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Author Topic: Final Fantasy VI: Retranslated  (Read 74562 times)

Heaven Piercing Man

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Re: Final Fantasy VI: Retranslated
« Reply #180 on: October 25, 2019, 04:51:44 pm »
That's probably because the name label code <SHADOW> was inserted before his line, which shouldn't have a name label at all. The moogles use the slots for other characters not named yet.

Chrono 199X

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Re: Final Fantasy VI: Retranslated
« Reply #181 on: August 01, 2020, 09:36:42 am »
Hairy_Hen, do you plan to update this hack still?

hairy_hen

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Re: Final Fantasy VI: Retranslated
« Reply #182 on: August 11, 2020, 12:34:31 am »
Yes.  I had not intended to be away for so long, but real life interfered and unfortunately I haven't been able to get back to it at all until very recently...

In the past few days I've made several fixes to the script.  So far I've corrected the Shadow naming issue mentioned earlier, added in the line of NPC dialog that Tomato helpfully translated, fixed the script/menu inconsistency for the name of the Brave Ring, improved the Emperor's dialog when he finds the Enchanted Continent, corrected the wrong name being used in a caption during the Fiend God battle, and rewrote all of the dialog during the scene where Sabin first meets the old man on the Veldt.  This began with catching a mistake I'd inadvertently introduced into the scene in a previous version (a line was incorrectly attributed to the old man but should really be spoken by Sabin), and then I ended up rewriting the whole thing when it occurred to me that most of the dialog here sounded awkward and could use some improvement.

I'll be looking through the rest of the script to see if there's anything else that could use further polishing, so there will probably be a few other fixes to go along with these.  I'll have to reinstall Windows to get the revised script into the game itself, but I don't think it'll take too long to get the new version ready.  I'm glad to see there is still interest in this project in the meantime.   :)

Kylikeit

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Re: Final Fantasy VI: Retranslated
« Reply #183 on: August 12, 2020, 07:12:48 pm »
I certainly have been waiting for an update on this, and I'm glad to hear one is coming. This is my favorite way to play this game and I can't wait to see how it's improved.

hairy_hen

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Re: Final Fantasy VI: Retranslated
« Reply #184 on: August 25, 2020, 12:23:32 am »
While I had believed the next update would contain only a few minor fixes to outstanding issues, in the course of going over the script again I've found a surprisingly high number of lines that can be further improved.

A great many of these are located in the beginning parts of the game.  When I think about it this makes sense, because when this project began in April of 2019 I had only planned on making changes to a few lines here and there, just to get the most obviously mistranslated stuff taken care of.  But the farther into I went the more extensive the rewrites became, as it began to sink in just how many issues there really were with the SNES script.  So it stands to reason that I would have taken more trouble to ensure translation accuracy in the later sections than I did in the beginning, since at that point I hadn't yet decided how far I really wanted to go with it.

Coming back to the project with a fresh perspective it's easier to see which parts of the script could still use more work, so I'm revising any lines which stand out to me as sounding odd or containing small inaccuracies that I may have allowed to pass before.  The dialog is still mostly the same as it was before, but significant portions of it now read better than they did.  Since the game was designed around the script as originally written in Japan, it is important to me to preserve the intentions of the writers as well as I can, although since any translation can only be an interpretation of the script rather than an exact transcription, there will of course still be some differences.

I had not intended to leave this hanging anywhere near this long (during part of that time I was sick with what I'm pretty sure was The Virus, though mostly I was just unavoidably busy), so I will get this new version out there as quickly as I can.  It's looking to be a pretty significant update in terms of quality, so hopefully it will be worth it for everyone who has been waiting in the meantime.  :)

Dzumeister

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Re: Final Fantasy VI: Retranslated
« Reply #185 on: October 26, 2020, 09:36:02 am »
So why not just port the GBA script into the SNES version?  Another project has already done this, and it is certainly a valid way to go.

Does anyone have a link to this project?

