Final Fantasy Hacktics

Projects => Completed Patches => FFT: Complete => Topic started by: Cheetah on April 08, 2009, 03:52:40 AM

Title: FFT: Complete Main Info thread
Post by: Cheetah on April 08, 2009, 03:52:40 AM
Project Description: FFT Complete is meant to take all the best parts of each version of the game and combine them into the original PSX version. Including the script from the PSP port, the missing bits from the Japanese version, and getting rid of all those nasty bugs and cheap cheats along the way. I don't think this should turn into FFT v1.4 or something. The core gameplay should basically all stay exactly the same. Then if people want to really change game mechanics, story, or difficulty they can just base their build off of this. Inserting the new script should be relatively painless and is all established knowledge, it just takes time. With Melonhead's new amazing FFT Text editor all the text everywhere else in the game is also very easy to edit. Getting the story books to work will be much tougher, but should be possible given that the japanese PSX version has them in there working. Bugs/glitch fixing already already been done for many of the games issues, but will require experienced hackers on board. If some dedicated people got on board with this project, I honestly believe it could be finished quite rapidly.

Goals:
1) To insert the psp script into the psx version for starters. Voldemort mentioned getting all the new content in there, but I think that is perhaps to grandiose at this point.
1.5) Getting a majority of the name changes for skills, descriptions, and backstories also in line with the WotL translation. Or at the very least establish concrete choices between the two versions.
2) Get the story books that were removed in the US version of the game working and translated. Some real hacking skills would be needed to do this, but should be possible and would open up a new area of hacking for other projects.
3) Bug/glitch fixes. What would be considered bugs and which should be left in I think would be needed to be decided by the team who takes this on. But stuff like dublicating weapons and learning all the skills from a skill crystals.
4) If this project is done I would think it should be about making the perfect/complete version of the original FFT to create a good gold standard of FFT and be a great base for other patches to work off of.
5) Other excluded material from the Japanese original. Such as the music test and the formation screen character quotes.
6) If you think there should be more changes do share. Because I know I didn't think of all of it.

Video Previews:
- Script Preview 1: http://www.youtube.com/watch?v=jnAfWLgOBpc (http://www.youtube.com/watch?v=jnAfWLgOBpc)
- Script Preview 2: http://www.youtube.com/watch?v=cG5pLPFZYXo (http://www.youtube.com/watch?v=cG5pLPFZYXo)
- Script Preview 3: http://www.youtube.com/watch?v=_pj3FpUuFbQ (http://www.youtube.com/watch?v=_pj3FpUuFbQ)
- Script Preview 4: http://www.youtube.com/watch?v=T6GJlovHFAU (http://www.youtube.com/watch?v=T6GJlovHFAU)
- Script Preview 5: http://www.youtube.com/watch?v=GdXxm-zortI (http://www.youtube.com/watch?v=GdXxm-zortI)
- Japanese Book Preview Part 1: http://www.youtube.com/watch?v=fG03EcJCCdk (http://www.youtube.com/watch?v=fG03EcJCCdk)
- Japanese Book Preview Part 2: http://www.youtube.com/watch?v=LFaAbsPQAPo (http://www.youtube.com/watch?v=LFaAbsPQAPo)
- Books working in US version!: http://www.youtube.com/watch?v=eHXIBCFXb9k (http://www.youtube.com/watch?v=eHXIBCFXb9k)
- New Intro Movie http://www.youtube.com/watch?v=EmcRswZQJyA (http://www.youtube.com/watch?v=EmcRswZQJyA)
- Japanese Music Test Preview: http://www.youtube.com/watch?v=5k8xiZ1TF30 (http://www.youtube.com/watch?v=5k8xiZ1TF30)

Staff:
-Event Editor/Lead: Cheetah
-Text Editor: Dominic NY18
-Hacker Extraordinaire: Melonhead
-Translator: Heian
-Spell Quotes: Eternal
-Graphic Editor: Vanya
-Tester: FFMaster
-Tester: PX_Timefordeath

-And I'm definitely looking for help

Help Need:
-Testers: Play through this initial patch and tell me what is wrong. I have time to insert the text but not test it so I will never find a mistake unless people tell me about it. Screen shots and direct quotes are a must. If you can be comparing this to the PSP version you get bonus points.

-Text Editor: I'm not sure about the state of the beta Text Inserter by Melonhead, but using it the next phase will be inserting all the PSP's text into the PSX version. So if anyone wants to take this on that would be great. Position filled by Dominic_NY18

-ASM Hacker: You will need someone to do real hacking to do bug fixes, and I believe ASM hacking is the way to do that. Obviously you will need someone experienced for this.

-Master Hacker: Getting the story books working is going to take some real hacking skills with in depth knowledge of FFT. I would recommend some really thorough analysis of the differences between the US and JAP versions of the games. Task completed by Cheetah

-Translator: I don't believe there is a very good translations all the story books anywhere. So if they do get working, you are going to need someone to translate them.

Version History:

v.20
-Script: Through Chapter 2 inserted.
-Text: Job Descriptions, Job Names, Item Descriptions,Item Names, Skillset Names, Skillset Descriptions, Ability Names,Ability Descriptions,Job Requirements, Ability Quotes, Some Help Text
V.11
-Script: All of Chapter 1 inserted.
-Fixes: Corrected one line of text.
V.10
-Script: All of Chapter 1 inserted.
V.02
-Script: Now inserted up through the Reed Whistle scene with Ramza and Delita. Balbanes's death also also been correctly inserted.
-Hacks: Hopefully by editing the games font in three different files the random kanji problem should be fixed.
V.01
-PSP Script inserted up through Dorter 1.
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Post by: FFMaster on April 08, 2009, 04:04:28 AM
(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug.jpg)
This is during just before the Gariland battle.

EDIT: another one
(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug2.jpg)
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Post by: jimmyjw88 on April 08, 2009, 04:18:13 AM
Ah....a combination of patches?
Hmm...interesting.
So is there going to be new events, like maybe from PSP version?
Also, are there any jobs or skills changes? Or is it everything back to the original?
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Post by: Kaijyuu on April 08, 2009, 04:37:35 AM
My first thought was that I really didn't like the psp translation, but then I remembered the psx one was just as bad.

A suggestion would be to make a seperate "psp translation" patch so people don't have to go through this if they want the psp translation in their psx hack.
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Post by: Cheetah on April 08, 2009, 04:54:50 AM
Quote from: "Kaijyuu"
My first thought was that I really didn't like the psp translation, but then I remembered the psx one was just as bad.

A suggestion would be to make a seperate "psp translation" patch so people don't have to go through this if they want the psp translation in their psx hack.


That is the general idea Kaijyuu. So that is can become a base for other projects to work off of.
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Post by: FFMaster on April 08, 2009, 05:32:38 AM
Lots of similar errors, but I'll post them anyway.
(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug3.jpg)
After Mandalia Plains battle



(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug4.jpg)
(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug5Fix.jpg)
(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug6.jpg)
(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug7.jpg)
All of these are during the first visit to Igros/Eagrose



(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug8.jpg)
First meeting with Zalbag/Zalbaag, Teta/Tietra and Alma.

EDIT:
(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug9.jpg)

The PSP script doesn't appear for the event after the Dorter battle, if you editted the script for that event.
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Post by: Archael on April 08, 2009, 06:21:22 AM
now this is what a real project thread looks like

good job
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Post by: Kaijyuu on April 08, 2009, 06:40:03 AM
Quote from: "Cheetah"
That is the general idea Kaijyuu. So that is can become a base for other projects to work off of.

Indeed. Looking over you goals, though, I think you should make separate patches for the big changes.
Some things everyone would want, like fixing weapon duping, the JP scroll glitch, and reactivating the books. But, for example, I personally like learning all skills from a crystal and guests being AI controlled.

Something like a giant meta-patch, and a listing of smaller ones for people to pick and choose features for their particular hack's needs.
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Post by: Dominic NY18 on April 08, 2009, 01:02:14 PM
You already know what I'm going to say...



...




I've got a bunch of PSX-to-PSP text edits for the menus, abilities, and equipment, as well as for the Germonik Scriptures. And Spring Break has started for me. So you know I'm up for helping with the text edits, at least. And the testing as well.

And yeah, I've run into errors similar to the ones FFMaster is showing up above when doing name edits for some job and monster classes. It's definitely something that needs to be looked into.
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Post by: Cheetah on April 08, 2009, 04:15:39 PM
FFMaster: I think the scene at the end of Dorter is it's own separate event so I haven't gotten to it yet.

Kaijyuu: Sounds like a pretty good idea. I think the work will mostly be done in phases and each part implemented separately, so it will make sense to release them on their own for testing and have final releases of just specific changes.

Dominic: Excellent to hear Dominic. I would say just keep doing what you are doing for now and we can work on getting our individual parts done and working smoothly before combining them. Start posting what errors you are getting in your text edits though. I'm going to take a look at this today and see if things can be fixed easily by editing the font itself.
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Post by: Cheetah on April 08, 2009, 05:28:48 PM
Big Favor: If someone could look through the Font section of FFTPatcher and tell me what number matches up with the Kanji that is showing up in all those errors FFMaster posted I would be grateful. I just went through all 83C of them in hex and didn't find it and my eyes need a break. If it helps any it is known as {DA68} in dialog, but I haven't found how that relates to the numbers assigned in FFTPatcher. Make sure you are looking in the PSX version.
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Post by: Skip Sandwich on April 08, 2009, 05:43:12 PM
I just checked, its character 888
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Post by: Cheetah on April 08, 2009, 05:56:46 PM
You rock Skip, thanks. I have no idea how I missed that.

Additional Favor: If someone can take screen shots of PSP, and can get a pic of one of these errors looking correct that would be great. But don't go to too much trouble.
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Post by: Dominic NY18 on April 08, 2009, 07:14:03 PM
I can post the PSP version of all but the 2nd screenshot FFMaster posted once I get home today.
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Post by: Cheetah on April 08, 2009, 07:32:46 PM
Don't worry Dominic, I have it figured out. Thanks though. Oh and I think I made major progress on this today with Melonhead though so I will have a new version out later today with a few more events and that kanji fixed.

Make sure to post pics of the glitches you are getting Dominic with the text editor because I hope to fix all this stuff at once.
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Post by: KazeKasano on April 08, 2009, 08:17:08 PM
I'm really not good enough to help with this, but I'll definitely play it when I get the chance. This is what I've been waiting for!

Also, is there a chance that Balthier will be included? I rather enjoyed the idea (I don't own a PSP), though the addition of Luso was a bit of a fiasco in my opinion.
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Post by: VincentCraven on April 08, 2009, 08:19:52 PM
If you ever get the story books unlocked, I'd be willing to try translating the books.  I certainly am not fluent in Japanese, but I know enough basic grammar to be able to figure out most stuff by just looking up vocab/kanji.

I'm not really skilled at real hacking, and I don't have the PSP version, so I don't know if there is anything else I can do other than test or debate what constitutes a bug/glitch.  But this is a good project nonetheless.  

One thing I don't agree with is making guests controllable, but it's a simple matter of toggling a few bytes here and there so I'm not going to make a big fuss over it.
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Post by: Cheetah on April 08, 2009, 10:30:30 PM
Really, people don't want guests controllable? Why is that, I'm not stuck to the idea either way so I'm up for some debate?
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Post by: Skip Sandwich on April 08, 2009, 10:40:59 PM
I agree with VincentCraven, having guest units be controlable really makes no sense, they aren't people who are under Ramza's orders (not until they officially join), they are just people who have, for whatever reason, agreed to travel with Ramza and Co., and help out when needed.
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Post by: Archael on April 08, 2009, 10:52:29 PM
I disagree with Guests being controllable. I will explain why.

1) Guests have a special label on them for a reason. They are different from normal units.

2) Guests act as if they have their own motivations. The only reason they are with Ramza is to further their own personal goals.

3) Guests do not participate in Random Battles and only show up in the Storyline battles related to them.

4) An AI unit on your side helping you definitely gives Guest-related battles a distinct "feel". Having an AI unit on your side
contributes to an atmosphere of unpredictability, and is definitely an interesting perk of FFT.

5) Rescuing a "Guest" which you can control will totally ruin the immersion, challenge, and fun of rescue X Guest battles.

6) Guests are run by the AI, and Chapter 1 and 2 is full of Guest battles. Having Guests on your team more or less shows the player the ropes of the game. This goes for Original FFT and patched versions as well.

7) Controllable Guests wouldn't be Guests anymore. They'd be Generics which leave or join the party permanently, eventually. If you can control and raise them as you see fit, then they lose 100% of their "I'm just with Ramza's party because I want to accomplish X" personality and character.

8) Non-Controllable Guests definitely contribute to the "storyline" feel of some battles. See Delita vs Algus in Fort Zeakden or Beowulf during the Colliery quests or something as simple as Rescue Boco, Rescue Olan, Rescue Mustadio! Controllable Guest would ruin all those battles.
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Post by: VincentCraven on April 08, 2009, 10:57:14 PM
Well, the way I see it guests have their own agenda and do not necessarily take orders from you.

As far as gameplay goes, Chapter1 Guests are there to lead new players through the beginning of the game (though no new players are really are going to be playing this version I admit) and in later battles having to adapt to the AI's quirks makes for interesting fights.  Battles such as "Save X" would not be as exciting if I could just have the AI run away to a corner.  I know some people find saving Mustadio or Rafa in that battle on the roof frustrating, but I like it when your allies have their own agenda.  What made you want them controllable?

I guess more importantly than that, I don't feel that this change is part of the scope of the project.  The goal is to activate everything and remove everything wrong with the game.  Things that are simply preference don't feel like they fit in with this.  By the way, is this project importing all text changes from PSP version back into PSX like ability names,etc?

While I'm thinking about it, does anyone have any tips on getting the Japanese version of FFT (computer version)?
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Post by: Cheetah on April 08, 2009, 11:10:21 PM
Well I'm convinced, controllable guests will be taken off the list.
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Post by: Cheetah on April 09, 2009, 04:29:18 AM
Well Melonhead is a genius and I think overcoming all other text glitches like the random kanji will be really easy from here on out. There seem to be an awful lot of dashes of various length in this translation though. If someone could confirm that they are actually supposed to be there and are all looking like the correct length that would be great.

An update will still hopefully make it out sometime tonight.
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Post by: Cheetah on April 09, 2009, 05:41:19 AM
New Release: Up on the first post

Final Fantasy Tactics: Complete v.02

-Script: Now inserted up through the Reed Whistle scene with Ramza and Delita. Balbanes's death also also been correctly inserted.
-Hacks: Hopefully by editing the games font in three different files the random kanji problem should be fixed.

Testers are still definitely needed, especially since I'm a little worried that the game might explode at the Reed Whistle scene. There is a video there in the psp version and the text there...well it looked like this:

//Message x01
{D133}{D151}{B7}{D261}{D10A}{D117}{AF}{br}
{D118}{4A}{89}{41}{5D}{67}.{B6}{D261}{D117}{AF}{7F}{br}
 {66}{50}{48}{64}{50}{6B}{D152}{D18C}{8F}{D2B6}{63}{88}{6B}{48}{67}{D11B}.{end}

So I don't plan on inserting anything else till somebody tells me that this worked and looked okay. Or at least what it looked like...
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Post by: FFMaster on April 09, 2009, 07:29:39 AM
Balbanes' death event is perfect in terms of glitches (I don't know the PSP script too well). It feels much sadder than the original version.

All the kanji are now gone and replaced with "-", which is what they should be.

EDIT: Up to Thieves Fort now. No problems yet. I'm going to stall the battle to check all the battle events in there as well.

EDIT2: You are right. The whole Reed scene is messed up. All of it is in Japanese. Here are the first 2 boxes that appear (in case you need it).

(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug10.jpg)

(http://i272.photobucket.com/albums/jj174/FF255Master/ScriptBug11.jpg)

Note that My Ramza is called "Mr.Tester"

Everything else is fine.

EDIT3: According to my brother (who does a little translating for games), the first 2 characters that are appearing in front of Ramza's and Delita's name is Japanese for "Sword" if that helps in anyway.
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Post by: Vanya on April 09, 2009, 02:52:32 PM
Wait, didn't the PSP version have a new video instead of the old cut scene? Maybe they didn't bother translating that bit? Or I'm on crack and they did use the cut scene.

BTW, if guest aren't taking Ramza's orders then why do you get to control how they learn skills and what skill sets they have?
I'd say it would be better to either give the player control over guests, or not let them show up in the Formation screen at all.
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Post by: Dominic NY18 on April 09, 2009, 02:57:41 PM
I've been trying to reproduce the problem all morning, but with no luck. I think I know why though. IIRC, the text editor was screwing up any edits made to battle.bin, so that the ability names are out of order.

From what I remember though, the issue was that "-er" was showing up as a kanji character.
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Post by: Vanya on April 09, 2009, 04:32:36 PM
That sounds like a problem with the DTE.
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Post by: VincentCraven on April 09, 2009, 06:13:49 PM
Quote from: "Vanya"
BTW, if guest aren't taking Ramza's orders then why do you get to control how they learn skills and what skill sets they have?
I'd say it would be better to either give the player control over guests, or not let them show up in the Formation screen at all.


Actually that's a good point.  Guests should be generated per map, and level up with the enemies as normal.  That part is more of a "makes sense" issue rather than just changing the gameplay, but I'd argue that units with "Guest" status should only appear on storybattle maps, not in the formation screen.

One could argue that the equips that come with the guests should be available to the player, but I disagree.  Also it's an indirect fix to the "Gafgarion turns on you but you strip him" issue.  Not technically a glitch, but it kinda feels like cheating.

Also, what do other people think about the "learn one ability from crystals" fix?  I know one person already expressed dislike of the fix, and enemies seem to have many fewer abilities unlocked than your team does, but I still think that is a good idea to implement.

Other things I say to be added bug/glitch-wise of already made hacks:
JP scroll glitch fix
Oil weak against fire (not sure if this can be separated from Float weak against wind of Raz's hack, but Float weak wind is fine by me too)
Blade Grasp trigger sword only (It says it doesn't activate against arrows)
Weapon Strike Fix
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Post by: DarthPaul on April 09, 2009, 06:19:30 PM
Quote from: "VincentCraven"
Also it's an indirect fix to the "Gafgarion turns on you but you strip him" issue. Not technically a glitch, but it kinda feels like cheating.



But doesn't it make you fell good inside when you know he deserved it?


Seriously though the idea is good and I have yet to find a flaw in the logic other than maybe the equips being available thing, because if you do leave his armor on him you get it anyway or you could steal it and end up with two copies.........okay that would be a point for the changes.
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Post by: Dominic NY18 on April 09, 2009, 07:14:02 PM
I dont care for the idea of Float = Weak to Wind. The Oil weakness is something that was supposed to have been in the game. The Float weakness is something interesting someone thought up but wasnt originally in the game.

The other fixes sound fine to me.
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Post by: DarthPaul on April 09, 2009, 07:30:16 PM
I think it makes sense that floating units should be pushed back when attacked.

Though that could easily become broken so it would need a balance.
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Post by: Kaijyuu on April 09, 2009, 07:49:10 PM
I like guests on the formation screen because you can customize them. Whether it makes sense or not, it's an interesting gameplay mechanic to have an AI partner that acts on their own but with some control from the player.

I'd be willing to sacrifice them on the formation screen if we can use their slots for regular characters, but other than that, it's a very good candidate for an optional, separate patch.
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Post by: VincentCraven on April 09, 2009, 08:31:03 PM
Okay.  So then the question is, do we want to make a hard rule of only fixing things that are technically glitches?

To fix the Gafgarion duplication trick without making drastic changes to Guest usage we can either make Gafgarion a special guest that never joins the party (so you never get his stuff) or he can just have a pre-made setup for the Falls battle.  Not a big deal, so I'd leave it alone.

And now that I think about it, we will need a new hack that makes Oil weak against Fire by itself, no Float/Wind attached.
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Post by: Archael on April 09, 2009, 08:49:50 PM
Can you just remove the Load Formation flag from Gafgarion at Zirekile?

That's how it's done in 1.3 and works rather well... so he uses whatever is set in the ENTD

would that fix the item dupe trick?
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Post by: DarthPaul on April 09, 2009, 09:01:10 PM
Quote from: "Voldemort"
Can you just remove the Load Formation flag from Gafgarion at Zirekile?

That's how it's done in 1.3 and works rather well... so he uses whatever is set in the ENTD

would that fix the item dupe trick?


I have tried this on numerous occasions and it has never failed to please. Can't believe we didn't think of it sooner. Possibly doing this you can give Gaffy some equipment that makes him a more formidable opponent.
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Post by: Kaijyuu on April 09, 2009, 09:48:55 PM
Indeed. Fixes the duping and the possibility of cheesing him by taking all his stuff off beforehand.
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Post by: Smitson on April 10, 2009, 12:52:31 AM
I'm disliking the only learn one ability from the crystal thing as well.
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Post by: Cheetah on April 10, 2009, 12:58:12 AM
FFMaster: Thanks for the testing as always, you are officially going on the staff list as a tester. I believe I will take a look at the translation in the cutscene and the original script to piece together a worthy translation. I'm hoping that most of these cutscene events are translated, but if not I think this is the method I will continue to use in the future. I will post a video of the new script once I'm finished so that I can receive more input on it.

Guests: This is a tough call and will likely require some testing to make a final decision. If removing guests from the formation screen would open up permanent room for a larger party, I would do it in a heartbeat. If it would just result in fixing the Gaffy problem and remove them entirely from player control, it is debatable. Though there isn't anything particularly useful you get out of guests showing up in the formation screen, they make little job or level progression with only story battles. Plus it would be a really easy event edit and ENTD edit to just have them show up for their respective story battles at party level (once again Gaffy would benefit from this the most). So keep debating but at this point I'm definitely leaning towards just removing them from the formation screen, the only real benefit to having there that I can see is that they feel a little bit more a part of your party (even though they aren't...).

Hacks: It is clear to me that learning all the skills from a crystal is broken and it was meant to only be one skill, so this will definitely be fixed. Though like I said all the progress on this project will be well recorded here including the eventual ASM code to fix this so people could revert it back if they wished. The suggestions for the other bugs/glitches are good and I will start compiling a list of them on the first page to be addressed individually.

Discussion Topics:
1) In your opinion, what are the top 10 most broken things about FFT PSX US? Just personal opinions from everyone to see what people think.

2) This is going to be a tough decision for me and plays into the previous topic. I want to be making few changes to the core game, but what do people think about making all enemies for story battles party level or slightly higher at later levels? Not something I really want to do, but I think it would make the difficulty of the game a bit more consistent.
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Post by: DarthPaul on April 10, 2009, 01:07:08 AM
I am currently at the mercy of a really foul operating system error but when I fix it I am free to join FFM as a tester.

Also good job so far, these ideas are what I thought are a step forward towards the perfect FFT. When that day comes we may very well have to pray for your good health.......not that I'm not doing it yet!!
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Post by: Sephirot24 on April 10, 2009, 01:07:20 AM
I vote for:

-Leaving guests as it is. What's the problem with guests? You can't train them, but you can choose their Gear and Job. Seems fair.

-Leaving crystal learning thing as it is. Think about it, you don't learn all abilities. You HAVE A CHANCE of learning abilities. Read the BMG. It's a different % per ability. You don't have 100% chance of learning Hamedo or Damage Split. You'll never get all the abilities you want to learn.

-Oil actually making you weak to fire is an obvious fix. And float making you weak to wind is actually a standard thing in FFs. It's a doble edged sword: you are immune to earth but weak to wind. I think it'd be nice to put it in.
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Post by: Smitson on April 10, 2009, 01:07:27 AM
I dont know about the leveling thing. This was just putting all the PSP stuff on the PSX with some minor fixes. Changes like that have a huge impact on the game...
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Post by: Kourama on April 10, 2009, 01:28:37 AM
Quote from: "Cheetah"
Discussion Topics:
1) In your opinion, what are the top 10 most broken things about FFT PSX US? Just personal opinions from everyone to see what people think.

2) This is going to be a tough decision for me and plays into the previous topic. I want to be making few changes to the core game, but what do people think about making all enemies for story battles party level or slightly higher at later levels? Not something I really want to do, but I think it would make the difficulty of the game a bit more consistent.


1)

- Calculator Skillset
- Incredibly powerful Knight Swords that can be dual-wielded
- Innate Haste items
- Innate Reraise items
- Holy Sword Skillsets 100% accuracy, no charge/mp, and good damage
- Throwing items
- Br/Fa modification effect on gameplay
- Dual Wield Monks / Martial Arts Ninja

There's more but I don't feel like thinking.

2) I think changing there levels is a good idea. Overleveling can be easily done by anyone who wants to grind a bit to learn some moves or change to a more ideal job, which in turn makes the game a lot easier.


My biggest issue in terms of gameplay with the PSX version is how some things are so much better to use than others.

Monk, Samurai, Summoner probably have the most useful skillsets in the game due to the diversity of their abilities.

Some sets of weapons are crappy compared to others. For example, knives are pretty much worthless for any job that has an alternative. Most of the staves in the game are rather useless. Crossbows are outclassed by a gun + shield. Axes, bags and flails have random damage although flails at least can have high damage.

I guess I just wish the game gave you more incentive to use a more diverse group of jobs without making the game artificially harder for yourself. I think there are many solutions for this but I wanted to know what other people thought about this.
Title:
Post by: FFMaster on April 10, 2009, 01:51:26 AM
Thanks for adding me to the list. I hope someone who knows the PSP script very well joins as well, since all I can pick up are large and obvious bugs.

My specialty - abusing overpowered skills =) Beware as this may become very long as I type this!

Number 1 - MP Switch
Yes, that's right, not Blade Grasp. MP Switch has a lot of uses. On a non-mage unit, its takes a free hit. With Move-MP Up or even worse, Angel Song, you effectively have a unit that is close to immortal.
Suggestion - If it is feasible (ie. not really hard), only let MP Switch reduce damage by the current MP. Very bad wording so I'll give an example. Say my Time Mage has 50 current MP and is about to take 70 damage. MP Switch would take 50 damage, and the Time Mage would lose 50 MP and 20 HP.

Number 2 - Brave/Faith modifications
This was what truly made Blade Grasp ridiculous. With the 97/03 setup, you are immune to almost all forms of attack. A few things that can break through are Elemental and Draw Outs.
Suggestion - Make all Brave/Faith mods temporary.

Number 3 - Blade Grasp
What most people would put at Number 1. This ability stops almost every physical attack. It just stops too much.
Suggestion - Not too sure, maybe just reduce the things it can stop to Swords/Katanas/Ninja Swords? It might still be too powerful though. I need to think on this.

Number 4 - Calculators
This class is just stupid. There is really not much I can say about it. Everyone should know how powerful this class is.
Suggestion - The whole core of this class is flawed. Change it completely.

Number 5 - Degenerator Traps
Max stats in everything is crazy. Works well with Calculator.
Suggestion - Either remove the traps or remove different stat growths.

Number 6 - Sword Skills
Sword Skills take over the game once you get Agrias. The skills are much too powerful in every way.
Suggestion - Make them evadable and reduce their damage at least.

Number 7 - Equipment
Some need to be weakened massively. Chantage, Robe of Lords, Chaos Blade, Excalibur among others.
Suggestion - Do what 1.3 did. Change Always Haste/Reraise to become Initial Haste/Reraise. Nerf the powerful equipment.

Number 8 - Level 99 Speed
Around this time, mages have trouble getting spells off. Short Charge is basically a must on any caster at this point.
suggestion - No idea

Number 9 - Gained JP UP
Just remove this

That would be about everything that would be too powerful in my opinion.
Title:
Post by: LastingDawn on April 10, 2009, 02:08:17 AM
For Number 08,  Zodiac made a CT Hack, which balances the Mage's loss of speed with their level gain, in their attacks.
Title:
Post by: Sephirot24 on April 10, 2009, 02:10:57 AM
To have a balanced FFT Base Patch you'd pretty much have to make it 1.3 but without the difficulty level...

Also Blade Grasp didn't protect you from arrows, so it didn't make it worthless; specially for mages and in early chapters.
Title:
Post by: SentinalBlade on April 10, 2009, 02:14:35 AM
Quote from: "LastingDawn"
For Number 08,  Zodiac made a CT Hack, which balances the Mage's loss of speed with their level gain, in their attacks.


Why is that not posted yet? O.o
Title:
Post by: Aquilae on April 10, 2009, 02:20:33 AM
1)

- Calculator Spells - This essentially wipes out the whole map, only using the MP Cost of one spell and not requiring a charging time.

- Br / Fa modification - These make Br% reaction abilities too good, such as Blade Grasp or Hamedo. Low Faith also means enemy mages do piddly damage. Maybe cap them at a certain level, or remove almost all Br/Fa mods like 1.3 did.

- Swordskills - Nerf them, 100% accuracy, good range with no drawback instantly makes them broken.

- Specific equipment - Excalibur and Chantage are the first things that come to mind, these items provide Always : Haste or Always : Reraise, essentially making your units superpowered. They could be nerfed, like in 1.3 when some of the statuses were made Initial instead of Always.

- Blade Grasp - Having it essentially makes all physical attacks useless, with 03 Faith the only things that would harm you are Draw Outs, Elemental and Dance (not sure if I missed out anything).

- MP Switch + Move MP-Up - It is pretty obvious, it makes you nigh invincible against fights with only one enemy

- Transparent units & Trans block - It isn't viable or necessary in most maps, but Transparency allows you to block a tile that would stop the enemy from approaching your other units, and let them boost their stats to insane levels. With Transparent on your units you could take your time to move to any place in the map. Transparency should be nerfed or limited to a few items.

- Degenerator traps - Abusing these traps to max out stats is quite broken, although not really necessary. Just remove these traps from the game.

Thats all I can think of.

2) If you want to keep to the original way of doing things then keep the levels of the enemies set. If not then you should make them scale with the party.
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Post by: beawulfx on April 10, 2009, 02:25:27 AM
I definitely support removing gained jp up. One of my least favourite aspects of vanilla. I love the way 1.3 handled that by lowering jp costs across the board and just eliminating that damn skill.
Title:
Post by: Dominic NY18 on April 10, 2009, 02:50:35 AM
FFMaster, I know the PSP script pretty well. I just don't have a PSX game save I can use to make sure everything is correct. Any ideas? I'm thinking about finding some game saves with hacked characters so I can check things quickly.

IMO, if Gained JP Up is eliminated, then JP costs need to be reduced all around. And by significantly more than they were in 1.3, if folks are thinking in that direction. Or make it an innate ability.

The ideas in this thread seem to sound more and more ambitious.

Finally, this isn't a big issue, but it should be mentioned anyway. Two of the perfume accessories have been renamed:

Setiemson is now Septième
Salty Rage is now Sortilége

The thing is the PSX version doesn't recognize characters with diacritics. Not a huge deal, but it's something that I noticed when doing the edits.
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Post by: Cheetah on April 10, 2009, 02:54:06 AM
Keep them coming. For now I am not into making any big decisions about this stuff because I am still trying to figure out how FFT: Complete will be put together. But I want to hear what people opinions so that I at least know what to think about. It will be hard though because my natural instinct will be to do "more more more", but this project is meant to be a base that others can work off of.

Skill Crystals: Wait is that true about the percentage to learn, just because a skill is listed doesn't mean you automatically get it? Or is it that the skill will only show up in the list a certain percent of the time? Also do you only learn all the skills if you choose the last one, or do you always learn all the skills on the list?
Title:
Post by: FFMaster on April 10, 2009, 02:56:43 AM
The skills only show up a certain percent of the time. If you save state abuse, you can get different skills. You learn everything on the list, no matter what skill you choose.

EDIT: I'll make a save file with super strong units for people to use. Something like Non-charge Astrologists or something.
Title:
Post by: Cheetah on April 10, 2009, 03:04:36 AM
Skill Crystals: Hmm well then I guess that doesn't sound like a glitch. I'm not sure where I got that theory. Well I will keep thinking on this but it is sounding less likely.

