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Topic: FF7 NES Chinese Translation (Read 4 times)
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Kagemusha
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« Reply #15 on: August 11, 2008, 03:05:07 pm » |
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Interesting, good work so far, but this game is going to need ASM hacks in order for it to look good. Since this game doesn't work on any emulator with a debugger, someone is going to have to hack a emulator with such features. FCEU would probably be a good candidate as I believe its source is open.
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Lindblum
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« Reply #16 on: August 11, 2008, 03:22:25 pm » |
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Thanks for checking it out. Where does it need .asm though?
BTW, I plan to replace the font, and push certain punctuation marks to the left side of their tiles to give a more natural readability.
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Kagemusha
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« Reply #17 on: August 11, 2008, 03:47:02 pm » |
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I noticed that the dialogue boxes only use two out of the four lines available. I'm assuming that's just what the games does, but I could be wrong. If I'm right then that can be fixed.
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KingMike
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« Reply #18 on: August 11, 2008, 04:03:39 pm » |
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Well, you'd probably want to make ASM hacks to reduce the font size, so you can fit more text on the screen at once, for example.
I've considered FF Legend 3 (would use the JP/US GB versions as translation reference), but I haven't found the text. Only emus I could get to play it are a hacked VirtuaNES and Nestopia. Neither has a debugger. FCEU-mm has limited debug capability, but can't seem to progress past the title.
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Lindblum
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« Reply #19 on: August 11, 2008, 04:10:25 pm » |
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I noticed that the dialogue boxes only use two out of the four lines available. The original spaces them that way because the Chinese characters are 16x16, while English is 8x8. If you can figure out how to hack the text engine great - I just don't want it to choke when it hits a Chinese character. Actually, I intend to use the Chinese character tilespace to make my own 16x16 icons which will appear in item names. The dialog seems to use some of the same engine as the menu, so I'm afraid to mess with that. I wouldn't advise hacking anywhere outside of the dialog blocks' 64-byte headers unless you really know what you're doing. Aw geez! Corneo looks like Elvis and Heidegger looks like an emaciated Gary Busey! Travesty! I'm gonna look for the game the avatars came from and see if they have any more-appropriate avatars. I don't want to alienate the 8-bit spirit of the demake.
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« Last Edit: August 11, 2008, 05:52:13 pm by Lindblum »
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pootle
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« Reply #20 on: August 11, 2008, 06:46:32 pm » |
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Excellent work! I'd been hoping that someone would give this one a go. Does anyone have any details of the mapper used in this cart? I'd love to have a go at implementing it in a CPLD, this translations is just screaming out to be played on a real NES:) Kind regards, Andy. http://vectrex.playntradeonline.com
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Kagemusha
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« Reply #21 on: August 11, 2008, 08:25:07 pm » |
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Yeah, that's what I figured, but I'm not going to do anything about it. I think I might be able to get someone to hack a debugging emulator to support those Chinese pirate mappers, but I have to find said person. Anyways, one of the things about this game that bugs me is the fact that there are trees in the battle background and Barrett's supposed to be black, not white. I'd suggest you fix it so that his avatar properly reflects his race and not use the one where it looks like he has a skin condition.
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« Last Edit: August 11, 2008, 08:47:14 pm by Pennywise »
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Alex
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« Reply #22 on: August 11, 2008, 09:02:16 pm » |
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Good job on the partial translation and I really look forward to full translation.
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RedComet
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« Reply #23 on: August 11, 2008, 09:10:44 pm » |
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Yeah, that's what I figured, but I'm not going to do anything about it. I think I might be able to get someone to hack a debugging emulator to support those Chinese pirate mappers, but I have to find said person. Anyways, one of the things about this game that bugs me is the fact that there are trees in the battle background and Barrett's supposed to be black, not white. I'd suggest you fix it so that his avatar properly reflects his race and not use the one where it looks like he has a skin condition.
I think that person has disappeared, if it's the one(s) I'm thinking of. I haven't seen hide nor hair of them in a long time.
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Kagemusha
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« Reply #24 on: August 11, 2008, 09:33:24 pm » |
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Yeah, those two disappeared a while ago. Last I knew they were either working on X68K starter packs or working with hoot to dump music or something. I think it might have been hoot that made them disappear. I've got an email address for them, but I kind of doubt I'll get a reply.
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Lindblum
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« Reply #25 on: August 12, 2008, 07:20:00 pm » |
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Eureka, why didn't I think of this sooner? Some lines repeat. Some lines repeat a lot. Some long lines repeat (Especially in the Alfred vs EDK play). I can just throw the pointer references onto one of them and erase the rest. With the saved space I can restore some of the text I truncated.
The dialog is close to 60% done. It's trickier for me to do it near the end, becuase they chopped apart Disc 2 after Reunion, and some portions use new text. The ending seems like they rushed it, but I'll have to play it to see first before I pass judgment. Rumor has it they removed the Highwind, so you use the Tiny Bronco to get around. Sometimes I get the feeling the game is an elaborate reverse-engineering of FF3j. Maybe the Nautilus code is hiding in there somewhere, and I can spawn it onto the map with a few edits...?
I've extracted big lists of avatars from Super Robot Wars 2 (GB) and 3 (SNES). I don't really see "perfect" avatars for Heidegger or Corneo yet. I DO have avatars for cases where I would decide to make them look like Speed Racer, Quentin Tarantino, Klaus Kinski, Larry King, or some kid who belongs on the cover of Tiger Beat. There are a couple that might work, but I can't find other games that the existing avatars may have come from. I want to maintain artistic integrity. There may be extra avatar tile space in the ROM, so giving faces to the faceless should be easy as pickle pie.
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Alex
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« Reply #26 on: August 12, 2008, 08:16:43 pm » |
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Lindblum you should visit this website http://cinnamonpirate.com/blog/507/ which has lots of info about this game if you haven't done so yet.
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RedComet
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« Reply #27 on: August 12, 2008, 09:28:36 pm » |
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I'm guessing he knows since a fellow called Lindblum posted a comment in July.
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Lindblum
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« Reply #28 on: August 14, 2008, 11:15:21 am » |
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I'm pleased to say that I have finished transferring the original game's script to mine (though I haven't tried applying it yet to see if it fits). Now what's left are about a hundred lines I have to translate (and I might ask for help). I also have to figure out the context of these lines before I decide what they even mean. The game's dialog is completely static, as in no names or numbers are loaded into it externally. If I must, I plan to study the battle text engine to see if I can do this. I may be able to save memory every time a character's name is mentioned. They changed around some text in the Lifestream scene, the final confrontation scene, and replaced the final FMV with an epilogue. These somewhat pull away from the authentic FF7 experience, but they were also opportunities to work in nods to Crisis Core and Advent Children. I still need to improve the text-wrapping script. I just hope it won't increase the memory beyond what I'm allowed to use. The only bad news is that I think I am causing a display bug in animated backgrounds. I will do a diff later on to investigate. I think I’ll remove the “最终幻想7†from the title screen to add in credits: Shenzhen Nanjing Technologies Translation: Lindblum Thanks: LittleChiba,ZhongTian I was unable to contact these people, so I can only assume they’d be glad I used their documents to the fullest.
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UglyJoe
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« Reply #29 on: August 15, 2008, 04:31:12 pm » |
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Interesting, good work so far, but this game is going to need ASM hacks in order for it to look good. Since this game doesn't work on any emulator with a debugger, someone is going to have to hack a emulator with such features. FCEU would probably be a good candidate as I believe its source is open.
The latest Windows binaries of FCEUX can run and debug it (and it still works with Wine). http://fceux.com/web/htdocs/download.php
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