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Author Topic: Final Fantasy 7 - Retranslation Project (PSX)  (Read 106012 times)

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #40 on: May 13, 2015, 11:42:11 am »
Woah an FF7 project! I need to track my discs down and try running this off of PSP!  :woot!:

I have just a few quick questions to ask in the meantime (mostly out of curiosity).

1) Did you guys happen to uncensor any of the symbolized ( "!%#?" ) curse words?  Granted, there's no real need to, but I've always wondered what was coming out was coming out of Barret's/Cid's mouth at times.  Plus, the game already had a steady stream of cursing - I always wondered why Square bothered to censor the (very) few they  did.

2) How were you able to edit the text in the PSX version? I find that in itself awesome beyond belief! Is there some sort of text editor, or did you use hex editor/tables?


3) I am a really a Nigerian Prince. Please send me your credit card information to recieve your free sports car and/or erectile dysfunction medication NAO!   :D


Uh, don't answer the third one.  Still excited from coming across this thread.

1) Yes, the retranslation uses swear words when needed.
2) Hack7 and Makou Reactor:




DLPB

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #41 on: May 13, 2015, 12:24:02 pm »
As requested, this will be my last post here concerning translation.  Just pop in at Qhimm's for any questions regarding that :) 

Quote
1) Did you guys happen to uncensor any of the symbolized ( "!%#?" ) curse words?  Granted, there's no real need to, but I've always wondered what was coming out was coming out of Barret's/Cid's mouth at times.  Plus, the game already had a steady stream of cursing - I always wondered why Square bothered to censor the (very) few they  did.

We have uncensored swear words, but I've kept them to an absolute minimum.  If the situation calls for a stronger word (shit, bastard, asshole)  then it's used.  But I've been very careful not to brandish swear words all over the place.  Japanese doesn't quite work the way you'd expect with regards to curses and there isn't a 1:1 conversion.  It requires evaluating the context.  Most times Barrett is $%^& in the original, he is actually using rather benign curses in the Japanese text.

SmashManiac

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #42 on: May 17, 2015, 09:58:00 pm »
Wow, this is super cool! It's unfortunate that I just replayed the game recently on my PS3, but I'll definitely give this re-translation a try next time! A big thanks to everyone that worked on this project! :thumbsup:

Quick questions/comments:
1 - Why is the batch file in a foreign language?
2 - The original PC mod have options to select between British/American English and using common FF names like Megalixir instead of Last Elixir. I'm not seeing these options available here. Is this planned for the future? Because I believe I would prefer the American + common names version to match Square Enix's modern re-translations of their classic RPGs.
3 - Are you planning to support the PSX port in the future to include translation updates? I see that DLPB is still working on it up to some extent.
4 - Does the patch include updated cinematics? I believe so based on the file size, but I would like confirmation.
5 - You should add a little readme file in the package with the credits and links to the relevant threads and future updates if applicable.

+1 for real hardware support. This is super important, if only for future emulator compatibility. I've seen this problem a lot with old Super Mario World and BS Zelda hacks.

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #43 on: May 18, 2015, 07:14:12 am »
1 - I live in Spain, that's why we programmed the batch file in Spanish.

2 - I used the American English because that's the language used in the original FF7 from Squaresoft. I cannot add a selector in the PSX, that is only possible in the PC version since it's a simple copy/paste of the files into the correct folder. But you can always play the PC version.

3 - Yes, I'll be synchronized with DLPB.

4 - No, but I included the retranslated videos (Sephirot talking to Jenova, and the final video).

5 - You are right, but I am very lazy and I believe that nobody reads the "Readme" files  ::)

SmashManiac

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #44 on: May 19, 2015, 12:02:34 pm »
Awesome, thanks for your answers! 8)

4 - No, but I included the retranslated videos (Sephirot talking to Jenova, and the final video).
Sorry, but I don't understand what you mean here. The cinematics aren't updated, but they are included???

By the way, I always check the readmes to make sure that I'm not doing any mistakes during the patching process and verify that I have the latest version of a patch beforehand, so I was quite confused that there wasn't any.