Oh and for all testers I would recommend this site as a resource for game saves, it basically has a save before every story battle:
http://www.fantasyanime.com/finalfantas ... _saves.htm (http://www.fantasyanime.com/finalfantasy/fftactics/fftactics_saves.htm)
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Post by: FFMaster on April 10, 2009, 03:08:33 AM
Oh excellent. That will help me dramatically for a lot of things. *bookmarks*
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Post by: Dominic NY18 on April 10, 2009, 03:10:00 AM
That's exactly what I needed. Thanks.
Title:
Post by: SilvasRuin on April 10, 2009, 03:36:14 AM
1.  Not in any particular order.
Move-MP Up:  MP switch or whatever it is called isn't the broken ability.  This is.  One of two abilities that mages seem to need to be formidable late game, but if they're made into better glass cannons, I don't believe this would be an issue.

Charge Times:  Particularly for spells, the faster units get, the more useless abilities with decent charge times get.  Making them increase at least a little bit with speed will help somewhat, but then you run the risk of making a unit too powerful with extremely quick charge times.  Maybe there's a happy medium or an alternative?  Another huge point with this is that often not enough power is delivered to justify the charge time, and using instant attacks almost always wind up preferable eventually.  Magic is the big culprit there for the most part, and needs to have more bang for its charge so to speak, especially to be desirable in the late-game.

Weapons with 20 or higher WP:  This should be self explanatory.  There is very little reason to use any other weapon.  Really, most weapons need adjusting, but I don't think any that use character stats should go over 20 in any way.  The magic guns might be an exception, but I don't recall their WP.

Permanent Reraise:  Really as others have said, most permanent effects are too potent.  Initial will still give the boost, but it can be dispelled at least.

Calculators

Blade Grasp:  Remove its ability to block ranged attacks and it will be fine.  Alternatives will be able to compete at that point.  Hamedo, first strike, or whatever it is called might wind up replacing it as king of counters though, in that case.

Permanent changes to Faith and Brave:  Hey, if slowly buffing attack while hanging back is balanced, so is slowly buffing Brave and Faith.  Make it so it has to be done over every battle and it won't be such an issue.  You'll want to limit how much abilities can raise or lower them, however.  The talk skill that lowers faith is really potent.

Sword Skills:  I have no idea how to balance the crush skills against normal Knight break attacks, but the rest could use some tweaks.  Limiting it to the power a normal weapon strike would have would be the first step.  If you don't want any of them to become obsolete, you could justify giving each skill a different element but the same range and AoE.  This will destroy the line attack though.  Could balance that as a special case.  Limiting them all to only one AoE (other than the line attack) will also keep the skills from dominating everything, and spells will at least have an AoE advantage if nothing else.

Knight's Swords:  If they really must be more powerful than everything else, make them two-handed.  Additionally, make sure two-handed weapons are worth sacrificing a shield or dual-wielding for.

Invisibility:  Will not work any way like what Vanilla has it as.  My suggestion is to turn it into a Blink effect.  Turn it into what Defend normally does for evasion, and then make Defend a damage reduction.  Doubling evasion will still make them able to "sneak around," but they won't be invincible anymore.  In my opinion, it is close enough to the original intent that it would not be that drastic a change.

2.  Do it.  Look at it this way, while Ramza trains his ass off, would his enemies sit on their butts and atrophy?  I really don't think so.  As your characters grow stronger, let all Ivalice grow with them.
Title:
Post by: Kaijyuu on April 10, 2009, 04:24:01 AM
I agree with most of the stuff here. A few things I don't:

Brave/Faith modifications. I think they should stay in. What's stupid, is how ridiculously high/low you can make them. Cap both at 30/70, if possible.
I really, really, really don't like the idea of sitting at the soldiers office for hours getting the "perfect" generic unit. Having to find the right zodiac signs is bad enough.

Math Skill. I like the idea. I don't like the lack of charge times/MP costs. Give each math skill'd spell their charge time and double the MP cost.

Sword Skills. I don't think they should be evadable. Their biggest benefit is reliability. Nerf the damage. No multi-hit ability with 0 charge time/mp cost should hit harder than a regular attack, especially if it's unevadable.

MP Switch. I don't think it's inherently overpowered. Combine it with MP gaining stuff (move mp up, singing, chakra), though, and it then gets ludicrous.
A single free hit on a physical fighter isn't overpowered for a reaction ability. Weapon guard with a defender or nagrarock can deflect more damage.
Get rid of move mp up, and take the mp gain off of chakra. With the previously mentioned limit on brave, it's still a powerful reaction ability with Angel Song, but it doesn't make you invunerable. I'd also give Life/Angel song, and Wiznabus/witch hunt a chance to miss, with a slight boost to healing/damage/mp gain/mp loss to compensate.




Things I agree with:

Blade Grasp. Limit it to blades, and with the previously mentioned cap on brave, it'll be fine.

Inherent item buffs. Make them initial.

Knight Swords. Lower the attack power. Rest is fine, what with only initial status buffs.

Charge Times are a severe limitation at 99 without short charge. A reduction to charge times across the board would be a good enough fix, I think.

Gained JP/Exp up are stupid abilities. Make JP up inherent to everyone, and get rid of exp up.

Invisibility. Simply put, broken. I say just give it a 1 turn max duration and it's good, but there's lots of other viable alternatives.


Few things of my own:

Orlandu. I don't know what to do with him, but if his strength is going to be versatility, he better be damn weak in power. I removed holy explosion/icewolf bite from his skillset in my hack; gives him versatility but lacks the better swordskills. Probably should take lightning stab away from him too.

Chapter 4 Difficulty curve. It's pathetic. I had a challenge going through it in the high 20s on my last playthrough, but anyone properly leveled will steamroll every single battle that doesn't have a gimmick (stealing from elmdor, and learning zodiac).

Charge (archer skillset) has some flat out useless charges. I honestly don't know what to do with this. Take away the higher ones and you will have neutered the skillset; even though you only took out worthless abilities. Give them something else in addition.

Having to raise uribos for ribbons/FS bags. Put a wild boar somewhere in a random battle.

Infinite Yoichi bows/magical guns. Take them out of random battles.

Silver Javelin/Golden Escutcheon. Replace them with interesting, non-overpowered items. They're boring and stupid currently.

Catching rare items. No, just no.
Title:
Post by: Cheetah on April 10, 2009, 04:29:37 AM
Dominic: Sorry for not responding to this earlier. Have you looked through the font file to ensure that characters with diacritics don't exist anywhere? Also how many cases are there were they are needed, or is it just the perfumes? Frankly if it is just the perfumes I don't give a shit. If there are more cases of this I think either I or Melonhead should be able to find a pretty easy fix. For now just keep track of which characters with diacritics you need and for what. Also Dominic is there anything I can do to help supply you with more of the PSP text information? I don't know what you are using as a resource right now.
Title:
Post by: Dominic NY18 on April 10, 2009, 04:52:56 AM
I haven't looked in the font file, but I didn't think I needed to because whenever I tried to make the change to the PSX text, the editor won't let me move on until I change that character. IIRC, a similar thing happened with the original text editor.

And it's just the perfumes that have diacritics. So it's no biggie if you don't bother with them.

As for the PSP text, I'm just going off of what I remember off of the top of my head. For what I don't remember or I'm not sure about, I just take a look at a clean WOTL ISO in the editor. I'm doing okay for the moment.
Title:
Post by: Cheetah on April 10, 2009, 05:04:40 AM
Well it is a relief that it is just the perfumes, so I wont worry about it. Though I'm sure if we brought it to Melonhead's attention he might add it to the next release.

Well that seems like as good a method as any Dominic, tell me if you can think of anything that would speed things up for you.
Title: Re: Final Fantasy Tactics: Complete
Post by: Asmo X on April 10, 2009, 05:26:16 AM
Quote from: "Cheetah"
Goals:
1) To insert the psp script into the psx version for starters. Voldemort mentioned getting all the new content in there, but I think that is perhaps to grandiose at this point.
1.5) Getting a majority of the name changes for skills, descriptions, and backstories also in line with the WotL translation. Or at the very least establish concrete choices between the two versions.
2) Get the story books that were removed in the US version of the game working and translated. Some real hacking skills would be needed to do this, but should be possible and would open up a new area of hacking for other projects.
3) Bug/glitch fixes. What would be considered bugs and which should be left in I think would be needed to be decided by the team who takes this on. But stuff like dublicating weapons and learning all the skills from a skill crystals.



This should be the entirety of the project. We already have a patch that attempts to balance gameplay. This should be a patch upon which other ones can be built.

Also, the only genuine glitches mentioned so far are JP Scroll, Weapon Dupe and arguably Blade Grasp.
Title:
Post by: Cheetah on April 10, 2009, 06:01:45 AM
I would count oil not working a definite glitch as well.

So I just typed up the script from the psp cutscene and it matches up with the dialog spot on, fucking awesome. So hopefully I will have that inserted with a video preview and the rest of chapter 1 by the end of tomorrow if not earlier. In the mean time tell me if I made any mistakes with this transcription.

Delita
It's beautiful, isn't it?
Do you think-do you think Tietra might be watching this same sunset?

Ramza
Don't worry, Delita. I am sure she is well.

Delita
Something's been bothering me, Ramza. For some time now.

Ramza
Argath's words trouble you. Am I not right?

Delita
There are things beyond the power of our changing, Ramza, try though we might.

Ramza
Do not say that. If a thing can be endeavored, it-

Delita
Will endeavor grant me an army?
I would save Tietra with these hands, if aught were in my power to do.
But I cannot.
'Tis my meager lot in this life...

Delita
Do you remember, Ramza?
When your father showed us how to make a whistle of a blade of grass?
Title:
Post by: Asmo X on April 10, 2009, 06:48:32 AM
Oh right, Oil. Anyway, things like permanent brave/faith adjustments aren't glitches. I mean, once you go down the path of balancing things like Swordskills, you're opening a can of worms. The balance discussions had during 1.3 about them were long, protracted, thorough, and clinical. You could try putting forward another model for balancing them but you would be hard pressed to come up with better justification.
Title:
Post by: Cheetah on April 10, 2009, 07:18:21 AM
Video Preview Update: Reed Whistle
http://www.youtube.com/watch?v=cG5pLPFZYXo (http://www.youtube.com/watch?v=cG5pLPFZYXo)

So I just need feedback on typos and whether or not the structure of the text looks good (line breaks). The script itself is straight from the PSP cutscene and it fits perfectly so I see no need to change that.

In addition I have run into another small problem. Apparently since the psp is widescreen and the psx is not some the alignment and space of text may be off. So far the only thing I have spotted is at the event where Tietra is kidnapped (see below example). Now I'm just wondering if people think this is how it should look, or if it should be recentered? I believe this will be extremely easy to do either way.
Title:
Post by: FFMaster on April 10, 2009, 07:43:11 AM
Ah, I didn't catch that. Playing at 200 FPS makes me lose track of things sometimes.

Anyway, I agree with Asmo for the goals of this project.

If the text can be centred easily, then it should be done.
Title:
Post by: VincentCraven on April 10, 2009, 04:23:37 PM
Regarding above picture, I actually thought that's how it was supposed to look.  So I wouldn't change it even if it was as simple as a 2key command.

Quote from: "Sephirot24"
To have a balanced FFT Base Patch you'd pretty much have to make it 1.3 but without the difficulty level...

Also Blade Grasp didn't protect you from arrows, so it didn't make it worthless; specially for mages and in early chapters.


The problem with Blade Grasp is that it DOES block arrows too.  I don't know what they did to the PSP version, but in the original, Blade Grasp claims to block everything but Bow/Crossbow attacks.  But whether it was made to block just Swords or only melee weapons or everything but Bow/Crossbow is debatable.




I am more than happy to discuss gameplay mechanics, but we have to draw the line somewhere.

I still think the Holy/Dark Sword being non-elemental is officially a glitch in the game.  
IIRC, crystal thing technically says "learn the following abilities"  so I'd go with what the game says unless there is clear evidence that the game didn't say what it meant to say.
Title:
Post by: Cheetah on April 10, 2009, 05:25:44 PM
Well after looking at a video of the original Beoulve Manor scene the text is actually off to the side. Why this is I don't know, because it honestly looks rather bad. But if that is how it was I suppose there is no reason for me to go change it. You can take a look here:
http://www.youtube.com/watch?v=MruASe8S ... 8&index=12 (http://www.youtube.com/watch?v=MruASe8SEm4&feature=PlayList&p=A938F0DA49092A68&index=12)

As for the debate as to what gets changed and what doesn't, like I said I am just getting a measure of what people think right now. I like your idea of the Holy/Dark elemental stuff Vincent. I suppose I should create I third discussion topic for people to voice this kinds of stuff more clearly.

Discussion Topic #3: In your opinion what are very clear mistake and/or glitches in FFT PSX US? List as many as you can think of.
Title:
Post by: Sephirot24 on April 10, 2009, 05:31:58 PM
It took a lot of time and debates on how to balance FFT and fix the glitches and problems it has.. and that Balanced FFT is indeed 1.3

If you just want to fix what Vanilla did wrong.. fix the typos (translating PSP's script will work..), fix the JP Scroll glitch, the Oil glitch, The sword Dupe glitch, set Gafgarion's equipment before Zirekille battle, Make Chantage's reraise Initial, and I think that the Holy and Dark sword thing may be right too.

You have to decide very clearly if you want to balance FFT (don't see that really viable because we have 1.3 already) or just fix Vanilla's problems and make a simple Vanilla Fixed patch..
Title:
Post by: beawulfx on April 10, 2009, 06:04:50 PM
I think the Holy Sword thing is a glitch as well because, correct me if I am wrong, if you wear a Chameleon Robe against Wiggy in vanilla he will not use his sword skills. It seems  like the AI thinks that Holy Sword is holy elemental and that it will be absorbed since you have the robe on, even though in the game it actually is not elemental.

Can anyone confirm that? It's been a while since I've really played vanilla and did that. If true it seems pretty obvious that Holy Sword skills were meant to be Holy elemental. And I'd assume the same is true of Gaffy's Dark Sword if that's the case.
Title:
Post by: Kaijyuu on April 10, 2009, 07:40:21 PM
Quote from: "Sephirot24"
You have to decide very clearly if you want to balance FFT (don't see that really viable because we have 1.3 already) or just fix Vanilla's problems and make a simple Vanilla Fixed patch..

There are infinite interpretations of "balance." 1.3's version isn't the one and only possibility.

That said, yeah, you guys are right about the scope of the project. Fix the black and white problems: glitches, translation errors (either typo fix or psp translation), and reimplement the features taken out in localization.
Leave grey area like balance alone; too much time and debate necessary.
Title:
Post by: Vanya on April 10, 2009, 09:22:55 PM
I think that is a good plan there, Kaijyuu.
Title:
Post by: Archael on April 10, 2009, 09:28:05 PM
Quote from: "Kaijyuu"
Quote from: "Sephirot24"
You have to decide very clearly if you want to balance FFT (don't see that really viable because we have 1.3 already) or just fix Vanilla's problems and make a simple Vanilla Fixed patch..
There are infinite interpretations of "balance." 1.3's version isn't the one and only possibility.


Yup, I agree with Kaiyuu

there are millions of possibilities... it's a REAL big can of worms

in 1.3 we had to settle for a decision sooner or later, or else you would never have seen a finished product, but threads and threads of analysis, arguments, and theory crafting which are fun and nice but result in zero work done
Title:
Post by: Dominic NY18 on April 11, 2009, 04:12:09 AM
Yeah, this should be kept a relatively simple thing. If folks want balance afterward, they can do that on their own. This is supposed to be a base for future patches and projects, right?
Title: Re: Final Fantasy Tactics: Complete
Post by: ouroborosp on April 12, 2009, 12:01:26 AM
Quote from: "Asmo X"
Quote from: "Cheetah"
----


This should be the entirety of the project. We already have a patch that attempts to balance gameplay. This should be a patch upon which other ones can be built.

Also, the only genuine glitches mentioned so far are JP Scroll, Weapon Dupe and arguably Blade Grasp.



I agree that its best to stick with your intended goals and not end up trying to change everything. If you dont keep a professional focus you wont manage to accomplish your initial goals.

That said, i have all of the dialogue of the PSP and PSX versions in text files if that'll help...
Title:
Post by: Cheetah on April 12, 2009, 12:12:42 AM
Thanks for the offer Ouroborosp but getting the event scrips is very easy using the tools. Oh and first post, welcome to FFH.
Title:
Post by: ouroborosp on April 12, 2009, 12:16:02 AM
Quote from: "Cheetah"
Thanks for the offer Ouroborosp but getting the event scrips is very easy using the tools. Oh and first post, welcome to FFH.


yeah, having gotten them via that route, i figured.

Edit: i was actually working on moving the dialogue from psp to psx version. does this mean i can stop and wait for your project to finish =P
Title:
Post by: Cheetah on April 12, 2009, 12:53:05 AM
Patch Update V.10: on the first page

The script for all of Chapter 1 is inserted. I still need testers to be taking a close look at everything and looking for mistakes, the more eyes the better though FFMaster is doing amazingly. I also need opinions on the Reed Whistle scene and the Partings scenes (as soon as I post it) for formatting since I had to rework these more than other scenes.

I'm going to be taking a short break to look into other aspects of the project and work on other things while people continue to give me feedback on what is already done.
Title:
Post by: Smitson on April 12, 2009, 01:26:48 AM
Quote from: "Dominic NY18"
Yeah, this should be kept a relatively simple thing. If folks want balance afterward, they can do that on their own. This is supposed to be a base for future patches and projects, right?


This. As for the crystal thing, I thought it was meant for you too learn all abilities from them?
Title:
Post by: KazeKasano on April 12, 2009, 01:30:49 AM
I'm using 1.3 in conjunction with this now, and I'm not sure if it's just 1.3 not getting along with Complete, but when I was in battle Argath's unit name remained Algus. Not sure if that's something you just haven't gotten to yet or an oversight.
Title:
Post by: FFMaster on April 12, 2009, 01:42:32 AM
Nope, thats normal. Unit names in battle and everything else haven't been touched yet. Only the script from events.
Title:
Post by: KazeKasano on April 12, 2009, 02:41:47 AM
Alright then. Thanks!
Edit: Just finished the first event at Eagrose, and I must say that so far it's been fantastic!
Title:
Post by: Cheetah on April 12, 2009, 03:27:50 AM
Patch Update V.11: Up on first page

-Just a minor fix to the last line of text in the chapter...

Video Preview Update: http://www.youtube.com/watch?v=_pj3FpUuFbQ (http://www.youtube.com/watch?v=_pj3FpUuFbQ)

-Shows off the scene "Partings", the script was taken from the cutscene and once again fit very well.


ouroborosp: The concept of this patch is to insert the entire psp script and text into the psx version. So yeah I think we have you covered but if you want to help out that would be great.

KazeKasano: Good to hear that the two patches are working well together, though it is not particularly suprising.
Title:
Post by: FFMaster on April 12, 2009, 03:29:13 AM
Best screenshot ever. Not a bug, I just like what they did.
(http://i272.photobucket.com/albums/jj174/FF255Master/SpoonyBard.jpg)

Up to Zeakden now. Will update to 0.11 soon.
Title:
Post by: KazeKasano on April 12, 2009, 04:00:39 AM
They're working really well together! The script is intelligent, and so are the enemies.

Delita still hid behind 2 chemists during the battle in Gariland. The ass.
Title:
Post by: Dominic NY18 on April 12, 2009, 06:24:32 PM
Is there anything I can test in particular in Chapter 1? I can also test Chapter 2 when you begin working on it.
Title:
Post by: Cheetah on April 12, 2009, 06:58:52 PM
Well I think testing the script is pretty straight forward so far and testing is going well. But how is the text insertion stuff going Dominic? If anything if you got a fair bit of that done we could release a separate patch to test that stuff in chapter 1 and then combine the two to make sure that they are working together well.
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Post by: Dominic NY18 on April 12, 2009, 07:13:45 PM
I've finished the item and ability name edits. I'm working on the job/ability/item descriptions now.

I've also edited the ability names in the spell chants, though I don't think I finished that yet.
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Post by: Cheetah on April 12, 2009, 07:21:43 PM
How about you get done with the job/ability/item descriptions and all character names, then release a patch to have just those text edits tested? Then if it looks like it is going well we can release a combined patch for chapter 1? I think we will continue working and releasing these two part separately till at least one of them is done and fully tested, but I would like to try a combined one before we get too far to insure no problems are cropping up.
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Post by: Dominic NY18 on April 12, 2009, 07:26:49 PM
Gotcha.
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Post by: Cheetah on April 12, 2009, 10:36:06 PM
The first step towards getting the books working in game has been made! Okay not really a big step more like a shuffle. But I at least was able to hack the Japanese ISO so that I can have all the books unlocked there to start testing with. Here is a shot of one of the books. If people want I will post a few videos of the books running in Japanese so that people can see how they work.
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Post by: Kokojo on April 12, 2009, 10:51:07 PM
WOW

Finnaly !

Good job cheetah, i would want to see the video !
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Post by: LastingDawn on April 12, 2009, 10:52:29 PM
Actually Cheetah, could you send that savestate file over to me? I wonder if something might work...
Title:
Post by: Cheetah on April 13, 2009, 08:29:40 PM
Video Preview: Of the books running in the Japanese version of the game. Just so people can see what they are all about.

Part 1: http://www.youtube.com/watch?v=fG03EcJCCdk (http://www.youtube.com/watch?v=fG03EcJCCdk)
Part 2: http://www.youtube.com/watch?v=LFaAbsPQAPo (http://www.youtube.com/watch?v=LFaAbsPQAPo)
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Post by: jimmyjw88 on April 14, 2009, 09:44:59 AM
Sorry Cheetah, but what's all the books?
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Post by: Cheetah on April 14, 2009, 04:36:32 PM
In the US version they were just normal treasures that you could receive from doing propositions at the bar. In the Japanese version you got them the same way, but they worked like the Germonik Scriptures were if you pushed Triangle you could read the story within the book. They functioned as kind of minigames.
Title: FFT complete>?
Post by: Legionofdrake on April 15, 2009, 12:36:47 AM
in this version would there be the dark knight and onion knight jobs from the PSP? and what about luso and bathier?
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Post by: Kaijyuu on April 15, 2009, 01:01:58 AM
Adding stuff from the PSP version into the PSX one is an entirely different beast.

Plus, there are much more interesting characters and jobs to implement than those. Granted, they're "canon," but I doubt anyone's going to go through the work to implement them anytime soon.
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Post by: Legionofdrake on April 15, 2009, 01:14:06 AM
damn.. the dark knight from the PSP is pretty good and he looks cool, same thing with the onion knight now any time soon huh? well im not good at this stuff i just like to make certain tweaks here and there so im not gonna try that just wondering though, it doesnt matter anyway cause the complete version so far is VERY good, good work people
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Post by: Cheetah on April 15, 2009, 01:30:02 AM
Like Kaijyuu said it is unlikely that the new sprites and characters from the PSP version will make it into this project. Mostly focusing on better translation and implementing stuff that was removed for the US release.

I had another thought of something that could be reintroduced to the US version, the Sound Test. I haven't seen the Japanese one yet, but I think it might be pretty cool to have available just from the start no code needed. This would be an extra bonus though and is low priority, just a thought.
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Post by: Legionofdrake on April 15, 2009, 02:02:29 AM
well i took it into my own hand you see i honestly love the dark knight and the way it looks so i simply replaced the mime with the dark knight completely changed the stats and skills to fit the dark knight but alas my pc was gay and for some reason it didnt save T_T so i had to start over, damn no mimes but its worth it for a dark knight, hmm and yes the sound test would be a nice addition to this version but alas the onion knight will have to wait for another day
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Post by: Vanya on April 15, 2009, 03:11:34 PM
I wouldn't put a new job over the Mime until it has been 'fixed'.
Adding in the sound test would be freakin' sweet.
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Post by: Dominic NY18 on April 17, 2009, 05:36:41 PM
OK, I'm done with the job description edits. Sorry for taking so long with this. I've been busier than I thought I would be this week.

I'm working on the item edits now.
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Post by: SilvasRuin on April 17, 2009, 06:28:42 PM
Quote
I had another thought of something that could be reintroduced to the US version, the Sound Test. I haven't seen the Japanese one yet, but I think it might be pretty cool to have available just from the start no code needed. This would be an extra bonus though and is low priority, just a thought.


The sound test was removed?  I never noticed.  I only used it once or twice with the PSP version though...
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Post by: Smash on April 18, 2009, 04:22:28 AM
Holy shit, this is all epic beyond compare on a dream tier.


If only there was anything I could do to help, I'd go for it in a heartbeat. Yet, my expertise only focuses on the graphical aspects of the game.
Loved the new Script, and im definetly looking forward to this.
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Post by: Cheetah on April 20, 2009, 09:29:02 PM
Glad you like it Smash. There might be some graphic work later down the road, but I think it will mostly be inserting and very little editing. If something comes up though I will keep you in mind.
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Post by: Havermayer on April 20, 2009, 09:43:42 PM
Pretty cool so far.  Any chance that:

1. We could combine this with 1.3?  
2. Create an "options" menu with the option of choosing between "hard mode" (1.3), and "Normal" mode (original?)
3. Port over the PSP events, items, new characters, jobs, and cut-scenes?
4. Use the Wide-screen option in the psp version?
5. What about multiplayer?

I could do play testing.  Does that mean basically just play the game through again?  Would it be possible to use a late-game save file, and a patched iso to view the cutscenes via the brave story?
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Post by: Cheetah on April 21, 2009, 12:49:48 AM
1. This project is designed to be a base and Voldemort is pretty excited about it. So it is likely, but ask him.
2. Not really possible. The difficulty of 1.3 is based on who you face which is defined by the ENTD. You would have to do something like have duplicates of all the ENDTs and create a new options thing to read the new ones. Basically really hard to do and totally beyond the scoop of this project.
3. Events: Potentially, but there is some stuff about ordering and triggering that we don't fully understand and likely have size constraints that would be difficult to overcome. So unless some advances are made I'm not even thinking about it right now.
Items: Most of the are wretchedly unbalanced, and we don't currently have a way to increase the number of items. So unlikely.
Jobs: If we had any idea how to add more jobs to the job wheel I would likely be working on a different project right now haha. If advances are made in this area I suppose I would consider it.
Cut-scenes: Apparently there are tools to rip them, their are some tools for conversion (maybe not the right ones), and there are ways getting them on the disk. Actually getting them working with the games programming...I can't even imagine how to get that to happen. So basically incredibly unlikely, but if someone wanted to try I would welcome them to try.
4. Voldemort would likely give his left nut to whoever could get the psx version to run in wide screen. Frankly I don't think the PSX even supports widescreen from a hardware perspective. So probably impossible and not part of this project.
5. Apparently the latest Ultimate Hits Japanese version of the game has the ability to support two controllers in the debug mode. This could just be a rumor I haven't seen it myself, but I am definitely actively try to. So seeing how this functionality could be implemented certainly intrigues me, but as far as how the PSP does multiplayer I can't imagine anyone could get that happening on the PSX version. So it is a cool idea but highly unlikely.

As far as play testing goes we will need a bit of everything. Thorough playthroughs checking and comparing all text by playing the game normally and end game and mid games save checks. The Brave Story is certainly a good tool, but we need every nook and cranny checked once we start testing text insertion.

Oh and I was on vacation in Vegas for the past 3 days and just got back so look forward to some new releases this week. Hopefully text insertion testing will soon begin.
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Post by: Archael on April 21, 2009, 12:55:18 AM
Quote
4. Voldemort would likely give his left nut to whoever could get the psx version to run in wide screen.


Sadly, that statement is factual.
Title:
Post by: Havermayer on April 21, 2009, 12:17:17 PM
Quote from: "Cheetah"
5. Apparently the latest Ultimate Hits Japanese version of the game has the ability to support two controllers in the debug mode. This could just be a rumor I haven't seen it myself, but I am definitely actively try to. So seeing how this functionality could be implemented certainly intrigues me, but as far as how the PSP does multiplayer I can't imagine anyone could get that happening on the PSX version. So it is a cool idea but highly unlikely.


Hmm...

The "Ultimate Hits" version can be ordered online.  Perhaps we should chip in a few dollars, and someone can order it for us?  They can rip the iso and see if there's anything to it.

http://www.gemaga.com/import-games/pson ... hits-83218 (http://www.gemaga.com/import-games/psone/final-fantasy-tactics-ultimate-hits-83218)

As for the PSP script, how much of it was changed to fit in with the Ivalice Alliance games?
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Post by: Dominic NY18 on April 21, 2009, 11:20:29 PM
The dialogue seems to take after FFXII. Some of the terms, like item and ability names, were also changed to fit in with the Ivalice Alliance.

But many of the terms were also changed simply to make it fit in with contemporary FF games.

Earth Clothes -> Gaia Gear
Black Costume -> Black Garb
Two Swords -> Dual Wield

etc.
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Post by: Dominic NY18 on April 23, 2009, 01:58:43 AM
I'm done with the item descriptions. Working on the skillset and ability desccriptions. I should be finished with the skillset descriptions later on tonight.

UPDATE: I'm finished with the Skillset descriptions. Just the ability descriptions left now. Almost there...
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Post by: Cheetah on April 23, 2009, 03:52:06 AM
Excellent! This project needs another beta release and more testing before I start the next chapter of event script.
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Post by: Havermayer on April 23, 2009, 01:56:41 PM
Quote from: "Dominic NY18"
The dialogue seems to take after FFXII. Some of the terms, like item and ability names, were also changed to fit in with the Ivalice Alliance.


Dang.  I sort of consider the Ivalice Alliance to be non-canon in regards to FFT's plot.  Am I alone in that?
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Post by: Dominic NY18 on April 23, 2009, 02:43:48 PM
Some of FFT (well, TWOTL anyway) has been retconned to make it fit in with the Ivalice Alliance. So its connections to it are considered canon now.

But considering the difference in time between FFT and FFXII, FFT is still off on its own for the most part. It's mostly just references in some of the terms, especially for things that were originally present in some form in FFT.
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Post by: philsov on April 23, 2009, 03:09:47 PM
Quote
Some of FFT (well, TWOTL anyway) has been retconned to make it fit in with the Ivalice Alliance. So its connections to it are considered canon now.


Like little jarjar binks in A New Hope.
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Post by: LastingDawn on April 23, 2009, 03:18:41 PM
WoTL has a few very strange retcon's a few of them are miniscule to fit in with the rest of the franchise others though do have relative impact.

Holy Stones have been renamed into Auracite, which fits in with the lines abided to in Revenant Wings.

In Revenant Wings the Auracite lends you fantastic powers, yet drains your anima (soul) the more you make use of it. Quite a comparison to FFT's "Holy Stones". Also in FFXII


Magicite apparently holds a negative connotation as Ramza makes clear...

"The legends of your holy auracite are lies! The Stones are magicite - they hold in them power for evil."

The 13 Espers while not fully official are more then likely regarded as the 13 Lucavi by this point. Leviathan, Cherub, Duma, Rophocare, Sel, and Zebeeb, will probably never see the light of day (well... except Leviathan, of course, heh)

Also one fundamentally large change, which is rather underspoken (through out the whole of the game)
In FFXII St. Ajora is regarded as a woman, in her short biography. Now, this is rather interesting and fits in with the theme of conspiracy in FFT. up until Kletian she's called a man, yes. Though I always think of Kletian as a very mislead tool. Who only pretended to know what he was talking about. It is my belief then that St. Ajora Glabados, as shown by FFXII was most likely a woman.
Title:
Post by: Vanya on April 23, 2009, 05:10:12 PM
Indeed. I share that theory. I evidence the fact that Alma is the only suitable body and that Ultima herself is female in appearance.
Title:
Post by: Kaijyuu on April 23, 2009, 08:21:10 PM
Hrm, I personally think it'd be a man. Solely because the Glabados church is so heavily based on Christianity (or more specifically, old Catholicism), and Christ, obviously, is a man.

Not like it really matters.
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Post by: Xifanie on April 23, 2009, 09:03:23 PM
Quote from: "Vanya"
Indeed. I share that theory. I evidence the fact that Alma is the only suitable body and that Ultima herself is female in appearance.


Original names are:
Aruma > Alma
Arutema > Altima

I have high faith in the Altima link, so either call them Ulma and Ultima OR Alma and Altima.

you phail.
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Post by: FFMaster on April 23, 2009, 09:26:22 PM
Personally, I would keep the names as Alma and Altima.

