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Author Topic: [PSX] Final Fantasy VII - Retranslation Project (R06g)  (Read 311386 times)

highlander

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #560 on: June 09, 2021, 02:42:26 pm »
Given the current situation with R06i, I decided to update R06g and fix those bugs you reported so far...
so... this is the super R06gv2 arcade edition! :D


---


just a question, not asking for bug fix:
does the game have some explanation about the red eyes?

as an example: i remember seeing them in the beginning, in the train (wedge? biggs?).
on the beacause and the original.

when i try to search about it, i just get results of tifa, vincent... and nothing relevant.

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #561 on: June 09, 2021, 02:59:00 pm »
so... this is the super R06gv2 arcade edition! :D


---


just a question, not asking for bug fix:
does the game have some explanation about the red eyes?

as an example: i remember seeing them in the beginning, in the train (wedge? biggs?).
on the beacause and the original.

when i try to search about it, i just get results of tifa, vincent... and nothing relevant.

This red eyes problem only happens in some models, it has to do with the background colors of the 3D model:



Ortew fixed it years ago, I don't remember how.

Regards

CasualChris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #562 on: June 09, 2021, 07:22:22 pm »
Excellent work as always, GG. I may be in the minority here, but I'd still like the marching minigame to be restored to its original difficulty, if that hasn't been done already.

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #563 on: June 10, 2021, 12:15:21 pm »
Excellent work as always, GG. I may be in the minority here, but I'd still like the marching minigame to be restored to its original difficulty, if that hasn't been done already.

Yes, the Junon Parade will have a relaxed difficulty in the next version.

Chronosplit

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #564 on: June 10, 2021, 12:41:26 pm »
Does anyone know of a way to patch this on mobile?  UniPatcher throws up "XDelta3 Internal Error" every time, and Rom Patcher JS doesn't seem to be compatible.

The ROM files I'm using are the correct ones.

d0pefish

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #565 on: June 10, 2021, 06:26:19 pm »
Yeah I couldn't get the patch to work on Rom Patcher JS either, I ended up just using the Delta Patcher Lite that came with it, which only seems to work on windows , which is a shame because i hate windows, I tried opening it with WINE but that didn't work either. I have gotten other xdelta patches to work with Rom Patcher JS but not this one.

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #566 on: June 13, 2021, 08:54:27 pm »
I found an issue with the audio when fighting a battle in the Shin-Ra Mansion Basement, in Niblheim (when actually visiting there after Cosmo Canyon, not the flashback).  Vincent's Theme ("The Nightmare's Beginning") is the background music in this area, then as soon as a battle starts the audio instruments are quite jumbled--make sure your volume is low, as this is not pleasant.  The victory fanfare is normal, and then returning to Vincent's Theme is fine as well, but it keeps happening to me when I enter a battle from that background music in this area.  This does not affect the gameplay at all.

I'm using Beacause + Chicago (08-06-2021), and this issue is present in both RetroArch's Beetle PSX HW and Beetle PSX emulators (using either the openal or wasapi audio drivers).

I checked Beacause + Chicago (01-01-2021) and FFVII unpatched with both these emulators and this issue is not present--the battle music is fine in this area there.
« Last Edit: June 13, 2021, 09:09:24 pm by mimbris »

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #567 on: June 14, 2021, 05:45:57 am »
I found an issue with the audio when fighting a battle in the Shin-Ra Mansion Basement, in Niblheim (when actually visiting there after Cosmo Canyon, not the flashback).  Vincent's Theme ("The Nightmare's Beginning") is the background music in this area, then as soon as a battle starts the audio instruments are quite jumbled--make sure your volume is low, as this is not pleasant.  The victory fanfare is normal, and then returning to Vincent's Theme is fine as well, but it keeps happening to me when I enter a battle from that background music in this area.  This does not affect the gameplay at all.

I'm using Beacause + Chicago (08-06-2021), and this issue is present in both RetroArch's Beetle PSX HW and Beetle PSX emulators (using either the openal or wasapi audio drivers).

I checked Beacause + Chicago (01-01-2021) and FFVII unpatched with both these emulators and this issue is not present--the battle music is fine in this area there.
Ok thanks, I'll use the files from 01-01-2021 in the next version. Regards!

