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Messages - Chaos Rush

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Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 24, 2019, 12:57:03 am »
For some reason, I’m having trouble figuring out how to post a screenshot here. Being a total spaz! It is in the overworld though. Looks like the text is wrapping because it’s too long a word or something.
Ok! I’ll look into it this weekend. Please continue to post anything else you find, I appreciate you taking the time to play this.

Felt like I said too much in my previous post... I guess I just don’t want to go into this debate territory that I see with discussions on FF4 and FF6. I guess that’s what happens when the game did have a localization during its original time, unlike FF2 and FF3.  No wonder why people never argue about FF2, FF3, and FF5 lol.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 24, 2019, 12:41:41 am »
I'm just talking in general, I don't even know which particular names you're using for various things. It just seems weird to do an "accurate retranslation" and then specifically look to what earlier official translations decided to randomly rename various things. Especially when we're talking about a franchise that has never had a very consistent English localization.

Get what I mean?

As mentioned before, the aim of this isn’t to be all “here is my ultimate super-accurate FF1 translation that’s totally better than SE’s official translations”, this is more like “here is what a translation from a half-Japanese dude who lived in Japan for a little bit and then grew up in the US who likes ROM hacking, programming, and translating as a hobby would be” and also these are meant to “be to the English remakes of FF1-3 as the original Famicom trilogy is to their own Japanese remake counterparts”. I’m not trying to be all “I think this is the true meaning, so I will rename all of the items my way because SE is completely wrong!!” and break continuity with the rest of the games in the franchise.

SE has kept their FF1 localization pretty consistent in the last three releases (GBA, PSP, iOS), and I’m confident that whatever they port it next to will retain the terminology used in the aforementioned three versions. And, having played FF1 in both English and Japanese, I think SE’s choices makes sense. The only choices I disagree with is the few lingering things from the originals NES localization - particularly “Four Fiends” and “Oxyale”, but that’s a different topic. FF1 isn’t exactly an advanced piece of literature - it’s a simple story, the Japanese in it isn’t that complicated, and the script doesn’t even take itself seriously at times. So many people looking into “the true meaning of the original Japanese” when really it’s not that deep, and the original NES localization wasn’t exactly a mess either.

“Chaos Edition” isn’t meant to change things to the point where continuity is broken (i.e. items/monsters that reappear in FF2 and FF3 no longer being consistent). It’s pretty much just to maintain the name connection between the final boss and the four monster things, as there was a name connection in the original game.

Sorry if I’m jumping around from point to point with little connection, but also the reason why in Chaos Edition I called the Oxyale “Aquair” instead of the 100% super literal and accurate “Air’s Water” is for the same reason why I said sometimes localization needs to happen for a reason (also “Oxyale” doesn’t seem to reference anything about water at all hence why I wanted to rename it). If you translate everything word-for-word using the exact dictionary definitions of everything, then you end up with really awkward and unnatural phrases. If you go this route, at what point does it stop being a translation and become the Japanese game in romaji? I’m not trying to go that route here, even with “Chaos Edition”. I’m sure someone that has studied Japanese extensively might look at something and go “this is wrong!”, and while I’m not one to tell someone who is right or wrong, I just hope people can respect where I’m coming from and why I think localization happens for a reason.

I think in English. English is my “main” language. However, I talk to my mom in Japanese. When I talk to my mom, I don’t “translate” to English, instead I convey the same information to my mom using cultural equivalent phrases. If I directly translated from English intentionally, then what I say is very awkward. Likewise when conveying the same information to my English-speaking dad, I say what is a natural and appropriate way to convey that information in English. Now, not to play devil’s advocate, but due to my life situation my Japanese probably sounds like English-to-Japanese Google Translate, and I use English loan-words to fill in my vocabulary gaps, while on the other hand my English grammar isn’t 100% perfect, but the point I’m trying to make here is that this is the exact reason why I believe localization happens for a reason: so you can get the same reaction out of two different audiences.