As for the male/female St. Ajora... my opinion is that the church covered up that Ajora was female, and fudged the records to change her to male. The church did cover up a few things, I wouldn't be surprised if they did this as well.
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Post by: KazeKasano on April 23, 2009, 09:48:53 PM
I regard the IA as the canon version, especially since the IA comprises the larger part of the whole in this regard. WOTL is also a far easier script to grasp, as there are corrections to the numerous mistakes and inconsistencies.

Also, where in the canon does everyone believe the appearances of Luso and Balthier fit? I haven't beaten A2 yet, so I'm not sure if I'm missing some important aspect of the plot when I say that while I take Balthier as canonical due to his exposure to the Cache of Glabados (which could have concievealby done any number of things to him), I find Luso to be there just to promote the newer game.
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Post by: Dominic NY18 on April 23, 2009, 11:05:41 PM
LOL @ Zodiac's explanation. I never looked at it that way.

Seriously though, "Altima" is one of the obvious errors of the original. There's no reason for it to stay.

As for Luso and Balthier, I always regarded their presence in the same way I regarded Cloud's presence in the game. Just cameos. But at least there is an excuse for Balthier's presence.
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Post by: LastingDawn on April 23, 2009, 11:14:35 PM
Though this raises the question... is Alma then supposed to be Ulma? Since Ulmaguest was turned into Almageist, if I recall? It seems to be one of those matters lost in translation.
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Post by: KazeKasano on April 24, 2009, 12:00:15 AM
In this case, I think Alma is a better name. Period.
Who wants to name their kid Ulma?
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Post by: Archael on April 24, 2009, 12:04:25 AM
Unrelated: Alma means soul in Spanish

Related: I like Altima better than Ultima, Ultima is already the name of a spell, and Altima is the name of a car. It's obvious who wins.
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Post by: Zalge on April 24, 2009, 12:47:12 AM
I don't think Ajora has a gender. Ajora may have been born a man or a woman, but in the grand scheme of things, after s/he died s/he became a soul. No gender to worry about.
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Post by: Zozma on April 24, 2009, 01:19:11 AM
i think alma was always supposed to be alma, especially since her sprite is called "aruma" in the battle folder. and of course that R and L switcheroo they do...

i dont know where they get "almagest" from but i just think its an odd spell name ,nothing more, especially since it has nothing to do with her.
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Post by: Kaijyuu on April 24, 2009, 02:38:37 AM
Both Altima and Ultima are acceptable translations, quite honestly.

I prefer Altima because it simply sounds cooler.
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Post by: Zozma on April 24, 2009, 02:52:31 AM
I agree, even tho i think it was supposed to be "ultima" im going to leave it as Altima in my own patch as well
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Post by: Cheetah on April 24, 2009, 02:53:05 AM
Well I found an interesting list of glitches at the Final Fantasy Tactics Investigation Project page:
http://m-l.org/~greerga/fft/ (http://m-l.org/~greerga/fft/)


   1. Item duping using two different methods in the shop.
   2. Using "Fly" and "Float Boots" makes your character get stuck trying to mount a Chocobo.
   3. One of the Time Mages in the Deep Dungeon screams like the other sex.
   4. Occaisonally a magic-user has warrior skills (and therefore won't use them), or vice versa.
   5. Pressing Select on the Zodiac symbols in the battle preparation screen brings up a random window instead.
   6. Cloud equips female equipment like bags/ribbons. (Probably intentional, as a joke.)
   7. Breaking a katana doesn't always show the broken symbol.
   8. Switching between an egg and a character rapidly on the formation screen lets you peek at the monster inside.
   9. Advancing a chapter with people on propositions loses the people.
  10. If a monster lays an egg on the same day you get into a random battle there is the possibility that a character on your team may be deleted.
  11. If you break Elmdor's sword and then he uses Sword Skills... his sword appears in his foot.
  12. Have an Archer Charge, then steal his weapon. Supposedly he punches (you took his weapon) but he still hits you from far away (as if he was using his bow).
  13. Proposition reports occaisonally give success messages but fail.
  14. Sometimes reports "Thanks to Arc Knight this job was a success."
  15. Poaching a monster in level 2 water leaves the body behind to revive. "wet poach"
  16. The "JP Scroll Glitch", as described in detail on the JP Scroll Glitch FAQ by TheDan
  17. Using "Innocent" makes Malak's Untruth ability do no damage, even though it acts on low-faith units. "Faith" is similarly reversed.

This is good stuff, now it is just a question of which ones to fix and how.
Title:
Post by: Zozma on April 24, 2009, 03:01:42 AM
weapon duping should definately be fixed so that you cant do it.

 jp scroll glitch is fixed already, those two were the worst cheats as far as what you could get away with since with elmdor you can dupe things like knight swords and katanas
Title:
Post by: Dominic NY18 on April 24, 2009, 03:02:10 AM
Quote from: "Kaijyuu"
Both Altima and Ultima are acceptable translations, quite honestly.

I prefer Altima because it simply sounds cooler.


Perhaps the spell should also be translated as Altima then...
Title:
Post by: Vanya on April 24, 2009, 03:12:56 AM
Altima always looked and sounded like a translation/localization fuck up to me.
Title:
Post by: Zozma on April 24, 2009, 03:42:54 AM
im sure it was, but now that they did that i still think altima sounds better for her
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Post by: SilvasRuin on April 24, 2009, 03:48:23 AM
Quote
17. Using "Innocent" makes Malak's Untruth ability do no damage, even though it acts on low-faith units. "Faith" is similarly reversed.
I think that was intentional.  I think the point of Innocent is to nullify magic and the point of Faith is to maximize it.  If that wasn't the case, Malak/Marach's magic would slice through Worker 8 like butter, and Worker 8 is supposed to be immune to magic.
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Post by: FFMaster on April 24, 2009, 06:18:49 AM
Definitely fix JP Scroll Glitch and Item Duplication.

Quote
9. Advancing a chapter with people on propositions loses the people.
10. If a monster lays an egg on the same day you get into a random battle there is the possibility that a character on your team may be deleted.
These should also be fixed, as they affect gameplay pretty dramatically.

Quote
2. Using "Fly" and "Float Boots" makes your character get stuck trying to mount a Chocobo.

If it can cause a crash/infinite loop, fix this if possible.

All the other ones should also be fixed, except Cloud being able to equip bags/ribbons.

Also I'm adding another bug.

18. Oil doesn't work.
Title:
Post by: Zozma on April 24, 2009, 06:40:53 AM
there is a fix already that makes oil work AND makes float weak to wind

also there is a jp scroll glitch fix as well
Title:
Post by: Vanya on April 24, 2009, 11:44:07 AM
Yeah, but the float thing wasn't originally in the game. I'd petition for an oil only fix.
Title:
Post by: DarthPaul on April 24, 2009, 03:55:23 PM
Quote
6. Cloud equips female equipment like bags/ribbons. (Probably intentional, as a joke.)

The joke is often thought of as a mock to Cloud having to dress up as a girl in the first part of 7 though this is not the case.

He is able to equip female items because of the ribbon only equipable by females. The ribbon being a symbol of Aerith. At the time they didn't think of just making him be able to equip ribbons and instead simplified it into him being able to quip all ribbons/bags.


Quote
12. Have an Archer Charge, then steal his weapon. Supposedly he punches (you took his weapon) but he still hits you from far away (as if he was using his bow).


I always chalked this one up to a pissed off archer with monk training.
Title:
Post by: LastingDawn on April 24, 2009, 04:03:20 PM
Well no... I think Zodiac once explained it to me... the real danger of leaving a chapter while in a proposition, is the fact that the character literally goes "missing". They are still on your status screen, but their status from thereon out turns to "missing" it's bizarre... and you can't delete them no matter what you do.

That's the real danger of the Proposition "bug".
Title:
Post by: DarthPaul on April 24, 2009, 04:05:10 PM
Doesn't really sound like a bug to me.

More like you advanced the plot while they where gone and they just finished the job and wondered off looking for you.

I might be looking too far into it but it makes sense to me when put that way.
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Post by: LastingDawn on April 24, 2009, 04:31:46 PM
If there were a way to find them... perfect! But there's not. Their "missing" status never, ever will go away, and because they are still part of your "team" you can't get rid of them.
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Post by: DarthPaul on April 24, 2009, 04:35:07 PM
Sounds like it can be easily fixed by completing your props before advancing the story. I let them build up and do them all before the chapter ends. Only came across this problem once and I just used an older save file to fix it.
Title:
Post by: Asmo X on April 24, 2009, 04:58:34 PM
Quote from: "ph33rb0t"
Doesn't really sound like a bug to me.

More like you advanced the plot while they where gone and they just finished the job and wondered off looking for you.

I might be looking too far into it but it makes sense to me when put that way.


Overreaching much? You can justify literally anything with bullshit like that. "Hey the reason Blade Grasp works on arrows is due to the extreme training one undergoes as a samurai. It's really not an oversight by the developers at all."
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Post by: Sephirot24 on April 24, 2009, 05:05:01 PM
Quote from: "LastingDawn"
If there were a way to find them... perfect! But there's not. Their "missing" status never, ever will go away, and because they are still part of your "team" you can't get rid of them.


That's totally a bug. It affects the game dramatically.
Title:
Post by: SilvasRuin on April 24, 2009, 05:20:09 PM
Definitely not intended.  After a job, they remain where they took it until you return for them, no matter how many days you take.  A simple chapter change isn't 1000 years or anything, and even if it was, you could make them wait that long for you in the middle of a chapter and not lose them.
Title:
Post by: Dominic NY18 on April 24, 2009, 10:14:39 PM
I'm halfway done with the ability descriptions. Hopefully, I can finish it tonight or tomorrow.
Title:
Post by: Xifanie on April 25, 2009, 05:57:19 AM
Quote
1. Item duping using two different methods in the shop.
-

Quote
2. Using "Fly" and "Float Boots" makes your character get stuck trying to mount a Chocobo.
Confirmed, I managed a chocobo bug as well but I can't recall what it was.

Quote
3. One of the Time Mages in the Deep Dungeon screams like the other sex.
Bad ENTD sex.

Quote
4. Occasionally a magic-user has warrior skills (and therefore won't use them), or vice versa.
This is not a bug, it's RANDOMNESS. If the AI doesn't use the skillset maybe it's because it has better options?

Quote
5. Pressing Select on the Zodiac symbols in the battle preparation screen brings up a random window instead.
I never managed to reproduce this one.

Quote
6. Cloud equips female equipment like bags/ribbons. (Probably intentional, as a joke.)
WRONG, Cloud cannot equip bags, nor can he equip perfumes. In FFVII everyone can equip ribbons, which is probably the reason why they made his soldier class able to equip them. That or because of omglulz spikey hair.

Quote
7. Breaking a katana doesn't always show the broken symbol.
-

Quote
8. Switching between an egg and a character rapidly on the formation screen lets you peek at the monster inside.
Pretty hard to reproduce, but yeah it's possible.

Quote
9. Advancing a chapter with people on propositions loses the people.
As LD explained in my stead, it was meant that you lose the units after a chapter but the fact that you can't remove them is the bug.

Quote
10. If a monster lays an egg on the same day you get into a random battle there is the possibility that a character on your team may be deleted.
Couldn't reproduce.

Quote
11. If you break Elmdor's sword and then he uses Sword Skills... his sword appears in his foot.
-

Quote
12. Have an Archer Charge, then steal his weapon. Supposedly he punches (you took his weapon) but he still hits you from far away (as if he was using his bow).
Wrong, doing so will cancel the Charge.

Quote
13. Proposition reports occasionally give success messages but fail.

Quote
14. Sometimes reports "Thanks to Arc Knight this job was a success."
-

Quote
15. Poaching a monster in level 2 water leaves the body behind to revive. "wet poach"
-

Quote
16. The "JP Scroll Glitch", as described in detail on the JP Scroll Glitch FAQ by TheDan
-

Quote
17. Using "Innocent" makes Malak's Untruth ability do no damage, even though it acts on low-faith units. "Faith" is similarly reversed.
Debatable weather it is a bug or not, but I do think so..
Title:
Post by: Aquilae on April 25, 2009, 06:17:32 AM
Quote
12. Have an Archer Charge, then steal his weapon. Supposedly he punches (you took his weapon) but he still hits you from far away (as if he was using his bow).


http://www.youtube.com/watch?v=Krwrydij4n0 (http://www.youtube.com/watch?v=Krwrydij4n0)

4:30 to 5:00, Knight with Gastrafitis charges Charge + 3 onto Ramza. His weapon is broken with Hellcry Punch.

5:20 charge resolves, punches and still hits Ramza from far away.
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Post by: Balthier66 on April 25, 2009, 10:12:35 AM
Have you guys ever thought of inserting the PSP cutscenes into the PS1 version? I don't even know if it's possible but if so, that would be amazing.
Title:
Post by: DarthPaul on April 25, 2009, 03:15:08 PM
Quote from: "Asmo X"

Overreaching much? You can justify literally anything with bullshit like that. "Hey the reason Blade Grasp works on arrows is due to the extreme training one undergoes as a samurai. It's really not an oversight by the developers at all."




Twas just an assumption I made based on the fact that the game listed them as missing.

From the knowledge I have of programming that tells me the message was placed there intentionally. That is why I assume a programmer decided to be a dick or something.
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Post by: Cheetah on April 25, 2009, 05:06:13 PM
Inserting the actual videos is very unlikely and no one has volunteered to take that project on yet. It was discussed a bit earlier in this thread.
Title:
Post by: Cheetah on April 25, 2009, 05:32:52 PM
Thanks for proving that glitch Aquilae, very interesting glitch.

Your rundown of all the glitches is great Zodiac. Do you have many ideas on how to fix any of them?
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Post by: Xifanie on April 25, 2009, 06:31:49 PM
Quote from: "Aquilae"
http://www.youtube.com/watch?v=Krwrydij4n0

4:30 to 5:00, Knight with Gastrafitis charges Charge + 3 onto Ramza. His weapon is broken with Hellcry Punch.

5:20 charge resolves, punches and still hits Ramza from far away.


I only tested with Steal Weapon.
Title:
Post by: Cheetah on April 25, 2009, 06:54:22 PM
Well that is still really useful information, that steal weapon doesn't have the error and break does.
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Post by: Cheetah on April 25, 2009, 08:23:18 PM
Patch Release: FFT: Complete text edit V.01 thank you Dominic NY18

Changes in this release:
Job Descriptions
Job Names
Item Descriptions
Item Names
Skillset Descriptions
Skillset Names
Ability Descriptions
Abilty Names
everything else is unfinished

Okay this is going to seem a bit weird, but it is to reduce errors later on. This the first release containing text edits. This release contains text edits only and no changes to the script. This is an alpha release for testing only and will be removed once testing is completed. After one week (or less) this will be replaced by a patch containing both these text edits and the most recent release of the script insertion.

Testers we need you! This is were testers are really needed. Note the areas that have been changed and then start seeing if anything is broken. Use end games saves to check every ability, and then do some playing to test the learning of new skills as well. Screen shots of all errors are much appreciated. The faster people help us out with this the sooner the next release will be. Do a great job and I will be very excited to add your name as one of the team members.
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Post by: DarthPaul on April 25, 2009, 08:26:43 PM
Alright I'm on it.
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Post by: FFMaster on April 25, 2009, 10:15:51 PM
Alright, downloading and testing.

EDIT: I'm going through all the items now.

EDIT2: Is there any way I can find the text from the PSP to check it with. So far, everything looks good, but I can't be 100% sure.
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Post by: Cheetah on April 26, 2009, 12:19:50 AM
I think the only way we could really compair the two, besides having a copy of the PSP running, would to be to compair the in game text to the information in the FFTactText file for the PSP version. That would be nearly as complicated though. Maybe some FAQS for the PSP version have good lists of all the abilities and items. Though their descriptions would be a whole different ball game.
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Post by: Cheetah on May 03, 2009, 06:32:27 PM
Huge announcement and Video Preview

http://www.youtube.com/watch?v=eHXIBCFXb9k (http://www.youtube.com/watch?v=eHXIBCFXb9k)

The books are officially reactivated and working perfectly!!! Insertion of the text is also possible thanks to Melonhead's amazing text editor. The next step is the translation of the books. I am currently in contact with someone about it, but things are moving faster then expected so if you would be willing to translate these things I would be happy to talk to you about it.

Getting the books working was one of my biggest concerns for this project and it is truly incredible that it has happened so early. It took me a good couple weeks of tedious searching to get this working, but it was well worth it.

Testers are still needed! I am very happy with the work that has been done on the script testing, but a lot more work and people are needed to go through and test the text insertions so far. This is a team effort and we need more tester, the more the merrier.
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Post by: melonhead on May 03, 2009, 07:35:56 PM
I hope Cheetah doesn't mind. Here are Gameshark/CWCheat codes to unlock the novels if you want to play with them:

PSX:
Code: [Select]
3009EB99 0001
3009EB9A 0002
3009EB9B 0003
3009EB9C 0004
PSP:
Code: [Select]
_C0 Unlock sound novels
_L 0x0027E13D 0x00000001
_L 0x0027E13E 0x00000002
_L 0x0027E13F 0x00000003
_L 0x0027E140 0x00000004


For Playstation, you may only want to enable the code while on the World Map...
Once the code is active, just choose one of the 4 books in Treasures/Artefacts and hit Triangle
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Post by: Cheetah on May 03, 2009, 08:12:55 PM
Ah very smart move Melonhead. If you wanted to put that up on gamefaqs somewhere too that would be great. Just put in a plug for FFT: Complete while you do it haha.

Or anywhere else that has gameshark codes for that matter.
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Post by: LastingDawn on May 04, 2009, 02:56:57 AM
How on earth did you... where was this? How did you all find it?! This is great news though! You have all done fantastic work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Mercenaries backstory in it's full complete form! Now is no longer just a dream!
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Post by: beawulfx on May 04, 2009, 04:16:15 AM
I agree with the sentiments of Mr. Dawn, but add in three more exclamation points. Excellent work, I look forward to perusing said books!
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Post by: FFMaster on May 04, 2009, 04:36:42 AM
All of accessories and items done.
Gold needle
(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug1.jpg)
Germinas Boots
(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug2.jpg)
Spiked Boots
(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug3.jpg)
Vampire Cape
(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug6.jpg)

(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug4.jpg)


(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug5.jpg)
Not too sure what to do about this one.


Not too sure about this one, but noting it will be better.
(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug7.jpg)
Sortilege, Chantage and Cherche have "Females only" written right after the effects. Septieme however has it written on a new line (and it looks better too, so I'm assuming that's the correct one).

UPDATE:
Gaia Gear gives a kanji error.

(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug8.jpg)
There is an extra space on all the hats in the first line.

Headgear
(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug9.jpg)
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Post by: Dominic NY18 on May 04, 2009, 05:07:12 AM
Noted FFMaster. *Marks those items for dea... -I mean- correction*

The perfumes'descriptions are actually just a copy/paste of the PSP text. But I agree about the Septième format probably looking best, so I'll go with that.

On another note, I should be done with the job requirements by tonight.
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Post by: PX_Timefordeath on May 04, 2009, 05:28:00 AM
Here are reports from moi.

Thank you Mr. Ice Rod, for that nice Kanji Bug.
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteIceRod.jpg)

You can squeeze the description of the windslash bow and a few others into 2 pages.
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteWindslash.jpg)

Look towards the right of the screen shot.
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteRibbon.jpg)

HP Restore is a LITTLE BIT too big.
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteHPRestore.jpg)

Faerie Harp
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteFaerieHarp.jpg)

Cachusha same thing as Ribbon. Also, spacing is bad on the right.
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteCachusha.jpg)

Muramasa and Murasame have the exact same descriptions.
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTComplete1.jpg)
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTComplete2.jpg)

Report complete for now.
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Post by: Dominic NY18 on May 04, 2009, 05:45:36 AM
Thanks PX.

Some of the ability/equipment are apparently too long for the (original) game. Critical: Recover __ and Featherweave Cloak come to mind. If nothing can be done about the letters getting cut off, then they'll just have to be renamed.

Also, as to squeezing the descriptions onto two pages, I was following the PSP format, which will put the stats for a piece of equipment on the second page if it can't all fit on the first page. And the part with what job classes can equip a piece of equipment is always on a separate page from everything else (so it's always on the second or third page).

EDIT: The kanji errors were caused by a missing line break ({Newline} should have been where it wasn't. They're taken care of now).

Also, I've finished the job requirements.
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Post by: FFMaster on May 04, 2009, 06:46:48 AM
Ok, I've checked through all generic abilities.

This was all I found.
MP Restore
(http://i272.photobucket.com/albums/jj174/FF255Master/AbilityBug1.jpg)

UPDATE - All special characters that can be in the team are done as well.

(http://i272.photobucket.com/albums/jj174/FF255Master/AbilityBug2.jpg)
Extra space Holy Sword skill.

Corporal Void text box is too big.
(http://i272.photobucket.com/albums/jj174/FF255Master/AbilityBug3.jpg)
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Post by: LastingDawn on May 04, 2009, 07:02:41 AM
http://finalfantasy.wikia.com/wiki/Zodi ... und_Novels (http://finalfantasy.wikia.com/wiki/Zodiac_Brave_Story_Sound_Novels)


This link (and the link at the bottom of the page) already has a few translations of the books, the hard part then is getting them all into the game.
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Post by: Cheetah on May 04, 2009, 07:32:49 AM
This link maybe somewhat useful to testers, it lists many of the fundamental changes between the versions:

http://forums.eyesonff.com/final-fantas ... s-psp.html (http://forums.eyesonff.com/final-fantasy-tactics/115156-everything-you-need-know-psx-vs-psp.html)

I can't get LD's link to work, but here is an old translation of some of the books:

http://www.geocities.com/tuffydabubba/ (http://www.geocities.com/tuffydabubba/)

I am currently in the process of reviewing the quality of these translations and am investigating translating them again.
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Post by: FFMaster on May 04, 2009, 08:05:02 AM
Thanks for the link Cheetah. That will help me checking through items/abilities a lot.
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Post by: Cheetah on May 05, 2009, 03:24:43 AM
I have a question about a couple of the errors that PX is posting. For the status protected against on the right hand side of the screen are you saying that they are formatted wrong or are you pointing out that not all the statuses are updated with the new terms? If it is the terms themselves that that is because those are actually graphics, not text, and will be part of this adjustment project (hopefully...).

Do you know the solution to all these errors Dominic? Or are there some that we need to brainstorm about? The "Critical: Recover ..." I will look into with Melonhead to see if there is anything we can do.
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Post by: Dominic NY18 on May 05, 2009, 03:47:05 AM
I've fixed all of the errors brought up here, besides the ones involving the long ability/item names. To give everyone testing a heads up on the errors:

- If the text box looks like this:
(http://i272.photobucket.com/albums/jj174/FF255Master/AbilityBug3.jpg)

it's because a line of text is too long. In this description, it's not the second line that's too long, but one of the lines of text on the following page.

- This nasty error:
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteIceRod.jpg)

is caused by a missing line break. Basically, one of the lines in an item/ability description continues until it's "off" the screen. In this case, one of the lines in the Ice Rod's description didn't end with a {Newline}.
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Post by: Cheetah on May 05, 2009, 07:01:11 AM
Well I got to thinking about fixing those status protection errors and how they are different then the newly translated ones, and I decided to take a look at the differences between the PSP and PSX Frame.bins. It is pretty apparent that there are a lot of text changes and moves going on in there, especially with the text in the middle. I'm thinking most of it will be doable with just same changes to the image, which I think is possible... However, depending on how much of purists we want to be we could run into some spots where we would actually change the coding concerning the coordinates of where the desired image was. That would be currently unknown knowledge and could be a bit of a bitch. But doable I think...


PSX on Left : PSP on Right
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Post by: Cheetah on May 05, 2009, 06:14:37 PM
Then here is the Japanese Frame.bin.
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Post by: FFMaster on May 05, 2009, 09:44:25 PM
I'm just not sure whether it is worth the trouble to change all the image to the PSP version. As you said, it would probably be difficult to do, and for little gain (only a few images changed).

The PSX status names aren't that bad. At least, to me, they are pretty clear on what they do.
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Post by: melonhead on May 06, 2009, 12:00:29 AM
Here's the Italian version of the PSX FRAME.BIN made by sadNES cITy.
Note that some of the words are moved around and resized. The data for the location and size of each object in FRAME.BIN is either stored in both WORLD.BIN and BATTLE.BIN or it's stored in one place in SCUS.
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Post by: PX_Timefordeath on May 06, 2009, 12:12:16 AM
Updates:

Check out the Speed of the spells...
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteTimeMage1.jpg)
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTCompleteTimemage2.jpg)

Also, shouldn't it be Gravija, like most of the other spells?
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Post by: Cheetah on May 06, 2009, 12:22:54 AM
Do we have any good contacts with the Italian team to see if they could enlighten us on the subject at all?
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Post by: melonhead on May 06, 2009, 01:57:46 AM
Ask on their English board
http://lnx.sadnescity.it/forum/index.php?board=7.0

I have already bothered Phoenix too much with asking for help with text...
You could tell them about how to unlock the Sound Novels, because I don't think they translated them. They've already released the "final" version of their Italian translation so maybe they have moved on to other things.
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Post by: Cheetah on May 06, 2009, 02:21:52 AM
Very good suggestion Melonhead, I will do that. They seem pretty burned out on the project, but maybe they will bite.
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Post by: Dominic NY18 on May 07, 2009, 02:39:45 AM
Unfortunately, no new updates since the day before yesterday. I had to write a paper yesterday. I should be back to work tonight.
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Post by: Cheetah on May 07, 2009, 03:38:50 AM
I'm currently working on inserting the script for chapter 2. I think it is a rather script heavy chapter though, plus scenes that weren't translated. I'm currently piecing together the scene where Ramza official meets up with Delita again. The event script is translated one way, and then the movie has a slightly different translation... So it will just take some testing to make sure it all looks good in the dialog boxes. Progress is being made though!
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Post by: Fenrir90 on May 07, 2009, 02:11:31 PM
Great work you guys, but I have a question for you. Are you planing on reputting back the Generic Soldier Quotes in this patch? There is a FAQ about it on gamefaqs, here is the link.

http://www.gamefaqs.com/console/psx/file/197339/16311 (http://www.gamefaqs.com/console/psx/file/197339/16311)

Well, good luck with your project.
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Post by: Dominic NY18 on May 07, 2009, 02:34:29 PM
I think that can be done. I haven't tried it yet, but it should work.

So, yeah.
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Post by: Cheetah on May 07, 2009, 08:07:17 PM
Wow great tip Fenrir. I never knew these existed. Is each quote like unique to the given random NPC name? What happens if you name the unit yourself? Activating this would be the hard part, especially since I never knew it existed. Hmm well it is certainly a good goal.
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Post by: Fenrir90 on May 07, 2009, 08:29:43 PM
I believe that they have a preset quote to the random generic soldier. When you buy a soldier, they are already prename. Renaming your generic soldier to your liking wouldn't change their associated quote. About reputting the quotes back, in the US version... all generic soldier's quotes are "..." when you press select on their names.
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Post by: melonhead on May 07, 2009, 09:36:56 PM
It's so dumb. The text files in the PSX version are filled with "...." for every unit quote. Just copy paste the ones from the PSP version.
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Post by: Havermayer on May 07, 2009, 11:14:21 PM
Quote from: "Cheetah"
I'm currently working on inserting the script for chapter 2. I think it is a rather script heavy chapter though, plus scenes that weren't translated. I'm currently piecing together the scene where Ramza official meets up with Delita again. The event script is translated one way, and then the movie has a slightly different translation... So it will just take some testing to make sure it all looks good in the dialog boxes. Progress is being made though!


Wait, there are scenes from the Japanese version that were not translated?

Also, a question.  There's a scene in the Brave Story that never occurs during the game.  It shows Mustadio's father being kidnapped.  Was it intentional to not include it in the game but only in the brave story?
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Post by: Cheetah on May 08, 2009, 12:30:55 AM
Ah so the quotes are already active they just didn't put in the text. Well that was stupid of them and very easy for us to include in FFT: Complete.

I meant for the event script Havermayer. As in the scenes that have videos instead of events in the PSP version are generally only partially translated in the script. But the dialog from the videos is generally sync up exactly with the script. So far I haven't had to translate a single line for the script, it was all translated somewhere.

I thought that scene was in the normal plot... Can anyone confirm this?
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Post by: melonhead on May 08, 2009, 12:53:37 AM
Cheetah/Dominic/whoever else is working on FFTComplete: Do you guys know how to use Subversion or any other revision control system?
It might be nice to have a place where all the files for this patch are kept.
For instance, the ffttext file, the fftpatch file (if there is one), whatever other patches you are using (in FFTorgASM format maybe) (I know there's one for the em-dash character in the font, and Cheetah requested one for a "r with a small space after it").

If it's all stored on a server on the internet somewhere, it's guaranteed to be backed up regularly and none of our hard work will be lost.
Contributors would be able to modify the files and anyone else who is interested could download them just to look.

Edit: I guess other projects on this site could benefit as well. Zodiac should set up a svn server on ffhacktics.com
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Post by: Cheetah on May 08, 2009, 03:20:17 AM
This is a pretty sweet idea melonhead. I currently don't know how to do this, other than saving lots of copies of mine and Dominic's work. It would definitely speed things up though in the text insertion department at the very least. Like you said other projects could definitely benefit from it as well.
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Post by: Havermayer on May 08, 2009, 03:47:05 AM
Quote from: "Cheetah"
I thought that scene was in the normal plot... Can anyone confirm this?


No, I played through the game countless times and I only found it by accident on a recent play through.  

After you save Mustadio (the first time), you can go into the brave story and view Mustadio's dead getting kidnapped.  It's been a while, so I don't remember which scene number it is.
Title:
Post by: LastingDawn on May 08, 2009, 04:24:39 AM
Quote from: "Havermayer"
Quote from: "Cheetah"
I'm currently working on inserting the script for chapter 2. I think it is a rather script heavy chapter though, plus scenes that weren't translated. I'm currently piecing together the scene where Ramza official meets up with Delita again. The event script is translated one way, and then the movie has a slightly different translation... So it will just take some testing to make sure it all looks good in the dialog boxes. Progress is being made though!

Wait, there are scenes from the Japanese version that were not translated?

Also, a question.  There's a scene in the Brave Story that never occurs during the game.  It shows Mustadio's father being kidnapped.  Was it intentional to not include it in the game but only in the brave story?


Zodiac and I seem to agree it's because they didn't want to reveal why Mustadio was a rather shady seeming character or of what value the stone he had was. Though yes, it is revealed shortly, they present Mustadio in a rather mysterious light, when you first reach him. They had completed the scene though, so why not include it? It's shown as an extra scene  basically, for anybody lightly hacking the game but want to add just one event, I suggest to use that one, since it has no bearing At all on normal gameplay.
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Post by: Cheetah on May 08, 2009, 04:27:38 AM
Wow, I never knew this. I will totally have to look into it. This project sure is bring out a lot of little known knowledge about the game.
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Post by: Havermayer on May 08, 2009, 06:05:52 PM
http://www.youtube.com/watch?v=cCEjoiksoZg (http://www.youtube.com/watch?v=cCEjoiksoZg)

I uploaded the scene in question.  It's pretty short.

Sorry for the poor audio quality, and clickiness of my keyboard.
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Post by: Cheetah on May 08, 2009, 07:00:54 PM
Yeah, I had happened to watch that scene recently in the PSP version not long ago. Very odd that it isn't just part of the actual game.

Do people think it should be included in the actual game, like placing in between the other events, or just left as is?
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Post by: beawulfx on May 08, 2009, 08:49:15 PM
I think it definitely should. I always forget it even exists when playing normally.
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Post by: Kaijyuu on May 08, 2009, 09:17:11 PM
Where would you put it though? I can't think of a place apt for a flashback, and it wouldn't really fit anywhere before finding mustadio either.
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Post by: FFMaster on May 08, 2009, 09:41:46 PM
I never even knew about that scene. Thanks for enlightening me.