Hope you're feeling better, hairy_hen. I still enjoy this translation a lot, and I hope those bug fixes won't be too tricky.
free sluffy

Piotyr

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Re: Final Fantasy VI: Retranslated
« Reply #186 on: January 09, 2021, 04:51:47 am »
Can we get an update on the timeliness for the patch update? I really want to play this patch the best it can be so I am eagerly awaiting!

seys

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Re: Final Fantasy VI: Retranslated
« Reply #187 on: February 18, 2021, 02:50:31 pm »
Yeah, when could we expect an update? It'd be my first time playing the game and I really do want the best experience hahah.
Though maybe it'd be better to just play the original or the TWUE for the "authentic" experience.

valius

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Re: Final Fantasy VI: Retranslated
« Reply #188 on: March 20, 2021, 08:06:53 am »
@hairy_hen On the news article thread, I mentioned running into a progress blocking bug while playing on the SNES console and on SNES9x about the game soft locking when the 2nd King Behemoth appears in the fight with the 2 Behemoths while rescuing Shadow from the Cave of the Veldt.  I did manage to find the save that is right before the battle here: https://mega.nz/file/2QI1nSyb#qxlMcsGRrFvpCkm27nmmZnaUYUb6QDB1P9JYLXQ5eO8  I patched version 1.0 of the game which should match the MD5 on this site.

Also, looking forward to the updates in the future!

Piotyr

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Re: Final Fantasy VI: Retranslated
« Reply #189 on: March 21, 2021, 01:07:29 am »
I hope the author didn't disappear forever, really liked their work.

Masaru

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Re: Final Fantasy VI: Retranslated
« Reply #190 on: March 26, 2021, 09:57:48 pm »
Here's a curious glitch i've found in my playtroughs

The skill class names dosen't appear on the menu


However, it appears in the status screen

Special

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Re: Final Fantasy VI: Retranslated
« Reply #191 on: March 27, 2021, 12:03:54 am »
Looks better "glitched".

Masaru

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Re: Final Fantasy VI: Retranslated
« Reply #192 on: April 08, 2021, 07:32:37 pm »
@hairy_hen On the news article thread, I mentioned running into a progress blocking bug while playing on the SNES console and on SNES9x about the game soft locking when the 2nd King Behemoth appears in the fight with the 2 Behemoths while rescuing Shadow from the Cave of the Veldt.  I did manage to find the save that is right before the battle here: https://mega.nz/file/2QI1nSyb#qxlMcsGRrFvpCkm27nmmZnaUYUb6QDB1P9JYLXQ5eO8  I patched version 1.0 of the game which should match the MD5 on this site.

Also, looking forward to the updates in the future!
Checking, there's no issue with the behemoth bosses, it has to be a patching problem
« Last Edit: April 08, 2021, 07:38:01 pm by Masaru »

hairy_hen

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Re: Final Fantasy VI: Retranslated
« Reply #193 on: April 09, 2021, 07:16:02 pm »
I haven't been able to reproduce it yet either.  I tested the save on snes9x, bsnes, and on a real Super Nintendo with an sd2snes cartridge, and I was able to win the King Behemoth boss fight and proceed to the next area in all three cases, with no crashing or any other strange behavior.  So initially I was sure it must have just been a patching problem or the rom getting corrupted in some other way.

However, looking around on the ff6hacking forum, there has been discussion very recently about similar issues that can occur during the double Behemoth fight.  What seems to be going on is that two of the patches included in C. V. Reynolds' bug fix compilation (which I used in this project) had coding errors which can show up under certain circumstances.  One of them is supposed to address an issue where the game does not always apply the Kappa animation to characters who are under Kappa status, or revert them to normal appearance at the same time the status wears off; the other is meant to address an issue where back attacks in mid-battle do not actually change the row formation of your party as they are supposed to do.  With the glitched 'fixes' applied, what can apparently happen in this specific case is that casting the Kappa spell on the first Behemoth causes the second one to show up completely invisible, apparently located in the upper right corner of the screen instead of in the middle, and casting Slow on this invisible second enemy can cause the game to crash to a black screen.