And one last thing I want to say is, I started these projects with FF2 and then onto FF3 because hacks like Grond’s FF and FFRestored already existed, and to my knowledge those hacks brushed up the NES script by comparing with the GBA version. The result is somewhat different from my new translation, but those hacks are still perfectly functional - and great - versions of FF1. After finishing FF2 and FF3, I decided to do FF1 just because of a “might as well completely the trilogy” thing, NOT because “All previous translations are completely wrong, here is my ultimate ultra-accurate translation!!!”. Yes I retranslated all of the NPC dialogue from scratch (as opposed to FF2 and FF3 where I edited the GBA/DS scripts to reflect the content of the original Famicom scripts), and I used the monster and item names from the GBA/PSP/iOS versions because that’s exactly what I did with FF2 and FF3, so likewise I should do it like that for FF1 as well.

v1.00 of Chaos Edition might change some more names, but it’s something I will look at on an individual basis and will use my own judgement. I am prioritizing maintaining continuity throughout the entire trilogy.

With all that said, I’ll eventually release my new text editor when it’s ready (it’ll be compatible with the whole trilogy). People can make all the addendums they want if they disagree with a choice of mine.

Disclaimer: what I said was not directed solely at the person I replied to, but rather just my various thoughts on the “literal vs natural” debate that comes up in translation-related topics. I really don’t want to discuss this topic anymore. These projects, for the most part, are done lol.

I’m sorry for this long post, this ended up way longer than I wanted it to be, and the disjointed-ness of it is due to me adding paragraphs in-between.

Found a glitch - When all characters are positioned and I go to cure the poison (either with magic or an item), the “poison” text gets all wonky. The “Po” of the last character shows up on the right side, but the “ison” shows up on the left side of the screen. Both overlap with the window.
Can you post a screenshot? Wondering if it’s in-battle or in the overworld.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 23, 2019, 09:34:33 am »
But the font in the original was also spaced with 2 lines (instead just one) and had only 4 lines of text. Well, it's an impossible choice...
Yup, I’m aware of that - to be clear, the new translation isn’t inserted into US FF1, I’m directly modifying Japan FF1, as such I modified the text display routine for the NPC text boxes to display single-spaced lines like US FF1. However, for shops, menus, etc., I left the Japanese version’s two-line breaks because I felt the text space was sufficient enough in those and I couldn’t figure out how lol, even implementing DTE was a nightmare

As for how I was able to do it relatively quickly, I was on vacation until last week. I’m not on vacation anymore and am working full-time, so don’t expect me to pump out projects that fast anymore lol. Will still continue to work on improving these, of course.

I do want to port and adjust the new script to the WSC version, and that’ll hopefully not be as restrictive with text presentation and space. So maybe some people should wait for that version :laugh:

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 23, 2019, 09:18:24 am »
As I said earlier, there IS something inherently silly about retranslating a game to give people a closer approximation of what the original Japanese game was like, but also making a point of keeping various random stuff from old English translations.
That’s true, but also does not apply to what we are talking about here. We’re not talking about “Four Fiends” or meme-Garland here, we’re talking about monster and spell names which are almost completely different between NES FF1 and GBA/PSP/iOS FF1, so this isn’t a case of “keeping various random stuff from old English translations”.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 22, 2019, 11:36:52 pm »
I'm glad to hear that ! I didn't like the idea to change the mapper of FF3 to fit more text.

PS: When it comes to the upcoming FF1 patch, is there no way to make text less packed and more readable (like in the japanese original) - be it by splitting dialog boxes of 8 lines into 2 dialog boxes of 4 lines, or making the font shorter ?
Well it’s not “upcoming” anymore, it was released yesterday.

To answer your question, Square didn’t implement scrolling text boxes until FF2. I’m sure with some work it could be backported to FF1, but also it would kinda make the way Garland’s/Chaos’s dialogue is setup even weirder than it already is, not to mention I’m not a magical NES hacker that can implement anything. Not saying I’m against seeing FF2-style text boxes implemented though, I just feel like that’s something that would break the boundary between translation and hack, especially with how NPC’s like endgame Garland is setup with his “movement” being designed with FF1’s single text box system in mind.

I would like an optional patch for a B Button run, as it really speeds up the game for me.

