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

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That's what I was trying to resolve with using Berrymapper... Those are the english hashmaps; the yellow (critical), grey (K.O.) and blue (status) textures works great with the english version (same during encounters).
But you got it working? I'm also having some unalignment issues in battles and menus:

CKdZAZc.png

FeONoI2.png

jvKldTV.png


As you can see, all the bars (loading bars in battle, or loading savegames) are splitted because Tonberry seemb to misalign the little segments which composes the bars. Also, most labels in menus are a little displaced, always in the same proportion, a little to the left, an a little to the top. Also, battle numbers for damage and restoration are displaced a little upwards. The color for character's HUD doesn't change. Never. However, the restoration damage is showed correctly, in green color. Mcindus, I sent you an MP aeons ago, please give me a touch when you're available again, it seems you're a lot busy this last month.

Maybe we should tell omzy about this hashing problem with different colour palletes. Maybe he could calculate the hash using some color information or whatever, I don't even know how the hell he gets the hash.

And a little offtopic, please: Some of you guys are using an English version and a local version of FF8 too. Is there anyway to have the English version if I got the spanish one in Steam? I'd like to start sharing some of my findings but can't since most of you here are using the English version. (offtopic end)
 
I can put the English locale. download here
download my psd for example.
try replace your files to the files of the English version
in menu.fs
files:
iconfl00.tex
iconfl01.tex
iconfl02.tex
iconfl03.tex
sysfld00.tex
sysfld01.tex
sysfnt00.tex

i use deling for that

 
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Nice work rufoos but why didn't you compressed the edited the files when importing to Deling? Your *.fs files are unnecessary bigger now.

JeMaCheHi, You can use the english ff8.exe and the spanish data files with some tweaks but the *.exe contains some english text like ennemies data, triple triad text, draw points text etc. It'll required some work to translate it.

In the french version only the character's name display the correct color (for critical, K.O. and elemental status) and the numbers of HP during battles always stays white, definitely a hasmap issue. I'm waiting for Mcindus SeeD Reborn update, hopefully the colors will be restored.

As for the alignment artefacts it is due to the *.png textures which needs to be "pixel perfect": I've upscaled the original textures @4x using nearest-neighbor interpolation and everything looks perfect so you must edit the *.png textures having the original in the background for reference.

Also, the green "restore damage" is really weird because there's no *.png texture for it... Somehow the game automatically converts the default white damage numbers *.png texture to green.

I should post this in Omzy's thread but here it goes:
Unlike FFVII, there's only one kind of font texture: normal display is during battles menus (100% wide) but in the main menu the game will shrink everything to fit the smaller space (narrow) problem is that it seems to be nearest-neighbor interpolation and even with @4x textures it looks awful... Is there a way for Tonberry to use bilinear interpolation ?
 
Nice work rufoos but why didn't you compressed the edited the files when importing to Deling? Your *.fs files are unnecessary bigger now.

JeMaCheHi, You can use the english ff8.exe and the spanish data files with some tweaks but the *.exe contains some english text like ennemies data, triple triad text, draw points text etc. It'll required some work to translate it.

In the french version only the character's name display the correct color (for critical, K.O. and elemental status) and the numbers of HP during battles always stays white, definitely a hasmap issue. I'm waiting for Mcindus SeeD Reborn update, hopefully the colors will be restored.

As for the alignment artefacts it is due to the *.png textures which needs to be "pixel perfect": I've upscaled the original textures @4x using nearest-neighbor interpolation and everything looks perfect so you must edit the *.png textures having the original in the background for reference.

Also, the green "restore damage" is really weird because there's no *.png texture for it... Somehow the game automatically converts the default white damage numbers *.png texture to green.

I should post this in Omzy's thread but here it goes:
Unlike FFVII, there's only one kind of font texture: normal display is during battles menus (100% wide) but in the main menu the game will shrink everything to fit the smaller space (narrow) problem is that it seems to be nearest-neighbor interpolation and even with @4x textures it looks awful... Is there a way for Tonberry to use bilinear interpolation ?
compressed - I forgot about it
"Also, the green "restore damage"" - need edit iconflmaster_13.png and 15 too
I do not know how it all hashed. I would like to know how.
 
JeMaCheHi, You can use the english ff8.exe and the spanish data files with some tweaks but the *.exe contains some english text like ennemies data, triple triad text, draw points text etc. It'll required some work to translate it.
Translate? But I want to use the full english version. If I use the english exe but spanish files, you guys won't be able to test the mods I do to field.fs or battle.fs for example.

In the french version only the character's name display the correct color (for critical, K.O. and elemental status) and the numbers of HP during battles always stays white, definitely a hasmap issue. I'm waiting for Mcindus SeeD Reborn update, hopefully the colors will be restored.

As for the alignment artefacts it is due to the *.png textures which needs to be "pixel perfect": I've upscaled the original textures @4x using nearest-neighbor interpolation and everything looks perfect so you must edit the *.png textures having the original in the background for reference.

Also, the green "restore damage" is really weird because there's no *.png texture for it... Somehow the game automatically converts the default white damage numbers *.png texture to green.
So I have to edit them all by hand? I thought there was a hashing problem too. I'll try it and tell you then. About bilinear interpolation with tonberry... why don't you take a look at its source code?
 
