FFVII: Shinra Archaeology Cut

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About the Mod

This mod for Final Fantasy VII has been created to accomplish two things:

First, it offers a full retranslation of the game's text that fixes mistakes in the original English translation; improves tonal accuracy using idiomatic language; and conforms to the localization choices of the Compilation and Remake trilogy where applicable to ensure continuity through the Final Fantasy VII series. The goal of this retranslation is to give English players a narrative experience and foundation of lore that is as close as possible to that of Japanese-speaking players.

Second, and optionally, this mod restores numerous events, maps, animations, puzzles, and lines of dialogue that were cut from the final release. In 99 cases out of 100, this content has been mined from the original game files themselves. Only when absolutely necessary have the authors of this mod supplied the minimum amount of additional assets to ensure the functionality of the official scrapped elements. A full spreadsheet of this mod's script is available on Google drive, with unofficial dialogue clearly demarcated.

This mod requires the 7th Heaven mod loader to be used.

Custom facial expression system only works with vanilla models and Ninostyle models (with the facial animation fix mod).



Example Images of Contents [CONTAINS SPOILERS]

Main Contents

Fully Retranslated Script

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Parity With Compilation of FFVII, Remake and Rebirth Localizations

As mentioned, in spots where the Japanese is the same or partially the same between the original FFVII and Remake / Rebirth, we have opted to use the official localization of those lines to create a sense of cohesion akin to what the Japanese side of things has. This also extends to the other Compilation entries, but Remake—as the most recent FFVII entry—gets priority.

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Restored Unused Scenes

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Restored Unused Puzzles

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Restored Facial Expression System

This system existed in the PSX version but was almost never used. It was unfinished in the PC version but has been restored by TrueOdin in recent FFNx canary builds, and I took the liberty of porting over the textures and incorporating new expressions into scenes on top of what few were already in the game. A full list of scenes affected can be found in the iro. Eyes work perfectly but custom mouths are a bit of a work in progress.

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Bonus Features

FMV Options

Several FMVs got changes during development, and these options allow those earlier renditions to be used.

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Beta-style Menu Icons

Early in FFVII's development, the characters had pixel art portraits reminiscent of prior entries in the series. The textures for Cloud, Aerith, and Barret's portraits remained in the Tobal No.1 FFVII sampler demo, and with this option you can use them in the final game. Additionally, the incredibly talented pixel artist Prism has provided stylistically-consistent custom sprite portraits for the remaining members so this mode can affect the whole party.

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Red Yuffie Costume

In the planning stage of FFVII, Yuffie's outfit was red and white rather than green and orange. This option allows you to use a costume for Yuffie based on that original design, with a battle model provided by the incredible UpRisen.

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Option to Restore JORG Backgrounds

The original Japanese release (JORG) of FFVII had a handful of prerendered backgrounds that got revised for the international release, generally to make it clearer where the player needs to go. This option restores the original versions.

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Mod Credits

This mod is a production of the Shinra Archaeology Department, an FFVII fan group dedicated to translating Japanese interviews and guidebooks and making them available to English-speaking audiences.

Restoration, Implementation, and Logo Graphics: Odysseus (TheStrifeIsRife)

Translation and Localization Continuity: TurquoiseHammer

Data Mining, Organization, and Annotation: Shademp

Original Script Mining: Herman1134 (Jason Maltz)

Cait Sith Regional Dialect: M. J. Gallagher (FFVIINovels)

Custom Sprite Portraits: Prism

Red Yuffie Battle Model: UpRisen


Acknowledgements

NPC blink animation fixes provided by Orichalcon.

Unused custom eye and mouth texture system restored by TrueOdin.

The tile set for the TRAP field was decoded by BrutalAl.


Tools used

Makou Reactor and Vincent Tim: myst6re

WallMarket and ProudClod: nfitc1

Black Chocobo: sithlord48

KimeraCS: LaZar00

Scarlet: petfriendamy

Landscaper: Mav
 
Last edited:
T
Version 0.35 of the mod is now available! This is probably the biggest single-update since the initial public release. We've retranslated the Gold Saucer (outside of the date scene events) and all of Corel Prison, restored a number of unused bits of text and scenes, and several new bonus features have been added as well (details have been added to the OP).

