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Author Topic: FF7 NES Chinese Translation  (Read 4 times)
Kagemusha
Guest
« Reply #15 on: August 11, 2008, 03:05:07 pm »

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.
Lindblum
Guest
« Reply #16 on: August 11, 2008, 03:22:25 pm »

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.
Kagemusha
Guest
« Reply #17 on: August 11, 2008, 03:47:02 pm »

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.
KingMike
Guest
« Reply #18 on: August 11, 2008, 04:03:39 pm »

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.
Lindblum
Guest
« Reply #19 on: August 11, 2008, 04:10:25 pm »

Quote
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. 
« Last Edit: August 11, 2008, 05:52:13 pm by Lindblum »
pootle
Guest
« Reply #20 on: August 11, 2008, 06:46:32 pm »

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
Kagemusha
Guest
« Reply #21 on: August 11, 2008, 08:25:07 pm »

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.
« Last Edit: August 11, 2008, 08:47:14 pm by Pennywise »
Alex
Guest
« Reply #22 on: August 11, 2008, 09:02:16 pm »

 Smiley Good job on the partial translation and I really look forward to full translation.
RedComet
Guest
« Reply #23 on: August 11, 2008, 09:10:44 pm »

Quote from: Pennywise on August 11, 2008, 08:25:07 pm
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. Sad
Kagemusha
Guest
« Reply #24 on: August 11, 2008, 09:33:24 pm »

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.
Lindblum
Guest
« Reply #25 on: August 12, 2008, 07:20:00 pm »

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. 
Alex
Guest
« Reply #26 on: August 12, 2008, 08:16:43 pm »

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.
RedComet
Guest
« Reply #27 on: August 12, 2008, 09:28:36 pm »

Quote from: Alex on August 12, 2008, 08:16:43 pm
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.

I'm guessing he knows since a fellow called Lindblum posted a comment in July. Wink
Lindblum
Guest
« Reply #28 on: August 14, 2008, 11:15:21 am »

