compilation is too ambitious in what it tries to do.  My rom files have been getting corrupted at an alarming rate while trying to figure this out, so after much frustration and gnashing of teeth, I was forced to the conclusion that something in that patch was causing FF3usME to write garbage data into the file after it had been applied.  Depending on what order I put things together, I either consistently ended up with the freeze in Zozo, or else I avoided that but got a bunch of glitched out nonsense in the text, which fits exactly with what you described.  It's a relief to finally know what specifically was causing it.

A user on came up with a workaround by extracting the portions of the compilation that deal with battle algorithms and leaving the rest out.  The portions he extracted only affect addresses from C0 to C3, and it looks like the Zozo jumping patch acts in the CA range, which means it has been eliminated and will no longer appear in this project.  I too question its necessity as a 'fix', and since I made my own text changes for both of the other things you mentioned, they don't need to be here either.

Anyway, version 1.2 is finally ready and has been submitted.  Hopefully there won't be any more issues like this!  In addition to solving the freezing problem, this update also contains a number of changes to enemy/item names and descriptions, as well as a few tweaks to the script.  It looks like the queue is pretty short at the moment, so hopefully it won't take long for this one to go through.

August 08, 2019, 07:01:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And it's up!  That was fast...

This new version is in .bps format, so be sure to use an appropriate utility.  MultiPatch is great for OS X folks, and Floating IPS works well on Windows.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 02, 2019, 01:25:04 pm »
Yikes!  I'll have to test it and see which of the patches I added is causing that.  Thanks for letting me know of the problem.

August 02, 2019, 06:25:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, I've tested it on a real Super Nintendo and I get the same freezing problem.

However, when I put together a new file using the add-on patches I used to assemble my version (bug fixes, uncensored graphics, etc), I don't have any crashes and can make it all the way up to Ramuh, so the problem isn't coming from any of them.

Aside from the updated script, the only thing not included in the test file was a patch I made myself which contains the updated names for items and so on.  It would seem that the rom I made this patch from must have somehow become corrupted, so any version I've used it on would probably have this same freezing issue.  (I'm guessing this is also how the strange 'Teath Tarot' text glitch appeared in v1.0.)

So the good news is that it doesn't seem to be a complicated issue and can be fixed straightforwardly.  The bad news is that it looks like I'll have to re-enter all the updated names over again, which is a bit tedious.  Thankfully hex editing will make it easier to do this time around.  Hopefully I can get the bug fix out before too many people are affected by it.

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