[FF8PC-Steam]SeeDReborn v4.1 Multi-Language [NEW! More Options!] (5/22/19)

  • Thread starter Thread starter Mcindus
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Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.

To XxXManuXxX and other italian users: You can already use Seed Reborn if you add the lines below in the hash1map as explained on my previous post. The only difference is that you create a folder named "iconit" instead of "iconfr". Inside this folder paste your textures named "iconit_.."

ITALIAN ICON:
EDIT 2014-09-28: Here are the codes again !

Code: [Select]
Code:
iconit_13 15435301983241371135   surrounding yellow greeniconit_14 15905287678778407423   background negative greyiconit_15 15507359577279299071   menu texts greyiconit_16 15328826926474983935   target negative rediconit_17 15471330780260335103   PS buttons red green blue pinkiconit_18 15507359577279299071   Miss rediconit_19 15507359577279299071    soft yellowiconit_20 15507359577279299071    dark greyiconit_21 15507359577279299071   loading bar,blue icons strong blueiconit_22 15507359577279299071    soft blueiconit_23 15507359577279299071    soft purpleiconit_24 15977354068909357567    turquoiseiconit_25 15977354068909357567    dark silvericonit_26 15977354068909357567    yellowiconit_27 15977354068909357567    strong rediconit_28 15977354068909357567   numbers silver

Here is the texture you have to copy in "iconit". Name it "iconit_13".
EDIT 2014-09-28:And here is the 1024*1024pix texture !
iconit_13_by_shunsquall-d7zx5fq.png


And for everyone who has an issue with some fonts just add these lines to hash1map:

sysfld01_13   18410706480546887167         big fonts white
sysfnt_13    17221747309193035775         little text
 
Last edited:
Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.

To XxXManuXxX and other italian users: You can already use Seed Reborn if you add the lines below in the hash1map as explained on my previous post. The only difference is that you create a folder named "iconit" instead of "iconfr". Inside this folder paste your textures named "iconit_.."

Italian version:
Code: [Select]
Code:
iconit_13 15435301983241371135   surrounding yellow greeniconit_14 15905287678778407423   background negative greyiconit_15 15507359577279299071   menu texts greyiconit_16 15328826926474983935   target negative rediconit_17 15471330780260335103   PS buttons red green blue pinkiconit_18 15507359577279299071   Miss rediconit_19 15507359577279299071    soft yellowiconit_20 15507359577279299071    dark greyiconit_21 15507359577279299071   loading bar,blue icons strong blueiconit_22 15507359577279299071    soft blueiconit_23 15507359577279299071    soft purpleiconit_24 15977354068909357567    turquoiseiconit_25 15977354068909357567    dark silvericonit_26 15977354068909357567    yellowiconit_27 15977354068909357567    strong rediconit_28 15977354068909357567   numbers silver
And for everyone who has an issue with some fonts just add these lines to hash1map:
Code: [Select]
Code:
sysfld01_13 18410706480546887167   big fonts whitesysfnt_13  17221747309193035775   little text
Thanks mate for your efforts. Grazie mille dall'Italia  ;D Now we wait for the complete font image.
Ehm...what about my previous post?  ::) Do you know how to help, please?
 
Shunsq the mod doesn't work for me . :'( I've paste the hash in hash1map.csv and in the folder "ic" i have created new folder and renamed iconit and paste inside the texture renamed "iconit_13"
What did I do wrong? ç_ç
 
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Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.
Actually, you would need to have 4 or 5 master palette files because of how the game handles different palettes for different calls.  For example, the red gradient is pulled up for game loading and limit break meters, but the blue gradient is used in the game menu.  If you don't have at least two different palettes to call from, you never get the different palettes, and you're stuck with blue for everything.  This 'ONE' texture with all variations will also eliminate some cool animation effects that the game uses by calling different palettes in a row.  I know I went overboard by replacing all 16, but it ensures that there is nothing missing in-game.

I just finished all 16 palettes for the Spanish and French versions.  Moving on to finishing Italian and German now.
 
To Mcindus: Tonberry can't distinguish 2 palettes with the same grayscale.That's why i only have 1 texture for several palettes. Are you sure there may be multiple palettes for the same icons? I have to play the game a longer time to spot all those variations. Anyway if needed you can use different "master" files if they have unique hash codes.

To XxXManuXxX:
Are there other italian users with the same problem? Can you tell me what is the path to your tonberry and texture folders? Have you updated the hash1map?
IMPORTANT FOR ANY MODIFICATION OF HASH1MAP.CSV:
When you open hash1map there will be a prompt which asks you how to format the file. Choose all the columns and set them to be texts. Also set the comma to be a separator.l  If you don't do that all the hash codes will be modified with 4 zeros at their end. This is a limitation of excel( and of free equivalents).Indeed you can't write a number with more than 15  figures. If you  try to write 16 figures it will be changed to zero. The only way to prevent that is to format the data as text instead of "standard".
 
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Should we also add the "background   negative grey" and relatives, in same tab?

In HASH1MAP.CSV there isn't anything similar.
 
To RichterB:
The name of the texture, the hashcode, and the description are in different cells. You can skip the descriptions, they are only for information.
 
To RichterB:
The name of the texture, the hashcode, and the description are in different cells. You can skip the descriptions, they are only for information.
So I have to copy just "iconit_13   15435301983241371135" in the .csv file, right?
 