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #568 on: June 17, 2021, 07:15:34 pm »
"Füma Shuriken" (with the dots) does not look very good with the Chicago font patches (both 01-01 & 08-06), since the ü itself does not appear to be in the Chicago font and stands out.  And also I see from the database its suppose to be Fūma (with a line)--I have also seen the Discord messages form last year that DLPB had trouble with including a ū character, as well.

Is the ü character suppose to be changed to a Chicago-style ū?  Is that possible, if the ü isn't actually used at all anywhere else?  If this isn't possible to change, I'd recommend just going with a regular u.  ("Fuma" has been used in quite a few other FF games: https://finalfantasy.fandom.com/wiki/Fuma_Shuriken_(weapon) )

(I have not seen Mystère and Großpanzer yet, in case their special characters also contrast with the Chicago font.)

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #569 on: June 18, 2021, 05:32:44 am »
"Füma Shuriken" (with the dots) does not look very good with the Chicago font patches (both 01-01 & 08-06), since the ü itself does not appear to be in the Chicago font and stands out.  And also I see from the database its suppose to be Fūma (with a line)--I have also seen the Discord messages form last year that DLPB had trouble with including a ū character, as well.

Is the ü character suppose to be changed to a Chicago-style ū?  Is that possible, if the ü isn't actually used at all anywhere else?  If this isn't possible to change, I'd recommend just going with a regular u.  ("Fuma" has been used in quite a few other FF games: https://finalfantasy.fandom.com/wiki/Fuma_Shuriken_(weapon) )

(I have not seen Mystère and Großpanzer yet, in case their special characters also contrast with the Chicago font.)

Hi mimbris,

Final version should be "Fuma", I updated dialogues but forgot to update kernel texts, thanks for letting me know. è and ß characters are included in the Chicago font:



Regards

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #570 on: June 18, 2021, 03:39:54 pm »
Hi; it's me again. ^-^;

There appears to be a few curious graphical bugs on the world map in the Wutai area.  I thought it might be an emulator issue (Beetle PSX HW and the regular Beetle PSX), but they are not present when checking an unpatched version of FFVII.  Unfortunately, they are present in both the recent (08-06) and previous (01-01) versions of the R06g patch.

So, the three bridges south of Wutai sway a little when you walk over them.  The middle one works fine in your patches.

The southern one has a minor graphical glitch depending on the angle where the bottom of the bridge disappears from view (but you still walk over it).

The northern one is more interesting: the bridge stays still while the mountains before and after wiggle a bit!  It just looks a bit silly. :P

These are just graphical issues, and do not affect the gameplay at all.

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #571 on: June 19, 2021, 07:49:49 am »
Hi; it's me again. ^-^;

There appears to be a few curious graphical bugs on the world map in the Wutai area.  I thought it might be an emulator issue (Beetle PSX HW and the regular Beetle PSX), but they are not present when checking an unpatched version of FFVII.  Unfortunately, they are present in both the recent (08-06) and previous (01-01) versions of the R06g patch.

So, the three bridges south of Wutai sway a little when you walk over them.  The middle one works fine in your patches.

The southern one has a minor graphical glitch depending on the angle where the bottom of the bridge disappears from view (but you still walk over it).

The northern one is more interesting: the bridge stays still while the mountains before and after wiggle a bit!  It just looks a bit silly. :P

These are just graphical issues, and do not affect the gameplay at all.

Hi mimbris,

This is probably related to some world map modification Jusete made to fix the Quadramagic cave bug. I just tested original files and bridges in Wutai are ok. We will see if this can be fixed. Please keep testing! Regards.

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #572 on: June 26, 2021, 11:54:01 pm »
Got another one:

When combining all of my Mastered Materia at the Huge Materia in Cosmo Canyon, each of the three (Magic, Command, and Summon) produce an MP Plus materia that has 14606046 AP exactly (all three are the same), in addition to yielding the correct Master Materia.

(Naturally, I threw all three on Barrett's Missing Score, but it does not yield impressive results--the values must loop several time in whatever integer his weapon uses for its calculations.)

(This is on Beacause R06g + Chicago played on Beetle PSX (regular and HW); an unpatched FFVII does not do this on these emulators.)