I agree with Kaiyuu. I can't think of a spot to place that scene.
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Post by: SilvasRuin on May 08, 2009, 09:58:36 PM
How about inserting it right before the battle where Mustadio meets your characters begins?  It probably won't be chronologically accurate, but it makes as much sense to me as any other time.
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Post by: Dominic NY18 on May 09, 2009, 02:50:45 AM
If possible, just have it show up in the Brave Story (or I should say Chronicles) after the meeting with Delacroix. I think that's when it appears in the PSP version.
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Post by: LastingDawn on May 09, 2009, 06:17:57 AM
That's when it appears in the PSX version as well.
Title:
Post by: Cheetah on May 09, 2009, 07:05:46 AM
So far it seems like the place to put it would be before you are even formally introduced to Mustadio, which would seem a little weird. It could be cool and I will see how it works, but most likely I will just leave it in the brave story as it is. Though it is a great scene and it is a pity it doesn't get more attention. Thanks for brainstorming guys.
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Post by: FFMaster on May 10, 2009, 12:21:10 AM
Randomly found this while going through class descriptions. Decided to check Spear randomly.


(http://i272.photobucket.com/albums/jj174/FF255Master/TextBug10.jpg)
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Post by: Dominic NY18 on May 10, 2009, 02:05:38 AM
Thanks for pointing that out. I'll take care of it.
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Post by: Cheetah on May 10, 2009, 02:13:24 AM
New Video Preview: http://www.youtube.com/watch?v=T6GJlovHFAU (http://www.youtube.com/watch?v=T6GJlovHFAU)

Script Preview #4. I spent a lot more time figuring out the formatting for this one and I would be happy to take feedback on how to make the text look better.

Great find btw FFMaster.
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Post by: Dominic NY18 on May 10, 2009, 02:31:43 AM
Some screenshots of the (subtle) menu changes.

(http://i39.tinypic.com/2ajxhjn.jpg)
(http://i44.tinypic.com/2s7dvgl.jpg)
(http://i42.tinypic.com/rrqr2v.jpg)
(http://i43.tinypic.com/m9lw79.jpg)
(http://i43.tinypic.com/2yoxxfp.jpg)
(http://i40.tinypic.com/53exg.jpg)
(http://i41.tinypic.com/2edowlz.jpg)
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Post by: Cheetah on May 10, 2009, 09:52:41 PM
New Video Preview: http://www.youtube.com/watch?v=GdXxm-zortI

Warjilis Port. Yeah another quick video preview showing off one of the scenes that was a FMV in the PSP version. The good news is that there are only two more FMV for me to put into the script! So that means that chapters 3 and 4 will likely get done really quickly.

Currently Dominic and I are planning the first public script and text release of this project. Thank you FFMaster and PX for all the testing they have done thus far. We are still going to be in need of even more testers once this next patch is released.
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Post by: Archael on May 10, 2009, 11:06:55 PM
I love the new AI settings
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Post by: KazeKasano on May 11, 2009, 12:40:16 AM
The videos are great so far. The script on its own seems to compensate for the lack of FMVs.
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Post by: TRC on May 11, 2009, 03:49:28 AM
wow this is amazing shit, great job guys... is this in any way going to be implemented / workable with FFT v1.3? (just curious cuz thats the only version of FFT I play anymore)
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Post by: TRC on May 11, 2009, 04:20:58 AM
Anyways I just realized that with the changes in jobs/items that it wouldn't be very feasible. Oh well. =(
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Post by: Fenrir90 on May 11, 2009, 10:56:53 PM
I don't know if this is a bug or anything in the original game, sometimes... Ajora's profile doesn't appears in the "Character's Profile". I've played lots of new games in FFT for the PSX years ago; Ajora's profile did not appear in one playthrough while other times, it did on another playthrough.

There is also Cloud, his profile doesn't appear at all as well. I had to use a gameshark code to make his profile appear. It would be great to add this to the patch.

I also notice that Ajora doesn't have a mugshot on his profile, but I remember that there use to be a picture of young man wearing a hood (I always assume that this was Ajora in human form long ago) when hacking the white haired Alma into the party. Is there a way to make this picture appear in Ajora's profile?
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Post by: LastingDawn on May 11, 2009, 11:05:21 PM
There's also a lot of talk concerning that picture as a woman, which fits with FF12's info. on Ajora, and fits with the conspiracies in the game. In any case, that is a very simple change, but I feel they never put it in because Ramza never sees her, or knows what she looks like. It's probably the main reason they didn't include said picture.
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Post by: KazeKasano on May 11, 2009, 11:20:53 PM
As for Cloud, his bio entry doesn't appear until either he dies or you dismiss him. Not sure why that is.
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Post by: Cheetah on May 12, 2009, 12:56:56 AM
That is so bizarre about Cloud's profile. Well I believe both these things would be totally doable. Editing the profile pictures is totally doable, so the Saint Ajora picture could be added. A simple event hack would make Cloud's profile appear after the event where he joins. Hell we could probably even edit it so that the picture of Ajora is included later on in the game and not at first. Getting Cloud's profile in seems like a must. What do people think? Some more great points Fenrir.
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Post by: Vanya on May 12, 2009, 01:59:37 AM
I think those ideas all have merit. The Cloud thing is definitely a bug.
Ajora should probably have the blue hooded portrait, but in the style of a tapestry or stained glass to show it as the church's vision of him/her. (BTW I think he's s'posed to be a she.)
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Post by: FFMaster on May 12, 2009, 06:18:26 AM
Hmm... time to dismiss Cloud to read his entry...

I agree about Cloud's entry not appearing is a bug. I don't like giving Ajora a picture, since nobody should know what she (yes I think Ajora is a female) looks like.
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Post by: Kaijyuu on May 12, 2009, 06:59:48 AM
I actually like the idea of him being male, as it furthers the Christ analogy.

Anywho, I don't think there should be a portrait of him/her/it. There was always an air of mystery about him/her/it, and I wouldn't want to dispel it any more than necessary.
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Post by: Smash on May 12, 2009, 07:38:52 AM
Quote from: "Dominic NY18"
Some screenshots of the (subtle) menu changes.


(http://i40.tinypic.com/53exg.jpg)

Aww dammit.

This 'k' letter on the ending of every fucking word has bothered me beyond compare ever since I saw it recently on square games..

Wasn't it better the other way around..? Or, at the worst of the cases, would there be a way for us to change it back to how it was?




Anyways, pray heed no mind to the complaints of commoners; this is one of the proyects im most looking forward to.

Keep it up.
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Post by: LastingDawn on May 12, 2009, 09:08:40 AM
I agree about Ajora's identity, no one should logically know what she looks like, it is not too far out of belief to believe Ramza met with the King and Queen, and perhaps even little Orinas, he was after all the son of one of the most prestigious clan, that leaves the people Ramza hadn't seen to Ajora and Alazlam, and of course Alazlam has been seen.
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Post by: TRC on May 12, 2009, 09:34:04 AM
I can already see what im gonna end up doing. I'm going to use this shit, put 1.3 on it, then go back and fix all the item and description errors for the 1.3 changes, for my own personal ISO. yar sounds excellent imo
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Post by: TRC on May 12, 2009, 11:39:40 AM
a little glitch that i remember from the old days (not entirely sure if I am right but I'm 99% sure im right)

if a lancer mounts a chocobo and jumps, the game freezes (well doesnt freeze, the lancer just never comes back down)
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Post by: Cheetah on May 12, 2009, 04:52:50 PM
Smash: It is rather ridiculous to have the "k" after everything, but we are trying to make this as faithful to the PSP version as we can. If it didn't match up with FFXII there would be room for debate, but I believe this is the new Standard for Ivalice Alliance games. You can always go back and change it back with the text editor after release if you want.

TRC: I believe the whole reason Voldemort supports this project is because he plans on doing that upon release already. Oh and can anyone confirm that bug? I never heard of it before.

I think the final decision on Ajora is that the portrait will be left alone. It will stay a little secret of us hackers or people can hack it in for their own purposes. Cloud will definitely be included, but ever one here needs to help me remember to test what happens to his description if you then dismiss him. The fact that it even appears when you dismiss him interests me greatly, because that implys other instructions can be run along with a dismiss action.
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Post by: Archael on May 12, 2009, 07:59:23 PM
I didn't plan anything, but it's not a bad idea
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Post by: FFMaster on May 12, 2009, 09:24:58 PM
If Arch won't do it, I'm sure someone like TRC will do it. Could be a nice release for a final 13028.
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Post by: philsov on May 12, 2009, 09:38:17 PM
Quote
Could be a nice release for a final 13028.


Hell no.  If I wanted to play the psp version of 1.3 I'd play it on the psp.  Argath casting black magick onto Gragoroth in Midlight's Deep can die in a pretenious fire.
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Post by: Kaijyuu on May 12, 2009, 10:45:31 PM
I just hope you guys release the psp translation as a separate patch. I certainly don't want it, but the rest of the stuff you guys are doing looks good.
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Post by: Dominic NY18 on May 12, 2009, 10:51:59 PM
Quote from: "philsov"
Hell no. If I wanted to play the psp version of 1.3 I'd play it on the psp. Argath casting black magick onto Gragoroth in Midlight's Deep can die in a pretenious fire.


Damn right he won't in PS1 1.3. He'll just use Despair, or maybe he'll stitch his shadow to the ground instead.

On a serious note, Cheetah, I'll send you the updated text sometime tonight. I've edited most of the help text, but I want to edit the terrain descriptions before sending anything. I tried to stick to my plan, but the help text is in a bunch of different files :( , so I'll have to backtrack after this.
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Post by: Cheetah on May 12, 2009, 11:11:40 PM
This project is meant to be built off of, so almost everything will be released in parts in addition to the combined effort.

Sounds like a plan Dominic, I look forward to it.
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Post by: TRC on May 13, 2009, 02:06:08 AM
I already know that I'd end up editing the Item/Job description things to be correct for 1.3 if nobody else does, so yeah >_>

as long as I have the newest version of the text editor, of course this is still a while away, considering this project isnt done yet
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Post by: Kaijyuu on May 13, 2009, 02:12:11 AM
Quote from: "Dominic NY18"
Damn right he won't in PS1 1.3. He'll just use Despair, or maybe he'll stitch his shadow to the ground instead.

Was that supposed to be a counterargument against the ps1 translation?
Had the opposite effect (at least for me) :)
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Post by: Dominic NY18 on May 13, 2009, 02:54:02 AM
So mistranslations of what should have been Dispel and Shadowbind are pluses to you?

Whatever floats your boat then.

*shrugs*
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Post by: Kaijyuu on May 13, 2009, 03:22:19 AM
Despair sounds infinitely better.

Shadowbind sounds like a bad B horror movie, and if taken literally, is less descriptive.


Really though, there's plenty of spelling mistakes, bad grammar, and otherwise horrible sentence flow to bash the original translation with. Names are much more subject to opinion.
EDIT: Which I realize now was the subject at hand. Yeah, I really would chalk it up as opinion. "Whatever floats your boat" right back at ya.
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Post by: Asmo X on May 13, 2009, 03:34:33 AM
Quote from: "Dominic NY18"
So mistranslations of what should have been Dispel and Shadowbind are pluses to you?

Whatever floats your boat then.

*shrugs*


A mistranslated word lasts as long as it takes you to read it. The overall pretentiousness of the PSP script drags on for a fucking eternity. I don't know how anyone can stand it.
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Post by: Dominic NY18 on May 13, 2009, 04:01:37 AM
Quote from: "Kaijyuu"
Despair sounds infinitely better.

Shadowbind sounds like a bad B horror movie, and if taken literally, is less descriptive.


Really though, there's plenty of spelling mistakes, bad grammar, and otherwise horrible sentence flow to bash the original translation with. Names are much more subject to opinion.
EDIT: Which I realize now was the subject at hand. Yeah, I really would chalk it up as opinion. "Whatever floats your boat" right back at ya.

Just to put this out there, shadowbinding (or some variant of the term) is a recurring technique in fiction. They didn't pull the name out of their ass and I'm certain that it was what they meant to translate Shadow Stitch as. Or at the least, shadow pin or something like that (I only know about it though because that bastard Vamp from MGS 2 uses it). And I don't see how Shadowbind is less descriptive than Shadow Stitch, considering the definition of the words in relation of the ability. They used the term in FFXI and recently in FFIV DS (though there, it paralyzes the target instead of stopping them). Maybe they want it to make it a standard.

As for Despair, it may sound better to you, but Dispel is the more fitting of the two in terms of descriptiveness. Which is what you implied about Shadow Stitch vs. Shadowbind.

But yeah, that's why I said that. No need to derail this thread over opinions. There's a perfectly good thread in the WOTL section for this (ultimately pointless) debate.

Quote from: "Asmo X"
A mistranslated word lasts as long as it takes you to read it. The overall pretentiousness of the PSP script drags on for a fucking eternity. I don't know how anyone can stand it.


PSP Script > PS1 Script
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Post by: SilvasRuin on May 13, 2009, 05:00:28 AM
Dispel is far more descriptive of what the actual effect is than Despair.
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Post by: Havermayer on May 13, 2009, 05:15:21 AM
I like the fixed translations in the psp script (dispel vs. dispair), but I haate how they talk in the psp script.
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Post by: TRC on May 13, 2009, 08:17:43 AM
I've never had a chance to play WoTL which is probably why I want this so badly. >_> I also am semi irritated at all the grammar errors in FFT.
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Post by: Cheetah on May 14, 2009, 06:16:01 AM
Patch Release Update V.20: Can be found in first post

Script:
-Up through Chapter 2 is inserted.

Text:
-Job Descriptions
-Job Names
-Item Descriptions
-Item Names
-Skillset Names
-Skillset Descriptions
-Ability Names
-Ability Descriptions
-Job Requirements
-Ability Quotes
-Help Information for some sections (Party Roster screen, in-battle, and that shows up for the menu options on the world map screen)

Hacks:
-Books Activated. Press Triangle on a book to play through it. The text is in Japanese and messed up due to the text editor, but they are there for people to try out.

Fixes:
-All bugs from the previous text only release should be fixed (except for "Critical: Recover HP/MP")

Testers:
-Make sure Chapter 2 script is completely in order
-Brief check to make sure Chapter 1 is still working correctly after text insertion.
-Testing of all Text insertion should be done. To insure that all the fixes worked and that all the new areas are working correctly.


There is lots of text that needs to be tested so we need lots of help with this. Thanks go to Dominic once again for all his great work with the text insertion. Thank you PX and FFMaster for your great testing thus far.
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Post by: TRC on May 14, 2009, 06:59:54 AM
hmmm, perhaps I'll check this out.
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Post by: TRC on May 14, 2009, 07:37:48 AM
I noticed that the Featherweave Clock is still screwy, as is Northswain's Strike, probably some other things, I wasn't looking to much just screwing around... also when you press the help screen over the "Act" command, its screwy, I'm uploading a picture to show you.

http://img10.imageshack.us/img10/2615/h ... terror.jpg (http://img10.imageshack.us/img10/2615/helpscreenacterror.jpg)

Very minor thing, may not be a mistake at all, but when you check out the Knights job description, it takes about wielding "knight swords" shouldnt "knight" be capitalized?? >_>

Also, on the "Stalactite" terrain description, it says Geomancy effect "Sand Storm" shouldnt that be "Sandstorm"

nitpicking lol and horribly organized thoughts FTL

The help screens also say "Time mage..." when looking at Time Magicks, instead of "Time Mage" again I'm not sure if thats a mistake or not.
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Post by: FFMaster on May 14, 2009, 08:08:39 AM
Thanks cheetah. Once I have time (probably the weekend) I'll go through all the story events for Chapter 2.
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Post by: DarthPaul on May 14, 2009, 11:42:48 AM
Have downloaded and shall proceed with testing.

Also as I recall I did not find much in my previous tests, though I have to retrieve a text file with some errors I found.
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Post by: Cheetah on May 14, 2009, 12:59:45 PM
TRC: Great start and good finds. I think help on terrain hasn't been done yet, but the other things are great to note.

FFMaster: Good to hear it.

Darthpaul: Excellent, I will look forward to it.
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Post by: TRC on May 14, 2009, 01:42:42 PM
I wasn't really searching that hard, but thanks for the praise. >.>

I just felt like loading it up and seeing what it was like.
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Post by: Cheetah on May 14, 2009, 06:06:16 PM
Well if you ever have a hankering to look into things even more TRC then any errors you find would be great to hear about.
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Post by: Dominic NY18 on May 14, 2009, 09:12:46 PM
TRC, thanks for the feedback.

- I fixed the "Act" command error. I didn't realize it until after I sent it to Cheetah.
- The knight's sword thing is correct. That part of the description is "Uses a knight's sword to unleash the Arts of War."
- I haven't done the terrain descriptions yet.
- Can you upload a screenshot of the Time Mage thing?

I have just one request to everyone testing. Can you point out whether the errors you see are in-battle or out of battle? The help text files for in-battle and in the party roster screen are in different locations. It just helps me find the problem quicker.

I've also tested some of the events in Chapter 2 (Orbonne to Zirekile Falls and the event after the battle in Zaland). The only thing out of the ordinary so far is some kanji errors. They show up in place of what should be dashes:
(http://i43.tinypic.com/f9p0jn.jpg)
(http://i40.tinypic.com/1q0e20.jpg)
(http://i41.tinypic.com/30m9wk0.jpg)

Otherwise, everything else looks great so far.
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Post by: Pickle Girl Fanboy on May 14, 2009, 09:21:28 PM
What tools are you using to do this?
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Post by: Cheetah on May 15, 2009, 02:35:31 AM
Crap, I was afraid that kanji was going to show up again after I included the text editor stuff. Well I will check with Melonhead and it should be an easy fix. Or wait...actually I think I probably just need to implement my previous fix, oh yeah that makes sense (so sorry mistake on my part, likely easily fixed).

Testers: Don't worry about taking screen shots of that dash kanji appearing everywhere, it is a known problem.
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Post by: Asmo X on May 15, 2009, 05:09:23 AM
-The-?

act without counsel of the queen?

I have a feeling some serious proofreading is going to be in the works for this
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Post by: Cheetah on May 15, 2009, 05:48:29 AM
I believe "-The-" is an error due to the same reason as the reappearance of the kanji, relating to the changes to the font that the text editor makes.

What is wrong with "act without counsel of the queen"? This was one of the scenes that I had to do manually from the FMV so there might be errors. But that is why I post video of these scenes so that more people will take the time to look them over. These are the only scenes that need "proofreading".

This is why I am so excited to have lots of testers on this project to help catch these errors, but there is very little need for proofreading besides weird symbol/kanji errors because the script is literally just being copied and pasted.
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Post by: TRC on May 15, 2009, 09:12:32 AM
the Time Mage thing isnt anything important, and its actually probably right because apparently the other mage classes follow the same capitilization in the descriptions
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Post by: Asmo X on May 15, 2009, 09:25:54 AM
Sounds like the PSP script has plenty of its own grammar problems. Time Mage should be capitalised along with Black Mage and whatever else fits the bill.
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Post by: melonhead on May 15, 2009, 12:11:45 PM
"-The- Baert Trading Company?" This is not a typo... Agrias is emphasizing "The"... if the font allowed it, "The" would be bold, or a different color, or underlined. Actually, we do have the capability to make it a different color.

It's a common meme in spoken English
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Post by: Dominic NY18 on May 15, 2009, 01:10:13 PM
I just looked at the Time Mage description and it's correct. All of the other mage job classes are like that. Actually, all of the job classes with two words as a name are like that.

Job classes aren't proper nouns, as far as the PSP script is concerned.
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Post by: Asmo X on May 15, 2009, 03:15:37 PM
Quote from: "melonhead"
"-The- Baert Trading Company?" This is not a typo... Agrias is emphasizing "The"... if the font allowed it, "The" would be bold, or a different color, or underlined. Actually, we do have the capability to make it a different color.

It's a common meme in spoken English


Yeah I know it's not a typo; it's just not proper. It'll have to do if we can't italicise though. Quotation marks would be even more inappropriate.
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Post by: Xifanie on May 15, 2009, 04:15:00 PM
use "teh" instead, that's what I normally do.

TEH Baert Trading Company
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Post by: Oblivion on May 15, 2009, 04:41:56 PM
Quote from: "Zodiac"
use "teh" instead, that's what I normally do.

TEH Baert Trading Company


lol.

EDIT:
I cannot get this to work properly on my PSP. It loads up the game but it crashes when I start it.
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Post by: LastingDawn on May 15, 2009, 04:56:34 PM
Has anyone taken a close look at the Attack.out for the PSP version? Thankfully for us they used Battle.bin for the new battles and things not outside the original scope of the game, will we eventually take a closer look at those?
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Post by: melonhead on May 15, 2009, 06:02:50 PM
PSP doesn't use ATTACK.OUT for text, so it probably doesn't use the rest of the file either.
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Post by: Cheetah on May 15, 2009, 06:07:49 PM
Asmo: Try to correct supposed grammar mistakes is outside of the scope of this project. We are just inserting the new translation as faithfully as we can with as few edits as we can. If people think they can improve upon the WOTL translation then they can use this project as a base and do it on their own time.

Melonhead: Thanks for the tip, though I'm confused why the dashes appear correctly there and then the dash appears as a kanji on the next line. Though there are several different dashes and I suppose the one's for the "-The-" are shorter.

Ehrgeiz: That is interesting to note, thank you. Though if the patch is already not working at this point with essentially only script and text hacks then it is frightening to think about it ever working in this manner. Anyone have any thoughts?

LastingDawn: I haven't looked at the PSP attack.out. Why do you ask?
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Post by: LastingDawn on May 15, 2009, 06:22:00 PM
I meant Attack.out when I said Battle.bin, Attack.out I know is changed around a lot for the PSP version, though they might not have taken any text I am pretty sure the scenarios are implemented well in it.
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Post by: melonhead on May 15, 2009, 07:19:15 PM
Here are the 2 character sets used in the game:
http://spreadsheets.google.com/ccc?key=rlAVH9e2M48cvHbsGm7EiLQ
Differences between PSX and PSP are highlighted.

The PSP version has 2 EM DASH characters for some reason... the text that says "-The-" is using the one that also exists in the PSX version (line 232). The ones that look like Kanji are using the PSP-only one (line 2185)
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Post by: Cheetah on May 15, 2009, 10:30:31 PM
Yeah so the script and text look like they are working fine, I just need to remember to make a quick edit to Battle.bin and World.bin after they are patched with the text each time.
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Post by: melonhead on May 15, 2009, 11:07:20 PM
Ahhh "-The-" uses a hypen and the other one is an em-dash.
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Post by: VincentCraven on May 16, 2009, 05:05:38 PM
I'll have to try testing this when I have more free time (have a job this weekend).

Quote from: "Voldemort"
I love the new AI settings

New AI settings!? You guys...
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Post by: Archael on May 16, 2009, 07:29:14 PM
by AI settings I mean the re-names
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Post by: zorlin_shaped on May 18, 2009, 08:44:58 PM
http://www.geocities.com/shining_jackal/holysword.png

This is what I found.  It looks fixed in the battle menu of Holy Sword and Swordplay, but it looks like that in the Formation Screen (Party Roster).

The PSP version removed the ability quotes (Life is short... bury!  Steady Sword!).

Will this project remove/fix them?  By the way, the sound novel books should have something like the record section that tells you to press triangle to access it.

This project is not complete yet and already owns.
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Post by: Cheetah on May 18, 2009, 09:20:50 PM
Hmm that error is still there...I wonder why.

The spell quotes are an interesting situation. At this point I'm thinking that they will definitely be in and that we will leave the original text as is and just change the spell names to be the updated ones. Maybe some more editing, revising, and retranslating would be in order, but I don't know who would take that on.

Thanks for the support Zorlin.
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Post by: Havermayer on May 18, 2009, 10:35:14 PM
Leave the spell quotes in, but try to update their translation and fix the grammatical errors.
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Post by: Kaijyuu on May 19, 2009, 12:54:41 AM
Hrm, I'd actually say leave it up to the people who use this as a base to mess with spell quotes.
It'd be an interesting addition to change them to be PSP translation-esque, but unnecessary.
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Post by: Dominic NY18 on May 19, 2009, 02:52:03 AM
According to my text edited files, the spell quotes should already have the updated ability names. I know I'm not going to take a crack at changing anything more than that.

Also, I've been on a bit of a hiatus for the past few days because of a damn research paper I'm writing. I should be able to get back to text editing by tonight or tomorrow.
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Post by: DarthPaul on May 23, 2009, 04:47:14 PM
Made it to chapter 2 and have not encountered any errors not previously mentioned.

I'm gonna replay of course to see if I missed anything, good job Cheetah this is looking a fucking mazing.

Yea it's that awesome.
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Post by: VincentCraven on May 23, 2009, 06:29:51 PM
Aww poo.

I was hoping to run this with v1.3 concurrently, but not surprisingly the text edits conflict with one another.
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Post by: DarthPaul on May 23, 2009, 09:37:52 PM
Didn't Arch release a version without the text edits? To calm people down till the newest text editor came out.
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Post by: zorlin_shaped on May 24, 2009, 12:18:58 AM
Quote
Number 1 - MP Switch
Yes, that's right, not Blade Grasp. MP Switch has a lot of uses. On a non-mage unit, its takes a free hit. With Move-MP Up or even worse, Angel Song, you effectively have a unit that is close to immortal.
Suggestion - If it is feasible (ie. not really hard), only let MP Switch reduce damage by the current MP. Very bad wording so I'll give an example. Say my Time Mage has 50 current MP and is about to take 70 damage. MP Switch would take 50 damage, and the Time Mage would lose 50 MP and 20 HP.

It's very old, but is not there a way to gray out MP Switch when a character is equipped with Move MP-UP and vice-versa, like with the Monk and Ninja, where Martial Arts and Two Swords get grayed-out when you are using those jobs.

That is supposed to be a question, though it doesn't look like it.

Quote
What most people would put at Number 1. This ability stops almost every physical attack. It just stops too much.
Suggestion - Not too sure, maybe just reduce the things it can stop to Swords/Katanas/Ninja Swords? It might still be too powerful though. I need to think on this.


Another one from FFMaster.  Blade Grasp should only block blade attacks. No blocking staves, rods, sticks, books, and the like.

And what I meant with the novels about pressing triangle, is the same option that the Germonique Scriptures has.
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Post by: 454Casull on May 24, 2009, 12:46:45 AM
If you can block a sword, you can block a staff. But have you ever seen somebody stop a blade with their hands while carrying a weapon?

Idea: blade grasp only works when barehanded

EDIT: or bearhanded
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Post by: Dominic NY18 on May 24, 2009, 04:17:30 AM
Balancing the game isn't one of the goals of this project.
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Post by: TRC on May 24, 2009, 06:14:10 AM
I am sure whenever this project is completed somebody will use this as a base and then re-edit the text for 1.3s changes. (lord knows if nobody else does I probably will, thought I am not experienced with that kind of shit)

>_>
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Post by: DarthPaul on May 24, 2009, 06:03:59 PM
Quote from: "Dominic NY18"
Balancing the game isn't one of the goals of this project.



Eh you can't fault them for looking to far into the future. Just ignore them till the time comes cause obviously they haven't read the thread.
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Post by: Dominic NY18 on May 24, 2009, 08:34:51 PM
I can keep the topic from getting derailed into a debate about how to balance the game.

 Folks can do that all they want when it's finished.
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Post by: Cheetah on May 26, 2009, 07:35:39 PM
I don't think I would want this implemented into the base version of FFT:C, but what do people think about turning on the lights in the Deep Dungeon? I believe it is a map edit that I could easily do.
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Post by: LastingDawn on May 26, 2009, 08:30:57 PM
Oh, I'd like that! They have a very nice background in my opinion/
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Post by: Kaijyuu on May 26, 2009, 09:20:15 PM
I wouldn't mind a hack that turns on 1 crystal level of light by default.
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Post by: TRC on May 26, 2009, 09:47:33 PM
I also agree >_>
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Post by: Arcanus on May 28, 2009, 06:10:35 PM
Is it possible to put the videos of the version PSP in the place of the original scenes in PSX?
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Post by: melonhead on May 28, 2009, 06:17:00 PM
Quote from: "Arcanus"
Is it possible to put the videos of the version PSP in the place of the original scenes in PSX?


This is on my to-do list. I know for certain I'll be able to replace the intro video. (The "Spoken from the sword/handed down from the stone" nonsense)
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Post by: Cheetah on May 28, 2009, 07:35:37 PM
Really!? That alone would be freaking amazing Melonhead. If you can figure it out it would be an amazing contribution.
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Post by: Havermayer on May 28, 2009, 09:33:47 PM
Quote from: "Cheetah"
Really!? That alone would be freaking amazing Melonhead. If you can figure it out it would be an amazing contribution.


I think that I"ve seen a thread on here which tells people how to do that.  

Now, to be honest, I never quite understood what the original intro was actually saying.  Was it just another case of poor translation?
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Post by: DarthPaul on May 28, 2009, 10:09:19 PM
Quote
Now, to be honest, I never quite understood what the original intro was actually saying. Was it just another case of poor translation?


I understood what it meant. I shall look it over and right a summary later.

Also I don't think it would be too difficult to replace the intro vid. The difficulty comes from programming the ISO to play a video at a certain spot like the psp version does. Can't wait till it is possible though.
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Post by: Dominic NY18 on May 29, 2009, 04:52:44 AM
The Deep Dungeon lighting and the video ideas sound great.
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Post by: Dominic NY18 on May 30, 2009, 10:57:06 PM
A quick update w/some pics. With the exception of two problematic files, I'm still making steady progress.

(http://i44.tinypic.com/2eydnax.jpg)
Shop names

(http://i41.tinypic.com/v5hf74.jpg)
Wonders (Unexplored Lands)
(Ignore the glaring text dialogue error. I'm trying to figure out a way to fix it)

(http://i43.tinypic.com/xlhy4w.jpg)
Artefacts (Treasures)

(http://i40.tinypic.com/2v3mpg1.jpg)
Events
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Post by: TRC on May 31, 2009, 03:26:08 AM
good work! cant wait for this to be finished, its looking very promising. I can't wait to incorporate 1.3 into this translation patch...
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Post by: Cheetah on May 31, 2009, 06:58:05 AM
Gha that is going to be a tough error to fix. I think we will likely just have to do a quick edit to make it work. How does this look:

"Study of these works will no doubt shed light"
"on the secrets behind the War of the Lions."
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Post by: Dominic NY18 on June 01, 2009, 05:17:51 AM
(http://i39.tinypic.com/x6di7r.jpg)

Works for me.
(Again, ignore the formatting error)
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Post by: TRC on June 01, 2009, 07:05:37 AM
I noticed in the v.20 patch that at the end of chapter 1 when Tietra and Delita are talking there are a few kanji errors. (you probably handled this already)
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Post by: Cheetah on June 01, 2009, 08:09:21 AM
Yeah that did get corrected. Man...we need to release another patch don't we.

Well I haven't mentioned it lately but I'm getting married in a week so progress has slowed down a bit and will continue to be a bit slow. It is just temporary though and obviously Dominic is making lots of strides on his end. We are closing in on the script and text being done which will be major feats.
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Post by: Asmo X on June 01, 2009, 10:50:56 AM
This patch is cool. And it's making progess. And multiple people are working on it. What parallel dimension have I stumbled into?
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Post by: TRC on June 01, 2009, 11:46:55 AM
pff, imo you should just postpone the wedding. >____>
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Post by: DarthPaul on June 01, 2009, 03:18:19 PM
Quote from: "TRC"
pff, imo you should just postpone the wedding. >____>


Maybe we should postpone you.

Good luck with the wedding Cheetah, remember "no cold feet".
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Post by: Cheetah on June 01, 2009, 04:52:06 PM
I'm feeling confident about things, though if I do get "cold feet" then the project will likely be delayed even further seeing as how I will be on the run in a vain attempt to prolong my life. Maybe I will eventually make it to the safety of Canada and I will be imbued with the amazing FFT hacking skills that the country apparently possess.
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Post by: beawulfx on June 01, 2009, 05:00:07 PM
While Canada is great, it does not grant and innate disposition towards hacking FFT. I can attest to that.

