FF7 Voices - assessing interest

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I've wanted to try out for Rufus since I heard about this. Where should I sign up?
 
Our current problem is we can't start auditions until we know when we'll have access to the script. We don't want to cast everyone and tell them "k guys now wait."
 
I just stumbled upon this post now and am very intrigued with potentially becoming a part of this. I've actually practiced impersonating Cid's, clouds, Zack's, Rufus's, Tseng's, and red 13's voices. I think I'll post a video of them on YouTube within the next week or so. I can't now because I've got the sniffles ;) But that could actually be beneficial for Zack's and Reno's voices
 
But that could actually be beneficial for Zack's and Reno's voices
It seems like it would, but trust me, a stuffy nose makes a Quinton Flynn impression harder. It's a particularly odd brand of nasal that kinda wavers on and off, sometimes mid-sentence.
 
It seems like it would, but trust me, a stuffy nose makes a Quinton Flynn impression harder. It's a particularly odd brand of nasal that kinda wavers on and off, sometimes mid-sentence.
Hmm, yeah I tried recording myself on my phone it just sounded a little tacky - too much stuffed nose voice....... So what is the plan if this gets enough interest from potential voice actors, and assuming you get access to the script?
 
So what is the plan if this gets enough interest from potential voice actors, and assuming you get access to the script?
I'm confident we can get access to the script, once Beacause R02 is released, though due to the nature of Beacause, some decisions will need made (canon names vs. accurate translated names, spells, etc). This won't affect nameable party members, obviously, but for characters like Reno (correct translation Leno), this could make a big difference.

I'm not entirely sure what the work structure on this project is going to be outside the voice acting itself. I intend to do the boring stuff, checking filenames, etc., and am up for any audio editing that needs done, such as correcting levels, EQ, etc., depending on how much free time Shard and Aussieroth have (I'm confident they both have the needed technical ability here). Ficedula has volunteered for any programming work needed (thank goodness), though hopefully that won't be too much beyond what he's already released; we'll have to deal with any issues as they come up, as it's too early to tell what we might run into.

In terms of immediately after script is available, as far as I get the distinct impression Aussieroth is going to handle casting. The specifics would be up to him, but I'd imagine it works out similar to how Shard's FF8 casting did, with casting calls being posted on a few VA sites, as well as notifications sent to people who have done FF7 voice related projects in the past and might be interested about said casting calls.

Once auditions are finished, Aussieroth will handle management, scheduling, etc., and (I think?) Shard will be doing actual voice direction? I'm not entirely sure on the specifics here, but one way or another it'll get worked out.

At this point, the big issue is just that it's impossible to work out a timeframe until Reunion R02 is released. While he waits for a touphScript update he's doing another runthrough for a chance to polish it just a little more. Once that's done, if touphScript's new version still isn't ready, I'll ask him about letting us use his raw text files as a stopgap to work from until it's actually released.
 
Bear in mind that - IMO - having a 100% totally polished in every way script to work from isn't really critical.

The script will be used as a reference for what to record. Minor punctuation issues that you'd want to fix in the Reunion project are kind of irrelevant to Voices. Also, as I understand it, it's very likely that some of the dialogue will get changed to make it quite literally sound better. Dialogue that reads fine sometimes sounds kind of rubbish when you have to actually listen to a real person say it.

So while it's not my decision, I'd personally be in favour of cracking on with the project rather than waiting for a theoretically (as) perfect (as it could be) script that's only going to undergo further edits anyway for a voicing project.
 
I agree. The Reunion 01 was all most very good, the only flaws were wrong choice windows.
However it is also needed to discuss where voice needs to be added where no text box is. The interventions of the Jenova cells of Cloud or the people in Midgar when the rocket hit the Meteor came into my mind.
 
Aussie and I will be doing the casting and directing together. He's in Australia, and I'm in the US, so we'll always be able to have a session with any given actor at any time of day. We plan on splitting the sessions up that way, and doing a few of them together for the more important dialogue.

The English script is so badly translated that our choices are to either relocalize the whole game ourselves (which is a lot of work), or wait for Beacause. I've seen some videos of the mod in action and the dialogue is vastly better. The original text is just bad. It's an order of magnitude worse than FF8's dialogue. It's not just spelling and grammar errors - there are far more Japanese phrases that were translated directly and make no sense in English ("Here I am, miss Yuffie" when you defeat a Pagoda boss). Trust me, we're as eager to start this as anyone else, it's just not doable using the original text.

If we could get a current or recent version of Beacause, we could start with that.
 
I agree. The Reunion 01 was all most very good, the only flaws were wrong choice windows.
However it is also needed to discuss where voice needs to be added where no text box is. The interventions of the Jenova cells of Cloud or the people in Midgar when the rocket hit the Meteor came into my mind.
Ficedula's tool + transparent dialogue boxes makes this possible.
 
Aussie and I will be doing the casting and directing together. He's in Australia, and I'm in the US, so we'll always be able to have a session with any given actor at any time of day. We plan on splitting the sessions up that way, and doing a few of them together for the more important dialogue.

The English script is so badly translated that our choices are to either relocalize the whole game ourselves (which is a lot of work), or wait for Beacause. I've seen some videos of the mod in action and the dialogue is vastly better. The original text is just bad. It's an order of magnitude worse than FF8's dialogue. It's not just spelling and grammar errors - there are far more Japanese phrases that were translated directly and make no sense in English ("Here I am, miss Yuffie" when you defeat a Pagoda boss). Trust me, we're as eager to start this as anyone else, it's just not doable using the original text.