I know many people are waiting for this to be totally done before trying it out, but all the same, I hope you enjoy.
 
T
Version 0.4 is up now. With this update, the retranslation goes through Cosmo Canyon, and fixes a bunch of little errors throughout the preceding areas.
 
T
And now 0.41 is out, which adds present-day Nibelheim to the retranslation as well.
 
T
Aaaand now 0.42 with Rocket Town. Boy we're really cruising lately.
 
S
Great to see this project not losing any steam!

Thanks for all your work!
 
T
Great to see this project not losing any steam!

Thanks for all your work!
Good timing, we just released version 0.43 lol. Gonna hot the end of disc 1 before we know it.
 
T
Considering how frequent progress is getting, i probably don't need to update the thread every time, but version 0.44 is out now lol. This update has the date scene retranslated.
 
M
I have to say, really looking forward to being able to play the whole game with this retranslation. I loved watching Tim Rogers "Let's Mosey" series about a lot of the missing meaning from the English script, but I applaud the team for keeping the iconic English lines. The spirit of the original game is there in the Shinra Archaeology Cut, and some of the new lines had me rolling laughing.
 
T
Version 0.5 is out now, bringing us all the way to the end of Disc 1. I'd say that puts us at about 70% of the way there, since most NPC text for Disc 2 has already been translated as well.
 
M
Could anyone help me with the new puzzle from the mayor in the Shinra building ? I must be stupid, I don't see how the strategy from looking at displaced archives and the numbers given to them actually gives clues the password.... I get unuseful letters, I'm doing something wrong here...
 
T
Could anyone help me with the new puzzle from the mayor in the Shinra building ? I must be stupid, I don't see how the strategy from looking at displaced archives and the numbers given to them actually gives clues the password.... I get unuseful letters, I'm doing something wrong here...
We changed the way the puzzle works a bit compared with the original English version. Instead of looking at the letter the number points to, you should be looking at the word it points to.

i.e., if you find the document titled "7   Private Proposal from Heidegger for Special Shinra Public Security Act", the word it's pointing to is "Shinra." Once you've found all four words, you can make a password phrase out of the word options domino gives you, such as "Shinra Company the worst."
 
M
A Big thank you ! I must have tried every combination except this one  :-[
 
T
A Big thank you ! I must have tried every combination except this one  :-[
One of the shortcomings of our implementation is that anyone with English grammar sense would want it to be "Shinra is the worst," but the Japanese equivalent has a different character as the second letter than the one we chose to make "is," so we had to opt for "company" instead.
 
T
I am happy to say the Shinra Archaeology Cut is now complete! The game is retranslated front to back, only missing some menu text stored in the EXE and the debug rooms, and I've restored just about as much cut content as can be.
 
K
Congratulations on the official 1.0 stable release! Final Fantasy VII full retranslation now available!

Great job guys.
 
S
This mod is great, do you think you'll be able to make a version that has controller icons/ESUI support? I know the way Final Fantasy 7 works translation wise is janky but it would be great if it was supported since this IMO is the best and most accurate translation mod.
 
B
This mod is great, do you think you'll be able to make a version that has controller icons/ESUI support? I know the way Final Fantasy 7 works translation wise is janky but it would be great if it was supported since this IMO is the best and most accurate translation mod.
There will be esui icon support
 
F
just curious, is this mod now playable from start to end now?
 
T
just curious, is this mod now playable from start to end now?
As of a week ago, yes. All the story text has been retranslated from start to end. The only things left to do are some of the text in the menu and the debug rooms, but those don't matter much to most players.
 
S
There will be esui icon support
Sweet, the only other compatibility request I have is for the 60 fps gameplay mod as at the full 60 fps mode it requires a script edit patch that's included but only works with vanilla FF7s English script by default.
 
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