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #45 on: May 19, 2015, 12:06:58 pm »
Awesome, thanks for your answers! 8)
Sorry, but I don't understand what you mean here. The cinematics aren't updated, but they are included???

By the way, I always check the readmes to make sure that I'm not doing any mistakes during the patching process and verify that I have the latest version of a patch beforehand, so I was quite confused that there wasn't any.

I retranslated the only 2 videos that have subtitles, that's all. The videos are not updated, they are exactly the same as the original ones, but retranslated.

The patching process is extremely simple, no need of readme files. The zip file includes the date of the patch, if I update the patch I will change the date accordingly.

SmashManiac

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #46 on: May 19, 2015, 12:25:20 pm »
Oh... well that was exactly what I was wondering, so that's perfect then! :thumbsup:

Well yeah I could play the PC version, but I much prefer the PSX version because the overall quality is superior in my opinion - which is the main reason why I'm grateful for this port. :)

The date in the filename is probably sufficient to keep track of versions, but that assumes that I keep a bookmark to the RHDN page or this thread at all times to check for updates. Also, this is quite inconvenient for sharing, since anybody can rename the ZIP file in the sharing chain.

gblues

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #47 on: May 20, 2015, 02:11:49 am »
Well, I've partially identified why the patched version isn't working in Mednafen/Retroarch.

Disk 3 works, but here's the output to console when trying to boot patched disk 1 or 2:

Code: [Select]
CDIF_ReadSector() invalid sector type at LBA=16
This error repeats continuously until the emulator is stopped.

The unpatched file works with no CDIF_ReadSector() errors.

robycop3

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #48 on: May 20, 2015, 04:59:28 pm »
  Perhaps someone here can help me.  Green Goblin, I followed your directions in downloading the "Beacause" patch, and I checked to make sure I had the right isos.

  When I try to drag/drop an iso into the 'bat file, a command line screen appears that says "Press any key to continue." When I press a key, the command line screen disappears & nothing else happens.

  I am using Windows 7, 64-bit. Knowing there'd been issues with Google Chrome affecting the parch, I made sure Google is off before trying to use the patch.

Same thing happens, whether I extract the 'bat file from the folder or not.  Any suggestions, anyone?

gblues

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #49 on: May 20, 2015, 11:30:00 pm »
  Perhaps someone here can help me.  Green Goblin, I followed your directions in downloading the "Beacause" patch, and I checked to make sure I had the right isos.

  When I try to drag/drop an iso into the 'bat file, a command line screen appears that says "Press any key to continue." When I press a key, the command line screen disappears & nothing else happens.

  I am using Windows 7, 64-bit. Knowing there'd been issues with Google Chrome affecting the parch, I made sure Google is off before trying to use the patch.

Same thing happens, whether I extract the 'bat file from the folder or not.  Any suggestions, anyone?



That means it patched. The patched version will have "(Beacause)" at the end of the file name.

Seihen

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #50 on: May 21, 2015, 01:36:15 am »
Knowing there'd been issues with Google Chrome affecting the parch, I made sure Google is off before trying to use the patch.

Am I the only one curious why having Google Chrome running would affect a patching program...?

xander

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #51 on: May 21, 2015, 04:27:00 am »
I tested this on a real playstation and it actually works. I don't have a psp to test it on but im playing disc 1 right now on a playstation console.
xander

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #52 on: May 21, 2015, 04:45:09 am »
I tested this on a real playstation and it actually works. I don't have a psp to test it on but im playing disc 1 right now on a playstation console.

 :thumbsup:

robycop3

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #53 on: May 21, 2015, 09:36:34 am »
That means it patched. The patched version will have "(Beacause)" at the end of the file name.

  Thanx for the headsup, but it still didn't patch.  Any other suggestions?

Burnt Lasagna

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #54 on: May 21, 2015, 11:19:44 am »
I tested this on a real playstation and it actually works. I don't have a psp to test it on but im playing disc 1 right now on a playstation console.
Nice to know.
Then I guess this is an issue with Mednafen.

  Thanx for the headsup, but it still didn't patch.  Any other suggestions?
Try using Delta Patcher to apply the xd files to the ISOs.
http://www.romhacking.net/utilities/704/
You might need to change the extension from "xd" to "xdelta" for Delta Patch to recognize them though.