Yes, you have to edit all *.png files by hand in any image editing software for all alignment issues... for example when adding a smooth stroke sometimes you won't be abble to see the objet going outside of his box, use a strong green or pink background to verify along with the @4x upscaled original texture as a reference; the only hasmap problems are the missing/incorrect palletes. Tonberry is working just fine.
 
Yes, you have to edit all *.png files by hand in any image editing software for all alignment issues... for example when adding a smooth stroke sometimes you won't be abble to see the objet going outside of his box, use a strong green or pink background to verify along with the @4x upscaled original texture as a reference; the only hasmap problems are the missing/incorrect palletes. Tonberry is working just fine.
I have to reallocate every single element in the texture? For example reallocate each number individually. Because if that's the case... didn't work for me. Or maybe I'm stupid, which is another posibility xD
 
The english version of ff8 has a different file structure than the other versions(french,italian,german,spanish).In the english version you have iconfl00/01/02/03.tex and iconflmaster.tex, whereas in the other versions you only have icon.tex.For the english version Omzy implemented a specific algorithm in Tonberry that distinguish the palettes even if they have the same hashcodes :  it takes one specific pixel from iconfl(or iconflmaster), makes the product of its RGB values and determiines from which palette it comes . It's not yet implemented for other ff8 versions. If i succeed compiling tonberry in codeblocks i could modify tonberry, but it's not an easy task.
 
Good news fellow non-english players: you can use all the palettes with a trick i've just found!
1)Rename all your textures "iconflmaster_XX.png"( with XX varying from 13 to 28) instead of "iconfr/it/ge/sp_13.png".
2)In hash1map.csv rename the textures only as "iconflmaster_13.png"

Why does it works?
Indeed there is a specific code Omzy wrote only for iconflmaster to see the differences between the palettes that may have the same hashcodes. But since iconflmaster.tex is the equivalent of icon.tex for foreign versions then the algorithm works also on icon.tex. The trick is that it reads the value of color at the center of the cross symbol ( pixel X=206, Y=103).
I've tried it and it works like a charm! Anyway there are still problems of texture misalignement. Mcindus might correct this.

NOTE: For unknown reasons the menu crashes FF8 when you try to configure Zell's limitbreaks. It seems to come from the button palettes ( iconflmaster_17).
 
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Good news fellow non-english players: you can use all the palettes with a trick i've just found!
1)Rename all your textures "iconflmaster_XX.png"( with XX varying from 13 to 28) instead of "iconfr/it/ge/sp_13.png".
2)In hash1map.csv rename the textures only as "iconflmaster_13.png"

Why does it works?
Indeed there is a specific code Omzy wrote only for iconflmaster to see the differences between the palettes that may have the same hashcodes. But since iconflmaster.tex is the equivalent of icon.tex for foreign versions then the algorithm works also on icon.tex. The trick is that it reads the value of color at the center of the cross symbol ( pixel X=206, Y=103).
I've tried it and it works like a charm! Anyway there are still problems of texture misalignement. Mcindus might correct this.

NOTE: For unknown reasons the menu crashes FF8 when you try to configure Zell's limitbreaks.
O_O OMFG.   Thank you Shunsq!!! I will put out FULL versions of the translations very soon! I'm working on fixing the alignment for all translations and they should be available to the community as a big fat holiday present.

This is huge news for the translations :)

Zells limit break glitch is a serious one, but one thing at a time... first I will pump out more translations.

Also - it looks like in Tonberry vs. Aali's driver - that in Aali's driver, any layer that isn't 100% opaque is ignored.  In Tonberry, anything that isn't 100% Transparent shows up as 100% Opaque.  I have to go through and fix this -- which is what 5way has been pointing out.  I like your idea of a bright green/pink background to contrast for a fix. (like I have for the magazine item pictures).

I will be working with Shunsq and Omzy to update Tonberry with the new hashings for this project -- and hopefully the Squall re-texture if the other characters have been hashed in time.
 
Amazing job Shunsq! Can't wait for Mcindus' SeeD Reborn update :-D

Don't forget to rename your "iconfr/it/ge/sp" folder "iconflmaster" to get it work!

1418498720-menu.png


This is how it looks with all *.png textures renamed to "iconflmaster13-28", some textures now worked but those who used to doesn't anymore, this is my hash1map.csv (french version):

Code: [Select]
Code:
iconflmaster_13,15435301983241370623iconflmaster_13,15905287678778407935iconflmaster_13,15507359577279298559iconflmaster_13,15328826926474984447iconflmaster_13,15471330780260334591iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15977354068909358079iconflmaster_13,15977354068909358079iconflmaster_13,15977354068909358079iconflmaster_13,15977354068909358079iconflmaster_13,15977354068909358079
For unknown reasons the menu crashes FF8 when you try to configure Zell's limitbreaks. It seems to come from the button palettes ( iconflmaster_17).
The game will also crash in all tutorial sub-menus.

Mcindus, have you noticed the distorted (narrow) font and icons in the main menu as well?
 
