[FF7PC-98] The Reunion (OLD THREAD, SAVED FOR POSTERITY)

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and that's also due to the fact 95% of Japanese speaking fanbase is lazy and can't be arsed helping).

 :oops:
 
Anyway I aim to get this released around the time Luksy has released a pretty stable touphscript.  Shouldn't be long.
 
Update:

Dziugo sorted the materia order problem with some god like assembly...  Love to tell you how he did it but I dunno.  he also explained how the item ordering system worked, so me and Luksy created a new table for the re-translated items.

What does that mean?  It means that the re translated item names will go in alphabetical order when you select to sort by name.  A right ballache all for that.

Those were the 2 main obstacles to release, now I can get to work finishing M004 off.  Expect next 3 days should be a release.

Also note there is a major bug I have just found, whereby if you own max viewable -1 items, the item menu will be broken.  For example max items in weapon, armour and acc list is 12.  So if cloud owns exactly 11 weapons, there will be a bug.
 
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Hey just a little note could you make an option to include Felix font colour but with the avalanche materia graphics? if its too much of a hassle then don't mind me :)
 
Too much hassle, you will have to do it manually.  Use a photoediting suite.  Also the bug above is fixed.
 
Registered to say thank you for an awesome project that makes FF7 live on.
 
Not long now.  Things to note... the retranslation project at the moment requires certain file overwrites.  I and luksy are fixing this. Luksy will create a number of tools to completely revolutionise translating text in the game, based on a simply design. These changes will be to:

FF7.exe (I am currently documenting all offsets and text for release)
Kernel.bin (1 text and lookup table)
scene.bin
Kernel2.bin

It is our aim to make it so that along with touphscript, people will be able to edit every text and dialogue in the entire game, without the need for other tool editors and virtually eliminating problems with conflicting mods.
=================

I sent this to Luksy, it will give you an idea of what we are planning:

http://dl.dropbox.com/u/36889302/FF7/FileInfo.txt

You can follow my FF7.exe documentation here:

http://dl.dropbox.com/u/36889302/FF7/FF7exeInfo.xls
 
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Hi, I found some problem that make game show item not properly and I already tried original version of FF7 1.02 exe


KWT33.jpg

pDNKZ.jpg


8xT6R.jpg

7M72O.jpg


As you see when I have 9 type of armor or accessory to choose, the display show some weird item. if I choose those item and replace it with normal one then some weird accessory show in inventory and make black chocobo save editor crash when try to open that save.

I already tried u add more armor to inventory from black chocobo save editor that make more than 10 and the result is normal.

Edit: Actually more than that 15 maybe  ;D
 
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Also note there is a major bug I have just found, whereby if you own max viewable -1 items, the item menu will be broken.  For example max items in weapon, armour and acc list is 12.  So if cloud owns exactly 11 weapons, there will be a bug.
I stated it above.  It is fixed for next release.

i found many thing like that too. but i just ignore it hahaha
If you know of any bugs I'd like to know.
 
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yup, that's cause the window is being re-sized and certain windows like that one shouldn't be normally.  For retranslation project, luksy's touphscript solves it with the option to change the height and width of boxes.

It is a casualty of war.

It may be a slight bit better when I deploy the option of Luksy's resizer and not my bog standard one (at moment default).  But I wouldn't bank on it because to fix those really requires manually altering the box data.

I could add it in as a fix, but that would take time as I would need to ship text files with the relevant changes. I would need to know and manually change every one of those.  So if someone can get me a full list of when those daft clocks appear in boxes?

Just look at that anyway, the state on it.  They never should have done it that way.
 
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yup, that's cause the window is being re-sized and certain windows like that one shouldn't be normally.  For retranslation project, luksy's touphscript solves it with the option to change the height and width of boxes but for normal menu project, i'm afraid its 100% impossible for me to fix. 
Okay Thats Fine Then.
Expect next 3 days should be a release.
You Do Realize That Its Been Way Over 3 Days Right?
 
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yup, i do, and it's prob gonna be over 3 more.  I have been working with Luksy recently to perfect his tools, and retranslation version for the next release has provided a few nasty surprises. 

It is getting there. I have changed that statement too, it isn't 100% impossible, but it does require manually adding fixes... which I will do.
 
DLPB,

first of all, I'd like to thank you and your collaborators for sharing your work with the community.  ;)

My question is: I have created my own mod (Scene Redux) some years ago which requires the overwriting of the files kernel.bin and scene.bin.

Does this mean that my mod and the Menu Overhaul Project won't be compatible? Or have I simply misunderstood your 22nd Sep. post?

Thanks!
 
The MOP replaces kernel2.bin so there is no problem. PitBrat and I are working on making them work, anyway.
 
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