Maybe it's just because I live on the East Coast and we pretty much get shafted in all areas :P

I wish you a very happy wedding and a very happy marriage Cheetah! Make sure to bring along your computer and work on the project during the honeymoon. I'm sure that would be a great way to kick things off!
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Post by: Archael on June 01, 2009, 10:32:18 PM
Quote from: "Asmo X"
This patch is cool. And it's making progess. And multiple people are working on it. What parallel dimension have I stumbled into?


I know what you mean
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Post by: Dominic NY18 on June 02, 2009, 01:31:23 AM
Congrats on the wedding Cheetah. Don't worry about the project for the time being.
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Post by: Dominic NY18 on June 07, 2009, 03:20:45 AM
Quick Update: I've started on the character profile info. This is probably going to take awhile because the formatting is garbage. While I begin to wade through this next round of edits, here's some screenshots of the edits I've done so far.

(http://i41.tinypic.com/5ehezn.jpg)
(http://i41.tinypic.com/xpodoh.jpg)
Geomancy Effect Descriptions

(http://i42.tinypic.com/2zq8xgk.jpg)
Ramza's Brave Story Description
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Post by: Somnius on June 10, 2009, 04:50:55 PM
One thing to report from v2.0:

(http://i181.photobucket.com/albums/x243/HadesDragoon/FFTerror.jpg)

I'd also like to say this is an awesome project, thanks to everyone who's taking the time to get this done.
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Post by: Cheetah on June 11, 2009, 02:10:41 AM
I'm married and back! Great work Dominic, it is good seeing all these little pieces falling into place. Well life is still really busy for me, but it is definitely looking like we need another release soon. I will dive into chapter 3 and try pumping it out in the next couple weeks and we can see where you are with the text.

Thanks for the support Somnius. The bug you reported has already been addressed, but I appreciate it either way.
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Post by: Vanya on June 11, 2009, 06:37:28 PM
Congrats!!
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Post by: TRC on June 19, 2009, 03:52:19 AM
congrats on teh marriage!
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Post by: VincentCraven on June 19, 2009, 04:56:43 PM
Quote from: "Asmo X"
This patch is cool. And it's making progess. And multiple people are working on it. What parallel dimension have I stumbled into?


I am also impressed.
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Post by: Havermayer on June 22, 2009, 08:33:08 PM
Will this patch include the SPELL.MES fix?

Quote
Supported systems: PSX
Version: v1.02

Updated SPELL.MES to work like it did in its original version:
- Type Quote gradually
- 2 seconds pause
- Displays skill name instantly
- 1 second pause
- Close Dialog box

Normally in the US version it would simply gradually display text and wait for user action to close the dialog box.


http://ffhacktics.com/downloads.php?id=11 (http://ffhacktics.com/downloads.php?id=11)
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Post by: Cheetah on June 23, 2009, 05:41:43 AM
What are really the benefits/drawbacks of this particular fix?
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Post by: VincentCraven on June 23, 2009, 05:53:43 PM
All it really does is prevent spell quotes from interrupting an auto-battle setup, and usually people who are doing such a tactic (coming back to the game to find the battle over) will just simply turn off spell quotes anyway.  It's just an additional hack that Zodiac made, and can be added on to an ISO separately for anyone who wants it.
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Post by: DarthPaul on June 27, 2009, 04:39:21 PM
ICQ.......what is this, 1996.
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Post by: Cheetah on June 27, 2009, 06:16:23 PM
Surprise Announcement!

At least some of the PSP videos are making it into FFT: Complete thanks to Melonhead's genius. This is definitely a surprise considering I never planned on doing this and I definitely didn't think they would look as freaking awesome as they do. Check out a poor recording of the intro video here:

http://www.youtube.com/watch?v=EmcRswZQJyA (http://www.youtube.com/watch?v=EmcRswZQJyA)

Right now the plan is to have the Opening video, the introduction video of Delita riding to Orbonne Monastery, and then the ending video. Whether or not the cutscene videos will be included is still up in the due to the fact that much more hacking would be involved to do this.

You will notice that the end of the video doesn't match up well with the old intro image, this will likely be fixed by creating a new intro image. Because the videos are so large and easy to test they will not be included in the beta/alpha releases we are doing right now.

Thanks again for the amazing work of Melonhead!
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Post by: LastingDawn on June 27, 2009, 10:54:06 PM
Incredible, this is grand news! Well done to each and everyone involved!
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Post by: beawulfx on June 27, 2009, 11:07:55 PM
Bad ASS, great job guys, this project is coming along so nicely!
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Post by: TRC on June 28, 2009, 03:05:37 AM
O_O

awesome guys, just awesome
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Post by: mav on June 28, 2009, 03:50:06 AM
Holy shit...this is monumental. Keep at it, fellas.
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Post by: Asmo X on June 28, 2009, 03:53:44 AM
ballin
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Post by: melonhead on June 28, 2009, 04:24:59 AM
Why are the video and sound so choppy? It doesn't look like that on my emulator
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Post by: Cheetah on June 28, 2009, 04:32:28 AM
Yeah I put a disclaimer on the video saying that it was just poor recording quality. I'm emulating windows, running the game in an emulator in windows, using a mac recording program, and then trying to record a FMV which already slows stuff down. So it came out a bit choppy. Mac has really shitty PSX Emulator options.

But the real thing runs smooth as silk normally.
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Post by: Cheetah on June 30, 2009, 01:01:35 AM
Well after the script and text is inserted on of the next hurdles will be inserting the new graphics text bits. Which will be quite daunting given all the different stuff this is used for; world map location names, status names, battle conditions, and etc. So I was checking it out today and hoping for easy ways to do it when I took a look at the psp's version of Bonus.bin. The PSX is on the left and the PSP on the right. Is it just me or is the original font for the psx version much more attractive?
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Post by: Archael on June 30, 2009, 01:03:17 AM
great job

and yes, the PSX font is better
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Post by: mav on June 30, 2009, 01:10:45 AM
I agree, the PSX font is much classier...
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Post by: Dominic NY18 on June 30, 2009, 03:15:25 AM
I'm just now noticing that they used a san-serif font for the PSP version.

One thing to keep in mind about the font is that the PSP font was changed to make it more visible on the PSP's screen. I can tell you that while the PSX font might look better in those pictures, when seen on the PSP screen, it doesn't look as good in comparison.

On a related note, the PSP's font for menu text, though not too different, does look a bit better than its PSX counterpart (especially the I's). For example:

A screen of one of Delita's (new 8)) descriptions on the PSX version:
(http://i43.tinypic.com/j97wwz.jpg)

And here's the PSP equivalent:
(http://i43.tinypic.com/ao3ngg.jpg)

Not a big difference, but it's there.
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Post by: melonhead on June 30, 2009, 01:47:31 PM
The fonts for menus and dialogue are almost identical between PSX and PSP:
(animated image)
(http://fftdev.istaken.org/psp-psx-animation.png)
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Post by: townknave on June 30, 2009, 05:02:48 PM
This is outstanding.  I'm really impressed with the attention to detail here...  what you have so far looks a lot better than the typical professional translation job.

How will this be distributed?  It'll be patched over the US ROM, right?

Will it be compatible with 1.3 from the start?  How about with the currently known ASM hacks?

Again, you are all teh awesome and Town Knave approves.
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Post by: Cheetah on June 30, 2009, 07:06:25 PM
Melonhead: That is very cool, very nice visual representation. Damn those dashes drive me nuts.

Townknave: There are already beta patches available on the first post. How it will eventually be distributed is still up in the air. I thought it would be a rather small patch, but Melonhead is making it larger with new videos. Yeah just get or rip a clean ISO of the game. FFT 1.3 will likely be combined with this patch at some point. This patch is meant to be a base for other patches to build off of so if others want to use new ASM hacks they may.
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Post by: trismegistus on July 01, 2009, 03:20:05 AM
Incredible! I've been meaning to play through this game for my wife (Polysci grad) but I was averse to using the decent-but-sloppy PSX script, was about to drop yet another 160 bucks on a PSP but I happened upon this incredible project! Amazing work to everyone involved and I eagerly await its completion!
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Post by: DarthPaul on July 01, 2009, 04:10:06 AM
Quote from: "trismegistus"
Incredible! I've been meaning to play through this game for my wife (Polysci grad) but I was averse to using the decent-but-sloppy PSX script, was about to drop yet another 160 bucks on a PSP but I happened upon this incredible project! Amazing work to everyone involved and I eagerly await its completion!


Coming from  someone who test plays this awesome patch, even though it is a great implementation of the script I would still buy the psp. Once you have it modded you are not only set for playing hacks for WoTL (which is a must have), but you will also have compact portability. Also there are some good GBA, SNES, and N64 emulators out there to allow for a very great time. The psp is probably my second favorite console, next only to the xbox 360.
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Post by: trismegistus on July 01, 2009, 04:46:02 AM
Yeah, I actually have the game, got about halfway through chapter 2 before my brother sold the PSP...I'll buy another one sometime, just not now.
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Post by: trismegistus on July 02, 2009, 02:50:38 AM
Just downloaded the patch, giving it a spin...first thing I noticed, in the prologue at least, is that Ladd's name is still Rad...he's called Ladd in the intro, but Rad during the battle. I thought maybe the names just hadn't yet been translated, but Gaffgarian is Gaffgarian, so I think I'd let you know. More notes as events warrant.
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Post by: TRC on July 02, 2009, 06:23:29 PM
I guess I'm the only one that thinks the PSP text looks nicer.
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Post by: Cheetah on July 03, 2009, 12:55:41 AM
Trismegistus: Good point about Rad's name, I will have to check in with Dominic about that. Thanks for the comments though and I hope you enjoy what we have so far.

TRC: They looks fine and crisp, they are just very plain in my opinion.
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Post by: Havermayer on July 03, 2009, 03:35:06 AM
Good work so far guys :D
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Post by: Dominic NY18 on July 03, 2009, 02:57:50 PM
Yeah, I think I may have missed one of the files that contain the special units' names. I'll check again and get back to you guys (going out, so I don't have the time to check it now).
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Post by: not psp master on July 03, 2009, 03:18:48 PM
Quote from: "TRC"
I guess I'm the only one that thinks the PSP text looks nicer.

I do too.
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Post by: trismegistus on July 03, 2009, 03:51:04 PM
Another thing I've noticed, and I don't know if anyone else has mentioned this: also in the prologue, if you take a look at Agrias' abilities, the N in Northswain's Strike is cut in half, so it looks more like "Iorthswain's Strike". Haven't finished chapter 1 yet so don't know if it continues after she rejoins you. Outside of that, the only other problems I've noticed are the kanji popping up in the text boxes, but you guys already know about that.
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Post by: Cheetah on July 07, 2009, 07:35:05 PM
Oh St. Ajora I just had a horrible realization. The tutorials, do we even know where any of this information is let alone how to adjust the text/dialog? I'm sure we will find some fun goodies in the search though haha.
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Post by: melonhead on July 07, 2009, 09:02:08 PM
Tactext already knows how to handle the TUTO?.MES files. There are some other TUTO?.SCR files that I haven't looked at.
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Post by: Cheetah on July 10, 2009, 12:36:13 AM
Hacking Announcement! See the right side of the screen shot.

Okay so this doesn't look like much, but it took a lot of work and it actually quite the feat of hacking. So what is happening in this shot is that the PSX version of the game is running off of the PSP's FRAME.BIN file, which contains a whole bunch of graphical text. Usually this would look like a garbled mess because the graphics are all in different locations, so to correct this I had to find and correct all the coordinates. Took a bit of doing but now the status names match the new translation used everywhere else. However...now everything else relating to FRAME.BIN is fucked up. But with some more research and tweaking I should have it all looking lovely in no time. For prior discussion about fixing this you can take a look at this link from earlier in this topic:

http://www.ffhacktics.com/forum/viewtop ... &start=160 (http://www.ffhacktics.com/forum/viewtopic.php?t=2686&postdays=0&postorder=asc&start=160)
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Post by: Vanya on July 10, 2009, 12:52:59 AM
Sweet. I can't tell you how much I'm looking forward to the completion of this project.
You guys are basically adding in all the stuff I wanted to add in to my hack. You're really saving me from a lot of extra work.
Thanks for your efforts!
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Post by: DarthPaul on July 10, 2009, 02:27:56 AM
Impressive.

Got a date set for the next test patch?
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Post by: trismegistus on July 10, 2009, 06:03:59 PM
Ah, looking good! I'm still going through the current patch to see if anything else pops up, but no other problems thus far.
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Post by: Eternal on July 11, 2009, 06:48:34 PM
Hey, if you're still interested in putting spell quotes in, I'll make some new lines for them. I have no clue how to hack, but I could give the new lines for you guys to put in.
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Post by: Asmo X on July 12, 2009, 04:10:37 AM
Traitor?
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Post by: trismegistus on July 12, 2009, 06:25:20 AM
Traitor is just Invite from the original game.
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Post by: Smash on July 12, 2009, 08:33:11 AM
Quote from: "Eternal248"
Hey, if you're still interested in putting spell quotes in, I'll make some new lines for them. I have no clue how to hack, but I could give the new lines for you guys to put in.
Hmm.. This actually brings up my question, if it hasn't been mentioned already.

Hey Cheetah, since WOTL had no spell quotes, are you planning on keeping the old ones as they are, or remove them at all?

I would like to see them there, actually, but they might not flow in with the modern script. So like Eternal248 suggested, it might be a good idea to tweak them up a bit to blend with the new script, by popular vote or so, but yet it would go against making this a WOTL replica.
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Post by: Eternal on July 12, 2009, 11:45:23 AM
I actually already finished most of the character-usable quotes yesterday (I was VERY bored XD) so I'll gladly post them if you guys want, since I know quite a few of them need some work. I was especially happy with my Time Magick quotes though.

EDIT: I guess I should clarify that I've retranslated the quotes already, but most of the quotes are completely new. They probably need to be shortened, too, to fit the text boxes. Also, note that the Japanese version of WOTL had quotes, they just didn't bother retranslating for the English version.

EDITRA: You can download the quotes here:
http://www.megaupload.com/?d=B1LH5XB5 (http://www.megaupload.com/?d=B1LH5XB5)

Beware, it's a .wps file (I have Word Processor, not Word) so I don't know if you'll be able to read it or not. XD
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Post by: Dominic NY18 on July 12, 2009, 05:20:32 PM
Awesome breakthrough Cheetah.
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Post by: Cheetah on July 12, 2009, 06:02:57 PM
There have been a few scattered conversations about spell quotes and a final decision has not been made. As Smash says they aren't in WOTL, but this project is entitled "Complete" because we are trying to include the best of both versions and the stuff left out. In fact can someone confirm that the spell quotes were in fact not retranslated for WOTL (often things were translated but not implemented)?

Here are my concerns about including the spell quotes:
1) Who will do it?
2) If we do it will they actually fit the language style?
3) Will it create so much argument about the new translations that it ultimately wouldn't be worth it?

Eternal248: Now do you speak speak Japanese and are basing these translations on that Japanese version? Oh and I would very much like to take a look at these but I'm not getting this to open. Can you just post a word/text file or just paste it into the body of a post?
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Post by: Eternal on July 12, 2009, 06:24:01 PM
I wish I could speak Japanese. XD

No, I used the quotes from Vanilla as a basis for SOME of the new quotes. I made up completely new quotes in the case of about 75% of the spells. I tried my best to retranslate the quotes in a way that fit the War of the Lions retranslation. I'll post the quotes as I have them retranslated (I know a few [probably most XD] of them need tweaking, but that can be done anytime), but you'll have to excuse any double posts. XD
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Post by: Eternal on July 12, 2009, 06:30:43 PM
Here goes!

Cure:      “Mending light, grace us with your salvation! Cure!”
Cura:      “O Shepard of the great heavens, guide us to Providence! Cura!”
Curaga:      “All wounds shall heal, all souls return to light! Curaga!”
Curaja:      “Salvation is nigh, have faith! Curaja!”
Raise:      “Shining luminescence, bestow life! Raise!”
Arise:      “May Light guide you respite from the Darkness of death! Arise!”
Reraise:      “Phoenix flame, bestow your blessing! Reraise!”
Regen:      “May your wounds wane with the Moon! Regen!”
Protect:      “Astral light, block evil might! Protect!”
Protectja:           “Palings of the Nether, I call upon thee! Protectja!”
Shell:      “Magickal spite, be parried by shining light! Shell!”
Shellja:      “No more Magick, no more despair! Shellja!”
Wall:              “Sacred Occurian palings, defend against tyranny! Wall!”
Esuna:      “Pure light, cleanse the soul! Esuna!”
Holy:              “Smiting light of the High Seraph, strike now! Holy!”

Fire:              “Incending rage, smite all who oppose! Fire!”
Fira:              “Drown in the sea of raging flame! Fira!”
Firaga:      “Run, run, or you’ll be well done! Firaga!”
Firaja:      “Ardor of the Gigas, smite all! Firaja!”
Blizzard:           “Silent ice, scatter your cold daggers! Blizzard!”
Blizzara:      “Icy blades, drink upon the sin of heresy! Blizzara!”
Blizzaga:           “Cocytus of the Ninth Circle, come forth! Blizzaga!”
Blizzaja:      “Icy blade of the Corrupt, freeze the damned! Blizzaja!”
Thunder:           “Bolts of lightning, strip away all life! Thunder!”
Thundara:     “Skies of vengeance, come down and strike! Thundara!”
Thundaga:    “Godly anger, world of sin, crash down in fury! Thundaga!”
Thundaja:           “Bolts of the Wroth, end all life in a final judgment! Thundaja!”
Poison:      “Be injected with the filth-blood of the Impure! Poison!”
Frog:               “You shall wear a new façade now! Frog!”
Death:      “Death Seraph, carve into this soul! Death!”
Flare:      “Cataclysmic inferno, erupt now! Flare!”

Haste:      “Time, grant upon us the speed of light! Haste!”
Hasteja:      “Time and space, bend to this our final will! Hasteja!”
Slow:      “Take rest, and give upon the worthy your kindness! Slow!”
Slowja:      “Will of the Nether, mire all dissidents! Slowja!”
Stop:      “Planar magicks, give us respite from judgment! Stop!”
Immobilize:   “Godly forces, suppress these our mortal enemies! Immobilize!”
Float:      “Be liberated from the land! Float!”
Reflect:      “Sacred light, deflect deadly magick! Reflect!”
Quick:      “Restore the timeline that we may know victory! Quick!”
Gravity:      “Oppressing stars, crush all who oppose! Gravity!”
Graviga:      “Hateful darkness of the vengeful Condemner, I beckon thee! Graviga!”
Meteor:      “The time of judgment has come… Judge-Sal, crash down! Meteor!”

Trepidation:           “Cowardly fools, your time is nigh! Trepidation!”
Repose:              “Find solace in the world of dreams! Repose!”
Umbra:              “Surrounded by the darkness… your despair shall grow! Umbra!”
Belief:              “There is more to this world than you see! Belief!”
Corruption:           “The flesh shall rot and the soul shall ache! Corruption!”
Quiescence:           “Be fearful… your voice is no more. Quiescence!”
Delirium:                    “Your mind toils for acuity, but none shall you have! Delirium!”
Harmony:                    “Your unyielding boons are no longer! Harmony!”
Hesitation:               “Be disabled by your own fears! Hesitation!”
Induration:       “An eternity is yours to ponder your sin! Induration!”
Disbelief:               “Your visage of false idols falls now! Disbelief!”
Invigoration:      “I am a thief of souls, and yours is mine! Invigoration!”
Empowerment:      “Your magick energy serves a new master now! Empowerment!”
Fervor:         “Reason with rage, judge with impulse! Fervor!”

Moogle:         “Kupo, pray help us! Kupo Anima!”
Shiva:         “Esper of the North Winds, freeze all! Diamond Dust!”
Ramuh:         “Esper of Raging Storms, impart thy help! Judgment Bolt!”
Ifrit:                 “Esper of Hellflames, scorch the enemy! Hellfire!”
Titan:         “Esper of Hallowed Earth, tear the heavens asunder! Gaia’s Rage!”
Golem:         “Machination of rock and steel, guard us! Stone Wall!”
Leviathan:              “Lord of the Seas, drown them with watery fangs! Tidal Wave!”
Odin:         “Allfather, Ragnarok is come… charge! Zantetsuken!”
Bahamut:              “Dragon King, leave not a soul unburned! Mega Flare!”
Sylph:         “Faeries of the Wood, create an air of silence! Whisperwind!”
Faerie:         “Faerie of light, heal our wounds with purity! Healing Light!”
Lich:                 “Undead terror of the Void, create chaos! Dark Messenger!”
Salamander:      “Burning serpent, impart your flames to us! Burning Rain!”
Cyclops:         “Titan of the Occuria, collapse this world! Cyclops!”
Zodiark:         “Master of Precepts, end this world now! Final Eclipse!”

Heaven’s Wrath:   “Holy thunder, crash down upon the wicked! Heaven’s Wrath!”
Ashura:         “Flames, gather and destroy! Ashura!”
Adamantine Blade:   “Sacred blade, cleave a path to salvation! Adamantine Blade!”
Maelstrom:      “Watery prison, surge forth! Maelstrom!”
Celestial Void:      “All becomes naught after this evening bell! Celestial Void!”
Divinity:         “The word of the Gods is final… repent! Divinity!”

Hell’s Wrath:      “Dark master, usurp the way to Hell! Hell’s Wrath!”
Nether Ashura:      “Burning brimstone, ravage Ivalice with your flame! Nether Ashura!”
Nether Blade:      “The rivers shall run red with your blood! Nether Blade!”
Nether Maelstrom:   “Brine, surge forth with watery judgment! Nether Maelstrom!”
Corporeal Void:      “Blame yourself, or your non-existent God! Corporeal Void!”
Impiety:         “Believers, you stare at your demise! Impiety!”

Celestial Stasis:      “Stars, be trapped in an eternal stasis! Celestial Stasis!”

Ashura:         “Legendary blade, kill without mercy! Ashura!”
Kotetsu:         “Walkers of the Dark, gather here! Kotetsu!”
Osafune:         “Mist ridden sky, absorb magick power! Osafune!”
Murasame:      “No more innocent deaths… it ends here! Murasame!”
Ama-no-Murakumo:   “Those who know the Gods shall know peace! Ama-no-Murakumo!”
Kiyomori:              “Spirit of the Katana, pray, protect us! Kiyomori!”
Muramasa:      “Ensanguined Katana, curse those who defy! Muramasa!”
Kiku-ichimonji      “Brave sword spirit, blaze brightly! Kiku-ichimonji!”
Masamune:      “Sword of the Ronin, avenge your master! Masamune!”
Chirijiraden:      “Banishing blade, burn all and burn true! Chirijiraden!”

Pummel:         “I shall fight for justice, go, fists of fury! Pummel!”
Shockwave:      “The anger of the very earth itself in my arms! Shockwave!”
Doom Fist:              “A moment of pain… an eternity of rest! Doom Fist!”
Aurablast:              “My anger rises by the second! Aurablast!”
Judgment Blade:   “Your life is short… be buried! Judgment Blade!”
Cleansing Strike:   “The demons of Hell grow restless for your soul! Cleansing Strike!”
Northswain’s Strike:   “The world itself shall bend to my will! Northswain’s Strike!”
Hallowed Bolt:      “Spirits of the sky, rain down death! Hallowed Bolt!”
Divine Ruination:   “Your mind shall wither and your body shall yield! Divine Ruination!”

Shadowblade:      “I shall feast upon your flesh! Shadowblade!”
Duskblade:      “I have not yet supped… your soul shall do! Duskblade!”

Crush Armor:      “Armor won’t keep your flesh untouched! Crush Armor!”
Crush Helm:      “Death rains upon you from all directions! Crush Helm!”
Crush Weapon:      “No arms, no chance for survival! Crush Weapon!”
Crush Accessory:   “Your trinkets do you no good here! Crush Accessory!”

Speedsap:              “Time, lag and aid us in this fight! Speedsap!”
Powersap:              “Be weakened by your sin! Powersap!”
Magicksap:      “Your studies are for naught! Magicksap!”
Mindsap:              “Dirge of wisdom, destroy all! Mindsap!”

Bio:                 “Drift into everlasting despair! Bio!”
Biora:         “Hexes and jinxes… all a gift from me! Biora!”
Bioga:         “Bid farewell to this mortal coil! Bioga!”

Unholy Darkness:   “Homicidal aurora, exude a dark aura! Unholy Darkness!”
Lifebreak:              “My pain shall be your pain! Lifebreak!”

Almagest:              “My spirit shall consume all! Almagest!”
Nanoflare:              “The door to power lies unopened… until now! Nanoflare!”
Ultima:         “All consuming light, envelop all! Ultima!”

Ague (Death Cold):     “The limbs grow heavy, lag! Ague!”
Darkness:                “To expect mercy from a foe… but none shall you have! Darkness!”
Bind (Spell):        “Bound to the shadows, death creeps closer! Bind!”
Nightmare:        “This is your final rest, drift into despair! Nightmare!”
Lose Voice (Aphonia?): “Know an eternity of silence! Aphonia!”
Fowlheart (Chicken Race):“Flee, and know the light of day once more! Fowlheart!”
Loss:                  “Unseeing, unthinking minds! Loss!”
Seal:                  “Ancient magicks, I call upon thee hence! Seal!”

Toadja:         “Of the lilies and the weeds, I morph you! Toadja!”
Flareja:         “Wretched Occuria, your reign ends here! Flareja!”
Gravija:         “Darkness, gather and purge all into the Void! Gravija!”
Confuseja:      “Obey the edict of the King of Madness! Confuseja!”
Sleepja:         “Night falls, and with it, death arises! Sleepja!”
Blindja:         “The light of Heaven has abandoned you! Blindja!”

Meltdown:              “This farce ends now! Meltdown!”
Quake:         “By my order, earth, tear all asunder! Quake!”
Tornado:              “Walker of the Wheel, our master awaits us! Tornado!”

Poisonous Frog:      “Those unaware of their true selves pity themselves! Poisonous Frog!”
Snake Carrier:      “Ecliptic skies, call forth true power! Snake Carrier!”

Ultima (2):              “Ancient seal of my slayer, be broken! Ultima!”
Disempower:      “Magick, cease your unyielding assault! Disempower!”
Return:         “Gods of time and tide, bequeath unto me! Return!”
Dispelja:         “Boons of light, falter before darkness and strife! Dispelja!”
Grand Cross:      “Give way to the Cataclysm! Grand Cross!”
Divine Ultima:      “All that was and all that shall ever be shall fall to naught! Divine Ultima!”
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Post by: Redux on July 12, 2009, 06:42:35 PM
I don't know about you guys, but I love these quotes. Especially references to the espers in the Fire4 Ice4, and Bolt4 quotes.
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Post by: Eternal on July 12, 2009, 06:45:49 PM
Wow, I'm flattered. I thought for sure I'd get chewed up for changing old classics. XD

FFT was my first Final Fantasy, so I'm just doing what I can to make it better. ;)

EDIT: BTW, the original spell quotes can be found in Qu_Marsh's guide at GameFAQs. Great resource, along with the Battle Mechanics Guide.
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Post by: trismegistus on July 12, 2009, 06:58:03 PM
Hey those are great Eternal248! Yeah I dug the Lucavi references in the quotes, and I say they work better in the spell names then in the bosses job classes (But I'll always miss "Ghost of Fury" anyway). As far as spelling and grammar goes, the only thing I noticed was that you used "Shepard" instead of "Shepherd" but other then that it looks slick, and I'd definitely say they'd work well in the patch.
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Post by: beawulfx on July 12, 2009, 07:44:55 PM
Hmm, well I didn't read every single one but what I did read were actually very impressive. Normally I cringe once or twice reading spell quotes or the like, but you did a great job IMO. I like'm, I'd throw'em in, but it's certainly not my patch!

EDIT: In Arise it should probably be 'grant' instead of 'guide', I do believe.
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Post by: Eternal on July 12, 2009, 07:51:12 PM
Thanks for pointing out those errors, guys. I'll correct them on my computer. Even if they don't end up in this patch, there may be others who can use 'em, so it's all good! =D
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Post by: Redux on July 12, 2009, 07:54:25 PM
Quote from: "Eternal248"
Thanks for pointing out those errors, guys. I'll correct them on my computer. Even if they don't end up in this patch, there may be others who can use 'em, so it's all good! =D

I may use your quotes. They are very elegant, yet articulate.
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Post by: Eternal on July 12, 2009, 07:57:40 PM
You may wish to change the quote for Firaga though, if you decide to use them. I dunno if you want a Kefka reference in your patch or not. XD
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Post by: Smash on July 12, 2009, 08:13:39 PM
Quote from: "Eternal248"
Here goes!

*Quotes*



asdfghjk




Definetly, and by far, the best attack quotes I've ever seen.
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Post by: Eternal on July 12, 2009, 08:20:24 PM
So you guys don't mind that I completely made up new quotes? I thought for sure everyone would rather just have the quotes corrected for grammar and spelling's sake.

BTW, does anyone know off-hand if I'm missing any more enemy spells? I feel like I am, but those were the only ones listed in the guide.
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Post by: LastingDawn on July 12, 2009, 08:34:14 PM
Fantastic! Great work, eloquently put and an overall archiac as the game makes it propr, by chance would you like to look at a few spell quotes for Mercenaries? Such talent is quite rare, you have seemed to study these more then a bit, how long did it take you to come up with all of these? Also I think you are missing a few as you said... You're missing Beowulf's Spell Swords, I think you might have missed Midgar Swarm, but aside from that everything looks wonderful!

Except... the description given to Ramza's Ultima is a bit plain, the original had a quote that was fitting to Ramza's character, "Brush off vanity and show reality!" is pretty core to Ramza's character, it's what he strives to do. That one is the only one I had a problem with.
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Post by: Eternal on July 12, 2009, 08:47:01 PM
I'd love to help with Mercenaries, as well as any other projects going on!

Wow, I made a huge goof with Snake Carrier. For some reason, I confused Snake Carrier (another move Elidibus has) and Midgar Swarm. They're both wrong translations! The proper translation is Midgardsormr. My bad! XD

Spell Swords... did he even have quotes for them? Truthfully, I don't remember if he does or not. I may have missed them in the guide earlier (or the Qu_Marsh could've forgotten to put them in. He/she/it(?) forgot to put Odin in under Summon Magic, so it's possible that it was just an error on their part.

As far as how long it took to come up with them, it really took longer to find the Spell Quotes guide than it did to make them, lol. I'd say about 2-3 hours. I love the world of Ivalice, so the root of my Final Fantasy knowledge is in Ivalician Lore (/geek).

And finally, for Ramza's Ultima. I completely see what you mean by that quote. It especially represents his frame of mind when he's able to get Ultima (Chapter IV is the earliest he could get it, IIRC, since I don't think he could get it at Riovanes Roof), so I suggest instead:

Ultima: "Light of truth, cast aside illusion's deceit! Ultima!"
Thoughts?
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Post by: LastingDawn on July 12, 2009, 09:05:46 PM
Much better, I like that one very much...

Well this is strange... I just looked in FFT Patcher and it shows that the quotes aren't activated, but there are quotes for them in the game...


{Color 08}{0xE1}{Color 00}{Newline}
Block off the light, see the{Newline}
dark side...Blind!

{Color 08}{0xE1}{Color 00}{Newline}
Under the name spirits, share{Newline}
all magic in nature! Aspril!

{Color 08}{0xE1}{Color 00}{Newline}
Under the name spirits, share{Newline}
all strength we have! Drain!

{Color 08}{0xE1}{Color 00}{Newline}
Fuel me up with the{Newline}
unrevealed power! Faith!

{Color 08}{0xE1}{Color 00}{Newline}
Into reality where miracles{Newline}
don't exist...Innocent!

{Color 08}{0xE1}{Color 00}{Newline}
Let your body crumble to{Newline}
the dust...Zombie!

{Color 08}{0xE1}{Color 00}{Newline}
No more casting of spells...{Newline}
Silence!

{Color 08}{0xE1}{Color 00}{Newline}
No need for reasons! Act as{Newline}
you please! Berserk!

{Color 08}{0xE1}{Color 00}{Newline}
No more  guts or bravery...{Newline}

{Color 08}{0xE1}{Color 00}{Newline}
Infuse a bug's mind into{Newline}
the soul! Confuse!

{Color 08}{0xE1}{Color 00}{Newline}
Throw back the harmful spells{Newline}
into the sky! Despair!

