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Author Topic: [PSX] Final Fantasy VII - Retranslation Project (R06g)  (Read 290879 times)

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #420 on: August 29, 2020, 11:18:43 am »
Thanks Goblin!
I'm a bit confused with how this works though. Touphscript is a program that I have to run by clicking on the .exe file and it asks me to dump or encode. I tried both and nothing happened. I never used this software before so I'm not familiar with how to see the script and to actually organize it in something like an excel or word file.  :-\
Can you help?

I think it needs to be executed in "admin mode". Put the touphscript folder inside the FF7 installation path. Also check the .ini file, you have to enable these options:

Code: [Select]
# Dump Text (specify which files to dump text from)
dump_flevel = 1
dump_world = 1
dump_scene = 1
dump_kernel = 1
dump_kernel2 = 1
dump_exe = 1

0 means disable, 1 means enable.

fatalis

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #421 on: September 01, 2020, 02:23:23 pm »
I've followed this re-translation project for many years now and excited a release might come around within the next few months to a year. Originally heard about this on Eurogamer way back on its original release.

If I am understanding this all correctly so far, the re-retranslation is complete :crazy:, complete with localization and grammar check.

Next steps are;

-Test the game on PC
-Port script to PSX
-Test script on PSX
-Release?

I'm sure there are more steps to this or the steps are more technical than listed, I just don't want to get too excited yet on a release for a patch for the original hardware.

Cheers to all the hardworking people who are making this all happen.




Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #422 on: December 24, 2020, 02:02:24 pm »
Next steps are;

-Test the game on PC
-Port script to PSX
-Test script on PSX
-Release?

Yes. Testing phase has begun and I'll try to release R06g on the next few days.
I wanted to update this tomorrow as a Christmas present to you all, but this is a nightmare and when I fix one problem three more arise.

Regards!

CasualChris

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #423 on: December 26, 2020, 09:28:21 am »
Yes. Testing phase has begun and I'll try to release R06g on the next few days.
I wanted to update this tomorrow as a Christmas present to you all, but this is a nightmare and when I fix one problem three more arise.

Regards!

Awesome, awesome news! Can't wait to play this very soon!

cooper774

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #424 on: December 28, 2020, 04:59:36 am »
Great news!  ;D

trostboot

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #425 on: December 28, 2020, 11:26:50 am »
Cheers mate, lovely news. No need to rush anything.

Green_goblin

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Re: Final Fantasy 7 - Retranslation Project (PSX)
« Reply #426 on: January 01, 2021, 06:44:58 am »
See first post my friends. After months of hard work, R06g is finally ported to the PSX. This has been a nightmare, and me not having programming skills makes it all the more difficult, but now it's done. All bugs reported so far are now solved, but please test the game and report any issue you find.

The only part that remained unchanged are chocobo names. The original game allows a maximum of 6 o 7 characters per chocobo, and the retranslation (see row 189 to 236) renames the chocobos with longer names so those cannot be imported. If any of you know how to hack this, please let me know. The file is called CHOCOBO.BIN inside the "MINI" folder.

Happy New Year to all of you!

pating

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #427 on: January 01, 2021, 07:38:26 am »
Does this include  Ortew's Shop Menu bug fix and Gemini's Spirit Bug fix?

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #428 on: January 01, 2021, 07:40:11 am »
Does this include  Ortew's Shop Menu bug fix and Gemini's Spirit Bug fix?

Yes, those fixes are included and are listed in the readme file.

pating

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #429 on: January 01, 2021, 07:42:17 am »
ok thanks for the hard work. you deserve a break dude.  :beer: :beer:


The Chicago font made me feel back to the Chrono Trigger time. If only Square Japan made the 4th disc in the international version similar to the extras that Chrono Trigger has in their PlayStation port and DS ports it would be amazing.

Personal side note: I don't know if it would be difficult to do but I like how the International Version looks when it comes to the Item menu. I feel like it is better and consistent when you sell items to the shop having it 2 columns instead of 1 and also it also applies when using items in battle the International Version does have 2 columns instead of 1.

« Last Edit: January 01, 2021, 08:56:33 am by pating »

cooper774

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #430 on: January 01, 2021, 08:41:29 am »
Happy New Year too! And many many thanks  :beer: :beer:

pating

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #431 on: January 01, 2021, 09:55:55 am »
Just found a crash after telling Tifa that Cloud had a good sleep because she was next to him. I tried to talk to her again to say that, she is coming this time suddenly the game crash...

I like the Palm Rush yet still Big Shot doesn't sound right better stick to Heavy Shot.

I tried retrieving some old save and I found something sounds ridiculous...

She Mao? Final Fantasy VII is JRPG not CRPG... better stick to Viper Halberd.
Qing Long? Just put S.Engetsuto.
Fangtian...? Flayer is enough that it is.
Lance of Longinus, I guess Longinus is better

I think Yuffie's weapon should be in Japanese if it is originally in Kanji due to the fact that Wutai is based on more traditional Japanese culture.

