News: 11 March 2016 - Forum Rules

Author Topic: Mato Projects (mostly FF4/6 stuff)  (Read 92726 times)

Kain Stryder

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #300 on: December 19, 2021, 12:27:04 am »
I don't have plans for it right now, solely due to we constantly update and run other necessary downloads for the project which I don't think can be hosted here and we've had it on NG+ for the last 2+ years already.

Special

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #301 on: December 19, 2021, 01:11:12 am »
Kain can I request that when you updated the patch, as you constantly are doing (NO MATTER HOW SMALL A CHANGE!) to add a revision number bump to the file name to show there was a change, having to check the "modified time" on the patch file is tedious to say the very least.

So please, just name the file to something like EnglishPatchA3_r123, EnglishPatchA3_r124, EnglishPatchA3_r155, etc. every time there is a change you do. And don't do dates, dates are vague, going (12-18-21) means nothing when there can be 5 revisions in the same day.

Ballz

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #302 on: December 19, 2021, 02:43:13 am »
This text description is juuuuuust a bit too long...




Also I'm still on the lookout for adjusting the timing to auto-scrolling text. I actually didn't have anything that needed adjusting since my last report on it... until tonight when I entered Cyan's dream.

There are a LOT of changes in this section, all in ff6t-translation-bank1.txt. Let me know if you want any save states to verify this stuff:

Spoiler:
The first line to be changed is 12938, which should be "We'll always be with you…"

Line 12938 changed [PAUSE_03] to [PAUSE_05]
Line 12996 changed [PAUSE_03] to [PAUSE_04]
Line 13000 changed [PAUSE_03] to [PAUSE_07]
Line 13007 changed [PAUSE_03] to [PAUSE_06]
Line 13013 changed [PAUSE_02] to [PAUSE_03]
Line 13017 changed [PAUSE_03] to [PAUSE_05]
Line 13021 changed [PAUSE_02] to [PAUSE_04]
Line 13025 changed [PAUSE_02] to [PAUSE_03]
Line 13032 changed [PAUSE_02] to [PAUSE_03]
Line 13055 changed [PAUSE_03] to [PAUSE_04]
Line 13057 changed [PAUSE_03] to [PAUSE_04]
Line 13067 changed [PAUSE_03] to [PAUSE_05]
Line 13073 changed [PAUSE_02] to [PAUSE_04]

Phew! Elayne and Owain are a talkative bunch of ghosts.  :angel:
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Swordmaster

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #303 on: December 19, 2021, 05:26:29 am »

I'm a little surprised this one hasn't been reported yet.  Only shows up if an equipment-altering relic is (un)equipped, followed by the immediate usage of the "L" or "R" button.  (In the image:  Removed Genji Glove, then immediately tried to switch characters.)



It would seem that the hundreds digit, though a null value in this image, nevertheless decided to consume the bottom half of the closing bracket (along with a few pixels of the "p" in "sleep") at the end of Barrette's item description.
« Last Edit: December 19, 2021, 05:40:55 am by Swordmaster »

stragusmagus

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #304 on: December 19, 2021, 07:42:49 am »
Swordmaster, your first photo is a known issue that's been on Mato's readme even when he first released the translation under known bugs;

-KNOWN BUGS:
Auto-Optimize after a relic equip/unequip can sometimes result in an oddly formatted text message

Your second one is simply a matter of overlapping text because of a long description and the inventory item count which will reach 3 digits later in the game.
« Last Edit: December 19, 2021, 07:53:42 am by stragusmagus »
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Kain Stryder

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #305 on: December 19, 2021, 07:59:10 am »
Oh man, lot of stuff this morning.

Special, sure, I can start doing that.

Ballz, thanks for the wait stuff, and the Blitz thing, adding it in. Phantom Rush's tooltip is ok to me, but if it's a bother I'll just remove "high" and it'll be the same thing.  :thumbsup:

As what Stragus said, yeah Swordmaster, it's a known issue and a small thing, doesn't affect anything. Same with the item description. It cuts into the item number slightly which I'm ok with, I don't really want to truncate stuff to the extreme. Wait till you guys see the Omega Weapon text and how I had to fit that in lol.

Anyway lemme upload this and I'll add a little number to denote the version for people to easier tell if there's been updates. I'll edit this post when it's live.

Edit: Updated http://ff6t.net (I'll just link each time for anchor posts for any new people reading)
« Last Edit: December 19, 2021, 10:01:57 am by Kain Stryder »

Special

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #306 on: December 19, 2021, 01:44:24 pm »
Oh man, lot of stuff this morning.

Special, sure, I can start doing that.

