[FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]

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I simply love how you can find (sometimes with help like real fans like cold_spirit here above) small quirks in the game engine and often come with a solution!

Please do not let the gods destroy you, DLPB! ;)
 
Thank you for the answer "White", only now I see ...

I'm still struggling with this forum being given that I do not understand English ... It's a hassle not to have learned ...
 
The fade out issue is being fixed.  I've had to record psx fades and compare them to PC.  This is how they differ (with a frame or so inaccuracy possible):

1.733s (52 frames) total PC fade
3.4s (102 frames) total PSX fade

Difference: 1.667s (50 frames). PCs full fade from out to in is 1.667s faster than PSX.

PSX uses 16 frames to fully darken the screen, and another 16 to relight the next map.  The remaining 70 frames (2.33s) is just the darkness you see between. The PC only has 4 such frames. I am assuming this is also set somewhere.

So I've made PC do the same - except it still has 4 frames of darkness.  The result is

16 + 16 + 4 = 36 frames (1.2s total fade)

that makes the PC around 66 frames (2.2s) faster than PSX when using The Reunion. 

The Cloud revealed scene has 7 fades.  So 7 * 2.2 = 15.4

I need to extend the scene by deliberately prolonging the fades there to conform to PSX and make it around 15s longer (it's actually different to this because of other considerations - so I'll use trial and error to bridge the gap).  If anyone wants to correct the scene without Reunion, I can supply the scripts, and they can edit the prolong fade parts to adjust it to the music (which I have also now corrected).
 
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Congrats :)

I've had an idea.
Since Wutai is FFVII's Japan in their world, what do you think about using Japanese suffixes for some persons' name? (if they're already present in the Japanese version of course)
Only for the people of Wutai, saying Godot-sama, Yuffie-chan, that'd be totally legit in such a place, bring some colours and define more their culture, and such suffixes have become quite well known thanks to manga and anime.
They surely wouldn't look out of place.
 
No, that would be a violation of localization ;)  Plus Wutai is not just Japan - it's heavily (and mostly) Chinese. Da Zhao is also Chinese:

https://en.wikipedia.org/wiki/Da_Zhao_Temple

Luksy would know more about which parts are and are not Japanese influenced, but all I can think of is some of Yuffie's weapons.  Pagodas are chinese, as well.
 
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It isn't Japan, it's a made-up town on a made-up planet that's a mish mash of East Asian stereotypes. Even if it were literally Japan I wouldn't want to see chans and samas at all unless there were no other way to convey their context (assuming they even appear in the original text at all).
 
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Interesting. A mish mash and mostly Chinese. And their god even comes from the old testament  x)
 
Most of the enemies around Wutai have their names written in kanji (do their names also make sense/make more sense if read in Chinese?), while most other monsters in the game have English-based (katakana) names.

When I noticed this I thought it might have been better for the localisers to just romanise the names rather than translating them. This distinction is something the developers deliberately did that gets entirely lost in translation. Romanising the names instead doesn't lost much because the enemies names are rather boring -- like "Bizarre Bug" and "Thunderbird", and instead we get things like "Kaikichū" and "Raijinchō" [they actually use Raijincho in Crisis Core--that game also has a sandaabaado enemy so the dinstinction is necessary].

Maybe it's something you might consider.
 
Yeah - the Japanese kanji comes from Hanzi (as I am sure you know), so it's possible they wanted it sounding a certain way. But enemy names are in Kanji elsewhere in the game, so it would be a bit weird to decide that here the laws don't apply. From what I can see there's nothing especially chinese about the naming - but Luksy will shed more light on it :)
 
Most of the other kanji enemy names are for human enemies - soldiers. Rather than sounding like a cool fantasy name as with most monsters, these are meant to convey a military position to the players.

I decided to check the list for other enemies: There's the XCannon which does the "mega ultimate extreme" thing like Omnislash does. The Unknown enemy's names aren't really meant to be names, they're just "we don't know what these are" and therefore to convey that meaning having their name be "unidentified" in Japanese makes sense. And then there's the Gi Spector, which in the same way isn't meant to be the name of a monster in the VII world, they're just "a spectre of the Gi tribe".
 