{Color 08}{0xE1}{Color 00}{Newline}
No more wishful thinking, no{Newline}
more acts! Don't Act!

{Color 08}{0xE1}{Color 00}{Newline}
Follow the spirit and{Newline}
forget about time! Sleepl!

{Color 08}{0xE1}{Color 00}{Newline}
Transform into stone!{Newline}
Break!


So it's up to the community... apparently they were never activated, but they were always there, should they be activated now?

Chicken!
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Post by: trismegistus on July 12, 2009, 09:12:28 PM
I see that the official translation STILL calls Dispel "Despair", heh.
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Post by: Eternal on July 12, 2009, 09:12:32 PM
EDIT: Wow, stupid me, I just realized that you were referring to Beowulf's quotes and not quotes for War of the Lions. My bad... again.

Anyways, LD, feel free to PM me the details of what you need for Mercenaries. I'll help as much as I can. =D
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Post by: LastingDawn on July 12, 2009, 09:19:39 PM
Oh, no, I had meant that these are in FFT, not WoTL, but aren't activated, the person you got the original quotes from had everything right. I certainly will, or better yet do you use IRC at all?
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Post by: Eternal on July 12, 2009, 09:22:17 PM
lol, I just finished editing my post because I just realized you were referring to Beowulf. ROFL

I'm afraid I don't use IRC. I use MSN, but because my internet is so choppy, it causes MSN to sign me in and out without me knowing, so it can be quite annoying to anyone on my friend list while I'm on. =(
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Post by: LastingDawn on July 12, 2009, 09:23:06 PM
Haha! Alright PM's will do then.
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Post by: Eternal on July 12, 2009, 09:35:13 PM
I'll give the Spellblade abilities a shot.

-SPELLBLADE- (to keep myself from getting confused with Mystic Arts)
Blind:     "All light shall fall to my darkness! Blind!"
Syphon: "Magick spirits, share your bounty! Syphon!"
Drain:    "Filth-ridden leeches, engorge upon sinners' blood! Drain!"
Faith:     "Divine Father, bless us upon this day of war! Faith!"
Doubt:    "Break free from the manacles of zealotry! Doubt!"
Zombie:  "Let your flesh rot and turn to dust... Zombie!"
Silence:  "Quiet death, feast upon thy foe! Silence!"
Berserk: "Put reason aside, let running blood be your pleasure! Berserk!"
Chicken: "A fate fit for a courtesan such as yourself! Chicken!"
Confuse: "The logos of a worm...Confuse!"
Dispel:     "The battlefield ought be even! Dispel!"
Disable:  "You'll not raise arms at me again! Disable!"
Sleep:     "Forget about your worries... they'll be gone soon. Sleep!"
Break:    "Cage of rocky earth, entrap! Break!"
Vengeance: "Painful fervor, heed my call! Vengeance!"

I know, they kinda suck, but I think they'll do.
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Post by: trismegistus on July 12, 2009, 10:28:43 PM
Oh, one more thing I noticed. In FFXII, Zodiark was KEEPER of Precepts, not Master. Both sound fine to me, but if seems like you were trying to tie the two together through the quotes, so I thought I'd mention it.
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Post by: Eternal on July 12, 2009, 10:37:36 PM
Yes, thank you for pointing that out. It's been a while since I played XII and Revenant Wings, so I had forgotten about that. Thanks again. =D

But note that Cheetah is going to be the one with the final say, so these may not be used anyways.
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Post by: Cheetah on July 13, 2009, 05:33:47 AM
Don't worry Eternal I am really liking these. This is a team project though so I must consort with my cohorts before I make a final decision.

Here I go and ask for Lasting Dawn's opinion and he goes and hijacks my thread for Mercenaries. J/K thanks for the feedback LD your opinion is valued. As is everyone else's, keep the feedback and opinions coming on these quotes.
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Post by: doesntmatterz on July 16, 2009, 04:18:11 AM
HEy fellas how is this patch coming along? I presume there isnt an eta?
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Post by: Cheetah on July 16, 2009, 05:11:37 AM
I whole bunch of stuff is being accomplished at the same time. I'm anticipating a couple more beta patches for testing a few things, and a near final release in the not too distant future. The major slow-up at this point will definitely be the sound novels getting translated.
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Post by: Vanya on July 16, 2009, 10:17:22 AM
I wish my Japanese was better. I'd totally volunteer to do translations.
Perhaps help could be farmed over at ROMhacking.net's Translation forum?
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Post by: Cheetah on July 19, 2009, 03:19:52 AM
Good thoughts Vanya. I have a couple people in mind that I am in the process of recruiting, I think it will turn out well.

Spell Quotes: At this point the use of Eternal's is looking pretty likely. I'm sorry to say that you just completed them so quickly that we as a team aren't quite even at the point where we are looking at them too closely. We will keep you updated though Eternal and ask for revisions as needed.

Let it be known that a lot of work is still quietly being done in the background and real progress is being made.
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Post by: Eternal on July 19, 2009, 07:13:12 PM
Excellent, I'm glad that you're interested in using them.

I'm glad that this project is still going on because I look forward to seeing the end result. It'll be amazing! =D
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Post by: Cheetah on July 21, 2009, 04:07:13 PM
So I just realized something. With Zodiac's new excel editor for mid battle instructions I believe that it would be technically possible to add the new events from the PSP version into FFT:C. I'm not positive, but I'm pretty sure. I think even having Luso and Balthier join is possible (though the part roster limit would suck. However I don't believe either of these things should be done. The goal of this project was never to port WOTL, but to combined all the best parts of the different versions of the game. The extra events and Luso and Balthier never struck me as some of the best parts. So if you think these things should be included make your argument now, but be prepared to be disappointed.
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Post by: Dome on July 21, 2009, 04:26:24 PM
Maybe it's just me, but I dont see why it SHOULDN'T be done...
This patch looks great, and I think that almost everything that can be added from the psp game should be added to the mix.
Luso and Balthier are just cameo characters, but I'd like to play with them without the lag...
This patch (if completed, thing that I hope strongly) will become the starting point for a lot of good patches (like FFT 1.3), and it should be almost complete as possible.
IMHO of course
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Post by: beawulfx on July 21, 2009, 04:29:03 PM
Well, in my opinion calling the game 'complete' makes it seem as if it should have everything available, ie, fully complete.

That said, I'm not a big fan of Luso/Balthier so I wouldn't really be disappointed, but if we are picking and choosing what to port from WOTL then that's not as complete as it could be.

But again, if it is too much work, or not worth it, I wouldn't complain at all, but I also wouldn't mind the option of picking them up and making the game even more 'complete'.
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Post by: mav on July 21, 2009, 04:31:26 PM
Eh, I wouldn't mind if you didn't include Luso and Balthier as playable characters, but I'd like to see their respective events. Unless it's a huge burden, in which case, forget it.
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Post by: Archael on July 21, 2009, 04:40:48 PM
it's a huge burden to add the new items, jobs, and NPC's

:O

and that is the most badass part IMO\

EDIT: and of course the PSP only events and battles
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Post by: SilvasRuin on July 21, 2009, 05:04:08 PM
Quote
but if we are picking and choosing what to port from WOTL then that's not as complete as it could be.
This.

Mustadio loses his usefulness in Vanilla.  Balthier has Barrage and thieving skills and so does not lose his usefulness.  He is much better than Mustadio without being nearly as broken as the sword skills.  Plotwise, there is of course not much to say about it, but it is very nice to have him around and break the monotony of sword skills or Punch Arts.

Luso... he's just a (very slightly) improved clone of Ramza with even less plot than Balthier.  I just can't argue in his favor.

I very much hope you at least plan to include the extra missions involving Reis and Beowulf.  The shot at more rare stuff was nice (still wish I could get the Genji stuff from Elmdor too or instead), but the biggest reason is that it gave a greater sense of closure to the side-story.  This isn't just a cameo.  It is the finale to a strong side-story of the game.
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Post by: Kaijyuu on July 21, 2009, 05:50:11 PM
I agree that not including everything from wotl would be a mistake. This isn't for you guys to decide what's the "best" part of each version; it's for the person who uses it as a base to decide. They can cherry pick their desired features for their hack.

That said if something isn't feasible (like 20 slots in the roster) then it's understandable to not include it.
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Post by: Smitson on July 21, 2009, 10:31:19 PM
Luso's pointless, but Balthier is a must have.
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Post by: trismegistus on July 21, 2009, 10:38:50 PM
I personally don't think that Luso and Balthier should be in the game, they were added later and I would rather just see the original features of the game with the new translation. Personally I thought that Luso and Baltheir were just Squeenix revisionist garbage to sell the other games (though really, I guess Cloud was too) but I wouldn't even add in the new battles that fit with the plot, ie Limberry Inner Court, simply because I have too many fond memories of the original game to add much besides the new translation. That said, if somehow they still ended up in the game, I'd still play it and, I'm sure, love it, I'd just curse whenever I saw Luso pop up.
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Post by: Dominic NY18 on July 22, 2009, 12:50:18 AM
While Luso and Balthier are obviously fanservice (the former as an early advertisement for FFTA2, the latter for those who liked him in XII), neither of them are clumsily added into the plot in a way that revised anything about the game's plot. Luso disappears from the plot altogether after he joins you and Balthier does the same thing, along with being completely optional. Really, they have no effect on the plot at all.

I don't see how the new battles would mess with any of your memories, especially since all except the battle with Algus in Limberry are optional. Beowulf/Reis' side quest gives closure to a side story that otherwise isn't expanded on at all.

Now, as for my personal take on this, I wouldn't care if either Luso or Balthier made it in or not. I like both of them, but if it's too painful to try getting them into the game, they shouldn't be bothered with. I do think that, if possible, the new side battles should be added in. But again, if it's too much of a hassle, then it won't lose any sleep about them being left out.
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Post by: SilvasRuin on July 22, 2009, 01:01:52 AM
I really do have to stress desire to have the side-quests/events included and the Algus battle and Limberry.  More character development is a good thing.  Killing Algus is a good thing.  If it is at all feasible, please do so.
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Post by: DarthPaul on July 22, 2009, 02:14:42 AM
Quote
Killing Algus is a good thing.

Really want.
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Post by: Cheetah on July 22, 2009, 05:43:59 AM
Well I have come to a conclusion, and hopefully my team members agree.

New events, battles, items, characters, and jobs will NOT be included for 3 main reasons:
1) Too much time and labor would be necessary for too little payoff.
2) Not all of the new content can be included so at this point, so it seems odd to spend all this energy for an incomplete product.
3) Most importantly. FFT:C isn't meant to be a port, it is meant to be a basis for other projects to work off of. But if all these changes are made to the basic structure of the game which our established tools are built around using, it would make it much harder for this to be used as a base for future projects.

That being said FFT:C will do a lot of the hard work necessary to do a port of WotL. So I expect that WotL PSX version will likely be one of the projects/patches that comes after the completion of FFT:C. I'm not saying I'm going to be a part of it nor can I speak for any of the other members, but it is a logical next step.
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Post by: SilvasRuin on July 22, 2009, 05:46:03 PM
I can buy the third reason.  I'm puzzled by what a WotL patch will be of this... I mean... does it still have the storybooks in it or something?  The only thing I can think of off the top of my head that I'm pretty sure should be doable with WotL is the spell phrases.
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Post by: trismegistus on July 22, 2009, 06:26:52 PM
Well I would guess that a WotL patch would be as close to a port of the PSP game as possible, whereas Cheetah's saying that this will mostly just be inserting the new translation into the PSX game.
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Post by: douglaslol on July 22, 2009, 11:38:41 PM
this ff have the onion knight or dark knight from psp?
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Post by: SilvasRuin on July 23, 2009, 01:25:05 AM
No.  No one here knows how to go about adding jobs to the job wheel, and the PSX just doesn't have spots for those two.
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Post by: DarthPaul on July 23, 2009, 01:26:46 AM
Quote from: "douglaslol"
this ff have the onion knight or dark knight from psp?


Do not want.
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Post by: Heian on July 27, 2009, 09:32:47 PM
Hi folks; first post!

Our webmaster approves of my humble attempts at sound novel translation and has invited me to the site.  You guys sure are devoted to this game; I'm looking at all the material on here -- wow!

I translated three of the sound novels almost a decade ago.  At the time I thought my work was really excellent, and still think so compared to the official PSX translation, but by today's standards it's just ordinary.  Still, check them out and see what you think:

www.geocities.com/tuffydabubba (http://www.geocities.com/tuffydabubba)

(They were written using -- I think -- Netscape 4 or 5, so I hope the HTML is still OK.  You're supposed to be able to click on links and move to other parts of the same page.  You should also be able to listen to the music, if you have an ancient copy of Winamp and a minipsf player. ^_^;)

I'd love to put these things into a future "Complete" FFT.  I think they'd fit right in, and they were a lot of fun to play.  Questions, comments, and criticisms welcome!
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Post by: LastingDawn on July 27, 2009, 09:39:18 PM
Ah, it has no need to be in a future version, I'd say it would fit exactly with this version, the head leader of the project, Cheetah found the books on his own and reactivated them for us. (Sorry for repeating info. as seen in the sent PM)
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Post by: Cheetah on July 27, 2009, 09:58:56 PM
Announcement: New Team Member

I would like to introduce everyone to our new translator Heian! We have known about and enjoyed his translations of the sound novels for some time, and I would go so far as to say that they inspired me to make this hack. I have been conversing with him for a while to see if he would join the team in the attempt to finally play these sound novels in English.

So lets here some feedback on the current translations so we can all make them the best that they can be for the final release.

And welcome, welcome, and welcome Heian. Great to see you here and I hope you enjoy it.
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Post by: DarthPaul on July 28, 2009, 01:04:39 AM
My hat is off to the new member of the team. I expect great things from you.

Do we have a general release time for the next update?
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Post by: TRC on July 28, 2009, 02:51:03 AM
*applause*

>_>
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Post by: Vanya on July 28, 2009, 07:14:40 AM
Ah! Welcome! It's very nice to see Heian involved in this project. I read his translations ages ago & thought they were very good indeed.
I'd say the only thing that would be in order is to re-localize the wording to match the new style. Huzzah! ^_^
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Post by: mav on July 28, 2009, 04:26:07 PM
Awesome--more team members should mean even more progress, right? Congratulations Heian and the whole FFT:C team.
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Post by: Cheetah on July 28, 2009, 04:29:33 PM
You bring up an interesting point Vanya. I'm not sure the books should actually try to emulate the old english style of the rest of the game for a few reasons.

1) Books generally have better grammar and used more refined language than speech.
2) The books are from different time periods often and thus the style of speech could be very different.
3) I think it would be more effort than it would be worth and might come off as more than a bit cheesy.

But I would like to hear what other people think and if Heian wanted to give it a try I would be very happy to see what he comes up with.
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Post by: SilvasRuin on July 28, 2009, 06:34:44 PM
Some emulation of the speaking habits would be nice, but it certainly doesn't have to be overkilled.  If it can blend with the rest, it would be fine.  If it's not easy/convenient enough, then oh well.
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Post by: Vanya on July 29, 2009, 05:17:21 AM
I was thinking about point 2 when I wrote that, Cheetah. I think it is at least implied that all the books are from earlier time periods in Ivalice's history. You're totally right abut your other to points, though.

I'm so excited about this project I've put my own work on hold until it's done. ^_^
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Post by: Cheetah on July 29, 2009, 05:35:00 AM
You put your own work on hold!? If you are going to do that then you might as well help us. Actually, I have a perfect task that would use your skill set perfectly Vanya. It would be relatively easy and non time consuming as well. Interested?
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Post by: Vanya on July 29, 2009, 05:40:53 AM
Sure. What's up?
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Post by: trismegistus on July 29, 2009, 05:03:56 PM
Sweet, the books look great Heian, wonderful to see a new team member, I still can't wait to see this thing completed!
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Post by: Heian on July 29, 2009, 10:03:27 PM
I'm flattered to see that people have read and enjoyed my work!  I had a lot of fun writing them, too; especially Tango's story in Nanai's Book of Lives.  It was a pleasure to figure out what you had to do in that story and then do it and get the very happy ending.  Mesa's sci-fi novel (er, "fantasy magience" novel) was a little too straightforward, and Oeilvert was unnecessarily difficult, with some arbitrary choices and too many dead ends.

I actually think the best candidate for a old-style-speech-based translation would be the one I didn't do, the Tales from Enavia.  That story has the feel of something set in one of the Ivalician castles that make up the main story, whereas the others (Nanai in particular, and possibly Mesa's) seem to take place in other, more technologically advanced, happier lands.  Might it not add to the atmosphere of the game to see these other parts of the world conversing in a modern register while FFT's part of Ivalice remains stagnant and archaic?

Oeilvert could go either way, though I have no idea how I could replicate Pablo's extremely cheesy French accent in an archaic style!

I'd like to keep them as they are -- author's pride in his original work, and all that -- but maybe have a go at doing Enavia in the WotL style.  I *love* that style; it really makes the game come alive.

I must confess complete ignorance as to how this project is actually being done.  Does someone have raw data files with the sound novel text still into Japanese, over which I could paste the English text?

I've got a full-time job and PhD courses to juggle, so I don't have lots of time to work on this stuff.  Any progress I make will be in fits and starts.

And Trismestigus, is that Hermes the Thrice-Great that you're named for? ^_^;
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Post by: trismegistus on July 29, 2009, 10:17:30 PM
I couldn't find the quote online and am too lazy to actually look it up, so I paraphrase-
"My intended name was to be Trismegistus, to counter the unpleasant circumstances of my birth and my low lot in life. Due to the unfortunate drunkenness of my uncle in filling out my birth certificate, the name was truncated to Tristram, meaning sad, making my unfortunate future that much more palatable."
So to answer your question...yeah, mostly. I do love me some Thoth.
And in order to make this post at least a little relevant, I agree that since the books are from different time periods they wouldn't necessarily be written in the same affectation as the rest of the game.
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Post by: Cheetah on July 29, 2009, 10:39:51 PM
I like your thinking Heian. I especially like the idea of trying Enavia in WotL style. Perhaps after you do you will see the other books slightly differently. It is a good thing you like the WotL style since it is a major part of this project.

Don't worry, we will do all tech work and save your time for concentrating on the translation bit. I will send you an email with the script in a format that should be pretty easy for your to understand and insert your translations. I will explain more in the email.
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Post by: Vanya on July 29, 2009, 10:43:55 PM
Agreed. That is a good plan for Enavia & the others.
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Post by: Eternal on July 29, 2009, 11:42:04 PM
As I mentioned to Cheetah on IRC, redoing Oeilvert in WotL style would be quite difficult, given all the French. Enavia would be a very fun one to localize, however.
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Post by: Cheetah on July 30, 2009, 01:14:01 AM
Heian: I emailed you the info, tell me if you don't get it.
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Post by: Heian on July 30, 2009, 09:01:55 PM
Cheetah, got it!

Can I just start pasting English text over that Japanese?  Can I move or create things like {Delay 01}? And can I use more bytes than are in the original?
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Post by: melonhead on July 30, 2009, 09:34:18 PM
The {Delay XX} tags change the speed of the text. The speed remains that way until the next time a {Delay XX} is seen.
For example:
Code: [Select]
{Delay 00}This text is fast{Delay 0F}This text is slower.{Delay 00}This is fast again
I think the story books use them for dramatic effect... so as a translator, feel free to move them around or add new ones to try to create the same drama in English.

The {0xF4} stops text display and shows that little finger icon. The player has to press the CIRCLE button to continue.
These should probably be left alone, but it's your call on how to use them

There's a maximum number of lines that can be displayed on screen at a time (I don't remember what it is). You can add or remove {Newline}s if you want, as long as each screen still fits.

There's other stuff like "{0xF55E}{0xF649}". I think these change the music or play a sound effect. They shouldn't be removed, but they can be moved around to the proper location in relation to the translated text.

If some text is surrounded by {Begin List} and {End List}, it will cause the lines contained within to be presented to the player as menu options. Don't remove them.

Feel free to use as many bytes as necessary (within reason). There's lots of free space in these files and we also have compression if we need it.

Basically the only limitations are the WIDTH of each line (so things don't print off the edge of the screen) and the NUMBER OF LINES displayed on each screen. There is no way that I know of to add new screens.
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Post by: Heian on July 30, 2009, 10:21:51 PM
Ah, I almost misunderstood that!  I was thinking that {Delay XX} meant a delay of a certain length.  So it means "the delay between each character, until further notice, is XX"?  Should be fun to make use of.

I won't mess with any of the other   It might be useful -- going out on a limb here -- to have a table of widths (in pixels) for each character, so I can make sure that stuff fits on the same line.  (Or install the font itself on my computer and just type using that!)

This should be great.  I made the translations with no regard for the number of bytes, and had feared that I might have to cut lots of stufs out!
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Post by: TRC on August 07, 2009, 06:06:05 AM
so how goes it guys?
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Post by: RAMee on August 07, 2009, 11:15:49 AM
Will Marche and Balthier be included? Or is that a stretch?
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Post by: Dominic NY18 on August 07, 2009, 01:29:14 PM
Quote from: "TRC"
so how goes it guys?


On my end, I've started working on the character bios again after a hiatus (got a summer job and all that jazz).
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Post by: TRC on August 07, 2009, 09:45:24 PM
good work imo
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Post by: Cheetah on August 08, 2009, 04:56:08 PM
Heian: Melonhead and I are almost done with a solution for you, I will post it later today.

Everyone else: Helped Needed

For like the past month Melonhead and I have been working on getting all the little graphics from Frame.bin working with the psp version of all of it, you can see lots of posts about what exactly that looks like. We are almost done with having it fully implemented except for one thing because we can't find where it is used in the actually game.

So how do you make "No Target" appear during battle. Please TEST and even better have a screen shot your ideas BEFORE posting. Though feel free to post what didn't work so that others aren't doing double work. Below is shots of what the actual text looks like and then it looks similar to "No MP" in battle. The "X" is from the psp version.
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Post by: TRC on August 08, 2009, 09:26:00 PM
I didn't realize you guys were getting THAT detailed. o_o
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Post by: TRC on August 08, 2009, 09:26:20 PM
I wish I had some kind of knowledge so I could help. :(
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Post by: Cheetah on August 08, 2009, 09:53:03 PM
Heian: So here are a couple resources for you, though they are a bit cumbersome. The bottom line is that you can just try the best you can and the rest of the team will do lots of testing to get things working smoothly. But here are some rough guidelines. First is the list of font widths in pixels that you requested. Thank Melonhead for this one:

http://fftdev.istaken.org/font/font.html (http://fftdev.istaken.org/font/font.html)

So this will help you count how many pixels you are taking up with a given line of text is (note that space and other such stuff is at the end). Next is figuring out a good length of line. Using "0" as a measure you can look below to see what 32 "0"s looks like (sorry for the lack of a background pic but know that they are just full screen). So the margin on the left is a bit wider then the one on the right, I believe the margins on the right are always the same. 32 is probably a bit too long then, but 30 sounds just right as a rough guideline. So 30x6= 180 pixels.

Hopefully that helps and if you need me to run any more test or if you want to see what a few lines looks like you can just send me it and I can plug it in for you.
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Post by: Heian on August 10, 2009, 03:22:21 AM
Thanks, Cheetah!  I had mistakenly thought that there was much more variation in the widths of the characters; the majority are 4 or 6 pixels wide.  It looks like the font makes use of multiple colors and antialiasing, meaning that it's probably impossible to dump it to a PC bitmap font. ^_^;  I think I'll just wing it and leave a little bit of space at the ends of the lines.  180 pixels is the maximum per line?

I've been going over my own translations again and am noticing all the kludges I inserted to get around the fact that you can't control the speed of the text.  In the chocobo racing scenario, you have three minutes to gather as much information as you can, and at one point someone asks you to pound his shoulders to relieve stiffness.  The original slows down the text there; I inserted line breaks.  Simple enough, but then later on, there's the white-haired gentleman who talks this slowly:

「{Delay 03} Well, that was {Delay 0F} ... {Delay 03} a long, {Delay 06} looooooong, {Delay 0F} ... {Delay 02} time ago.{Newline}
{Delay 14} {Delay 02}Was it when the war was still going on {Delay 0A} ? {Delay 02} I had enlisted and was an engineer {Newline}
 on a battle airship {Delay 28}.{Delay 02} And we had stopped off at this tiny village. {Newline}
 {Delay 03}And there what should I see but {Delay 0A} ... {Delay 04} a beautiful woman! {Newline}
{Delay 1E} {Delay 03} And then {Delay 0F} , {Delay 06}………………….{Newline}
{Delay 0A} {Newline}


Since there was no way to insert delays to waste the player's valuable time, I expanded each thing he said so that it was as wordy and verbose as possible:

Dandy gentleman: "Now this was a loooooong time ago... quite a ways back indeed... let's see, was the war still going on? I think maybe it was. Yes, yes, of course, it was during the war. That's right. War's no fun, young man, let me tell you. Never know what's going to happen. Anyway, where was I? Oh yes, the war. So I enlisted and was an engineer on a battle airship. Nerve-wracking job, that. If you're going to join an airship crew, son, let me tell you... oh, yes, yes, the story! Of course. So we stopped off at this tiny hamlet. No more than a little village, this was, one-horse town as they say. Not that anyone rides horses in a technological land like our... oh sorry, sorry, on with the tale. So I visit this tiny village or hamlet as you might call it, and what before my wondering eyes should appear but the loveliest of ladies! The very pinnacle of...'

Hopefully it took just as long to read that text as it did to sit through all those pauses of his!

There are a few other places like this where I had to compensate for things.  But I should be able to fit everything into the existing space.  The Japanese characters are 10 pixels wide, more than double that of the typical lowercase English letter, and in translated text in general, the ratio of Japanese characters to English is less than two.  (1.8, maybe, vs. this game's 2.5.)

I'll try to put delays in where appropriate, and maybe the testers who have emulators can see if they fit well.  I think I'll have some time on my hands this week, so let me get started with the actual insertions.  Maybe we could get a Youtube video up with just the first part of some of this stuff, to really whet people's appetities.
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Post by: Cheetah on August 10, 2009, 03:36:59 AM
...Heian you are amazing. Not only is this new version with the delays awesome, but how you originally interpreted the lengthy conversation was genius. I AM SO PUMPED FOR THIS! Is anyone else? This is so freaking cool.

So yeah 180 is about the max. A little longer at like 190 and it looks wierd, much longer than that and it crashes... But it crashes by page so finding the errors will be pretty straight forward during testing. Just keep doing what you are doing for now. After you get a chunk done for us to test we can see if we need to find a better method.

A preview will definitely be in order, actually being able to read the books will probably really hype this up. I personally am just blown away by how this project is coming together, great team effort. So yeah once you have a good chunk done just email it to me and I will get to testing and then hopefully doing a preview!
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Post by: LastingDawn on August 10, 2009, 04:15:02 AM
Agreed! Fantastic work Heian! You are truly more then a credit to this project.
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Post by: Heian on August 10, 2009, 02:03:52 PM
I just thought of one more reason why it might be better to keep the wordiness in rather than using many delays.

You just can't slow down the enunciation of English words and sentences letter-by-letter.  It has to be syllable-by-syllable, or word-by-word.

In Japanese, each character is almost always one full syllable or more.  By tweaking how fast each letter displays, you really can simulate slower or faster speech.  There are multi-syllable kanji, but for the most part it works.  A slowed-down "tsumi-buka-ki i-va-ri-i-su no ko-ra" is readable, but "s-i-n-f-u-l c-h-i-l-d-r-e-n o-f I-v-a-l-i-c-e" just isn't, because while the "sinful" part is OK, you can's separate the "ch" in "children", and the final "e" in "Ivalice" isn't sounded at all.  If it were a delay between a specific two characters rather than an indication of a constant delay between each following character, we could create something like "sin-ful chil-dren of I-va-lice", which would read well.

In the PSX English version, isn't there a scene where they say "little money", slowed down heavily after each letter?  That just looks bizarre, though in Japanese it isn't as bad.

On the other hand, place them strategically and you can get a really nice effect.  At the end of the chocobo racing novel, Tango has won his bets and is being mobbed by a cheering crowd, chanting his name.  Something like "Tan {Delay 0F} - {Delay 00} go! {Delay 0F}  {Delay 00} Tan {Delay 0F} - {Delay 00} go!" should get the chant just right.

(Aside: I really loved this story.  The first time I played it, I couldn't figure out the winner of the last race, and got the bad ending.  I really felt like I let poor Tango down!  It was a big thrill to finally get it right and see him through to the very happy ending.)

So you can insert delays after commas and clauses and things, and in between separated syllables, but letter-by-letter slowdown will just look and sound silly.  I think I'm going to insert delays only when it doesn't make things sound silly.

BTW, with the airship novel, has anyone noticed anything about the rune-like characters that appear on some of the title screens?  I'm thinking I might have another surprise for you.  8)
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Post by: Dominic NY18 on August 10, 2009, 05:14:12 PM
Yeah, the scene at the beginning of the game in the military academy. "Little money" appears very slowly. It makes for a notable meme, but it's bizarre otherwise. Your approach sounds good to me.

As an aside, I'm really loving the newest TacText. The width indicator is making editing a lot easier, since I now know how wide each line of text can be before falling off of the page and causing errors. Less trial & error needs to be done now. Also, I can now keep track of what I've done inside the program So kudos to Melonhead  for that.
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Post by: Cheetah on August 10, 2009, 06:29:33 PM
We are aware of the crazy symbol English text. Zodiac was trying to decipher it a while back till I pointed him in the direction of your font. Though we haven't figured out how you figured out all the symbols?

I see your point about the delays not really working. In English if you want to speak slowly and draw out a syllable "iiiiit endsssss up looookinggg a bbbbit like thiiisssss". Which would looking fucking horrible. I encourage you to experiment with whatever style you think will be best Heian. If you want to see test I can do a quick record of some stuff.

Though if you do end up using your lengthy story version, shouldn't there be no references to horses and chocobos only?
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Post by: Heian on August 11, 2009, 07:55:21 AM
Cheetah, that's a good catch about the "one-horse town" stuff -- even in a country where sophisticated people take airships, the idioms should still be about chocobos, and not horses!  How did I figure out all the symbols?  Well, the airship novel gives you quite a few, and then I started looking at the main world map, where there are many more.  Throw in the giant sigil with the names of the Lucavi on it (it's in the background of the data screen, and in many other places), and most of the alphabet gets filled up.  I never did spot a Q or an X, so I had to just make stuff up for those. ^_^;

Once the airship novel is released, I'm betting that quite a few people are also going to pick up on the alphabet for the first time, and we'll be seeing "MIND BLOWN!" posts in various corners of the internet!

Back to text delays -- has anyone played FF6/3 recently?  Thinking back, I seem to recall Strago being asked if he knows anything about Espers, and he says something like, "Haven't heard of them.  Honestly... can't say... I have.," with the delays inserted in tune with the rhythm of English speech.  That works much better than the l-i-t-t-l-e m-o-n-e-y nonsense.

I'm starting to think that the Oeilvert story might be best for a preview.  Cheetah, you've already showed people the first part of Tango's tale in the Nanai book in Japanese, and you hacked the airship story to put some preview text in there, but Oeilvert, which is very creepy in the beginning, hasn't been shown yet.  I'm going to start pasting text into there so that we can get a preview that's a few minutes long.  Can I just send you a portion of the file you e-mailed me, only with English in place of the Japanese?
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Post by: Heian on August 11, 2009, 08:20:47 AM
Update: Here's the Thamasa scene in FF3; skip to about 3:30 to get to the point where Strago pauses his speech right on time:

http://www.youtube.com/watch?v=gGtrZgB95jE (http://www.youtube.com/watch?v=gGtrZgB95jE)

On the GBA, it's "not... one... thing!"; about 3:25 here:

http://www.youtube.com/watch?v=9Q25SgnApjs (http://www.youtube.com/watch?v=9Q25SgnApjs)
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Post by: LastingDawn on August 11, 2009, 04:55:34 PM
Ah, you're referring to the Ivalician script? Zodiac pretty much cracked that some time ago, the names are pretty interesting, especially the mention of the Palamecian Empire, that caught me quite off guard, being a fan of FF2 and all.
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Post by: Cheetah on August 14, 2009, 03:59:26 PM
Announcement: New Video

So this is just to show off what the music test is all about found in the Japanese version of the game. We are hoping to get this working in FFT:C in the very near future.

http://www.youtube.com/watch?v=5k8xiZ1TF30 (http://www.youtube.com/watch?v=5k8xiZ1TF30)
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Post by: Archael on August 14, 2009, 04:10:41 PM
great job

I had no clue these existed
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Post by: Sephirot24 on August 15, 2009, 12:05:31 AM
I see this project is going along fine ^^

I have a question. Are those little gameplay fixes done? Things like making oil work, giving Samurais innate Two Hands, etc..
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Post by: Cheetah on August 15, 2009, 04:00:48 AM
Sephirot: Most of the glitch and bug fixes will likely be some of the last things we do. Though why would giving Samurais innate Two Hands be part of that?
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Post by: Sephirot24 on August 15, 2009, 05:12:36 AM
I thought it was a clear mistake in vanilla. Ninjas get innate two swords and have the ability "two swords" available for purchase, just like knights have equip sword, monks have martial arts, or lancers have equip spear. Samurais are supposed to have innate two hands, and be able to learn two hands support. You know... Samurais have always held their Katanas with both hands...