If we could get a current or recent version of Beacause, we could start with that.
Sure, that makes perfect sense.

The link here - https://www.ff7catalog.com/posts/181875/ - works?
 
Yeah I knew. Check your PM.  ;)
But transparent dialog boxes aren't needed. I could imagine that Jenova has a weird whispering voice in an alien language. And the 'Och!', 'Oh, no!' and 'It's failed' don't need a box.

Seems like ficedula was faster.  :-D
 
But transparent dialog boxes aren't needed. I could imagine that Jenova has a weird whispering voice in an alien language. And the 'Och!', 'Oh, no!' and 'It's failed' don't need a box.
If it turns out we want to play sound effects/voices that are triggered by things other than dialogue boxes, I'm sure we can implement that. Ultrasound already supports ambient sound effects, after all...
 
Beacause is very close to being done.  I am currently going through the game again, and am making every effort to have it done by Monday. I can't give you the text so far since parts have my notes attached for Luksy and myself.

It won't be long.

This is Red XIII talking about his tail wagging:

Old:
{RED XIII}
“Hm, that's interesting.”{NEW}
“It's not as if I'm doing this because I
   want to.”{NEW}
“You see, this tail of mine, moves quite
   independently of my will.”


New:
{RED XIII}
“Hm,how interesting…”{NEW}
“It's not as if I'm
  moving it on purpose.”{NEW}
“It just seems to have
  a mind of its own.”

You can see in this dialogue alone, that even when it is translated correctly, the localization is lacking.

To give you an idea of flow:

old
Code: [Select]
Code:
Bugenhagen“But, Nanaki. I've been thinking lately.”{NEW}“I've been thinking if there was anything WE could do,”{NEW}“as a part of the Planet, something to help a Planet already in misery…”------------------------------Bugenhagen“No matter what happens, isn't it important to try?”{NEW}“Am I just wishing against fate?”------------------------------Bugenhagen“I am too old to do anything about it…”{NEW}“This year, I'll be 130. Ho Ho Hoooo.”------------------------------Bugenhagen“That is why, Nanaki, you must go with them! For my sake.”------------------------------{RED XIII}“Grandpa…”------------------------------Bugenhagen“I wanted to show you your real father before you left…”{NEW}Bugenhagen“I'm so glad that you came back while I was still alive to show you.”------------------------------{RED XIII}“Grandpa…don't talk like that. I don't want to think of life… without you…”------------------------------Bugenhagen“Ho Ho Hoooo. Well, I've had a long life.”------------------------------{RED XIII}“Grandpa! You must live!”{NEW}{RED XIII}“I'll see to it.”{NEW}“I'll see to what's happening to the Planet. And I'll come back to tell you.”------------------------------Bugenhagen“Nanaki…”------------------------------{RED XIII}“I am Nanaki of Cosmo Canyon! The son of the warrior, Seto!”{NEW}“I'll come back a warrior true to that noble name! So please, Grandpa…”------------------------------Bugenhagen“That's…Seto's… Seto…”------------------------------{RED XIII}“Seto… Fa…Father…”
new
Code: [Select]
Code:
Bugenhagen“But,Nanaki,  lately I've been thinking…”{NEW}“Isn't there something… anything  that we can do as dwellers,no,  as a part of the planet,when it  suffers so horribly?”------------------------------Bugenhagen“Regardless of what happens,  shouldn't we at least try?”{NEW}“Or are we to sit here and  meekly accept our fate?”------------------------------Bugenhagen“I am too old to do  anything now.”{NEW}“This year,I'll be 130.  Ho,ho,hoooo.”------------------------------Bugenhagen“That is why you must go,Nanaki!  You must go in my stead,to see  with your own eyes.”------------------------------{RED XIII}“Grandpa…”------------------------------Bugenhagen“I wanted to show you the  truth about your father  before you left.”{NEW}“I am so glad that you came  back while I was still alive.”------------------------------{RED XIII}“Grandpa,don't talk like that.  I don't want to think about life  without you…”------------------------------Bugenhagen“Ho,ho,hoooo.  I have lived enough.”------------------------------{RED XIII}“Grandpa!  You must continue to live!”{NEW}“But I'll go.”{NEW}“I'll see what's happening to  the planet and then return.”------------------------------Bugenhagen“Nanaki…”------------------------------{RED XIII}“I am Nanaki of Cosmo Canyon,  the son of the warrior,Seto!”{NEW}“I'll return a warrior true to that  noble name! So please,Grandpa…”------------------------------Bugenhagen“Seto is…  Oh,Seto.”------------------------------{RED XIII}“Seto…  Fa-Father…”
 
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I'm about to finish up prepping the raw script (it will need some formatting and a lot of localization) and wanted to check a few things.

We will be adding dialogue boxes to the game to allow selected dialogue choices to play sounds (the response will pop up right after you choose it). We will be able to update everyone's texts through touphScript, but will we also be able to easily modify the scripts in everyone's flevel?
 
Scripts are a problem.  The only way is to ship them and load them directly into the flevel. Luksy was working on a tool to simply edit the script portion once.

Even then, getting mods that edit the same script to be compatible is largely impossible.
 
7th Heaven is able to only replace the scripts and texts, however as Dan said it isn't possible to let it work with mods that change the same field files without compatibility patches. So it would be wise to make notes which fields have a changed script. Maybe it would be even better if makou reactor can check a moded flevel.lgp against an unaltered flevel.lgp.
 
In the meantime, we'll voice those extra dialogues, but we won't implement them until something like a code patcher is made for the scripts (or we have another way to merge script mods).
 
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