I would also like to see some changed spell names in the Chaos Edition so that they are more faithful to the Famicom version:

Focus - Shape
Sleep - Sleepel
Temper - Strike
Focura - Shara
Scourge - Clouda/Cloudkill (Clouda is a literal translation of the spell name, while Cloudkill is the name of the D&D spell it was based on)
Firaga - Figa
Teleport - Telepo
Thundaga - Thunga (Name only used in the Famicom version)
Warp - Dezone
Cure - Care
NulShock - BarThndr (Best it could fit without squishy tiles)
NulBlaze - BarFire
Cura - Carera
Diara - Adia
NulFrost - BarCold
Vox - Vocal
Curaga - Careda
Healara - Healra
Diaga -  Dadia
Exit - Datelpo (Best it could fit without squishy tiles)
Invisra - Invira
NulDeath - BarMagic
Curaja - Carega
Healaga - Raheala
Diaja - Gadia
NulAll - BarAll
Mythril - Mithril (as in the Lord of the Rings metal)
Crosier - Khakhara (A Budist ringed staff used in prayer, original Japanese name was Shakujo, which was Khakkhara's Japanese pronounciation)
Vorpal - Sharp
Jolt Tonic - Awakening
Pirate - SeaBandit
Buccaneer - Pirate
Sahagin - Sahuagin (Named after the D&D monster)
WhiteCroc - Whitedile
Ochu - Otyugh (Named after the D&D monster)
Remorazz - Remorhaz (Named after the D&D monster)
BlackFlan - B.Pudding
Rhyos - Gorgimera
This is something I may consider for future updates, but also I believe that some names are localized for good reason. Sure that logic might conflict with making the Chaos Edition patch in the first place, but I think stuff like this is something that needs to be considered on an individual basis.

The monsters using D&D spellings I understand, but I’m not a fan of changing the spell names to the point where stuff that was consistent in the Japanese FF trilogy is no longer consistent in the English translations. That, and just because a term in the Japanese version was based off of an English word doesn’t exactly mean the word itself would work in English. But again, stuff like this is something I’ll consider carefully on a case-by-case basis for the next update.

Also 海賊 means pirate, sure if you break up the kanji you get “sea bandit” but by all means it refers to the same thing that the English word pirate refers to. Of course, I’m aware that Buccaneer being called パイレーツ in the original doesn’t help the situation of how to differentiate them in English.

Chaos, how can I best get you grammatical suggestions/fixes? It might be easier to just dump the script into a text file.

I noticed a few tiny things in Cornelia, and then the king states “I’ll have a bridge to the continent built up north” which should probably read “I’ll have a bridge to the continent up north built” or something to that effect.

July 22, 2019, 05:30:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Found an elf that states “No one knows where the Astos, king of the Dark Elves, is hiding.” I believe it should read “No one knows where Astos, King of the Dark Elves, is hiding.”
For now I don’t mind you just posting it here, but I can provide a text dump sometime later this week (I work full-time in front of a computer now, so I’m not exactly eager to get on my PC when I get home for health reasons. Typing this from my phone lol)

A couple things I want to say:
* space is limited and influenced how phrases were written
* I’m in a situation where English is not my first language, but it also happens to be my “best” language (hopefully saying that doesn’t open a can of worms about whether I should even be doing these projects lol), so there may be some grammar mistakes here and there.

I appreciate any typo corrections, and encourage you to find more and I will gladly update them!

Ah.  Is it compatible with FF Hackster Companion, which provides an interface to bug-fix some of the original game's underlying issues?

EDIT:  I noticed something in the FF1 patch that might need to be addressed.  The shop dialog "X will be the cost" is all well and good when buying, but it seems rather out-of-place when selling.  If the same string needs to be used for both scenarios, then perhaps "X will be the price" would be a better all-purpose choice.

It’s probably not compatible because the offsets in FF1J are completely different from FF1US. As for the price thing, I’ll change it in v1.00.