To Shunsq: my path for the toberry folder and texture is in the final fantasy VIII folders  and i have update the hashmap.
i open has1map with the notepad and i paste the hash you gave me
 
To Mcindus: Tonberry can't distinguish 2 palettes with the same grayscale.That's why i only have 1 texture for several palettes. Are you sure there may be multiple palettes for the same icons? I have to play the game a longer time to spot all those variations. Anyway if needed you can use different "master" files if they have unique hash codes.
You won't notice a lot of the changes because you've already replaced a master file, and since you're referencing that, the game won't bother pulling up the other palettes since it has something universal to pull from.  For example, when you load the game, the loading bar should be red, not blue.  Then, in-menu, the gradient is blue, not red.  If all your loading bar gradients are blue, then you are referencing a duplicate that you shouldn't be.  I think there shouldn't be so many duplicates.  We need to ask Omzy how he did the English version, because it's "future-proof" -- meaning that it functions as a replacement of the .TIM file and will replace textures that no one knows it needs yet unless there is no upscale available, I believe.  There should be a replacement for each of the 16 files to match the hashes from what's been extracted and if it's an issue with greyscale files being too similar, the upscales can have minor difference in hue (that aren't noticeable) but should be able to be read as different palettes.

Let me PM you the different palette upscales I have so you can test them In-Game. (if that's ok with you)
 
Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.

To XxXManuXxX and other italian users: You can already use Seed Reborn if you add the lines below in the hash1map as explained on my previous post. The only difference is that you create a folder named "iconit" instead of "iconfr". Inside this folder paste your textures named "iconit_.."

ITALIAN ICON:
Code: [Select]
Code:
iconit_13 15435301983241371135   surrounding yellow greeniconit_13 15905287678778407423   background negative greyiconit_13 15507359577279299071   menu texts greyiconit_13 15328826926474983935   target negative rediconit_13 15471330780260335103   PS buttons red green blue pinkiconit_13 15507359577279299071   Miss rediconit_13 15507359577279299071    soft yellowiconit_13 15507359577279299071    dark greyiconit_13 15507359577279299071   loading bar,blue icons strong blueiconit_13 15507359577279299071    soft blueiconit_13 15507359577279299071    soft purpleiconit_13 15977354068909357567    turquoiseiconit_13 15977354068909357567    dark silvericonit_13 15977354068909357567    yellowiconit_13 15977354068909357567    strong rediconit_13 15977354068909357567   numbers silver
Here is the texture you have to copy in "iconit". Name it "iconit_13".
iconit_13_by_shunsquall-d7zx5fq.png


And for everyone who has an issue with some fonts just add these lines to hash1map:
Code: [Select]
Code:
sysfld01_13 18410706480546887167   big fonts whitesysfnt_13  17221747309193035775   little text
Anyway, there is something wrong. I opened files with Deling and for me icon files have correct italian "vibrazioni" and not "vibracioni" that seems spanish.
 
Anyway, there is something wrong. I opened files with Deling and for me icon files have correct italian "vibrazioni" and not "vibracioni" that seems spanish.
This is from one of my Italian Palettes - you can use this to replace anything you see missing/wrong in Shunsq's.

italianmaster.png
 
This is from one of my Italian Palettes - you can use this to replace anything you see missing/wrong in Shunsq's.

italianmaster.png
Thanks, mate. Seems to be something else wrong, but it's in the game, not your fault or Shunsq.
ESTADO is spanish for italian word STATO. Maybe they didn't utilize it in the game, so left it unaltered.

PS: why are there Playstation icons if the game doesn't use it?
I'm getting mad to try how can change B1, B2...names.
 
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I just updated the file, so you might want to re-save it.  I fixed the sizing/shadow of the word "TEMPO".
Estado and De aren't used, so they're just universally on all of the releases since the spanish version is the only one that uses those pixels.

Currently I don't know of any way to change the B1, B2 names.  If someone finds the hex code where the game is looking for them, we can then probably have the game look at these files for the buttons instead.  When that happens, I'll also make an XBOX360 button map for SeeD Reborn as a replacement - but I'm no programmer and don't know how to do it myself.
 
Funny thing, there are also L2 and R2 icons in the icon file, but the game doesn't recognize that buttons :D
 
Hi Guys! I'm Italian too and i'm into the same issue. I've tried to add the italian icons fallawing shunsq's guide (created new folder called iconit within ic, pasted there the file and renamed as iconit_13, then added the lines in the hash1map.csv using the notebook) however the game can't that.

Tell me if i can help you in some way
 
Hi Guys! I'm Italian too and i'm into the same issue. I've tried to add the italian icons fallawing shunsq's guide (created new folder called iconit within ic, pasted there the file and renamed as iconit_13, then added the lines in the hash1map.csv using the notebook) however the game can't that.

Tell me if i can help you in some way
Do the files still have .png in them?  Make sure you didn't remove the suffix.  Not that it's everything, it's just something to try.
Other people are having similar issues, but I'm not sure what to do to fix it.  These questions are really for Shunsq

The official translations will be available (hopefully!) next month, so if these arent' working for you, you can always wait for the official release.
 
Hello everyone,
I'm sorry for the italian users, the codes i supplied were wrong. It will be fixed  by tonight. The problem came from my version of GIMP as it destroyed the transparency values from a 32 bit bmp. So when i applied the algorithm it delivered a wrong code. I had to downgrade GIMP from 2.8.14 to 2.8.2 before it worked.


It will take me a long time to check all the hash code( german, italian, spanish) that i generated this week. So please be patient.
Thank you all.
 
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