Thanks, it's also just a good habit to get yourself into when working on "versioning" of anything really, one day you're going to lose a TON of important work or make a huge boo-boo somewhere because you deleted, overwrote, or replaced something you thought was "older" with a "newer" something, but you had them flipped around because all the files were named the same. Not to long ago Mato just uploaded the wrong "old menus.asm" file because of this, and I doubt this would never happen if it was named differently.

Ballz

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #307 on: December 19, 2021, 02:11:54 pm »
Oh man, lot of stuff this morning.

Special, sure, I can start doing that.

Ballz, thanks for the wait stuff, and the Blitz thing, adding it in. Phantom Rush's tooltip is ok to me, but if it's a bother I'll just remove "high" and it'll be the same thing.  :thumbsup:

As what Stragus said, yeah Swordmaster, it's a known issue and a small thing, doesn't affect anything. Same with the item description. It cuts into the item number slightly which I'm ok with, I don't really want to truncate stuff to the extreme. Wait till you guys see the Omega Weapon text and how I had to fit that in lol.

Anyway lemme upload this and I'll add a little number to denote the version for people to easier tell if there's been updates. I'll edit this post when it's live.

Edit: Updated http://ff6t.net (I'll just link each time for anchor posts for any new people reading)

As always, I appreciate the fast work implementing the fixes. Do you mind double checking line 13000?  That one still seems to go by too fast. It should be "we all must learn. [PAUSE_07][SHORTPAUSE]"

All the others looked good. Since this is just a single pause issue, don't feel pressured to update the files JUST for this.  You can adjust it the next time a more substantial problem arises (and is fixed).  :thumbsup:
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Kain Stryder

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #308 on: December 19, 2021, 02:27:12 pm »
Oh no problem, updating this is simple.

Ok, changed from 03 to 07. It'll be in the next update/upload, which I won't do till something else breaks or is found needing correcting, thanks again.

Tomato

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #309 on: December 19, 2021, 04:36:45 pm »
Not to long ago Mato just uploaded the wrong "old menus.asm" file because of this, and I doubt this would never happen if it was named differently.

I actually had simply uploaded the wrong file - I had intended to upload new-code.asm but because I was in a hurry I accidentally uploaded menus.asm instead. Your point still stands of course, though.

Swordmaster

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #310 on: December 19, 2021, 06:27:09 pm »
Apologies, my lords.  'Twould seem that I had "jumped the gun".

I am eternally grateful to all of your hard work, Tomato-sama, Kain Stryder-sama, and anyone else involved.  Been wanting to play this ever since I watched Kain-san's partial English play-through a few years ago.  (Still disappointed at the abrupt end to your Final Fantasy Tactics 1.3 play-through, Kain-san.  Just sayin'.)

Kain Stryder

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #311 on: December 19, 2021, 08:18:27 pm »
Had a report that Siren's tooltip text was missing that it also does Silence (from the html files). I went ahead and added [A0] Silence to the description and updated the files once more (Ballz, that pause change is also included).

stragusmagus

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #312 on: December 20, 2021, 10:46:16 pm »
I finally managed edge out one of the hardest fights I've had in the jrpg games I've played and now I'm able to try EX mode! I just wanted to ask about this thing which I just have read is an already known issue, does it affect anything in the game if you accidentally clicked change outfits in EX Mode? I found out that pressing any other button will not do anything while pressing A exits the dialogue. Does a save file get affected if you save after exiting this blank dialogue?
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Kain Stryder

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #313 on: December 21, 2021, 12:35:56 am »
To my knowledge, from what was reported originally, you can tab around the menu via listening to the sound (like count down 2, hit (A), etc) to change outfits if you know the menus well enough, as someone was able to change Terra's costumes, just the text is missing. It shouldn't break your save or anything.

And a small update on the long spell name progress, we got it working but have to bug test it (and the top left is garbled, needs to say MP Cost), but hey, it's coming along! Note if we get this working it'll be a separate patch just in the event it breaks anything. As for the Sketch patch (and the EX thing above), nothing to report still, our coder is looking into it but is busy with work. I will update when we have more info. We're also going to for safety leave the Sketch patch separate so the player can fix it if it breaks anything else or we can determine after more testing, it's just easier to give patches and let you decide to apply them or not.