I expected there’d be typos in the current version (v0.99), hence it being v0.99 and not v1.00 lol. Thank you all for playing, and please continue to give feedback even if it seems like I disagree sometimes! I read all of it and give thought to all of it.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 22, 2019, 11:43:17 am »
About FFIII, what was lost from the old translation (with expanded memory) to this new one?
Depending on the larger content, would not it be preferable to stay with the old one because I will only use in the emulator?
The old 2016 version was more or less a straight up script port of the DS version. The new version just rewords things to fit. I prioritized retaining information expressed in the original script, so nothing was “lost” except smoothness of language. Stuff like “Thanks!” instead of “You have our eternal gratitude!” for lines that were just “arigatō” in the Japanese version, “there’s a town south” instead of “there is a town south of here”, etc.. Sometimes sentences were rewritten to express the same information but in a different order or stuff like that. The old one has bugs in some spell animations that freeze the game that come from using the mapper patch, so I don’t recommend it. I think this is the last time I’ll talk about the 2016 version, it’s not coming back.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 22, 2019, 12:37:54 am »
Here is the release of v0.99 of the English translation of Final Fantasy!

Please patch to a Japanese Final Fantasy ROM for Famicom, Rev B. There is also an optional font patch included for using the font from the original NES localization, which you apply AFTER one of the main patches.

Please keep in mind that I was somewhat limited by space, so not everything is worded as beautifully as I'd like it to be, but all things considered I didn't have to compromise the script too much (as opposed to FF2 and FF3).

All NPC dialogues, story text, shop text, and item descriptions have been retranslated (mostly) from scratch.

There are two versions:

1. Default Edition
This is the default version. It strictly adheres to the terminology used in the GBA/PSP/iOS remakes of Final Fantasy. If you're a long-term fan that wants to see stuff like Garland's famous line from the original NES version retained, then this is the version for you.

2. Chaos Edition
This is an alternate version that uses alternate terminology for some names in order to be closer to the original Japanese text (maybe the power/force thing is debatable, but that's my own choice that I've thought hard about and I think 'force' fits better than 'power'). These changes have been made:
Four Fiends-->Chaos Four
Fiend Orb-->Chaos Orb
Fiend of [Element]-->Chaos of [Element]
Power of Earth-->Earthforce
Power of Fire-->Fireforce
Power of Water-->Waterforce
Power of Wind-->Windforce

Screenshots (Default Edition):

Screenshots (Chaos Edition):

And lastly, here is an example of the optional US font patch, which is compatible with either edition:

I am aware that people would like to see this script ported to the Final Fantasy Restored and Grond's Final Fantasy hacks, and I will be working on porting it soon (shouldn't take very long). I just wanted to get something out before the weekend is over. Once that is done, then I will do an update for FF2 and FF3, then I would like to port the FF1 and FF2 translated scripts to the FF1 and FF2 multicart. In the farther future, I may try to port the scripts to the Wonderswan Color versions of FF1 and FF2.

Special thanks to Disch for his US FF1 disassembly (even though I'm working off of Japan FF1, the offsets are similar and the routines are basically the same), Lenophis for the FF1 DTE battle implementation which I ported to Japan FF1, and Team dCode for their Bigram Analysis tool which I used to make the most optimized DTE table possible for the script.

Since this is v0.99, I am going to wait until v1.0 before submitting it to the main site. I have not yet implemented expanding the player character name limit for FF1, hopefully I can do that by v1.0.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 20, 2019, 09:30:31 pm »
Good news is that I'm 84% done with the script (FF1 has half as much text as FF2 and 1/3 as much text as FF3). Up to this point, I've written without trying to save space in mind. I reached 75% before maxing out the available space in FF1's text compile area, however I was able to free up some space again by optimizing the DTE table, and have now reached 84%. Bad news is that I've used up space again, so now I'll have to revise what I've written to use shorter phrases. With that said, don't expect the English in this to be as profound as Ted Woolsey's, but I'll prioritize making sure that all information expressed in the original script is retained. Luckily it won't be as shoved-in as FF3 was.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 20, 2019, 11:48:38 am »
I mean the only thing that I’m doing to cater to canon is 1) item, monster, and location names 2) “Four Fiends” 3) “I, Garland, will knock you all down!” That’s literally it. Just those three things. Literally everything else is retranslated, and I’ll make an extra patch that doesn’t use the 3 aforementioned things and relocalizes them. I’m not even playing through the GBA version again (just checking random things on YouTube), so this isn’t an abridged script port in ways that the FF2 and FF3 patches were. And the purpose of this isn’t to be all “my translation is the true ultimate translation har har!!!”, the purpose of this is just doing this for fun as a hobby, also to completely the trilogy since I made patches for FF2 and FF3.

