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

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I'm working on the logger now. 


This will prove useful for debugging and especially naming all the effect files.  For example, here's the sequence with HADES (I'm using time stamp of quarter second windows internal timer until I can figure out something better).


Code: [Select]
Code:
32177.SetEffect [Channel 4, Balance 64, Effect 660]32177.SetEffect [Channel 4, Balance 64, Effect 661]32177.SetEffect [Channel 4, Balance 64, Effect 662]32225.SetEffect [Channel 4, Balance 64, Effect 663]32225.SetEffect [Channel 4, Balance 64, Effect 664]32225.SetEffect [Channel 4, Balance 64, Effect 665]32252.SetEffect [Channel 4, Balance 64, Effect 666]32252.SetEffect [Channel 4, Balance 64, Effect 667]32252.SetEffect [Channel 4, Balance 64, Effect 668]32272.SetEffect [Channel 4, Balance 64, Effect 669]32272.SetEffect [Channel 4, Balance 64, Effect 670]32272.SetEffect [Channel 4, Balance 64, Effect 671]32294.SetEffect [Channel 3, Balance 0, Effect 448]
Where Effect 448 is Midgardsormr death. Notice that Hades plays three effects in tandem. This is to give the sound more depth. Since I am using Bass for sound now, I can dump them all on the same channel and they all play fine (I'll be using channel 6 from now on).  This isn't the case with the field - those need to obey the correct channels because of looping effects and dedicated channel volumes and transitions.  I don't think battle does any of that, so we should be safe.

Effect 448 uses AKAO function, hence it is placed on a specific channel.
 
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Hey there, I'm that guy who complained about the Reeve scene on Youtube (sorry again for being so flippant and rude about it)... I've been playing through the game with the translation now, and I must say I pretty much love it, it's amazing how much better the storyline is with 100% more coherence lmao

There are a few things I have noticed though:
-  During the scene where Cait Sith reveals he's a spy, Tifa (if she was the date) reacts by saying "I don't think so!", which doesn't make much sense. In Japanese she says "fuzakanaide yo!" which literally means "don't mess around" but can also be translated idiomatically to "you're kidding me!" or "you have to be kidding!":
(scene appears at 23:08 for reference)
- I'm still 100% sure that during the Reeve scene, it is indeed the staff talking in the see-through dialogue boxes, given the scene in the Japanese version:
(Reeve's name is not attached to the see-through boxes, and only remote/indistinct voices have used those see-through boxes earlier in the game. He also does not say "hello. what?" in the Japanese version; he says "The mainframe? Who!?" immediately after the see-through boxes.)

I'll tell you if I notice anything else!
 
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Yes, thank you very much for that other correction and sticking around to help.  Most people (all of them but you, so far) are never heard from again after I ask them to come here and offer corrections.  The scene you mentioned with Hojo has been fixed as follows: https://www.ff7catalog.com/posts/184750/

That should have already taken care of all the issues, including the one you have just noted.  I will be looking over that scene one last time, though, because "The reactors' output" and "Shut it off" don't follow properly.  Reeve is explaining that the reactors are out of control, is asked to shut "it" off, and then mentions the main controls. One correction there may be for Scarlet to say "Shut it all off!" I am unsure what he means by "I can't! It's not responding." He has to mean the main controls aren't responding - but "it" doesn't work nice here either.  So, perhaps, "There's no response."  Japanese is such a tough language to get a handle on when translating (seen how Luksy tangles with it all) and localizing.  That's what I've found.  It's a nightmare.

I'm sure you are right on the Tifa dialogue, too.  If you are up for proof checking the whole script, this can be done. So far, I have asked two people to do this, but they dropped out almost immediately after the script was made available.  It isn't a huge task to go through both Japanese script and our script as a proof checker - but it will take some time.

This project does need a second look by a Japanese reader. There should only be pretty minor issues left now, but you just never know.  And I want all the minor things sorting too—like the one you have just informed me of.
 
