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Author Topic: [PSX] Final Fantasy VII - Retranslation Project (R06g)  (Read 311461 times)

Gaspi

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #540 on: April 01, 2021, 11:12:06 pm »
Thx so much for doing this proyect !!! :thumbsup:

killXtech

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #541 on: April 02, 2021, 12:39:06 am »
Has anyone noticed any issues with field hitboxes? Like sometimes I have a really hard time getting on ladders

cooper774

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #542 on: April 02, 2021, 03:00:19 pm »
I think is useful if someone have problem with a certain point in the game to upload a save file or save state so we can test it.

pating

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #543 on: April 03, 2021, 02:54:35 am »
Does anyone of you familiar with the window dialogue boxes in the World Map?

I extracted the script from using cebix tools and I just want to know what trigger these dialogues if possible.. thanks

:arrow_forward: 32
“Wark!?”
:arrow_forward: 38
{CLOUD}
“…I got the feeling
    I'm forgetting something…”
:arrow_forward: 39
{CLOUD}
“Hey, would you stay there
    just a minute?”
:arrow_forward: 40
{TIFA}
“…Let's see…where was I going…?”
:arrow_forward: 41
{TIFA}
“Please, Chocobo,
    would you wait just a minute?”
:arrow_forward: 44
{CLOUD}
“Watch out.”
:arrow_forward: 46
{TIFA}
“Bye. Take care.”
:arrow_forward: 48
{CID}
“Take care, kid.”

For those who can tell by replying thanks :slight_smile:

Katlamos

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #544 on: April 10, 2021, 03:57:02 am »
Love this project, just patched my game to this. I have been trying to play this on my PS VITA by way of Retroarch and PS ReARMed. When I go to start a new game, all I get is a black screen after the start menu; the FMV never loads. I verified that my files are working, I was able to load a game on my PC.

Using my PC, I was able to create a save file and move it to my Vita. The game crashed once again when it attempted to load the FMV of the Mako reactor being destroyed. It appears as though the game crashes on all FMV sequences on VITA ReARMed core.

burkhard_schmorell

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #545 on: April 11, 2021, 10:28:41 am »
Love this project, just patched my game to this. I have been trying to play this on my PS VITA by way of Retroarch and PS ReARMed. When I go to start a new game, all I get is a black screen after the start menu; the FMV never loads. I verified that my files are working, I was able to load a game on my PC.

Using my PC, I was able to create a save file and move it to my Vita. The game crashed once again when it attempted to load the FMV of the Mako reactor being destroyed. It appears as though the game crashes on all FMV sequences on VITA ReARMed core.
Is there some reason you want to run it in Retroarch as opposed to converting it to EBOOT and running in Adrenaline?

Katlamos

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #546 on: April 11, 2021, 08:48:12 pm »
Is there some reason you want to run it in Retroarch as opposed to converting it to EBOOT and running in Adrenaline?
Mostly I'm just used to using Retroarch for any non-PSP emulation. I used the program long before I hacked my Vita so I'm just used to it. Has the current build of the patch been tested in Adrenaline with EBOOT conversion to see if it works?

April 13, 2021, 01:43:09 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Love this project, just patched my game to this. I have been trying to play this on my PS VITA by way of Retroarch and PS ReARMed. When I go to start a new game, all I get is a black screen after the start menu; the FMV never loads. I verified that my files are working, I was able to load a game on my PC.

Using my PC, I was able to create a save file and move it to my Vita. The game crashed once again when it attempted to load the FMV of the Mako reactor being destroyed. It appears as though the game crashes on all FMV sequences on VITA ReARMed core.
So, to update on this, I did convert it to EBOOT.PBP and it works in Adrenline. I then decided to try using the converted EBOOT file in Retroarch with the ReARMed core, and the game began to play with no issues.
« Last Edit: April 13, 2021, 01:43:09 am by Katlamos »

burkhard_schmorell

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #547 on: April 20, 2021, 07:47:31 pm »
\So, to update on this, I did convert it to EBOOT.PBP and it works in Adrenline. I then decided to try using the converted EBOOT file in Retroarch with the ReARMed core, and the game began to play with no issues.
Yeah, I haven't tried it on this latest build, but I have been playing through on the build from just before, and I've been having no bugs. And I figured with the relative smallness of the edits there shouldn't be much of a difference--certainly not what you were describing. Only issue I ever ran into was that there was one choice outside the Honeybee Inn where one of the options spilled over onto another line, which made the cursor jump to three options when logically there were only two. But maybe that's ironed out in R06g?

chrome99001

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #548 on: April 22, 2021, 09:32:36 am »
*EDIT* I found out the cause. It's a epsxe shader problem. No problems after turning the shader off.


Using the Canon Addendum. If I start directly from Disc 2 or Disc 3, this happens. Anyone else having the same issue?
I'm running it on ePSXe v2.0.14 on android.
« Last Edit: June 07, 2021, 01:49:19 am by chrome99001 »

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #549 on: June 06, 2021, 09:32:55 am »
Hi guys,

R06i is out for PC, but this time the PSX version will have to wait. As you may or may not know, I use the PC flevel.lgp file to export and import scripts and texts into the PSX files, but now R06i does not use flevel.lgp anymore translation-wise. Now the new translation is loaded from external txt files, with their own format, syntax and control codes.

Now I have two options:

1 - Wait until a new version of touphscript is published, so I can insert those txt files into flevel.lgp and go on with my own workflow. Hopefully Luksy will publish a new touphscript version asap.

2- Convert all txt files to match the format, syntax and control codes of Cebix Tools. This will be tricky, boring and time consuming, as there are more than 700 different txt files. I can somehow automate the process with regex, macros and whatnot, but I still prefer option 1.