I checked valius' playthrough video of this battle, and it looks like he did indeed cast Kappa on the first Behemoth, followed by Slow on the invisible second one.  So it seems he inadvertently triggered a very obscure bug, which is not present in the unmodified game.  No one seems to have been aware of this or diagnosed it until just the past month or so, though apparently the exact cause on a coding level has not yet been unraveled.  The only solution, thus far, has been to revert the relevant lines of code back to their original forms, or else not to use those particular patches in the first place, since they seem to be a case of the fixes causing greater problems than what they were meant to address.

The bug fix compilation patch has recently been updated to remove the problematic lines of code, so it appears I'll have to reassemble the rom again in order to completely eliminate it.  Shouldn't be too hard to do, but I'll have to check over it to make sure my various edits to non-story text will still apply properly with a new version.  (Hopefully I won't have to retype all the enemy and item names and descriptions again!)  While I'm at it, I can also apply the updated version of the uncensored graphics compilation, which fixes a few visual errors with the Silence graphic and the mine cart escape, and perhaps also make an alternate version that doesn't have any bug fixes at all, for those who prefer their FF6 experience to be as authentically buggy as possible. ;)

With real life getting in my way rather substantially, it has taken way too long to get back to work on updating this project, so I must apologize for keeping you all waiting so long.

(Editing to add: the character class appearing only on the status screen isn't a glitch, but a deliberate design choice by Silent Enigma, whose patch I used to lengthen space available for spell names.  He felt it was unnecessary to clutter up the other screens with them, particularly since they don't really have much of an effect on anything, and I agreed.)
« Last Edit: April 09, 2021, 07:36:20 pm by hairy_hen »

Masaru

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Re: Final Fantasy VI: Retranslated
« Reply #194 on: April 09, 2021, 10:32:59 pm »
I haven't been able to reproduce it yet either.  I tested the save on snes9x, bsnes, and on a real Super Nintendo with an sd2snes cartridge, and I was able to win the King Behemoth boss fight and proceed to the next area in all three cases, with no crashing or any other strange behavior.  So initially I was sure it must have just been a patching problem or the rom getting corrupted in some other way.

However, looking around on the ff6hacking forum, there has been discussion very recently about similar issues that can occur during the double Behemoth fight.  What seems to be going on is that two of the patches included in C. V. Reynolds' bug fix compilation (which I used in this project) had coding errors which can show up under certain circumstances.  One of them is supposed to address an issue where the game does not always apply the Kappa animation to characters who are under Kappa status, or revert them to normal appearance at the same time the status wears off; the other is meant to address an issue where back attacks in mid-battle do not actually change the row formation of your party as they are supposed to do.  With the glitched 'fixes' applied, what can apparently happen in this specific case is that casting the Kappa spell on the first Behemoth causes the second one to show up completely invisible, apparently located in the upper right corner of the screen instead of in the middle, and casting Slow on this invisible second enemy can cause the game to crash to a black screen.

I checked valius' playthrough video of this battle, and it looks like he did indeed cast Kappa on the first Behemoth, followed by Slow on the invisible second one.  So it seems he inadvertently triggered a very obscure bug, which is not present in the unmodified game.  No one seems to have been aware of this or diagnosed it until just the past month or so, though apparently the exact cause on a coding level has not yet been unraveled.  The only solution, thus far, has been to revert the relevant lines of code back to their original forms, or else not to use those particular patches in the first place, since they seem to be a case of the fixes causing greater problems than what they were meant to address.

The bug fix compilation patch has recently been updated to remove the problematic lines of code, so it appears I'll have to reassemble the rom again in order to completely eliminate it.  Shouldn't be too hard to do, but I'll have to check over it to make sure my various edits to non-story text will still apply properly with a new version.  (Hopefully I won't have to retype all the enemy and item names and descriptions again!)  While I'm at it, I can also apply the updated version of the uncensored graphics compilation, which fixes a few visual errors with the Silence graphic and the mine cart escape, and perhaps also make an alternate version that doesn't have any bug fixes at all, for those who prefer their FF6 experience to be as authentically buggy as possible. ;)

With real life getting in my way rather substantially, it has taken way too long to get back to work on updating this project, so I must apologize for keeping you all waiting so long.
Is it even possible to add the button restoration and the SwdTech naming restoration patches?