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The "its not responding" line might...? be better translated as "we can't operate it!" maybe? since the original Japanese says "sousa funou nan ya!" which literally means "(an) operation failure (has happened)!" or even "operation (has become) impossible!". (good old Japanese subject/object omission). Then again, the Shinra staff mentions that they can't operate it "from here" a second later which would be a strange repetition in that case.... basically the scene is really confusing even in the original, lmao.

i think the current correction is actually might be the best and makes the scene clearer than the original.   :-D But here's one final idea for the line as a meld of the two lines "it's not responding" and "there's no response": "we can't get a response!"

another minor point: for this line:
Code: [Select]
Code:
Reeve“N-never mind!”“The Mako reactors’ ootput  is increasin’ all oan its own…”
, I think "own!", rather than "own...", would work better, given that the original Japanese line contains a "!", and given Reeve's stress in the scene.

I would love to proof-check the script! I'm working this weekend but I'll try to check as much as I can when I get the time!
 
I've made an effort to stop using exclamation marks :P  I haven't even started to remove them yet.  The Japanese script is loaded with them and it's not good grammar.
 
The punctuation is utterly shot to hell in the Japanese version, with the extreme amount of exclamations and ellipses, its very manga in that way lmao. i can keep an eye out for unnecessary !'s and ...'s as well when proofreading as well!
 
Tempo function has been reinstated for music AND sound effects, and it works correctly (no pitch change - unlike the Steam version).  Whilst this can now be set using AKAO for field, I don't see any time where it would be needed.

It seems to be only useful for the snowboard minigame, tbh. And I may have got the documentation wrong.  It seems 0 is normal, and 0x3f is the maximum speed. I have further divided this by 2, meaning the maximum speed is + 31%. This sounds to be pretty near what the PSX game was, too. Makou should probably use an upper limit of 0x40.  Although, tbh, anything up to 100 would work good.  But since I'm limiting to 0x40 (and then dividing by 2), so it wouldn't really matter.
 
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DLPD, i cant respond to messages apparently so ill just answer here: yes, im up for the challenge and yes, i have a good standard of Japanese   :-D
 
DLPD, i cant respond to messages apparently so ill just answer here: yes, im up for the challenge and yes, i have a good standard of Japanese   :-D
I'll be sending some info to you later then :)

Welcome aboard.  Let's hope your tenure with us lasts longer than the others :P


I have also just coded back in the PC version to resume the looping sound effects after battle. In fact, I may even add an option if people want effects to continue during battle.
 
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Hi all.  Right before the release of R05 I fell behind on keeping up with the posts on this board and only now just got caught up.  As I was reading the back entries, I noticed BahamutSIN asked a question back in late November that I'm not sure was addressed.  I was curious about it too--

Also, why did you remove the 'hold x in battle to attack' thing? I keep holding the x button and nothing happens, must click it now instead. It's not a big issue, but it was more convenient to just hold x for a quick attack.
My version still has R04 installed and I'm holding off on installing any newer versions until everything gets worked out, so I haven't experienced what he's talking about for myself yet.  But does he mean that, during battle, you can no longer hold down the command select button (i.e. the equivalent of Circle on the PSX Version) to automatically select the command the cursor would have landed on in the battle menu when a character's ATB bar fills up (usually "Attack," unless the Memory option for the cursor is used, in which case it will default to the last choice selected)?  I.e. Are you now not able to zoom quickly through battle by holding down the command select button and not needing to make any additional button presses?

I played Chrono Trigger DS recently and it has a similar hiccup, which was really annoying and disrupted the flow of battles somewhat.  If that's in this version too, do you think it could be corrected to be like how it was before?  It's just one of those little tweaks that would make playing the game WAY more comfortable and convenient.
 
The problem with it is that it wasn't intended - it was a major oversight that allows for exploitation of EXP.  If they had known about it, it would have been removed.  However, I will remove it when Weapon is not used.  Using Square to move the Highwind is also an oversight - I think very likely for use in testing that was accidentally left in.  I believe it isn't even noted on the operation control help text.  People will no doubt be annoyed when I remove that, too.  But that one has to be removed since it also leads to game issues (like getting through the barrier of Great Crater.  I am definitely removing that one because it is an oversight that leads to more bugs.
 
The panning of audio may be a problem though ... For example, Cloud on the right, enemy on the left: When Cloud uses magic, the balance should be to the far right - and the effect itself should be to the far left.  But that ain't what I am seeing.  It seems to be all over the place.
I do audio mixing/engineering as part of my job, and if I understand what you're saying here correctly, I would VEHEMENTLY advise you not to make the changes you're talking about making. Yes, Cloud's SFX would be panned full-Right and the enemies' full-Left... IF the camera were located dead center of the battlefield facing the back wall and the listener were wearing headphones.