Edit: I forgot to check R06g (01-01-2021), but these extra MP Plus materia are given there as well: this bug is present in both the (01-01) and (08-06) version of R06g.
« Last Edit: June 27, 2021, 12:04:46 am by mimbris »

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #573 on: June 28, 2021, 07:56:20 am »
Got another one:

When combining all of my Mastered Materia at the Huge Materia in Cosmo Canyon, each of the three (Magic, Command, and Summon) produce an MP Plus materia that has 14606046 AP exactly (all three are the same), in addition to yielding the correct Master Materia.

Hi mimbris,

How do you know that MP Plus materia is produced? Did you see a pop-up dialogue saying "MP Plus materia obtained"? Or is it simply added to your inventory?

Regards

WarhawkX

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #574 on: June 28, 2021, 12:49:06 pm »
A major bug happens if Cid is in the party at the Forgotten Capital. After the party rests and you head down the spiral staircase the following screen transition never loads, just hangs with a black screen. So in order to progress you can not use cid during this segment. Tested on Mednafen standalone and Bizhawk.

(08-06) version of R06g with Chicago Font + Canon
« Last Edit: June 28, 2021, 01:41:41 pm by WarhawkX »

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #575 on: June 28, 2021, 06:12:52 pm »
Hi mimbris,

How do you know that MP Plus materia is produced? Did you see a pop-up dialogue saying "MP Plus materia obtained"? Or is it simply added to your inventory?

Regards

There's no extra message.  If I select to fuse the materia, I get the "Obtained Master ___ materia!" message for each, and then in the Materia menu there's the extra MP Plus materia listed just before the correct Master one.  This happens with all three Master fusions.

June 28, 2021, 06:29:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I can confirm that the bug WarhawkX lists above also occurs on Beetle PSX for R06g + Chicago, and that the bug is not present in the (01-01) version of R06g + Chicago.

Also, I have a new error related to the translation: I saw "2D ANIMETORS" listed in the credits.  I did see ff7.live included for Translation, so it appears the credits can be edited?  I did bring this up on the Discord, and DLPB said that the credits are handled differently for the PSX.  This is certainly not a major issue, though.  (As an aside: Vagrant Story did so well with its translation, and then has a SQAURE in the middle of its credits. :P )
« Last Edit: June 28, 2021, 06:29:16 pm by mimbris »

Green_goblin

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #576 on: June 29, 2021, 05:46:00 am »
A major bug happens if Cid is in the party at the Forgotten Capital. After the party rests and you head down the spiral staircase the following screen transition never loads, just hangs with a black screen. So in order to progress you can not use cid during this segment. Tested on Mednafen standalone and Bizhawk.

(08-06) version of R06g with Chicago Font + Canon

Hi WarhawkX,

I need to know the exact location. Do you mean the little house with 3 beds?

There's no extra message.  If I select to fuse the materia, I get the "Obtained Master ___ materia!" message for each, and then in the Materia menu there's the extra MP Plus materia listed just before the correct Master one.  This happens with all three Master fusions.

June 28, 2021, 06:29:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I can confirm that the bug WarhawkX lists above also occurs on Beetle PSX for R06g + Chicago, and that the bug is not present in the (01-01) version of R06g + Chicago.

Also, I have a new error related to the translation: I saw "2D ANIMETORS" listed in the credits.  I did see ff7.live included for Translation, so it appears the credits can be edited?  I did bring this up on the Discord, and DLPB said that the credits are handled differently for the PSX.  This is certainly not a major issue, though.  (As an aside: Vagrant Story did so well with its translation, and then has a SQAURE in the middle of its credits. :P )

Credits are editable, but it's a pain in the ass.

WarhawkX

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #577 on: June 29, 2021, 01:25:43 pm »
Yep, the little house with 3 beds. The screen will transition with him till the long crystal staircase leading down to the jenova life fight. At this point is where the game will hang up.
« Last Edit: June 29, 2021, 11:30:42 pm by WarhawkX »

mimbris

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Re: [PSX] Final Fantasy VII - Retranslation Project (R06g)
« Reply #578 on: June 29, 2021, 08:58:27 pm »
Yep, the little house with 3 beds. The screens will transition with him till the long staircase leading up to the jenova life fight.

To clarify: when I checked this, I rested in the house with the three beds (with Cid in the party), which caused the story transition to night.  Everything was fine when I left that house and went down the middle path to that larger lone house, and descended down the long glass-like staircase that had been revealed there.  It's after descending that long staircase (with Cid still in the party), and trying to go into the next large area at the bottom (where there's a save point, and you can see Aerith at the alter) that it would lock up for me.