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Author Topic: FF7 NES Chinese Translation  (Read 5 times)
Lindblum
Guest
« Reply #45 on: August 24, 2008, 07:06:41 pm »

You've impressed me again.  Personally, I'm fine with the font, it helps the game look like it's from the 8-bit age (unless people beg me to change it).  My most pressing concern is dialog memory.  I can think of 2 things that would help:
1: A sort of new-line character that tells the text to move to the next line.  This way I can tell text to wrap to the next line without having to write hyphens and padding spaces into the script. 
FYI, each line can hold 19 chars, but a hanzi's right side can reach to the 20th spot. 
FYI, each text string ends with 0D0A ("\\r\\n"), so obviously I can't use those as return characters. 
2: A way to use 1 or 2 bytes to reference names or words from a word bank.  This alone could do wonders. 
Solve either of these and you get a name on the title screen. 

Caveat: There are times when the game gives you 2 choices in the text box (e.g. at an inn).  I have to make the top line 16 chars long in this case. 
In battle mode when a command is selected it displays over the person's max HP.  It would be nice if it would display right, or not at all. 

I can definitely change "Atk " to "Fight" with improvised tiles if you'd like.  It's impossible to make "Attack" look good in that space.
« Last Edit: August 24, 2008, 07:28:05 pm by Lindblum »
RedComet
Guest
« Reply #46 on: August 24, 2008, 08:48:37 pm »

Most of that would be pretty simple to implement. I took a look at the game last week and the code is really easy to follow. If someone had the time to play with it a little, they could easily make the mods necessary for a high quality patch.
Dwedit
Guest
« Reply #47 on: August 24, 2008, 09:22:06 pm »

I bet DTE would be really easy to hack in there, seeing as the game is basically designed to draw plot 4x4 tile squares into VRAM for its text drawing.

Or maybe just change it to 4 lines of text with autowordwrap and dictionary compression?

I'm just wondering where we could find a free RAM block to store a line of text?  Maybe the stack top?
« Last Edit: August 24, 2008, 09:34:24 pm by Dwedit »
Lindblum
Guest
« Reply #48 on: August 24, 2008, 10:05:16 pm »

I've never been ambitious for asm, but I'm starting to want to.  4-line text is probably best for everyone.  It may also mean that I can't use my 16x16 icons anymore for equipment and spell names.  I'll miss them.  Even if you don't code autowordwrap I can wrap the text before writing it into the ROM.  The extra spaces would make the job awkward for the next guy who'll want to play with the text.  Allowing the text to go out to 20 rather than 19 is one nice little thing to do. 

Good night.  Here comes the work week.   
maxzhou88
Guest
« Reply #49 on: August 25, 2008, 09:31:18 am »

Welcome to my BLOG : http://hi.baidu.com/maxzhou88/

I very like FF7 game. http://hi.baidu.com/maxzhou88/blog/item/26b64b43ab21b91573f05df0.html
szczuru
Guest
« Reply #50 on: September 05, 2008, 06:46:48 pm »

Great work m8 Smiley

Do you plan to change the character's avatars or other things?
Lindblum
Guest
« Reply #51 on: September 05, 2008, 09:21:06 pm »

I don't think I'm going to get involved in a graphics patch.  The memory is retarded in how it has the same tilesets appear 20 times throughout the ROM.  Annoyance.  I might do some kind of battle improvement, for my own sake at least.  Even though most of the text is translated, I'm not so close to being finished.  I have to study and alter the text engine before I can make this patch become what it's supposed to be.  I have much to learn, and I simply haven't had so much time for that lately. 
KungFuFurby
Guest
« Reply #52 on: September 07, 2008, 09:41:16 am »

Would you like to do two versions? One of them without modified gameplay execpt for a translation, one with...
Psychlonic
Guest
« Reply #53 on: September 07, 2008, 02:30:47 pm »

He said he's not interested. Some other people are though. Best case scenario for everyone asking is to wait until the translation is finished and someone else might release secondary patches that pretty the game up. Maybe someone will change the music even. Translation comes first.  :thumbsup:
Lindblum
Guest
« Reply #54 on: September 07, 2008, 02:55:31 pm »

Thank you Psychlonic, but I also said that getting to a complete translation will take time, and that graphics, music, and battle improvements use different memory areas, so the world doesn't have to wait for me.  My unfinished patch can be used to help them in the meantime, as long as the romhacker knows how to isolate their changes from my translation in their patch releases.  It still stands that 90% of the main text is translated, but 5% of that is omitted.
« Last Edit: October 16, 2008, 06:45:10 pm by Lindblum »
Gilgamesh
Guest
« Reply #55 on: September 08, 2008, 01:56:06 pm »

I'm incredibly excited for this, you are the man of year. YOU CAN DO IT!!! /waterboy
Lindblum
Guest
« Reply #56 on: October 06, 2008, 12:03:19 pm »

In case anyone was worried that I stopped working on this, well you're just crazy.
The new patch includes armor names, spell names, more text, improved text-wrapping, and...I forget what else.
I translated the armor as best I could, yet I defend the stranger translations such as the Cortex Gauntlet, the Puppet Shinguards, and the Shroom Armor.  (The Gauntlets are supposed to be Capes, but who wears a cape other than Seph (or Vincent (who isn't in this game))? Maybe CaitSith.  Yeah, no one is supposed to wear helmets.  Let it go!)

It's on MediaFire...
http://www.mediafire.com/?wgbznmnxwo3
FF7NES-CH2EN-93%.ips

If you have any intel to contribute, the easytype patch project is on this thread:
http://www.romhacking.net/forum/index.php/topic,7137.0.html
« Last Edit: October 06, 2008, 01:00:09 pm by Lindblum »
Googie
Guest
« Reply #57 on: October 06, 2008, 03:25:19 pm »

I'm gonna have to try this out right now! Thanks Lindblum, I really appreciate it!  :thumbsup:
Vanya
Guest
« Reply #58 on: October 07, 2008, 11:45:22 am »

Sweet! excellent job so far! =)
Lindblum
Guest
« Reply #59 on: October 07, 2008, 01:08:23 pm »

My life finally has meaning Cheesy

I believe I might have figured out what may be screwing up the animated BGs.  The 6th Dialog block starts at 0x79011. 
In the original file it ends at 0x7EF7C.  With my patch, since English eats more script space, it ends at 0x7FF31. 
The limit is the start of a graphics block at 0x7FFD0. 
It turns out there was a block hiding from 0x7F110-0x7F724.  This is bad, but the consequences have been mercifully minor. 
I could move some text to the empty space after the block, but even ignoring it I am tight on space (and there are still a few lines left to translate there). 
Should I find myself unable to compress the text to these constraints, I may have to get greedy and corrupt that block. 

About the 4 armor categories, the original translates to Helmet/Armor/Shinguards/Cape.  Since this is unfaithful to the PSX game, I have no need to be faithful to this. 
I settled for translating it to Helmet/Armor/Shinguards/Gauntlet (with icons), since Gauntlets best substitute for Bangles from the PSX game.  I'll probably change it around to Helmet/Armor/Gauntlet/Cape in light of new information on Plate/Mail/Leather/Cloth classes. 

Though it pains me to give up the 16x16 icons, I plan to trade them in for the classic 8x8 icons, which will allow me to fit one more letter into Weapon/Armor/Spell names. 
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