That's all for now.

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #550 on: June 06, 2021, 10:19:44 am »
Most unfortunate.

You say 'hopefully'--has Luksy been asked to include that functionality and shown interest in doing so?

cooper774

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #551 on: June 06, 2021, 02:08:06 pm »
My suggestion is to follow the most easy way. For me, the R06g version, if i exclude the few bugs that are reported here, is perfect!

Thanks for the info and for your hard work!

DLPB

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #552 on: June 08, 2021, 12:57:33 am »
Luksy is a bit busy at moment but I've supplied him with the bugs that need fixing and will provide him also with syntax changes needed.  If this isn't completed by the time of R07 in one month, I'll supply Green_goblin an flevel fully updated with the text.  There are differences with my flevel v stock so some manual changes are no doubt required. If using your own flevel Green_Goblin I'll send you my text files with altered syntax for use with current ts.

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #553 on: June 08, 2021, 05:50:37 am »
Luksy is a bit busy at moment but I've supplied him with the bugs that need fixing and will provide him also with syntax changes needed.  If this isn't completed by the time of R07 in one month, I'll supply Green_goblin an flevel fully updated with the text.  There are differences with my flevel v stock so some manual changes are no doubt required. If using your own flevel Green_Goblin I'll send you my text files with altered syntax for use with current ts.

 :thumbsup:

hemipode

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #554 on: June 08, 2021, 08:15:45 am »
Hello :)

Thanks for making this available on the ps1. Really appreciate being able to play a much enhanced version on the platform.

Unaware if it has been mentioned in the thread, but thought I'd bring it up.
I played through the whole thing (R06g) on original hardware. Was unable to collect the materias (knights of the rounds, quadra magic, mime, mp<>hp) available in the "materia caves" after breeding the special chocobos required to get there, in the latter part of the game. Instead of collecting them on interaction, a fight triggers, and locks up the game. There was also something strange with the hit numbers going above 9999 when leveled high enough.

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #555 on: June 08, 2021, 01:55:54 pm »
That is good to hear about R07.  I personally might not have as much time later this summer, so I did start an R06g playthrough now (and will hopefully run through R07 when possible).

I did find a small issue that I don't believe has been mentioned, if you are still checking for bugs, Green_goblin: During the first time in Tifa's bar, getting into the hideout requires pressing Circle even if you have changed the OK button to something else (I use Square).

I'm using Beacause + Chicago with Beetle PSX HW on RetroArch; I also checked this with Beetle PSX and psxfin.  (And invisible Biggs is present in this scene as soon as actual Biggs heads below, but it didn't cause any issues when I interacted with him and received his "..." invisible judgement.)

(Similarly related to changing the default controls, at the very beginning Jessie specifically says Circle to use ladders, even if the button assignment has been changed--I don't know if there's any way to make it variable given the player's configuration, as I don't believe the original did that at all.)

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #556 on: June 08, 2021, 03:50:30 pm »
There was also something strange with the hit numbers going above 9999 when leveled high enough.

That's a feature we decided to add, see readme file.

That is good to hear about R07.  I personally might not have as much time later this summer, so I did start an R06g playthrough now (and will hopefully run through R07 when possible).

I did find a small issue that I don't believe has been mentioned, if you are still checking for bugs, Green_goblin: During the first time in Tifa's bar, getting into the hideout requires pressing Circle even if you have changed the OK button to something else (I use Square).

I'm using Beacause + Chicago with Beetle PSX HW on RetroArch; I also checked this with Beetle PSX and psxfin.  (And invisible Biggs is present in this scene as soon as actual Biggs heads below, but it didn't cause any issues when I interacted with him and received his "..." invisible judgement.)

(Similarly related to changing the default controls, at the very beginning Jessie specifically says Circle to use ladders, even if the button assignment has been changed--I don't know if there's any way to make it variable given the player's configuration, as I don't believe the original did that at all.)

Some ladders have a hardcoded button and some do not, so I decided to always ask the player to use the default button (circle).

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #557 on: June 08, 2021, 04:38:03 pm »
Some ladders have a hardcoded button and some do not, so I decided to always ask the player to use the default button (circle).

Ah, okay.  I am finding more ladders like this, but its not that big of a deal.

A quick addendum: curiously, these spots do work with configured controls in the original FFVII, in case you think this deserves another look.  (So far it's the entrance to the hideout in Seventh Heaven, the two ladders in the 'Inside Plate' ductwork where Jessie apologizes, plus the two ladders in 'Underneath Plate 4' with the save point--all work with my configured Square 'OK' button in an unpatched copy of FFVII.)
« Last Edit: June 08, 2021, 04:49:04 pm by mimbris »

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #558 on: June 08, 2021, 04:48:11 pm »
Given the current situation with R06i, I decided to update R06g and fix those bugs you reported so far, go to page 1 to get the new patches and readme file.

- Caves bug in non-hardtype games fixed
- Materia share bug fixed (Ortew)
- Starlight Megaphone and all other long items now fit properly in menus (Ortew)
- Invisible Biggs bug in Tifa's Bar fixed

New improvements added:

- Gil Plus bug fixed (Pating)
- Long Range bug fixed (Bosola)
- Gongaga map dot added (IlDucci)
- Patches have now "xdelta" file extension

Please test and let me know  ::)

cold_spirit

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #559 on: June 09, 2021, 08:15:11 am »
I might of said it before but I'll say it again, thanks so much for bringing this retranslation to PS1. This is my preferred way to play the game. Hoping to one day see R07 brought over as well.