Audio panning should be mixed relative to camera position, which is then relative to stereo width (according to physical speaker position). I'm not looking at the game or the code at the moment, but unless something is very seriously wrong with the PC version or the audio sounds way off in some way (reversed, for example), I would assume the pan settings are set up correctly taking into account the battle camera and the most likely speaker setup for the end user, which in 1997 would have been a TV set. Depending on those conditions, battle SFX could be anywhere from 50%-75% in either direction, but by no means approaching 100%.

Adding a dynamic panning function would be good though, as long as you're not panning stuff full to either side where they shouldn't be  :-P
 
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I am not changing anything.  I am trying to restore how the PSX version operated - and it looks to me like the PC version isn't doing what the PSX one is.  But I haven't carried out any tests yet; it's just a gut instinct I have.

At the moment, the balance is completely wrong no matter where the camera is.  Even when still, the effects are not correct or consistent in the PC version. Even when still, one effect will happen in right channel when character is on the left - and then the actual connection with the enemy will be on that same side, when it shouldn't be.  And with other magic or attacks, it reverses - or doesn't do it at all.

Either I have incorrectly interpreted how a few of these functions work - or the PC version is broken - or the original code is broken.
 
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Well that's fine then. It just seemed like you were talking about panning things 100% to either channel, which as far as I can remember from camera moves should happen extremely rarely if ever.
 
No no no, that isn't it at all :)  I am just making the point that it isn't doing that even when it should and that the whole balance situation appears to be broken.  The panning value is supplied to the main game sound functions via either absolute value (usually only when centre) or by calculation by the engine.

It's breaking down somewhere.  Looking at it... I'd say by the PC version or original code.  I'm not changing anything - I'm simply passing the balance values to my own sound function.

253.SetEffect [Channel 11, Balance 132, 058.ogg]
--------------------------------------------------------------------------
254.SetEffect [Channel 12, Balance 2, 026 [Charge Towards Enemy].ogg]
--------------------------------------------------------------------------
255.SetEffect [Channel 12, Balance 80, 018.ogg]
--------------------------------------------------------------------------
256.SetEffect [Channel 3, Balance 82, 022 [Enemy Death].ogg]
--------------------------------------------------------------------------
260.SetEffect [Channel 11, Balance 132, 058.ogg]
--------------------------------------------------------------------------
263.SetEffect [Channel 5, Balance 64, 002.ogg]
263.SetEffect [Channel 12, Balance 34, 016.ogg]
263.SetEffect [Channel 3, Balance 36, 022 [Enemy Death].ogg]
Here is an example from the log I have made the game output (0 is left, 64 is centre 127 is right). Balance 132 is changed to 127 because it's gone over the maximum FF7 acceptable value.

It's even possible that transition pans are supposed to happen... but if so I haven't seen any evidence of it. I'll definitely need to check the PSX version.
 
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Alrighty, all good :) At any rate, I do remember the battle panning to be mostly correct according to the static camera on PSX and that it never was dynamic, but I could be wrong.
 
I've made an effort to stop using exclamation marks :P  I haven't even started to remove them yet.  The Japanese script is loaded with them and it's not good grammar.
Not meaning to be difficult, but isn't that going against the intention of the original authors? I'm sure it's just as bad grammar in Japanese.
 
Not really.  The intended meaning remains the same. They are removed in places where they are grammatically incorrect - or totally overused. Correcting grammar isn't something I lie awake at night worrying about - and, in fact, we've corrected other Japanese flaws, such as chocobos having belly buttons.  I exercise a lot of restraint, but there is no way to be 100% faithful without making a 100% flop localization. There are things that I would never do - such as change Cloud's age.  But chocobos having belly buttons is so obviously an error - and so are hundreds of these exclamation marks.   "I know!  We'll go through the tunnel!"  "Great idea, Batman!" "Quick! Head to the bat mobile!!"

Gets really old and silly when it's every single dialogue and sentence. The mood doesn't have to be changed by using them appropriately.

If I were constrained by grammar and by absolute literal translation, this localization would not be worth playing through. It's actually ironic that the most criticism I get is by people claiming I have been too literal (usually by people who have't played through with Beacause but have seen the use of non-canon character names).  ;D
 
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