Amazing job Shunsq! Can't wait for Mcindus' SeeD Reborn update :-D

Don't forget to rename your "iconfr/it/ge/sp" folder "iconflmaster" to get it work!

1418498720-menu.png


This is how it looks with all *.png textures renamed to "iconflmaster13-28", some textures now worked but those who used to doesn't anymore, this is my hash1map.csv (french version):

Code: [Select]
Code:
iconflmaster_13,15435301983241370623iconflmaster_13,15905287678778407935iconflmaster_13,15507359577279298559iconflmaster_13,15328826926474984447iconflmaster_13,15471330780260334591iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15507359577279298559iconflmaster_13,15977354068909358079iconflmaster_13,15977354068909358079iconflmaster_13,15977354068909358079iconflmaster_13,15977354068909358079iconflmaster_13,15977354068909358079
The game will also crash in all tutorial sub-menus.

Mcindus, have you noticed the distorted (narrow) font and icons in the main menu as well?
The border of your grey gradient is pulling from the wrong palette... and the blue and the white have reverted back to their old palettes.  maybe if you try to go back to the original hash codes that I sent you (just forwarded from Shunsq), this might revert back to what the game is intending to do without the manual fixes possibly interfering?

EDIT** use the updated iconflmaster_13,xxxxx - I just think that the two that I had you switch before are in the wrong order now.
 
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The border of your grey gradient is pulling from the wrong palette... and the blue and the white have reverted back to their old palettes.  maybe if you try to go back to the original hash codes that I sent you (just forwarded from Shunsq), this might revert back to what the game is intending to do without the manual fixes possibly interfering?

EDIT** use the updated iconflmaster_13,xxxxx - I just think that the two that I had you switch before are in the wrong order now.
Hmmm... now you talk about grey gradient... I noticed that in spanish version(or at least in mine) it's not being replaced correctly (look at the screenshots in my previous posts in this page).

On everything else... congratulations guys, you made it again. I really like your finding, Shunsq. However... what happens with the spanish "ñ" char....?
 
CloudLeonHart and all spanish users,
Due to a simple "ñ"  the sysfld01 and sysfnt hashcodes are different from english/french/italian version :P
Please add the following codes to hash1map.csv:
Code: [Select]
Code:
sysfnt_13 18446744073709551615sysfld01_13 18410706480546889215sysfld01_14 18410706480580509183
Regarding the background i can't figure out why it is not replaced  :?.
Will it help you JeMaCheHi?
 
I've read that post several times yet, my hashes are ok  :D
I think I'm not expressing clearly or maybe I don't understood you. You say we should replace our files with the orig Ok, I didn't understood you, while writing I noticed how stupid was my assumption xD I though we had to replace the translated files with the english ones (and that's why I asked "what happens with ñ"), but what you say is to RENAME the translated files. Now everything takes more sense hahahaha.
 
Ok, i've fixed the issue with iconflmaster_17 crashing FF8. I don't know which texture pack do you have everyone but in mine inconflmaster_17.png was twice bigger than it should. After i shrinked it to 1024*1024 pixels there was no crashing anymore. Just one thing important: In hash1map.csv leave it as iconflmaster_17 and not iconflmaster_13.
 
Oh, sorry about this guys but... I forgot to mention that mine didn't crash at zell limit's screen after changing to iconflmaster n.n" However, mine is also twice bigger than it should(2048x2048).
I have also all hashes as iconflmaster_13, but I can change it to iconflmaster17 for that one if you want to test anything...
 
Ok, i've fixed the issue with iconflmaster_17 crashing FF8. I don't know which texture pack do you have everyone but in mine inconflmaster_17.png was twice bigger than it should. After i shrinked it to 1024*1024 pixels there was no crashing anymore. Just one thing important: In hash1map.csv leave it as iconflmaster_17 and not iconflmaster_13.
woops -_-

Fixing that right now for french and spanish. FIXED.

There are minor alignment issues that will be fixed as they are found!  For now, ENJOY!
(posting the updated BETA as a follow up post)
 
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SeeD Reborn Language Packs
**OFFICIAL BETA RELEASE**

Spanish and French versions available!

German and Italian COMING VERY SOON

DIRECTIONS:
You MUST have Tonberry installed prior to this installation!
(Hashcodes provided by Shunsq - Thanks!)

1. Install SeeD Reborn from the main post!
2. Download the appropriate language pack from the list below.
3. Open the "Final Fantasy VIII" game folder. (normally located "steamapps/common/FINAL FANTASY VIII/")
4. Move the "ic" folder from your language pack download into the "textures" folder.  (Merge the folders and copy/replace any duplicates.)
5. Move the "hash1map.csv" file from your language pack download into the "tonberry" folder.  (Copy/Replace the old hash1map.csv file)
6. PLAY!!

=========================
Spanish Language Pack
French Language Pack
=========================

*I modified the hash1map.csv files for each language pack manually and am re-releasing with Omzy's permission!

German and Italian are next! As soon as they are done, I will update the main post :)
ENJOY!
 
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The new textures are a lot better! There are less alignment problems ( barely visible in the menu)
 
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