Because no one asked for it, and because I can, here is the character table:
Code:
   0123456789ABCDEF
B0A「巴雷特新来的跟着我哨兵入侵者皮
B0B克斯哇你原曾经是军人这种可不常见
B0C杰森士那吗他为什么和们雪崩组织在
B0D一起别样个但已退役现份子了对还知
B0E道名字呢劳德嗯感兴趣次任务结束就
B0F要离开里该死都干想说过吧行动目」
   0123456789ABCDEF
B1A「标北边魔晃炉前桥上碰头太靠威治
B1B负责看守后路集中精神完成真把巨大
B1C炸掉定很够瞧喂第进毕竟也罗工作星
B1D球充满能量每天使用生命鲜血而却直
B1E停些机器吸听演讲快走没错加有门密
B1F码破解牺牲多少才得到会点所事正」
   0123456789ABCDEF
B2A「去唯关心情安全部警卫之赶毁玩艺
B2B堆垃圾两装弹叫做确乱东西好怎哦冲
B2C出马爆家小哈功腿被压住帮谢应让活
B2D更久区车站合分跳火如果问钱留等回
B2E藏身处再卖花姑娘意思请发附近像难
B2F喜欢只朵买支喏给墙写骗绝源末日」
   0123456789ABCDEF
B3A「临保嘿跑时间班瞎耗胡抓杀认准备
B3B战斗底又肚蛔虫哼振话啊迟妈实场面
B3C磨蹭候算平差混蛋担厉害根本自己晤
B3D从扣除怪胎呵下色脸弄脏救公司语号
B3E恐怖躲贫民窟肯办计划周详领导步表
B3F象孩坐闭嘴辆启模式敢明米铁系统」
   0123456789ABCDEF
B4A「地图释监视光整型顶盘高度约主撑
B4B构持其方然二三八提供电力谁记脆编
B4C代替片运轨线绕旋域检查它通与总央
B4D数据库联乘客背景疑以假示熄灭永远
B4E管放城市既白黑夜空漂浮令惊奇物世
B4F界托因比萨饼受苦污染气另外收许」
   0123456789ABCDEF
B5A「或爱土厦愿哪呀体懈怠困吓坏散单
B5B独坟鬼讨厌危险冒乖柱倒怕居变飞灰
B5C必随兄弟蒂玛琳迎切顺利嘛打架急吼
B5D唔长亮几乎送闻店插煮品尝她手胖鼓
B5E美味食饮料故疏忽奋喝杯酒嗝儿最刚
B5F告诉爸照顾棒极伙艰拿酬觉累楼众」
   0123456789ABCDEF
B6A「紧张影响当击波造按失误今敌握强
B6B壮忘依答糟糕口广播遭宣布件相信继
B6C续慌召队各位晚需朋友求抱歉慢伴丢
B6D承诺年井童七春男止找菲英雄段镇报
B6E纸努遇论何希望验法履言梦笑排早睡
B6F鼾声先吃武祝乔尼寂寞罢伤昨偷麻」
   0123456789ABCDEF
B7A「烦带念怀包理流氓帝咦荡哎制投员
B7B诸暴冷静节奏连接厢扫描骄傲预达剩
B7C钟内证即将搜重复遍脚锁呜非聊决余
B7D松惕沿激栅格往洞挤爬仔细妨碍条浪
B7E费梯卡败室渡齿轮控撤陷阱裁伍眼睛
B7F芒露叛徒谅题适烟王蠢材始忙您宴」
   0123456789ABCDEF
B8A「席耍帐音展研究技尸未付千万艾丽
B8B丝尽试教堂屋床减缓坠落性圣草石毫
B8C无概较介镖龙识套服古谍踩凋逮挡逃
B8D攻反抗恩泰侦察选贩涉及肮谋素质参
B8E呼追拉踪女嘻习惯指亲旦劝铺且穿休
B8F息轻吵醒厕由于暂恢谈置级初恋尤」
   0123456789ABCDEF
B9A「妙老妞尾阿噜滋祟推拣坦俱乐呆忍
B9B幸蜜蜂馆官邸术壁私势同挺引骚首扮
B9C咯稍搅衣父绪消沉醉疯癫师普倦柔软
B9D闪微换项文雅姐般惹待禀园怜摔堵耳
B9E搞清楚脉设择须卷状态录南晶版权赤
B9F红十凯板耐防御智敏捷卸具脱效金」
   0123456789ABCDEF
BAA「升交易化愤怒盔狮魂铸山勇恶颅壳
BAB督兽炽热君冠寒霜皇狂林元罩帽薄鳞
BAC双链环帅苍百灵盗贼符痕飓风奥绸缎
BAD烈焰水饰博学惩戒透镜雾裹毡虔诚校
BAE巾珠篷镶斜纹针兜胸甲秩序尔海蛇护
BAF亡骨银〇骑崇殿冰免野蛮塔淬仇孤」
   0123456789ABCDEF
BBA「狼龟幻蓝绿抛踏脊肋塞嗜暗巫毒蘑
BBB菇墓碑宁牛深羽迅阴熊袍兰纳仰虚冬
BBC团恒邮月尊贵蓟纱暖彩厚礼夹燃烧亚
BBD蛛网侍僧棉帆云铠傀儡翼怨盐挑宝鬃
BBE歌漩涡逐灼短裤笨尖刺宽劣尘褶裙肆
BBF牙剑浸油旅蜥蜴苔藓争谷荒芜雨捕」
   0123456789ABCDEF
BCA「福披移形垒谐蓬幽尚木虎简徽毛纺
BCB损碎炎狩猎著羊旧鲁刀硬刃蝴蝶穷村
BCC钉陆业黄昏创枪突农锤剪炮锯臂射钻
BCD孔箭拳榴叉终章革属爪摩恺撒珍杖棱
BCE聪慧妖伞曼梳赛夫角扩螺贝麦呐喊矛
BCF砍戟柄斧拖青画隆基维列泡滴泪喷」
   0123456789ABCDEF
BDA「伏沙愈台岩致裂震疗祈祷吞噬药粉
BDB仙丸池鸟戴键竖琴层钥匙滑值捉遗秘
BDC唤科蝎仆索苹四豹娃莱蟒猴瘟疫鼠泥
BDD猪猫鱼异蛙蜘乃伊僵翅蝙蝠鹫足鹰珊
BDE瑚蟹植藤噢向谎某拥类存拯副派职获
BDF助暇惧志欲程寻猜此杂阵围并游戏」
   0123456789ABCDEF
BEA「容考虑拼乡途避啦姆齐称互岁立掌
BEB便袭牵鼻资阻矿健康舒速煤滞净越沼
BEC泽超尺孙厩印谨慎夭菜注树谓哥爷半
BED拐娜缺虽拔拦朱港显严访期建呃唉豚
BEE坚吹喔闹莽撞拜扰奶滩阳耀恨径忆嗦
BEF阅丁艇距嘎匹傻捣懒训练传愚躁封」
   0123456789ABCDEF
BFA「辞洁洋辛转块艘船嗨劲驾驶夺巡判
BFB断况舱眠母抵岸弃胜凉溜惭愧俊迷富
BFC赞湿输碟峡荐至踢配左缆义酷丈埋葬
BFD仅词辈障妻梅归咎党欺狱宇宙盖河测
BFE票券牌病赖举迪纪竞修占卜偶括吉跃
BFF夏症罪赎漠例摆洗废屠观悬崖缘右」
   0123456789ABCDEF
C0A「莉憎堕借陪胳膊甚哭屁读赢忠签朝
C0B羞缠悲哀似迹增羡慕灾扎俩恭嫉妒颖
C0C佩谦熟悉绍耶烛扇胶族懂欣赏懦弱祖
C0D寿勉颗泣产鸣痛际融汇聚股句浓缩挥
C0E取勾诞庆挽篝悦执献姓氏座房滚降案
C0F锈航歪批货商擎汤探益倾茶招院粗」
   0123456789ABCDEF
C1A「犯搁限延糖抢溅婚颤瓜偏否觅梭共
C1B疤涂釆忧剧侣掩旁国掠绑卑舌诅咒伟
C1C吻雇操纵荣誉鄙妥协逞祭坛医胁幅陨
C1D摇栋筑磕敲谜狗躯擅媒填优历刻痴脑
C1E袋挖掘仿佛述史端循唇凭趁五摧诶搬
C1F咽登凹凸陡坡哧糊辜冻晕温低刮绳」
   0123456789ABCDEF
C2A「遮蔽稳境坑胞邪残疼改貌钢抽屉贪
C2B则谬授祥赋予隔幼稚讶竹郁积伪撕豪
C2C枯萎葱嘹触伯爽估仗哩惜宜涨价唠叨
C2D憾婿贺豁呸磁浑顽嗤揍顿哟嗬肉酱腕
C2E乒乓秒渣滓撮营泄罚钮臭宾乌躺阶隐
C2F盾赌闯蹩喻禁稀烂瓶殊书折腹沛械」
   0123456789ABCDEF
C3A「议嘘评厂亿额率饲养妄濒凶猛吩咐
C3B催抖页寄饶肥沃丰涌群噪辨牢善啪」

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.
UglyJoe
Guest
« Reply #29 on: August 15, 2008, 04:31:12 pm »

Quote from: Pennywise on August 11, 2008, 03:05:07 pm
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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