SmashManiac

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #55 on: May 22, 2015, 10:00:14 am »
As far as I know, a real PlayStation doesn't check for bad sectors. Before blaming Mednafen, please read this piece of documentation and check if it's the cause of the issue:
"Since 0.8.4, Mednafen will perform simple data correction on ripped CDROM images that contain EDC and L-EC data(2352-byte-per-sector "raw" rips"). It calculates the real EDC, and if it doesn't match the EDC recorded for that sector, it will evaluate the L-EC data to repair the data. If the data is unrepairable, an error message will be displayed.
This may cause problems with naive patches that don't update the error-correction data(at least the 32-bit EDC, if that's correct, the L-EC data will be ignored)!"

PresidentLeever

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #56 on: May 22, 2015, 12:47:08 pm »
Hi, I'd like to know what the bug fixes are and if this is compatible with the hard type hack?
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #57 on: May 22, 2015, 12:49:03 pm »
Hi, I'd like to know what the bug fixes are and if this is compatible with the hard type hack?

Magic defense bug & W-item bugs are fixed, plus:

Quote
ancnt1 / ancnt4: Corrects Vincent's animation

blin67_2:  Fixes Tifa infinite Love Points bug

canon_2: Fixes story skipping glitch

chrin_1b: Aerith missing dialogue in dream sequence reinstated
              Cloud/Aerith no longer turn to face Reno by accident
              Other changes to fix Cloud/Aerith interaction with Reno

chrin_2: Fixes issue that led to removal of Gongaga cutscene

cosin1_1: Fixes Barret infinite Love Points bug

del1: Allows player to talk to NPC on boat

elminn_1: Inserts missing Barret dialogue if not in party when receiving PHS

elmin4_2: Fixes old man's dialogue so that all three are shown

fr_e: Possibly to correct animation speed during FMV

fship_4: Fixes menu access bug after talking with Yuffie

gongaga: Tifa/Aerith Love Points check is now >40 and not >120

goson: Fixes the mayor's dialogue to show up correctly

hyou8_2: Fixes infinite Elixir issue

jtemplb: Aerith/Cloud now correctly exclaim at the same time

las2_1: Removes stupid "secret cow" added with 2012 version

lastmap: FMV is now full length and not chopped

min51_1: Some TV dialogues originally had little chance of being seen

mtnvl3: Second soldier's dialogue is now accessible

nmkin_2: Door will now open and shut for Jessie

psdun_2: Enables Aerith's dialogue when skipping Kalm

sichi: When proceeding north, you are not returned to world map

trnad_2: Missing Cloud scene reinstated

trnad_4: MP Turbo materia is now blue instead of yellow

I don't know anything about the hard type mod, but probably it's not compatible.

Burnt Lasagna

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #58 on: May 22, 2015, 01:01:11 pm »
As far as I know, a real PlayStation doesn't check for bad sectors. Before blaming Mednafen, please read this piece of documentation and check if it's the cause of the issue:
Okay, thanks for reminding me of this.
I tried looking for what files were causing bad sectors by extracting the contents of disc1 using ISO Buster and making note of all the files on bad sectors. Turns out, all the errors came from the MOVIE folder.
Then I created a batch file to insert the original movie files back in using CUE's PSX-MODE2 tool. The End result...the first disc now starts on mednafen (plays the intro credits and everything) but it crashes with a "Bad Sector" error right after pressing New Game...




Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #59 on: May 22, 2015, 01:12:11 pm »
Okay, thanks for reminding me of this.
I tried looking for what files were causing bad sectors by extracting the contents of disc1 using ISO Buster and making note of all the files on bad sectors. Turns out, all the errors came from the MOVIE folder.
Then I created a batch file to insert the original movie files back in using CUE's PSX-MODE2 tool. The End result...the first disc now starts on mednafen (plays the intro credits and everything) but it crashes with a "Bad Sector" error right after pressing New Game...

I used this extension patch: http://forums.qhimm.com/index.php?topic=11541.20
which moves the kernel.bin and scene.bin into the MOVIE folder, probably that is causing your problems.