Also X canon is Chinese ;)  It's the super dragon canon.  Still - if anything, the chinese romanization would need to be used with those creatures and not the Japanese.  I'll see what luksy thinks.  Chinese influences work better to a Japanese viewer than they do to us.  Chinese weapon names / proper nouns and so forth that are established in our history are of course left alone in this relocalization.
 
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Most of the enemies around Wutai have their names written in kanji
I never noticed that, but it makes sense now that you've pointed it out. At least two enemies, Rangda and Garuda, are straight out of Asian mythology, I guess they kept the theme running with the names they gave to their own creations.

As for transliterating the names...it makes sense given the context (except Raijincho, which is just the Japanese translation of Thuderbird, not the other way round), we don't translate shiba inu as "firewood dog" after all. At the same time most people know what a shiba inu is, which wouldn't be the case with Kaikichū, then again as you say the names aren't all that great when translated anyway.
 
I've had a look into this. It may be that the Japanese writers wanted the enemy names to be in kanji because that suits the flavour of the area - but placing that into Japanese or Chinese looks really poor in the English when you consider all the enemies in this area.

Not to mention

https://en.wikipedia.org/wiki/Thunderbird_(mythology)

Is also based in mythos.  It's probably best to leave it to English names.  The kanji give a uniqueness to a Japanese player that can't be replicated into English the same way.  Romanizing the symbols doesn't do it any justice.

I do absolutely understand that the kanji is likely deliberate, but all things considered, the romanization of it doesn't capture the same feeling - and moreover meaning is lost as a consequence. This is also true of Chinese weapons - but these are established in our real history (Chinese history) and under those names. I don't think we are gaining anything by calling Thunderbird (itself mythology) Raijin or whatever. And it would also mean doing likewise with the other enemies here.

Still, this was an important point and needed discussing.
 
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2.
Here's the PC version (sorry you have to listen to the Yamaha soundtrack):
Here's the original:

3.
PC:
PSX:
The underlying issue is that the lock music function is broken.  You can fix it by patching memory (or associated address in exe).  See here:

https://www.ff7catalog.com/]

That will also fix quite a few other errors (including the above) that exist due to this bug.  It's better to fix the underlining cause if possible than keep working script around it.  Unfortunately, some of the other bugs are a lot harder to fix.
 
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From what I remember, the first phase of the parade where you have to align with the rank and show off for the TV, is broken.
I recall, was on PSX, I had tried it over and over for an hour to figure out once and for all what you're really supposed to do there,
and I ended up doing pretty good every time (aligning at first try, right in lign, rifle moves perfectly synched) but always I was getting the lower rewards.
And then I noticed that joining the rank and just mashing [Circle] brainlessly (which looks totally disordered) gets you the best score... that's stupid
 
Making stupid movements increase the TV rating, maybe that's why you get the best score that way.

 
The script is tricky to follow but holding circle all the way to the end might work.
 
I've tried looking into this in the past. it wasn't the easiest work out, but it appears as though the there is a line of script missing that should state "wait for animation" (opcode AC - ANIMW).

I'm just guessing here; I'm really not that adept with field scripts yet, but check out #363 "junonr4", #5 "check", S0, and then #15 "cl_hei", S4 to see for yourselves. I'm very curious to know if that fixes it. I'd try myself, but I'm just too busy at the mo.

-Edit-, I've just realised that doing this would make it impossible to gain over 50%, as you would basically be reducing the amount of times the score can increase. You would also have to increase the ratings boost everytime O was pushed. I believe "border1", S4, Line 3 is the argument that wants to be adjusted. At a guess!
 
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Cool.  I've always wondered about that.  The ordered way is holding circle rather than mashing.  So, I'll have a look at it.

There's also an entry there that might now be unused. A number is assigned to the dialogue window...  apparently telling the player something.  It's usually 1,2 or 3.
 
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