I though it was accepted as a vanilla bug / error.
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Post by: Vanya on August 15, 2009, 12:35:30 PM
It does seem like a logical conclusion that it was an error or at least an inconsistency that should be corrected. Thoughts?
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Post by: beawulfx on August 15, 2009, 06:56:00 PM
I've never doubted that was an error by the developers. It definitely fits in with the rest of the game and explains why the armoured Samurai can't/don't equip shields.
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Post by: LastingDawn on August 15, 2009, 07:56:55 PM
Well this all comes down to... was it fixed in WoTL? If it wasn't I'd say it wasn't a glitch.
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Post by: Sephirot24 on August 15, 2009, 08:14:41 PM
Quote from: "LastingDawn"
Well this all comes down to... was it fixed in WoTL? If it wasn't I'd say it wasn't a glitch.


Never played WOTL.. but as shocking as this may sound, it seems Samurais don't have innate Both Hands there either! I've just read a WOTL FAQ on Gamefaqs... can anyone who played WOTL confirm?

It doesn't make sense IMO. Both ultimate physical classes should get innate.. not just ninja. Besides, two swords is better than two hands just for the evasion factor (you have double chance of hitting)... and they get it innate, but samurais don't?? what's the point then? Samurais can't even equip shields.. and Samurais have always held their Katanas with both hands.. it doesn't make any sense to me that they don't have it innate!
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Post by: SilvasRuin on August 15, 2009, 08:25:39 PM
WoTL doesn't give them that innate.  And you're right, it doesn't make sense.  I think it was originally an oversight and whoever designed them forgot to include that.  Since it isn't an actual bug or glitch... it was overlooked again.  They didn't look much at balance fixes in WoTL, so they would have really just targeted things that weren't working properly.
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Post by: TRC on August 15, 2009, 08:36:11 PM
Another reason I can think for innate Two Hands is the fact that Katanas formula includes brave as a factor (like Knight Swords) meaning that in addition to no shield, and only using one hand, the weapon isn't even as strong as its says it is, or something.

I'm not very articulate atm >_>
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Post by: Sephirot24 on August 15, 2009, 09:33:14 PM
Yeah. It's not 15 power. It's (15*Br)/100

That was a gameplay incoherence / inconsistence, and not a bug or glitch, and that's why it was overlooked again. As far as I know, there is a general consent of it being something that must be fixed.
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Post by: beawulfx on August 15, 2009, 10:11:05 PM
Slightly side note: Did WotL fix the 'oil' status to make it actually... do something? Because I don't remember, it's been way too long since I actually played it...
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Post by: Vanya on August 16, 2009, 03:08:50 AM
IIRC it was fixed.

I agree that Samurai should have had their innate, but more importantly is this something that fits in with the scope of the hack?
Should we also correct the dude in the Deep Dungeon that screams like a chick? That is obviously another error that was overlooked.
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Post by: Archael on August 16, 2009, 03:20:25 AM
**************
gray area alert! *
**************
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Post by: SilvasRuin on August 16, 2009, 03:57:56 AM
If it seems very obvious that something was overlooked, then I say it should be fixed.  Don't mind the hypothetical, but that is like leaving in the JP scroll glitch just because (here's the hypothetical:) the game makers overlooked it when making WoTL.  So maybe it isn't as severe.  It is still just as much an oversight.  The guy in DD is a definite must fix.

The Samurai isn't so obvious an oversight though, I'll admit...  I personally think it is (vanilla samurai aren't worth using for ANYTHING other than learning their skillset), but there is no way to actually prove it.  Perhaps a poll to see what the viewpoint of the community is?
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Post by: Dome on August 16, 2009, 08:09:48 AM
I agree that the samurai should get the innate...and I agree about the poll...
This patch is not meant to be an "updated, balanced, and challenging FFT experience"...so I dont worry about balancement issue
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Post by: Cheetah on August 16, 2009, 03:48:13 PM
SilvasRuin: You want the transvestite DD guy fix? That is terrible, that is a classic character of FFT. Heshe doesn't hurt anything right? I know it is an obvious error, but now it has become a kind of Easter egg unless it actually causes problems in the game.

I will have to think about this poll idea. Like Voldemort said it is a major gray area. What it comes down to is that it is such an easy thing to change using FFTPatcher, that it might not really be worth it either way.

There is another of these gray areas that have occurred to me. The Job requirement levels. Here are links to the PSX and then PSP versions. Does anyone know where I could find a list of the original Japanese ones or are they the same as WOTL?

PSX: http://www.gamefaqs.com/console/psx/file/197339/3883 (http://www.gamefaqs.com/console/psx/file/197339/3883)
PSP: http://www.gamefaqs.com/portable/psp/file/937312/50312 (http://www.gamefaqs.com/portable/psp/file/937312/50312)
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Post by: Xifanie on August 16, 2009, 04:01:42 PM
Here, from my excel spreadsheet

I think Wotl is identical.
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Post by: Heian on August 16, 2009, 08:11:06 PM
The Deep Dungeon girl has to stay!

She's part of the game, and not a glitch at all.  The US version had all the generic soldier quotes dummied out, but in the Japanese original, one of them (Matilda) doesn't say anything; the game says '[Doesn't realize she's a woman.]'  I assumed that this was the woman-dressed-as-a-man in the DD.

http://www.gamefaqs.com/console/psx/file/197339/16311 (http://www.gamefaqs.com/console/psx/file/197339/16311)

In WotL they translated all these quotes, but changed many of the names, so I have no idea who got this quote in the new version.  Does anyone have a list of generic soldier quotes for the remake?
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Post by: Cheetah on August 18, 2009, 05:01:23 PM
Heian has proven it! DD girl/guy is a staple who must stay. That is really awesome about the character quote, I didn't know about that.

I believe we have the character quotes all figured out for FFT:C I don't have a list of them handy right now though.
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Post by: TRC on August 19, 2009, 04:15:14 AM
hmmm... what about the Lancer dressed up as a Time Mage? Or is that not considered a glitch? (Does anyone even know about that these days?)

One of the Time Mages in the Murond Death City fight against Kletian if you invite him wont even have the Time Mage class unlocked or something, and has a high level in Lancer.
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Post by: Cheetah on August 21, 2009, 02:54:43 AM
New Video Preview:

http://www.youtube.com/watch?v=sgmizHHWoJE (http://www.youtube.com/watch?v=sgmizHHWoJE)

As always comments and criticism is appreciated. I do previews of these scenes because I have to manually insert the dialog and I want to make sure people catch mistakes or can comment on how they don't look pretty enough. Read the video description for extra details.
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Post by: mav on August 21, 2009, 03:09:07 AM
My goodness...that was perfect. I didn't spot typos (nor am I good at finding them), but this scene turned out really well. I didn't notice anything out of place, no weird sprite actions, nothing. Very well done.
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Post by: trismegistus on August 21, 2009, 03:20:09 AM
Yeah it looked fine to me, typo/misspelling-wise, everything flowed well...very nice!
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Post by: Cheetah on August 21, 2009, 03:20:26 AM
It is more the formatting of the dialog I'm concerned with, but yeah thanks. There was one moment where I thought it was going to go all wrong where Ovelia tells Delita to stop twice, but it is actually how it is supposed to be.
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Post by: beawulfx on August 21, 2009, 04:05:44 AM
At around the 35 second mark Delita says "I do hope this days finds Your..."

I know you said formatting and the like but this is all that I noticed, other than that typo it looks great :)
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Post by: Larkas on August 22, 2009, 01:46:35 AM
I just registered to say how much I appreciate this project! FFT certainly is one of the games I love most, I played and replayed it countless times, since it came out for PSX and recently on PSP, and showing the old console some love, along with "new" content (the books) is awesome! I'm just sad that the Dark Knight won't be able to be added in the near future (I like the Onion Knight, but it just isn`t as important), and that you won't be able to increase the party size, but this is a remarkable start!

I just have two questions:

(a) Is this based on the Japanese or the American version? I'm asking this because I don't know if the books are just locked in the american version of the game.

(b) This is a little offtopic, but have anyone tried to reverse engineer both PSP and PSX game files to compare them to increase the party size, among other things? I'm pretty sure that the site's smart programmers are already on that, but I just had to ask :)
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Post by: Sen on August 22, 2009, 09:03:33 AM
Looking forward on this project
maybe the first thing I would do is to test it
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Post by: Mental_Gear on August 22, 2009, 10:16:13 AM
Indeed, this will be a good starting point for patches for WotL players to create their own patches without having to redo the script - but won't patch stacking cause massive glitches?

Oh, and Larkas has a good point, the WotL roster size was increased to accomodate Balthier and Luso, or so I've heard.
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Post by: Cheetah on August 22, 2009, 03:59:40 PM
Larkas: Thanks for the support. We are using the PSX original as a base. I spent weeks going through all the code of the game to unlock the books so they work great now with a minor hack. Much of this project has been completed by comparing the different versions. The problem with the roster is that in the PSP version they could easily increase it because the screen was wider. In either version of the game there isn't a way to actually scroll through multiple character everyone is static, making this kind of hack near impossible in my opinion (do tell me if I'm wrong it would be amazing news).

beawulfx: Great catch! It has been corrected.

Mental_Gear: Since most of the edits are being done with existing tools, using those tools will have making future patches seamless. The only permanent hacks are so high level and affect the actual game so little that most people are unlikely to run into errors. Now you can't just apply a Mercs or 1.3 patch to this and expect it to work, but it will be very easy for others to use this as a base.
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Post by: Heian on August 22, 2009, 06:29:51 PM
A week from today, I'll be down in Okinawa doing some research, and will have plenty of time to relax.  I was thinking about making some more progress inserting some of my text into Cheetah's file -- Cheetah, if I were to do (say) half of the Oeilvert or airship stories, leading to one of the bad endings (can't spoil things just yet!), could you insert that partially-done text into the game and make a Youtube preview?
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Post by: Vanya on August 22, 2009, 06:59:27 PM
I think I caught another typo. Near the end Delita says 'corse' where I believe he should say 'corpse'. Other than that and what beawulfx mentioned it looks perfect.
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Post by: Dominic NY18 on August 23, 2009, 04:09:54 AM
Corse is an archaic variant of corpse. Delita does use it in the PSP version of the scene.
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Post by: Cheetah on August 23, 2009, 04:11:18 PM
Heian: Just tell me what options to choose to get to the ending you want and I would absolutely do a preview. It would be really easy and rewarding to do. Great idea.

Vanya: Good thinking, I appreciate you taking a really close look at the preview.

Dominic: Thanks for checking it out so I didn't need to.
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Post by: TRC on August 23, 2009, 04:34:07 PM
how would one go about joining this and 1.3 together?
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Post by: Cheetah on August 23, 2009, 09:28:00 PM
Well I don't know everything that went into 1.3, but. Applying the FFTPatch should work fine, and then manually redoing whatever text changes were done to work with the new translation. I believe there were a few other changes a couple events and those would likely have to be manually redone. But overall it should be very simple.
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Post by: Heian on August 23, 2009, 09:56:10 PM
Cheetah, OK, let me get started replacing the text.  Is it OK if I just paste English over the Japanese in the file you sent me?  I'm going to have to move some of the "Delay" bits around too as the different word order means that the verbal pauses will go in different places.  I imagine you have a table file that can turn that back into code easily?
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Post by: Cheetah on August 24, 2009, 03:30:53 AM
Yeah you can just paste/erase all the Japanese text for the english text and move the delays around as you see fit. What I gave you is basically a decompiled version of the code, so as long as you leave all the other markers in it should work perfectly. You could even email me a couple pages of examples for me to try out to make sure everything is in order. Actually that would be really great so that we can fix any problems right off.
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Post by: Mental_Gear on August 24, 2009, 07:44:50 AM
I can supply all translations aside from the script, should you need them.
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Post by: Sen on August 25, 2009, 10:36:56 AM
does fixing the Battle Objectives counts too?
i.e. Defeat Dycedarg's Elder Brother - Defeat Dycedarg
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Post by: Cheetah on August 25, 2009, 04:05:10 PM
Sen: Yeah that is currently being worked on. Along with changing the world map location names and the map titles.

We are trying to update everything to the new translation. There shouldn't be any inconsistencies.
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Post by: Cheetah on August 27, 2009, 09:07:28 PM
New Video Preview: http://www.youtube.com/watch?v=s_DEoFYkplk (http://www.youtube.com/watch?v=s_DEoFYkplk)

So this is the last of the script previews more than likely, because this was the last scene that was a FMV in the PSP version. Needless to say I am flying through the script now and should be finished with it in a week or so.

Please look for any errors please and report them here.
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Post by: Vanya on August 27, 2009, 10:30:20 PM
Around 1:20 "...their closet allies..." should be 'closest' unless this is supposed to be a commentary on sexual orientation. ^_^
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Post by: Cheetah on August 27, 2009, 11:02:57 PM
Excellent catch, and corrected!
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Post by: mav on August 28, 2009, 12:49:41 AM
Well done Cheetah. Flowed wonderfully...though I do miss the music we heard in the PSP scene...oh well.
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Post by: TRC on August 28, 2009, 01:36:23 AM
looking great cheetah!
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Post by: Dominic NY18 on August 28, 2009, 02:20:54 AM
At 0:57, impasses should be impasse.
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Post by: Cheetah on August 28, 2009, 04:21:29 AM
Dominic: Corrected, thanks.
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Post by: Cheetah on August 28, 2009, 05:45:25 AM
So with Vanya's help we are currently update the battle conditions. Sadly there is a minor error going on so the palette is incorrect...but you get the idea yeah? This will be cleared up shortly and Vanya says he should have them all finished very soon.

Some of you may notice that these aren't following the format of the PSP battle conditions and this is for several reasons.
1) These things are controlled very differently by the game, especially for units leaving the party, and would require a lot of code editing. This is a big reason.
2) The font used for the psp looks great on it's nice crisp screens, but it is rather plain and modern. Basically I like the psx font better.
3) It is a simple matter to just change around some names to get the correct spelling/translation.
4) This is still a work in progress and we may decide to incorporate some aspects of the PSP translations as time goes on.

Also for your viewing pleasure here is a bit of FFT:C talk between Melonhead and myself. Just so you can get an idea of the kind of detail we are going into for this project. Note that I sound very clueless and Melonhead is discovering glitches in the original game that likely no else has every run into:

melonhead: ATCHELP had a problem, so I removed some stuff
Cheetah: what was that?
melonhead: specifically, I removed the list of jobs that appear on every item description
melonhead: ATCHELP is only used on the battle setup screen
melonhead: so that informatinon is useless there anyway
Cheetah: true enough, sounds fine to me
melonhead: if you have 16 units with all items equipped and all abilities equipped, the game will crash if you try to get SELECT help on the unit #16's abilities
melonhead: because the game only allocates 0x4000 bytes for all the help text on the battle setup screen
melonhead: the crash happens on vanilla too
Cheetah: ...how the fuck did you even discover that?
melonhead: while I was investigating the bug that causes the incorrect SELECT help text to appear on HP, MP, Jump, etc
melonhead: it's part of the same thing
Cheetah: haha well that is cool, great work
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Post by: Sen on August 28, 2009, 09:31:39 AM
edit:I was just so excited about it  :)
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Post by: SilvasRuin on August 28, 2009, 09:38:41 AM
It helps to read the post the screenshot is in.

Quote
So with Vanya's help we are currently update the battle conditions. Sadly there is a minor error going on so the palette is incorrect...but you get the idea yeah? This will be cleared up shortly and Vanya says he should have them all finished very soon.
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Post by: Cheetah on September 01, 2009, 06:04:54 PM
Technical Advancements:

These are shots of the Shop found in every city. Notice in the original PSX version the right edge of the menu is actually cut off. Check your own ISO to see it for yourself. Below is the fix that will be part of FFT:C, we are putting lots of energy into making this as good as it can get. I had never even heard of this error before stumbling upon it while trying to edit other windows. If you find any other such errors in the original game please let us know so that we can address them.
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Post by: PX_Timefordeath on September 01, 2009, 06:06:31 PM
New Errors!
Caused by pressing select on Act
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTComplete1-1.jpg)

Teleport 2 is too long
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTComplete2-1.jpg)

Return of the Kanji
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTComplete3.jpg)
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTComplete5.jpg)
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/FFTComplete4.jpg)
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Post by: Sen on September 02, 2009, 04:29:24 AM
Then extending this would be possible too?
There's still little space at the sides
(http://i41.tinypic.com/v5hf74.jpg)
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Post by: FFMaster on September 02, 2009, 05:00:50 AM
I swear we got those Kanji fixed ages ago.
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Post by: Cheetah on September 02, 2009, 05:46:03 AM
FFMaster & PX: Yes the Script kanji error is definitely fixed. This is what I get for not releasing more betas.

Sen: Good though Sen. The only problem is that even if I did expand the window, it would have to be so wide to fix the text that it would likely look rather odd. Currently our fix for the problem is to just cut the "Careful" out and it looks real good.
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Post by: CronoStorm on September 02, 2009, 01:02:00 PM
Very nice, I just read all 25 pages of this. I'm totally looking forward to the patch, you all have worked so hard on it. You should all give yourself a giant pat on the back, and some licorice or something. =D
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Post by: Mental_Gear on September 02, 2009, 03:30:13 PM
What actually causes bugs such as the kanji one? Text files longer than the original ISO's?
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Post by: melonhead on September 02, 2009, 04:47:07 PM
We added a new em-dash character (—) to the font that didn't previously exist in the PSX version. (It did exist on PSP)
The kanji appears because someone forgot to apply the font patches before making a release.
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Post by: Cheetah on September 03, 2009, 01:21:55 AM
Okay now with Vanya's graphic editing and Melonhead's hacking we have the new translation for battle conditions inserted. Looks pretty snazzy. Obviously we will need all our wonderful testers to make sure they are all working correctly when the next beta comes out. Look forward to it!
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Post by: Archael on September 03, 2009, 01:43:41 AM
good job cheetah

looking forward to betah
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Post by: MiKeMiTchi on September 03, 2009, 02:05:21 AM
Yeah.

Do the patch already have Generic quotes?
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Post by: Vanya on September 03, 2009, 03:21:21 AM
Yay! I helped!! ^_^

For anyone testing when the beta comes out, I'm especially concerned with the Bethla Garrison battle and the Dycedarg battle since I had to resize the text. So make sure and tell Cheetah if there are any problems.
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Post by: trismegistus on September 03, 2009, 03:24:04 AM
Oh yeah, that looks perfect!
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Post by: Sen on September 03, 2009, 06:40:20 AM
I'll be willing to test it, however I can only test chapter 1 and 2, but I'll be glad if someone can share his save files to me

by the way I'm using psxfin
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Post by: FFMaster on September 09, 2009, 01:11:20 PM
I'll be ready to test whenever!
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Post by: DarthPaul on September 09, 2009, 02:25:48 PM
Looking very nice. Looking forward to beta.
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Post by: Cheetah on September 09, 2009, 06:34:12 PM
Announcement: Script Insertion Complete!

Well that feels really good for me because now one of my main responsibilities with the project is complete. Right now we are shooting for release of the next beta for this Friday. This is going to be a very near final build with most everything done except for the Sound Novels and Music Test.
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Post by: LastingDawn on September 09, 2009, 08:14:06 PM
Well done, Cheetah! So FFT PSX is script-wise 100% WoTL-ized?
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Post by: Vanya on September 09, 2009, 08:21:51 PM
Let me know if you need any more new text for the stories or music test! Can't wait to try this out! ^_^
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Post by: trismegistus on September 09, 2009, 08:43:24 PM
Very amazing! I know nothing about hacking or prgramming, but I'll test the hell out of the beta, at the very least!
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Post by: TRC on September 10, 2009, 02:46:42 AM
OMG its this close!

*holds off on playing 13030*

I'll wait to combine these, I'll wait for the complete version, but seriously this is amazing you guys are gods among men
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Post by: Eternal on September 11, 2009, 02:54:38 AM
The missing quotes.

Petrify:
All life, stilled by earth's embrace! Petrify!

Carbuncle:
Ruby light, deflect magickal spite! Carbuncle!

Befuddle:
All thoughts are lost to the promise of insanity! Befuddle!

Dispelna:
Seraphic light, rend all curses asunder with your purity! Dispelna!

Nanoflare:
Life is a trifling dream... and thus, all existence shall be denied! Nanoflare!

Midgardsormr:
Serpent of the World Tree, descend unto Ivalice with scathing despair! Midgardsormr!

Karma:
The cycle of fate, 'ere once more to send you to Hades! Karma!

Embrace:
Demonic manacles, bind all life and soul! Embrace!
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Post by: jimmyjw88 on September 11, 2009, 03:21:20 AM
Amazing ^^
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Post by: Asmo X on September 11, 2009, 04:18:01 AM
We need a name for the inevitable patch that combines 1.3 with complete.
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Post by: jimmyjw88 on September 11, 2009, 04:29:59 AM
Yeah. A name...Final Fantasy Tactics: Complete Edition. (lame...Haha)
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Post by: Eternal on September 11, 2009, 05:01:08 AM
Final Fantasy Tactics Complete: Final Mix
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Post by: jimmyjw88 on September 11, 2009, 05:10:08 AM
Final Fantasy Tactics Complete: The Finale
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Post by: Cheetah on September 11, 2009, 05:31:34 AM
Ummm...isn't it just "Final Fantasy Tactics: Complete 1.3"? Personally I keep wondering what it is going to take for Voldemort to start calling the next version 1.4.

I'm really tempted to do another video preview because Melonhead and I had a major pow wow and pumped out a lot of cool work, but I'm going to resist. Because we ended up finishing content that we thought we were stuck on instead of combining it into the next beta the release is likely going to be in the next couple days instead of tomorrow. Sorry, it is just a lot of content coming from all different directions and we want to make sure to get it all in there correctly for the beta. Here are a couple screens of stuff that took a lot of work to get working. Can you spot why?
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Post by: MiKeMiTchi on September 11, 2009, 06:01:58 AM
Quote
we want to make sure to get it all in there correctly for the beta

Yeah.. don't rush this amazing patch.

Quote
Can you spot why?


I don't really know myself. What I have noticed is that 'Brave' had been changed,
and I think the text on the second screen was also changed?? btw, what is
"hithertofore"?
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Post by: Archael on September 11, 2009, 06:02:09 AM
add all of the psp elements and I'll merge
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Post by: Eternal on September 11, 2009, 06:08:39 AM
"Hithertofore" means 'before'. =D
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Post by: MiKeMiTchi on September 11, 2009, 06:16:29 AM
Quote
"Hithertofore" means 'before'. =D

wow. really? haha..

Quote
add all of the psp elements and I'll merge


Can't wait for that to happen.
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Post by: Cheetah on September 11, 2009, 06:45:46 AM
You got it MikeMitchi.

Though not only was "Brave" changed to "Bravery" but the text and #'s for Brave and Faith had to be moved around to make everything fit right.

Yep that is the text from the PSP version, though it wasn't a simple matter of just inserting a new image. Some hacking, font finding, image editing, and schmoozing was required to get this working perfectly.
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Post by: jimmyjw88 on September 11, 2009, 06:52:14 AM
Wow. This is looking cool.
Can't wait for this ^^
But don't rush, of course. Hehe.
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Post by: MiKeMiTchi on September 11, 2009, 06:53:53 AM
Quote
Though not only was "Brave" changed to "Bravery" but the text and #'s for Brave and Faith had to be moved around to make everything fit right.

I see.. nice..

Quote
Yep that is the text from the PSP version, though it wasn't a simple matter of just inserting a new image. Some hacking, font finding, image editing, and schmoozing was required to get this working perfectly.


Well... job well done!
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Post by: mav on September 11, 2009, 11:56:13 AM
Great job guys. You're working so fast, and it's really paying off.
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Post by: TRC on September 11, 2009, 12:13:31 PM
as I was saying... simple amazing. >_>
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Post by: VincentCraven on September 11, 2009, 12:27:04 PM
Quote from: "Cheetah"
Ummm...isn't it just "Final Fantasy Tactics: Complete 1.3"? Personally I keep wondering what it is going to take for Voldemort to start calling the next version 1.4.

I'm really tempted to do another video preview because Melonhead and I had a major pow wow and pumped out a lot of cool work, but I'm going to resist. Because we ended up finishing content that we thought we were stuck on instead of combining it into the next beta the release is likely going to be in the next couple days instead of tomorrow. Sorry, it is just a lot of content coming from all different directions and we want to make sure to get it all in there correctly for the beta. Here are a couple screens of stuff that took a lot of work to get working. Can you spot why?


I'd just call the mix between v1.3 and this v1.4, but we seem to have gotten stuck on v1.3 ever since Voldemort took over philsov's work.
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Post by: DarthPaul on September 11, 2009, 01:38:07 PM
Quote from: "Cheetah"

Yep that is the text from the PSP version, though it wasn't a simple matter of just inserting a new image. Some hacking, font finding, image editing, and schmoozing was required to get this working perfectly.



Simply brilliant, what you have right now.

Also don't schmooze too much or your cover might be blown.
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Post by: Vanya on September 11, 2009, 05:12:34 PM
Quote from: "MiKeMiTchi"
Quote
"Hithertofore" means 'before'. =D

wow. really? haha..


Actually it's closer to saying "up until now".
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Post by: vivify93 on September 12, 2009, 08:16:29 AM
Um, I've been lurking in this topic for a while now and I just wanted to say good luck to everyone involved. I'm helping a little in my own way, though it's not much. Well, anyway, good fortune to you all!
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Post by: jimmyjw88 on September 12, 2009, 09:23:00 AM
Quote from: "Vanya"
Quote from: "MiKeMiTchi"
Quote
"Hithertofore" means 'before'. =D

wow. really? haha..

Actually it's closer to saying "up until now".

Wow...That's a nice word. Hithertofore...up until now....nice.
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Post by: Cheetah on September 13, 2009, 07:09:16 AM
Big Announcement: Beta v.50 Released and new Forum Section

Well it is a big day with a milestone beta and a whole new forum section for FFTC. In the beginning I thought this project would be "easy" and "simple" enough to not ever require it's own section, but that has proven to be incorrect. Instead of finding things we couldn't do we have found more things we could do, so the project has really expanded. The new section is mostly to assist in reporting and organizing everyone's efforts in testing this beta to work towards a final release.

A few notes on Beta version .50. This is hopefully the final beta for the script and text. Both are fully inserted and simply need lots of testing to be called complete. There are still things that will go into the final release of FFTC, but this is a great release for appreciating the new translation.

I want to give my thanks to all the staff members who have gotten us to this point. Melonhead as we all know is a genius and he has contributed more than then you can imagine to this project, not to mention the community as a whole. Dominic is a brave soul who wanted this project to happen probably even more than me and has absolutely slaved over all the tedium which is the text of this game. Heian for making the inclusion of the sound novels a reality, which happen to be the only reason I ever wanted to do this project. Sadnescity.it, the Italian translation group who have been great about sharing information and saved Melonhead and I months of work. Eternal for making the decision to do original Spell Quotes very easy. Vanya for coming through with some great graphic fixes. Everyone who has played and reported errors and the previous betas, but especially PX and FFMaster for their enthusiasm and constant support. But these are just the main thanks so far and we have a long ways to go yet so I hope to get more support from everyone to make this truly a group project.

This marks the end of this project thread and it is now just the main info thread for Final Fantasy Tactics: Complete.
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Post by: Sen on September 18, 2009, 12:39:08 PM
Can I have a suggestion about Fur shops?
I was viewing shishi till I saw this picture
I didn't know there exist a chapter 1 version of the Fur Shop

(http://img.photobucket.com/albums/v501/Beowulf13/FFT/Chapter1FurShop.gif)

so my suggestion is enabling Fur Shop for Chapter 1(there is Dorter for it) and 2 it may only affect the gameplay a "little" I think
and also there are only a few kind of monster with their first types(i.e. bomb,yellow chocobo etc.)
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Post by: Vanya on September 18, 2009, 12:57:55 PM
There is an ASM hack that removes the check for one of your units having the Poach ability. I've never tried it, but that *should* enable the fur shops from the get go. I don't think it would be too much of a change in game play to have them available from the beginning. You can't do anything with them until you learn Poach anyway.
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Post by: Heian on September 21, 2009, 10:48:24 PM
Long time no talk!

I just got back from the fantastic Yaeyama islands in Okinawa (last ports of call before Taiwan; if you have a chance to come to Japan, definitely go there).

I didn't have as much time to work on the sound novels as I thought, as my main purpose was to do research on the endangered languages there and I met more elderly folks wanting to share their language with me than I expected, but I did managed to paste my own text in, with some of the {Delay} stuff added, into the text document that Cheetah sent me a while back.  It should now be possible to play through parts of the Oeilvert story up to one of the less-than-perfect ending, and it could probably fit into a 5-minute Youtube video.

Cheetah, I'm going to send it to you this weekend.  I left all the Japanese that I haven't yet gotten to intact.  If you need me to, I can post here about what decisions you should make so as to prevent the story from veering off into the not-yet-done regions.

Or should I attempt to finish inserting the translation of Oeilvert entirely?
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Post by: Cheetah on September 21, 2009, 11:35:09 PM
Go ahead and email me the preview Heian so that I can do a preview video. I think we will wait till we have to whole thing done to include it in a patch, but I think that will be a good marker for when the next release should be. I look forward to inserting and testing it out. Thanks for the update!
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Post by: Asmo X on September 22, 2009, 04:52:18 AM
did you guys manage to increase the amount of people you can have in your party?
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Post by: Vanya on September 22, 2009, 11:36:56 AM
That's not really possible with the PSX version without major ASM hacking to rearrange the way it uses it's RAM and saves.
And even then there may not be enough RAM space to support the extra characters.
The best lead we ever got on that was the idea to have guest slots be used for characters, but I don't know if that ever went anywhere.
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Post by: Heian on September 27, 2009, 06:23:24 PM
Cheetah, I was about to send you what I've got and I found myself working on it again -- and am on a roll here!  I had finished the Oeilvert story up to a point where Sentir comes over to criticize you, and you take a stab at him, but now I'm doing a few more of Pablo's stories.  Give me a few more days and I'll have maybe half of this done.  We can show people two different Oeilvert paths.

I'll need you to check out line lengths when you plug it in; I tried to pay attention to them, but I'm sure a few things will slip through.

Still making progress!
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Post by: Heian on October 02, 2009, 03:17:22 AM
Oeilvert's about 60% done!
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Post by: Cheetah on October 04, 2009, 04:39:41 PM
Oh wow great work Heian. Sorry that I missed these messages somehow, that is amazing progress. As long as you are getting the script placed in the correct places and looking generally how you want it to, I will figure out the nitty gritty stuff when I'm actually inserting stuff. This is super super exciting.
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Post by: Heian on October 08, 2009, 09:23:59 PM
Cheetah, yeah, slow but steady.  I discovered a few things while doing this -- many of the [Delay] things are not actual pauses in conversation or attempts at showing the speed of speech, but rather a general rule that there's always a delay of 06 when a comma appears.