We were able to confirm the Sketch bug still persisted in the Japanese patch and our work with the lua, but it's rather hard to reproduce unless you try (from what we tested, it's only happening in busy fights with large enemy sprites). Prior to this, the only time I had seen the glitch in 4 years was from 2 streamers, one soft locked the game on an EX boss but wasn't able to reproduce it (no inventory mess either, just the game froze), the other was in dino forest but had no idea what he did and couldn't replicate it (he did have a messed inventory, but it was mostly garbled items, I think it was just one or so, his vod has since been deleted and I can't check). We at the time chalked it up to the item 255 bug where you'd sometimes get garbled data as an item and we warned players to sell it asap due to it could corrupt memory/the save file. This item 255 bug was fixed in 2.9.4 by a combination of Mato, us, and a Japanese poster on Tsushiy's forums (via another streamer figuring out by sheer luck what was going on and us troubleshooting it live). And due to the EX softlock, we just assumed it was the coding, since T-Edition has a lot going on in the background.

Note: The item 255 bug is unique to T-Edition as it's something that's persisted before this mod was even made. T-Edition is built off of a patch called Omega, one of the things being the inventory expansion. However, bugs plagued it to the point no one on the Japanese end could solve it nor Tsushiy, so he had an entire section in the html files showing off the bugs with it and how to trigger/avoid it. This has since been removed from the html files in 2.9.4 by Tsushiy, so the English files no longer have it either. Basically if you had an item that had an id above 255 (Black Belt, Brave Ring for examples) and had it next to some medicine (Echo Drops, Dried Meat) in the battle menu, and used Dried Meat, it'd cast Ultima or something. I believe Mato in his 2014 playthrough actually found this if you check out his old videos. The other part of this, that caused memory corruption with items, was if you got an item with an id above 255, (from a battle or chest) and then never opened the status menu, went into another fight and won an item, you'd win a garbage item, hence the bug. Opening the menu would fix this issue and was the reason alot of people never saw nor found it. Mato fixed this and we sent the report to Tsushiy, but he's been MIA sadly. Just some background on it for anyone wondering.

In any case, nothing else to report for now, enjoy EX though  ;)
« Last Edit: December 21, 2021, 01:03:38 am by Kain Stryder »

stragusmagus

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #314 on: December 21, 2021, 01:39:55 am »
Understood, I got worried for a bit, thank you.

That long spell names looks awesome, looking forward to it!
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Kain Stryder

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #315 on: December 21, 2021, 09:37:19 am »
Did a small update just so I don't forget about it. It's not worth updating your files, don't worry. Ballz caught an inconsistency with a pub quest name from the base name that when you accept it it's differently named (there's an instance also I figured Mato did on purpose due to name length so I didn't touch that). There was also a mess up on my end with a text file on the achievement names I ctrl+f replaced by mistake when editing the html files for our work, that has been fixed. Again not something you need to update for but do if you want. I hate having to make everyone update constantly, especially due to my idiocy.

Another small thing is in the included optional lua file (also updated the readme for it), we added a method to obtain 2 missable items from Balance into Ruin. Read the spoiler if interested:

Spoiler:
If you miss Carbuncle and/or Catoblepas, they can now be encountered in the World of Ruin with the lua script. Doing what the pop up says, you'll enter a fight and upon winning, your Esper list will have them.

This leaves the only missable content in the game the Balance bar quests, but those are really just for 100% completion and not exactly glaring missable content, which can affect your game. Again this is purely optional as always and can be turned off if using lua, read the read me lua file for information on how to enable/disable things.

Anchor post for the download/info: http://ff6t.net
« Last Edit: December 21, 2021, 07:17:59 pm by Kain Stryder »

Masaru

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #316 on: December 21, 2021, 11:00:33 am »
At this point is it even possible to make a re-translation for japanese FFVI using the source code?

Kain Stryder

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #317 on: December 21, 2021, 11:20:57 am »
You can, just I imagine you'd have to manually add in 3000 lines+ of dialogue. It's a simple as deleting the text and writing in the new, like here:

[NEWPAGE]
Wedge: There's the city… [WAIT_18][SHORTPAUSE]
[NEWPAGE]
Biggs: Hard to believe an
esper's been found frozen
there a thousand years after
the War of the Magi… [WAIT_18][SHORTPAUSE]

If you change any of the text and save, it'll update, but you have to be careful on line breaks and overflow, which the compiler will often warn you about (and where) if something is wonky. Mato released the tools for people to do what they want, especially if they want to inject some specific translation or edit something else, so by all means, go nuts.

Raijinken

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #318 on: December 22, 2021, 10:51:05 pm »
never knew this was based off of the Omega Patch (have sought it out before to see what it was like, but could never find it).

And that'll be cool if you can get your longer spell names patch to work.

Kain Stryder

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Re: Mato Projects (mostly FF4/6 stuff)
« Reply #319 on: December 25, 2021, 06:54:21 pm »
Probably won't have any ground-breaking updates till after the holidays, but I pushed a small update (again not really worth updating your files for). Was a couple of text fixes from a buddy of mine streaming I caught myself and some reports.

Merry Christmas everyone!