(Editing to add: the character class appearing only on the status screen isn't a glitch, but a deliberate design choice by Silent Enigma, whose patch I used to lengthen space available for spell names.  He felt it was unnecessary to clutter up the other screens with them, particularly since they don't really have much of an effect on anything, and I agreed.)
I see...

Small Edit: I've made a small rundown of all the problems i've have with some parts of the script
https://pastebin.com/v5ERBDn9
« Last Edit: April 10, 2021, 10:53:08 am by Masaru »

Piotyr

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Re: Final Fantasy VI: Retranslated
« Reply #195 on: April 09, 2021, 11:30:15 pm »
Just want to say glad yer back! Was worried the pandemic could of been involved and glad that is very much not the case!

Chicken Knife

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Re: Final Fantasy VI: Retranslated
« Reply #196 on: April 10, 2021, 07:15:09 am »
@hairy_hen,

I'm excited to play a new version of this with additional bug fixes. Looking forward.

Also, I think your idea to curb some of the most overpowered abilities in this game is exciting. There are hacks out there that radically change the design and / or make the game substantially harder, but those approaches are not so appealing to me personally. A minor, conservative set of tweaks only to the aspects where gameplay balance really went off the rails is exactly what I think this game needs.

assassin

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Re: Final Fantasy VI: Retranslated
« Reply #197 on: April 10, 2021, 12:47:10 pm »
Quote from: hairy_hen
One of them is supposed to address an issue where the game does not always apply the Kappa animation to characters who are under Kappa status, or revert them to normal appearance at the same time the status wears off; the other is meant to address an issue where back attacks in mid-battle do not actually change the row formation of your party as they are supposed to do.

to be sure, the only confirmed flaw in my patch (the latter of those two) concerns encounter formation switches that aren't used in the King Behemoth battle (i.e. ones that hacks might introduce).  a remedy confirmed by SilentEnigma is present in C.V. Reynolds' latest patch compilation.

Quote
With the glitched 'fixes' applied, what can apparently happen in this specific case is that casting the Kappa spell on the first Behemoth causes the second one to show up completely invisible, apparently located in the upper right corner of the screen instead of in the middle, and casting Slow on this invisible second enemy can cause the game to crash to a black screen.

this stuff still happens without my patch applied.

hairy_hen

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Re: Final Fantasy VI: Retranslated
« Reply #198 on: April 10, 2021, 07:19:27 pm »
Ah, I see.  I think I misremembered a little bit, since a lot of the coding discussion is over my head.  So the 'Imp Skimp' patch is the only one actually causing the issue here.

So as long as I make sure to include the fix for that (as well as not using the Zozo Jump patch, since that was corrupting the rom pre-v1.2), there shouldn't be any more issues, hopefully.

Just want to say glad yer back! Was worried the pandemic could of been involved and glad that is very much not the case!

There is a distinct possibility I may have had The Virus a while back.  But other real life stuff has sapped my time and energy too much to even be able to think about working on this kind of thing for a long time, unfortunately.  But since it generally takes me about 1.5 years after finishing a game to start to feel like playing it again, that has coincided rather nicely with being able to return to it now.

@hairy_hen,

I'm excited to play a new version of this with additional bug fixes. Looking forward.

Also, I think your idea to curb some of the most overpowered abilities in this game is exciting. There are hacks out there that radically change the design and / or make the game substantially harder, but those approaches are not so appealing to me personally. A minor, conservative set of tweaks only to the aspects where gameplay balance really went off the rails is exactly what I think this game needs.

Excellent. :) 

valius

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Re: Final Fantasy VI: Retranslated
« Reply #199 on: April 14, 2021, 04:18:48 pm »
Wow, I'm glad you found the source of the bug I was encountering.  No wonder there was strange behavior :o  Great to see you back, @hairy_hen!