Anyways it’s the weekend now so I have some time to work on this. I’m gonna continue finishing this up, just doing what I’ve been doing, I’m sure it’ll ruffle some feathers and cause arguments but oh well. Again, there will be two patches, one that strictly adheres to canon terminology, and one that doesn’t (Garland won’t knock you all down in that one). Have a good weekend everyone  :)

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 16, 2019, 12:36:43 am »
Doesn’t feel rushed at all! Otherwise, I wouldn’t be so impressed lol. As for the elders thing, I think if their title was “The Elders” or if you’re referring to someone named “Elder Chaos Rush,” it should be capitalized. Thoughts from others?
I just did a quick check on YouTube and Elder is indeed capitalized in the remake versions so it was intentional on my part. I’m pretty sure it’s because they’re Elder as in that’s their actual title rank in their village’s culture, not elder “because they’re old”.

With that said, FF3 DS capitalizes “Elder Topapa” when other Elders refer to him, but that one NPC outside doesn’t, which transferred over to my NES version. I think I should capitalize it there for consistency.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 15, 2019, 11:06:32 pm »
I think for the main FF1 patch I’ll use “Warmech” and for the alternate patch I’ll have everything closer to the original Japanese names (though not that many of them are different).

Anyways, I’ve been on vacation for the past few weeks but it’s over now, so my time suddenly got a lot more limited. Luckily FF1 doesn’t have that much text and I estimated I’m already about 63% done with the script so hopefully I can get it out within the next few weeks. Thank you all for the discussions.

Finally got a chance to try your new FFIII translation and I noticed in the first town, the word “elder” is capitalized inside the building (“The other Elders wish to speak with you” for example) which shouldn’t be. The person outside the building gets it right with “The elders are waiting inside.”

If I’m wrong on this grammar, someone let me know, but I think if it’s not a formal name, it should be lowercase. I’ll let you know if I find anything else, although I’m not sure I have time to play through the whole game right now. I still can’t believe how fast you got this up and running.
I got the impression that “Elder” is their title because those guys seem semi-religious so I intended to capitalize them (I don’t remember if FF3 DS did too). As for how I was able to get the 512kb version out so quickly 1) I already made the tools for FF3 three years ago, just did a little modification 2) I wanted to get it over with because I felt bad lol. Apologies if it seems rushed but to be fair most of the hard work was already done 3 years ago

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 14, 2019, 12:06:31 pm »
Alright, I’ve changed the name of the monster to Beholder, since it’s arguable that it’s not the same monster as the Evil Eye. When the script is ported the FF1&2 multicart I think it’ll have to be Evil Eye though because they changed that monster to the Evil Eye graphics in that.

With that said I’m not against using “Death Machine” instead of “Warmech” but in this case “Warmech” fits in the 10-char limit nice and cleanly without abbreviations. There’s a couple other monsters with a completely different name in the GBA localization (that have nothing to do with the NES localization name) and while it’s very few, Warmech is among that list and I feel like if I changed Warmech then I would have to change the others too, such as “F.Element[al]”(Fire Elemental) to “Fire”(ファイアー), “W.Element[al]”(Water Elemental) to “Water”(ワォーター). In those cases I think those names should only be changed in the non-canon patch I’m planning. (However, not to play devil’s advocate, but in the “canon” patch I’ve renamed Lesser Tiger to its Japanese name of Kitty Tiger purely to fit the 10-char limit)

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 14, 2019, 01:18:15 am »
I say Beholder because this is a special case, a monster that even the Japanese version covered up as the Evil Eye, and that gives it historical value as the original Japanese release.