Intead of Chakram, Engetsurin is better
Bouncy ball? Super ball is ok

Shinra Beta and Shinra Alpha is better as stated in CC:FFVII

Cross-Slash is canon,  Hakou Geki is better than Rendering Light
Ascension is canon to Climhazzard

Yuffie's Limit breaks are better written in Japanese Romanization for most of it are ninja arts.
Tifa's Limit Water Kick is better

I hope there is no Ultimate Weapon here that thing is Ultima Weapon as canon that's the reason why it drops the Ultima Weapon once the party defeated that weapon.

Chocobokkuru? Chocobo Bocle is ok I guess...
Elemental is canon to the FFVII not Property

Well that's all for now/... I need to sleep


« Last Edit: January 01, 2021, 11:12:53 am by pating »

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #432 on: January 01, 2021, 11:36:26 am »
Just found a crash after telling Tifa that Cloud had a good sleep because she was next to him. I tried to talk to her again to say that, she is coming this time suddenly the game crash...

I just tested that scene with Beetle PSX (Retroarch), which is considered the closest emulator to the real PSX, and there is no crash. Which version of the patch are you testing and what emulator are you using?

pating

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #433 on: January 01, 2021, 05:59:36 pm »
I tested it on XEBRA. But when I tested it on PSP it seems work as fine as it should be. I am wondering if you guys have improvements for the PAL and NTSC-J International? For now I only have Gemini's Magic Defense bug fixed and Ortew's Shop Menu Bugfix. thanks in advance.

I have my physical copy of the FF7I here by my side and if you want a copy of it I can share it with you from what I read the improvements made in the NTSC-U/C it is good if the NTSC-J International does also and vice versa. Like you I am not that very well known about romhacking but when my imaginations runs wild it definitely does. Like it is possible for some hackers can do a definitive interactive fourth disc of the NTSC-U/C where it loads a certain game file and shows it progress? The International version's fourth disc lack that part. It would been better if it unlocks info base on save game progress.

With regards to the Chocobo Names in the Chocobo Racing maybe Gemini can help you with it. From what I remember back then I saw him able to put the whole "Mutsunokami" in your M.Yoshiyuki.

The main reasons why I personally believe that it is need also to share the improvements with NTSC-J International is to also give credits to where Final Fantasy VII intially release. Square is not that greedy to share Final Fantasy VII outside the borders of Japan even though it has a lot of weaknesses back then that of we usually experienced along the way solving those issues with the help of our friends here at romhacking and qhimm it. As stated in the criticism in the readme you wanted to create something Hironobu Sakaguchi would be proud of.

Sorry for the lengthy edits from here and there... But I am willing to the completion of this project as a whole even if I would share this game with my grandchildren in the future in both regions.
« Last Edit: January 02, 2021, 12:24:43 am by pating »

MysticLord

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #434 on: January 02, 2021, 09:38:40 am »
Code: [Select]
Disc 1 (SCUS-94163): 747.435.024 bytes
CRC-32: 1459cbef

Disc 2 (SCUS-94164): 732.657.408 bytes
CRC-32: a997a8cc

Disc 3 (SCUS-94165): 659.561.952 bytes
CRC-32: 1c27b277
Neither powershell or cygwin have crc32 utilities anymore, can you include a more modern hash like sha256?

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #435 on: January 02, 2021, 09:44:11 am »
Code: [Select]
Disc 1 (SCUS-94163): 747.435.024 bytes
CRC-32: 1459cbef

Disc 2 (SCUS-94164): 732.657.408 bytes
CRC-32: a997a8cc

Disc 3 (SCUS-94165): 659.561.952 bytes
CRC-32: 1c27b277
Neither powershell or cygwin have crc32 utilities anymore, can you include a more modern hash like sha256?

I use 7zip to get the CRC-32, instructions are given in the readme file.
Anyways here you have the MD5 and SHA-1:

http://redump.org/disc/66/
http://redump.org/disc/67/
http://redump.org/disc/68/

MysticLord

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #436 on: January 02, 2021, 09:57:12 am »
Didn't think of that.

That did it, thanks. Disregard my message on your blog, I was looking at MB and not bytes. ls -la cleared that up.

Do you plan to include the w-item and enemy long-range bugfixes?

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #437 on: January 02, 2021, 10:59:47 am »
Do you plan to include the w-item and enemy long-range bugfixes?

W-item bugfix is already included, but I don't know what is the Long Range bugfix, please elaborate?

MysticLord

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #438 on: January 02, 2021, 11:15:45 am »
W-item bugfix is already included, but I don't know what is the Long Range bugfix, please elaborate?
http://forums.qhimm.com/index.php?topic=14998.0