Speaking of enemy names, will it be Death Machine as in Japan/GBA or Warmech as in every other release?
I've used 'Warmech' primarily for space reasons. 'Warmech' looks better than 'DthMachine' or 'DeathMCHN' or something like that. I really had to crunch in the enemy names to the point where I removed spaces between enemy names with two words. I did my best to only use abbrevations for names that exceeded 10 chars but chose to remove spaces between two-word enemy names to save data space in order to make the names fit, and even had to move the last few names to a different section of the ROM (and this is with DTE compression). I've already expanded enemy names to 4+ longer than they were in the Japanese version, and any more would require a drastic reworking of the battle interface (like FF Restored).

(don't worry, I can make "Beholder" and "D.Beholder"(Death Beholder) fit)

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 14, 2019, 12:59:07 am »
Now here's another thing I'd like your guys' feedback on:

I'm sure you guys already know the story on this sprite (read this if you don't).
When I played FC FF1 on my 3DS (the first six FF's are on the Japan eShop), they changed this guy's graphic to the one in the US release. I don't remember if they changed his name as well, but I do know that the FF1&2 multicart also changes this monster to the US graphics, but they didn't change his name. Seems they didn't change his name in the Japanese version until the WSC or PS version.

Now, this being a translation of the original FF1, obviously this guy will have his original sprite.

My question is, should he be called "Beholder" or "Evil Eye"? I'm leaning towards calling him Beholder, and only named him "EvilEye" because of wanting to adhere to canon, but it's just funny how it seems like the more I work on this trying to maintain SE canon the more issues I run into lol.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 13, 2019, 03:57:41 am »
Okay, so I've found something interesting, but first let me start off by explaining this:

Left is FC, middle is NES, right is my translation

The original line with the words rendered in kanji is:「土 日 水 風 の 4つのクリスタルはそれぞれの力によって輝いている。4匹のカオスがそれを遮って力を手に入れようとしている。」

A literal-style awkward translation would be: Earth Fire Water Wind, each of those four crystals shine with a power. The four Chaos interrupted those powers and have "put it in their hands"(typical expression for obtaining something)

And I'm writing that line as, "Earth, Fire, Water, Wind. The four Crystals each shone with a special power. The Four Fiends of Chaos have seized those powers for their own use."

Out of curiosity, I wanted to see what the GBA translation did, so I checked, and this is what I found that's interesting:

(credit to Youtuber Cendril89 for these pics of which I took screenshots of)
Yup, looks like "Four Fiends of Chaos" is canon.

And this is what the Japanese GBA version says, which is different from the original FC text even when applying kanji to the FC text (Compare with the FC version screenshot up above):

(credit to Youtuber くるとん for these pics of which I took screenshots of)
Literal translation:
"The four Crystals that exist in this world..." "Have now lost their light. The four Chaos have interrupted those powers and have "put it in their hands"(typical expression for obtaining something)

It's already at the top of this post but here's the original FC line so you don't have to scroll up: 「土 日 水 風 の 4つのクリスタルはそれぞれの力によって輝いている。4匹のカオスがそれを遮って力を手に入れようとしている。」

So, main point is, looks like the English GBA version refers to them as "Four Fiends" but has that one sage say "Four Fiends of Chaos" as a full title, which is what I thought would be the best way to go anyways!

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 12, 2019, 11:27:46 pm »

lol I found that DataCrystal had a text table for WSCFF1 and this is just me screwing around with a hex editor haha

Okay, back to work on the NES translation...

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 12, 2019, 11:01:07 pm »
Haha focus, Chaos, focus! I’m the same way. I always want to do 5 new things before I finish the first.
:laugh: the idea just popped in my head lol. I was like “if only the GBA version didn’t have brightened colors and reworked gameplay... if only such a thing existed... oh wait”

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 12, 2019, 10:54:34 pm »
Now, I don’t want to bite off more than I could chew, but would anyone want to see these FF1 and FF2 scripts ported to the WSC versions? I’ve never hacked WSC before but I’m assuming space isn’t as restricted as NES so it might not be too hard to inject the scripts into them, and looks like they already have a built-in English font as well. And then maybe someone can hack WSC FF1 or GBA FF1 and remake FF3 on it :laugh:

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 12, 2019, 09:13:56 pm »
For FF1 (script-wise) absolutely.

But I would (mostly) compare the other FF NES retranslations to Choppasmith's Mobile-Script Port of DQ1.

The other FF retranslations utilizes names, terminologies, and parts of the script used in later ports. But it leaves out new content of script specifically made for said ports.
Any content from the original game that did not make it to the remakes were retranslated from scratch.
Yep, that's pretty much how it was done. FF2 and FF3 were done by looking at the GBA and DS remake, respectively. The 2016 version of the FF3 translation (the one that was 1mb) had essentially 75% of it as a script port, and the current version is a reworked version of that. It's hard to describe the exact process of how I did them, but basically I coded tools to dump the Famicom scripts, then looked at the respective NPC's line in the remake version and removed any extra stuff that was added. In some cases I even checked the Japanese remake version on YouTube to see if the text changed between the original Famicom and the GBA/DS remake if I wasn’t sure of if a detail was added due to a script revision or just localization smoothness.

Now, FF1 is a bit of a different case because Square(-Enix) made revisions to the Japanese script twice - once in the WSC/PS1 version, and again on the GBA version, and the revisions made to FF1 were more drastic than FF2. The GBA version that was released officially in English is a translation of a heavily revised FF1 script so it's not exactly usable/abridgable to the NES like the others were because the English was written in a way to make the information presented in the Japanese GBA script flow nicely (FF2 was doable because the changes weren't as drastic).

So out of the whole trilogy, FF1 is where I'm doing an actual retranslation. Not sure if I can claim "from scratch" since I'm still looking at the GBA English script (as well as the original NES localization), but this isn't an edit of the remake script like the FF2 and FF3 ones were.

I completely agree with ChickenKnife and NeonStreetlight. To me, the appeal of this translation is to experience the game closer to its original Japanese developers intended.

Chaos Rush, you were especially concerned about the opinions of those who grew up with FF1. Well, I was 9 years old when it came out, and I had been highly anticipating its release since I was a huge fan of "Dragon Warrior". It's the first game I ever saved up for and purchased with my own money (mostly earned from mowing lawns), as opposed to receiving it as a gift. I played through it and loved every grindy unbalanced minute. So it was a very special game for me during my formative years.

That said, not only would I not be upset at you changing the "Four Fiends" title, but I'd be happy to see it changed to something that's more accurate. Hell, I woudln't even care if you got rid of "I, Garland, will knock you all down!" I've already experienced the official US localized version of the game--many, many times. Your mod, however, offers a chance for me to experience the game in a new more authentic way, and that's what appeals to me about it.

I appreciate you all voicing your opinions on this matter. I may consider making an alternate version where I make my own localization choices (Chaos Four instead of Four Fiends, "Aquair" instead of "Oxyale", no meme-Garland). I still want to make a version that adheres to canon though, because even though this will never happen, I would like to make something that Square Enix would approve of.

Here's a screenshot of my current point in the translation:

I've revised the FF4 font a little to make it easier to read for single-spaced lines (letters like p and g don't touch the next line anymore).

To prove I'm not talking out of my ass about this being a retranslation of the original text (not that anyone doesn't believe me),

Original NES line: "I feel fine now.Thank you."
Original FC line:"私も この通り 元気に なった。ありがとう....クリスタルの戦士たち!" (literal: "[me][in this way][became well].[Thank you]...[Warriors of the Crystals/Crystal Warriors]!)

I'm just using this as an example of how I'm looking at the original text, to the point of incorporating odd places in the original script where they couldn't decide if they were the Light Warriors of the Crystal Warriors. (I'm wondering if I should just straight up write "Crystal Warriors" lol)

And here is my new text editor in its current state:

Personal Projects / Re: Mother 1 GBA Color Restoration [completed]
« on: July 12, 2019, 12:05:56 am »
Vanilla Mother 1+2 works.
Well I wish I could help you find the issue.

What are the hashes for the patched files? Or what about using LIPS? I believe you that my patches are causing the issues on your end, but also I swear that I'm telling the truth that I have no issues on my end with mGBA, VBA, and GBA hardware.

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