I pasted your file into Word and then changed the font color for all the markup into barely-visible pastel colors while leaving the real text in black.  Makes things much easier to manage!
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Post by: Cheetah on October 08, 2009, 11:58:08 PM
Yeah they are very controlling of the flow of the text. They do that often during events as well with slowing the text for commas. Sounds like you are structuring things really intelligently, it will make the insertion much much easier. I'm really looking forward seeing this in action.
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Post by: Heian on November 09, 2009, 01:00:41 AM
Cheetah, I've got another update (looks like this is becoming a once-a-month thing) -- Oeilvert is about 85-90% finished!

I've got the entire main story done except for Montesto's final speech; the eight endings are still unfinished.

Another problem is the portions where -- I think -- each character is accompanied by the sound of a typewriter key.  The code contains {0xF55C}{0xF63A} between each character.  In the opening title, I added this code once so that, instead of the seven katakana in ウィユヴェール each having a keystroke, the eight letters in 'Oeilvert' do.  Unfortunately, there's a very long passage (in 'Public Library'), meand to be quoted from a book, in which Edgar Black and his doings are described.  There will be many more English letters than Japanese characters, and I'm worried about there being too many bytes.  Maybe I could stick the keystrokes in after each word?  Though it would really look and sound better with keys after every character... are you familiar with this?  How does the main game handle this stuff; I know there are a few instances of it.
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Post by: Cheetah on November 09, 2009, 01:56:10 AM
I don't think the key strokes sound is used anywhere in the main game that I can think of, definitely not any events. There is a sound associated with a character appearing, but that is hardcoded. That is a really cool effect. As for character/data limits we are going to have to ask Melonhead. But I know there is a lot and sometimes multiple pages are contained in one "entry" so I think you will be able to fit it all. For now go forward and we can adjust after hearing from Melonhead if it ends up going over, because we are going to need how long it ends up being either way.

This progress is amazing Heian. I was just thinking today to email you about this haha. I have all of December of from school so I think that will be when this project gets some major updates.
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Post by: Heian on November 09, 2009, 02:12:34 AM
Heh, I'm in a similar situation -- piles of work until mid-December, including a major paper to be submitted for publication, and then I can relax.

One more quick question: until now, I've been pasting text in line-by-line, and working around the commas, delays, and line breaks.  Can I instead paste whole paragraphs in, overwriting line breaks, with you re-inserting them wherever they should go?  This would make things a lot quicker.

I could just overwrite the typewriter-sound-effect bits too, and then maybe we could re-insert them once we know if they fit or not.  The opening part really needs the typewriter, but the section in the middle seems fine without it.
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Post by: Cheetah on November 09, 2009, 02:25:57 AM
I just started grad school and have a national presentation poster due Dec. 1. Damn you real life, but it is great to see that we are all getting little bits of this done at a time.

Yeah don't worry about the line breaks, those will all have to be redone anyways with the different word lengths than the Japanese. If you can leave the commas and delays that is great. The main thing is I just need to know where the page breaks are so that I can match it up with the original stuff.

Good plan for the typewriter-sound-effects. I will be able to tell where it is when I'm inserting all this and I can test it then. No need for you to slave over it now.
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Post by: Vanya on November 09, 2009, 02:30:31 AM
Damn, I can't wait for December for once! ^_^
Now that I am a "homemaker" I'll have tons of time on my hands, I look forward to filling some of that time with FFT:C.
In the mean time, I'll be working on a for-profit game for PC, but I'll still have tons of time on my hands to help out with whatever might come up here.
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Post by: Heian on November 09, 2009, 02:50:35 AM
Cheetah, what are you studying in grad school?  I'm after a PhD in linguistics, and go down to Okinawa all the time to talk with elderly speaker of these languages that are probably going to die within a generation.

OK, I'll overwrite the line breaks when it's easier to do that, but leave all the </Entry> and <Entry> stuff where it is.

Is {0xF4} the reference for when the player has to press the 'OK' button?  I think I'll keep those intact too.

To be honest, I find myself just typing the English text over the Japanese all over again rather than pasting it from my own file.  I should get a little more done -- maybe a week until Oeilvert is done?  Should I start on Tango and the chocobo gambling after that, or the airship tale?
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Post by: Cheetah on November 09, 2009, 03:53:25 AM
I'm getting my PhD in clinical psychology. I'm working a couple part time jobs too. Your research and degree sounds really interesting Heian, I'm very jealous.

Try to leave in those miscellaneous references in there so that I can tell where they probably belong later. But yeah I think F4 is a button press.

That would be amazing if you finished Oeilvert so quickly. Man I am ton between Chocobo and Airship, I love them both so much. I guess maybe Tango since he has a minigame associated with it and it would be good to have time to make sure that it all work okay with the US version.

Vanya: I need to remember to assign you some work, I think I have the perfect thing.
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Post by: Vanya on November 09, 2009, 04:51:13 PM
Bring it on! ^_^
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Post by: Vanya on November 18, 2009, 05:57:58 PM
A friendly neighborhood reminder to assign me some work, Cheetah! ^_^
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Post by: Heian on November 20, 2009, 08:50:02 AM
Oeilvert update: up to about 85-90%!

I knew I'd have lots of downtime at work yesterday, so I e-mailed part of the text to myself so I could work on it.

It worked great -- my work e-mail application doesn't insist on maintaining all the stupid formatting of everything you paste, like MS Word does, and this time I paasted the English not from the source of my old page, but from the FF Wikia transcription (they got it from my page, originally).  My work e-mail also makes it easier to select text and paste over it -- MS Word "helps" you by forcibly selecting following punctuation and brackets and the like, so until now I'd be constantly re-inserting the { symbols that accidentally got overwritten.  This was so smooth and I barreled through it.

Does anyone out there have enough Japanese to join me in this?  I've still got two more novels to do, and then I have to translate the Enavia one from scratch.  Maybe someone could do some of the airship novel while I move to the chocobo races next?
Title:
Post by: Cheetah on November 20, 2009, 04:07:12 PM
I don't know that we have very many other Japanese speakers here. No one would have to be fluent for this part though because they are just matching up a previous translation. I may have to go on another recruiting mission soon to find you some help. Great to hear about the progress.

Vanya: All the information you need should be in the Unit.BIN file. Check LD's post on the first page that has a list of all the inconsistent sprites, then look at my master guide and replace all the "00" values with what matches with the actual character (which should match up with the portrait numbering I did on one of the early pages). Ask me questions when you run into problems.
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Post by: Heian on November 23, 2009, 01:35:10 AM
Oeilvert, like Tango's chocobo, is coming down the home stretch and approaching the finish line!

99% done; all that's left is to figure out how best to get several hundred characters (in the "Public Library" section) to replace what's there now, which is several dozen characters each separated by what looks like eight bytes designating a 'typewriter key' sound.  One keypress per word, maybe?  Cheetah, I'll let you decide what works best, along with the line breaks in a few spots where I just pasted the paragraphs in without calculating where they would go.

Cheetah, I've genuinely forgotten -- did I last write to you through Gmail or Yahoo?  I use both all the time and can't remember.  I'll send you the finished script from whichever address I contacted you from last.
Title:
Post by: Vanya on November 23, 2009, 02:54:00 AM
Got it! I'll get to work on those this week. ^_^

I wish I could help with the translations, but my knowledge of Japanese is very little.
I can translate words, but not sentences.
Title:
Post by: Heian on November 23, 2009, 03:36:35 AM
Cheetah, we're done!  Oeilvert is finished!!

For the 'Public Library' section, I kept the typewriter key sound only for the title "Edgar Black"; the rest I turned into ordinary lines.

The file should be in your inbox; only the Oeilvert part is finished, but in the other three you should see a few translated parts here and there (I did some global find-and-replace), and of course I changed the colors of the {Newline}, {Delay}, etc. parts all through the document, so it should be a little easier to read.  I hope I didn't accidentally erase any of that.

You're going to like it!
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Post by: Cheetah on November 23, 2009, 04:26:19 AM
FREAKING AWESOME! I'm doing a little dance right now to celebrate. I wont be able to really delve into this till after finals most likely, but everyone should expect a video update in early December showing of Heian's amazing work. We are trying to get geared up to get another release out in December, I'm really hoping the a fully playable english version of Oeilvert is going to be part of that.
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Post by: karsten on November 23, 2009, 09:10:58 AM
just plain great heian!
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Post by: FFMaster on November 23, 2009, 09:16:00 AM
Can't wait to play the visual novels.
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Post by: Vanya on November 23, 2009, 04:00:20 PM
Cheetah, did you ever have a look at the possibility of repointing the text in UNIT.BIN that is placed in that spot where a large monster could go? I was thinking that since I'm prep'ing the NPC sprites for full functionality I might as well prep the "unused" monster slot as well.
What do you think?

Also, I don't think there will be enough room for all the NPC's to become functional so which ones should have priority?

Should I also be considering rearranging the layout of UNIT.BIN? I might be able to squeeze the sprites together in such a way that re-pointing the text would be a moot point.

Edit:

Is it possible to rearrange the UNIT.BIN text like this?
It would make it possible for me to add 2 additional human sized units.
There are 2 sprite detail entries I could use for this.
There is a duplicate Demon and the last entry which was originally placed where the text was.
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Post by: TRC on November 25, 2009, 02:25:41 AM
great work guys
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Post by: Heian on November 25, 2009, 01:38:48 PM
Cheetah, I just thought of something -- I forgot to put the French accent marks on a lot of Pablo's words.  To simulate his goofy French accent, I had originally added in the 'accent aigu' sometimes when the French and English were otherwise identical.  If you know French, go ahead and stick those in when you insert it into the final version.

I'm going down to Okinawa tomorrow for four days (linguistic research), and then have some papers to write, so I'll be pretty busy in December.  But I'll start pecking away at Tango's tale of redemption, and soon we'll have that one to add in too!
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Post by: woodenbandman on November 30, 2009, 06:57:59 PM
Don't know if it's been mentioned, but isn't point3 on your main objective list not a glitch? I thought it was supposed to be like that.
Title:
Post by: philsov on November 30, 2009, 07:45:21 PM
Quote
I thought it was supposed to be like that.


Hence why the default text is "Do you want to learn the following abilities?"  The cursor is only there for you to get information on the skills.
Title:
Post by: Cheetah on December 17, 2009, 05:31:21 PM
Announcement: Insertion of Wyuvle translation complete.

Now this means that Hiean got me the matched up translation for the sound novel "Wyuvle" and that I have all of it in the correct place. This is a big step but there is one little hangup...it doesn't quite work very well yet. This is mostly just due to poor formatting and will hopefully be cleared up in time for a December release.

I was going to do a video preview with commentary showing off how messed up it is, but once I realized that it was such a simple problem I decided to just hold off and do a preview of it really working. So look forward to that either today or tomorrow.
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Post by: Pope on December 18, 2009, 03:28:34 AM
Can't wait!
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Post by: TRC on December 18, 2009, 06:19:12 AM
epic epic as fuck
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Post by: Vanya on December 18, 2009, 01:08:14 PM
Woohoo!
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Post by: Heian on December 19, 2009, 06:44:38 PM
Cheetah, I can't remember; that one part where I mismatched the translation and the original: was there any translated text missing?  If so, I can just translate it over again, so e-mail me whatever is missing.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on December 30, 2009, 12:29:49 AM
Preview Video:

http://www.youtube.com/watch?v=sVbLaam9p6w


Finally have some of Heian's wonderful translation working in game to show off. You might notice a few instances of poor formatting towards the end, but in general this is how it is going to look. Any feedback and comments are welcomed. Insertion and reformatting is taking much more time than I thought so I'm not sure when I will have this out, but in the near future. Expect this preview to be rather confusing because the story is a bit hard to grasp from this little snippet. Overall this is still really exciting and is a real dream come true for me to be getting these things working in English.
Title: Re: FFT: Complete Main Info thread
Post by: TRC on December 30, 2009, 03:25:51 AM
that is amazing, holy shit you guys! @_@
Title: Re: FFT: Complete Main Info thread
Post by: mav on December 30, 2009, 04:28:35 PM
Neat stuff. Great job, everyone. While I don't quite get the story yet, overall I think it was well quite done. My only complaint are the names...like Oeilvert. I'm not quite sure how that's pronounced or what region such a name comes from, but I guess that's just me nitpicking...Keep up the great work.
Title: Re: FFT: Complete Main Info thread
Post by: TRC on December 30, 2009, 10:29:56 PM
so just outta curiosity, what else is left exactly? you guys seem to have made some amazing progress
Title: Re: FFT: Complete Main Info thread
Post by: Xifanie on December 30, 2009, 10:45:39 PM
I like how you hesitated to kill Pablo (or whatever his name was).
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on December 31, 2009, 12:26:12 AM
LOL I'm so happy you noticed that Zodiac, it is really cool how it all changes depending on your choices.

Well this is 1 of 4 books that is inserted but not working formatted. Heian has 2 other books translated and is working on inserting. That leaves one book needing translating and inserting, but Heian is committed to getting to it after the others are done. This will all take a long while considering our schedules and that is just for the books. We also have more glitches and fixes we wish to tackle.
Title: Re: FFT: Complete Main Info thread
Post by: TRC on December 31, 2009, 01:42:50 AM
ahh i see

well keep up the good work!
Title: Re: FFT: Complete Main Info thread
Post by: Heian on December 31, 2009, 01:50:35 AM
Cheetah, great job on the preview!

Indeed, this story is the most confusing and the least clear; it has lots of dead ends and endings that don't reveal what you should have done, unlike some of the other stories, where even if you get a bad ending, the correct path is revealed for your next attempt.

Adding to the confusion is the fact that Oeilvert speaks in a very feminine manner, unlike the male characters in the story, making it clear when she's the one speaking.  In the dialogue between her and Sentir, in English, it's not clear who's who until it's halfway done.

I like having this story be the first one because it'll probably take the longest for the players to solve.  The others are a bit easier and would leave them clamoring for more somewhat earlier than they will be with this tougher novel!
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on December 31, 2009, 03:24:49 PM
Sweet! I can't wait to try the stories out for myself. ^_^
Title: Re: FFT: Complete Main Info thread
Post by: jimmyjw88 on January 05, 2010, 11:51:50 PM
This is just brilliant!! Can't wait to try this.
Title: Re: FFT: Complete Main Info thread
Post by: TRC on January 22, 2010, 08:22:28 AM
No posts in 2 and a half weeks? @_@
Title: Re: FFT: Complete Main Info thread
Post by: Pope on January 22, 2010, 06:57:04 PM
Yeah, I've noticed the same.
Title: Re: FFT: Complete Main Info thread
Post by: Dibbs on March 03, 2010, 01:52:34 AM
Quote from: "mav"
Neat stuff. Great job, everyone. While I don't quite get the story yet, overall I think it was well quite done. My only complaint are the names...like Oeilvert. I'm not quite sure how that's pronounced or what region such a name comes from, but I guess that's just me nitpicking...Keep up the great work.


Oeilvert is actually a combination of two words from the French language. "Oeil" means "eye", and "vert" means "green". So the name means either "Green Eye" or "Green Eyes". From what I can gather, it is pronounced  "OY-yuh-vehr". Sorry, don't really speak French.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on March 11, 2010, 09:49:45 PM
Dibbs, that is indeed what it means.  Given the obvious talent of the WotL translators, I'm surprised they missed that one so badly.  (Particularly when you remember that there was a place with this name in FF9.)

I wish I could announced that my next translation is finished, but Tango's gambling saga is not yet complete.  Maybe another week or two?  I've got a lot to do this week and won't be able to put any time into it, but starting Monday, I'll be a little freer.  Sorry this is taking so long!
Title: Re: FFT: Complete Main Info thread
Post by: jimmyjw88 on March 12, 2010, 02:32:05 AM
Don't worry about it too much. Slow stuffs will turn out great ^^
Title: Re: FFT: Complete Main Info thread
Post by: TRC on March 13, 2010, 11:03:16 PM
keep up the good work!
Title: Re: FFT: Complete Main Info thread
Post by: mav on March 14, 2010, 03:32:21 PM
Quote from: "Dibbs"
Oeilvert is actually a combination of two words from the French language. "Oeil" means "eye", and "vert" means "green". So the name means either "Green Eye" or "Green Eyes". From what I can gather, it is pronounced "OY-yuh-vehr". Sorry, don't really speak French.
Ah, I don't know why I didn't catch this...I actually speak a little bit of French. ...Oi. Well thanks for pointing that out.

Keep up the good work, everyone. And take your time, Heian, success need not be rushed.
Title: Re: FFT: Complete Main Info thread
Post by: j.m.ratkos on March 17, 2010, 04:59:22 PM
I had no idea that this forum existed until today, and I have to say that I'm quite impressed with the dedication and fortitude that the people involved in this project have. excellent work so far!!
Title: Re: FFT: Complete Main Info thread
Post by: Heian on March 21, 2010, 05:17:01 PM
A few more pages of Tango in the books!  He's at the last race now.

Being off from work this week means that I should be able to get a little more done.

What's making this one frustrating for me is that I split my original translation into a large number of HTML pages (unlike Oeilvert which was one big one), and my ordering has nothing to do with how it's arranged in the original code!  I fund myself searching all over the place for certain dialogue points, and having to resist the urge to just re-translate them.
Title: Re: FFT: Complete Main Info thread
Post by: TRC on April 10, 2010, 03:45:37 AM
>_>
Title: Re: FFT: Complete Main Info thread
Post by: Ivoire on April 22, 2010, 03:16:54 AM
Is this still being worked on?
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on April 22, 2010, 06:04:25 AM
Slow but surely progress is being made. We really need to do another release soon though.
Title: Re: FFT: Complete Main Info thread
Post by: Ivoire on April 22, 2010, 07:01:26 PM
Ah, good to hear it's being continued at least. Any progress is good progress, and I'm sure I am one of many who eagerly await another release.
Title: Re: FFT: Complete Main Info thread
Post by: Timbo on April 23, 2010, 06:22:51 PM
Can we get an eta on how soon?
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on April 25, 2010, 01:07:28 AM
What exactly are you looking for Jack? We are just making steady progress on the books and then trying to implement more bug fixes as we figure them out. If there was something specific you wanted it might spark a bit more motivation for a specific release.
Title: Re: FFT: Complete Main Info thread
Post by: sutebenukun on April 25, 2010, 04:34:59 AM
I was reading earlier where someone was talking about adding two possible human units to the mix...I believe it was either on this page or the page before (29-30) if that was the case would it be possible to add two new jobs to the job wheel? (such as actually having a dark knight and onion knight (if not this one another job) actually appear in the PSX version of the game?) I'm just speculating but I thought that would be a rather cool idea to do. I honestly always wanted to have a dark knight or another special like job on my team. ( I never used Orlando because I didn't like how he had every single special knight ability. The only time I used him was if I didn't use Meliadoul in which case he only learned her mighty sword skills and the dark knight's skills.)
Title: Re: FFT: Complete Main Info thread
Post by: Heian on April 25, 2010, 05:01:09 PM
The main story is done, and I'm down to the final parts of Tango!  These are the "searching through the crowd to gather information" parts, and are of course much more time-consuming than straight story would be, since they're (as I mentioned earlier) in a different order compared to my translation. (For the most part, all the dialogue is given first, and then all the "You're in front of the Blah.  To the north is blah, and to the south is blah," is all together after that, whereas I put the descriptions and the dialogues together.

Lots of clean-up to do, but we should be joining Tango in the biggest gambling day of his life soon!
Title: Re: FFT: Complete Main Info thread
Post by: Timbo on April 25, 2010, 07:56:16 PM
Quote from: "Cheetah"
What exactly are you looking for Jack? We are just making steady progress on the books and then trying to implement more bug fixes as we figure them out. If there was something specific you wanted it might spark a bit more motivation for a specific release.

I'm sorry to be bothersome or pushy.  I was just curious as to how soon it was coming out.  Out of all the projects out there, this is my favorite one.  I really look forward to true expansion and improvement of one of my favorite games.  I'm really excited about the translations and those story translations.  I just keep crossing my fingers in hopes that you are able to recreate more of those new cut scenes from the psp version, and that maybe we'll get some version of the new sidequests, even if they don't add new items to the inventory or players to the party.  Oh, and I'm excited to hear the music test and all of those unused songs I've never heard.  

I guess I'm just excited in general.  Anything you guys release is more than what I've all ready got.  That is why I'm asking.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on April 25, 2010, 10:02:47 PM
No worries Jack you aren't being pushy. If anything having people show interest motivates me to get more done. I wouldn't get your hopes up about new items and events, but maybe I can look into it a little more than I currently have.
Title: Re: FFT: Complete Main Info thread
Post by: Timbo on April 25, 2010, 10:39:19 PM
I don't really care about the items at all.  Thats all "metagame".  It's the content for me that enhances the immersion factor.

Edit: I decided what I would love to see more then anything.  Although its probably not possible, I'd like to see the Beowulf/Reis/Bremondt sidequest.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on April 26, 2010, 08:08:27 AM
Hacker's Log: Day 1

So there is this rumor, kind of the Holy Grail of FFT hacking. It is said (and I can't remember by whom), that in the Japanese rerelease of FFT the Millennium edition that there is an option in the debug menu to have a second controller control characters. This would logically point to somekind of multiplayer possibility. Which could be huge considering we hold tournaments just using the AI, who knows what we could do with true 2 player control. So in a quest to add all known content for this patch I went in search of this myth.

I found a copy of the game, I failed at this 6 months or so ago when I last attempted this. Then with the help of Zodiac we found the debug codes for the JP version of the game on a Japanese site. Side note: their debug codes are way more intelligent programmed then the US ones. So then I spent half a day going through the different options and comparing the US and JP menus in the hopes of find proof of this rumor.

I seemingly failed. I could see no difference between the two nor did I see anything that pointed to the possibility of such a menu. I was about to abandon my quest for the day, perhaps forever, when I made a hopeful discovery. For a time I thought perhaps the Millennium version was no different than the original JP release and that it was all a cruel prank. I look at the sizes and sectors and all matched up. My last ditch effort was to compare the hex of the actual files. To my great surprise I found that there were actually numerous difference between the two version.

I believe their is still hope, the hunt continues another day.
Title: Re: FFT: Complete Main Info thread
Post by: jimmyjw88 on April 26, 2010, 11:15:48 AM
This is definitely something to keep an eye on. Multiplayer would really be a great addition to the game. Hope that this will be coming true.
Title: Re: FFT: Complete Main Info thread
Post by: formerdeathcorps on April 26, 2010, 11:18:17 AM
On a different note, what version of ShiShi did you use to patch FF Complete?
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on April 26, 2010, 04:56:40 PM
Newest version, sometimes a special version, and other times manually. What are you looking for?

OH and if anyone can find links or info concerning this Millennium edition stuff that would be great because right now I'm going on nothing.
Title: Re: FFT: Complete Main Info thread
Post by: Ivoire on April 28, 2010, 05:02:01 AM
http://m-l.org/~greerga/fft/ (http://m-l.org/~greerga/fft/)

I checked around, though it only seems that the Millennium edition is the same. Sort of like a "Greatest Hits" but only for Japan, and only with Square. It seems that they have a lot of Millennium Edition games. The following is a link to some of Square's Millennium Collection. Hope it helps.

http://www.play-asia.com/paOS-19-71-e3- ... ction.html (http://www.play-asia.com/paOS-19-71-e3-49-en-15-Square+Millennium+Collection.html)
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on April 28, 2010, 05:52:16 AM
Thanks for looking Ivoire, I have the game now I just need more information on this supposed special debug options specific to this version.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on April 28, 2010, 10:45:59 AM
You don't see those Millennium Editions around anymore.  I just searched for one on Yahoo Auctions, and they want over $300 for it!

http://page11.auctions.yahoo.co.jp/jp/auction/n81414289 (http://page11.auctions.yahoo.co.jp/jp/auction/n81414289)
Title: Re: FFT: Complete Main Info thread
Post by: Heian on May 11, 2010, 08:54:01 AM
Big news!  Tango's gambling odyssey is about two or three days from being done!

I just have to polish up a few things before I send it to Cheetah.

The bad news is that -- given all the jumping around, code-wise -- there are probably a few errors floating around.  I hope I didn't accidentally erase any tags or anything else that's important.  So the big-checking phase might be a little longer this time.

But this story, which is my favorite of the four, is an absolute joy to take to a successful conclusion.  You'll have a smile on your face when you finish it!
Title: Re: FFT: Complete Main Info thread
Post by: Heian on May 21, 2010, 04:55:43 PM
"All right!

Cho-co-bos!  We're gonna do this!

We're gonna play this sound novel.  You and me, Tango.  We're gonna get your wife back; she's gonna be grateful, she's gonna give you a kiss; next think you know, you're gonna get laid tonight, all right?  Now let's do this!"


(Sorry; I was just watching my favorite video-game related YouTube video, which is 23 minutes of pure hilarity (http://www.youtube.com/watch?v=in6RZzdGki8), and was channeling that guy.  The point is that the chocobo racing novel is done!  I've sent it to Cheetah, so hopefully there aren't too many glitches!  Soon you'll be playing it!)
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on May 21, 2010, 05:26:39 PM
Man Heian, you are really a stallar team member. This project is long over due for a new release. I'm going to get cracking hardcore on these sound novels. People should really be excited about Tango's story, it is essentially a mini game. We will have to see if the money rewards carry over like they did in the original japanese version!
Title: Re: FFT: Complete Main Info thread
Post by: TRC on May 27, 2010, 11:18:56 PM
great job Heian!
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 14, 2010, 02:20:26 AM
Hye guys, I'm making some pretty good progress on translating the Enavia book -- this one is much more straightforward, structurally, than all those branching paths and bad endings in the other books; this time there's a meter than keeps track of your happiness instead -- but need some advice on actually writing these lines with flavor.

Specifically, how would each of these characters address the others?  What kinds of words; what would they call each other; etc.  We've got three teenage sisters in a royal/noble family (aged 16, 15, and 13; the last one is the heroine), their father, a gardener and his teenaged son (this is the boy the heroine falls in love with), and then a few more employed-at-the-manor types like a teacher.

What would teenage gardener's son Curt call 13-year-old noble daughter Lucia?  "Lady"?  "Miss"?

This story -- as I've said ad nauseam -- is the weakest of the bunch, but on the other hand, it could probably shine with good writing, and its setting fits with the WotL style pretty well, or maybe that of FF12.

Any ideas?
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on June 14, 2010, 06:35:04 AM
More than likely Lady, they call Alma, Lady Alma, if memory serves right. The sister would likely be a little more informal, they might be from a rich family, but the story rings of being an intimate relationship with family, so the pretext of formality would likely be absent, except if (or when) her father becomes strict with her and her sisters.  Though as mentioned above the gardener and his son would address the family as would the rest of the vassals as Lords and Ladies. Though I do think the teacher should probably have something special about him... hmm, PM me (and/or Eternal248) the script and I'll see if I can make anything work. (base translations, of course)
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 14, 2010, 03:45:45 PM
LD's suggestions ideas look good. This thread needs more comments though.
Title: Re: FFT: Complete Main Info thread
Post by: Dominic NY18 on June 14, 2010, 04:50:55 PM
To add on, "Lord" could be added on to family titles. I assume "Lady" could be as well.

I wouldn't say formal titles are completely absent in familial settings either. All of the Beoulve kids address Balbanes directly as "Lord Father" and Ramza and Alma sometimes refer to Dycedarg and Zalbag as "Lord Brother."
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on June 14, 2010, 09:13:28 PM
Quote from: "Dominic NY18"
To add on, "Lord" could be added on to family titles. I assume "Lady" could be as well.

I wouldn't say formal titles are completely absent in familial settings either. All of the Beoulve kids address Balbanes directly as "Lord Father" and Ramza and Alma sometimes refer to Dycedarg and Zalbag as "Lord Brother."

Ah, but that's the thing. admittedly I don't know anything about this story, but the girls sound as if they would address each other on familiar terms, though be very respectful to their father calling him "Lord Father". "Lady Sister" is a strange bit, I don't think that would work rather well.
Title: Re: FFT: Complete Main Info thread
Post by: Dominic NY18 on June 14, 2010, 11:13:48 PM
I agree that it sounds odd (especially Lady Sister), but it isn't unheard of. It was customary for people in my family to address their elders or strangers with sir or ma'am. These days, my folks aren't as strict about this, but it's still a faux pas for me to even refer to my mother or grandmother's siblings without adding "aunt" or "uncle" to their names, much less directly address them.

In the examples I gave, it was always someone addressing or referring to a social superior and who had some important title (Dycedarg as Larg's retainer, Zalbaag as a Knight Devout, etc.). Not to mention that both were much older than Ramza and Alma.

I'm not saying your wrong though, especially if the girl in question shirks social norms and is close to her sisters. I was just saying it wouldn't be odd for people to have formal ways of addressing even their family members.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 15, 2010, 02:32:58 AM
Dominic, this is the kind of thing I'm looking for.  I've got Lucia simply calling her father "Father", because I don't think he's quite as elite as the Beoulves were.  In Japanese, Balbanes was called by the ostentatiously-formal chichi-ue 父上, whereas Lucia calls Albert otou-sama お父様, which is one level up from normal otousan お父さん, but nowhere near chichi-ue.

I guess the problem is what to have an older commoner call a very young noble -- Eddy the gardener addressing 13-year-old Lucia.  I'm going to go with "Lady" (rather than "miss" or the like) unless someone's got something better.

Let me dig up some sample lines so people can trade opinions about them.  I really need to play WotL and FFXII again to get back into this mode of speaking.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 15, 2010, 04:54:10 AM
It might almost be amusing for the gardener kid to call her "Princess" even though she isn't one. But that would likely be writing in too much to the story. I need to give this more thought.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 17, 2010, 05:44:14 AM
Cheetah, it might be, but in this case I'm leaning against it.  The kid and his father are pretty grounded, down-to-earth people who know how to behave and how to talk to people without either being awed by them (calling Lucia "Princess") or having no manners (like Vaan calling Ashe "omae" (a familiar, somewhat downward-looking word for 'you') in FF12).  

At first I was making use of some French terms, Oeilvert-style, but now I'm not so sure.  How about this bit of dialogue?  The (1.) is a choice you make as Lucia, and then what follows from that (dialogue between 13-year-old noble Lucia and 14-year-old ordinary hired-hand Curt) comes after.

1. Call out to him{Newline}

 '{Delay 02}Excuse me? Curt...?' {0xF4}{Delay 10} {Delay 01}{Newline}
 'Yes, m'lady?' {0xF4}{Delay 10} {Delay 02}{Newline}
 'Oh, please, "lady" is far too...' {0xF4}{Delay 10} {Delay 01}{Newline}
 'If there is any work that mademoiselle needs done, {Delay 08}{Newline}
 {Delay 01}I shall be happy to perform it.' {0xF4}{Delay 10} {Delay 01}{Newline}
 'No, no...{0xF4}{Delay 10}{Newline}
 {Delay 02}I wasn't ordering you to do anything, Curt!' </Entry>
            <Entry> {Newline}
{Newline}
 '{Delay 02}...{0xF4}{Delay 10} {Delay 01}Ahhh...{0xF4}{Delay 10}{Newline}
 {Delay 02}what a silly fool I am.{0xF4}{Delay 10}{Newline}
 {Delay 01}I should just give up.{0xF4}{Delay 10}{Newline}
 {Delay 02}Besides, Father has already decided on {Newline}
 a fiance for me.{0xF4}{Delay 10}{Newline}
 {Delay 02}I should be happy just to see Curt now.'  
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on June 17, 2010, 02:56:46 PM
That sounds good to me. I like that you have Father capitalized to show emphasis as per the Japanese form.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 17, 2010, 07:34:27 PM
Is there any particular reason to do the French accents other than to sound different? It is just a personal bias of mine but I'm not a fan. I even called my "fiance" "my future wife" instead because I dislike the word so much, so take my opinion with a grain of salt because it isn't very objective.

I think stick with the old english like wording instead. So "mademoiselle" could be "little miss" or "miss" or something else along those lines. Then the later line could be "Besides, Father has already chosen a husband for me." or "Besides, I am already betrothed by Father's choosing." or Besides, Father has already chosen my betrothed.". I think we have lots of options to not use French. No offense to our Quebec friends of course.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 18, 2010, 12:34:20 AM
Cheetah, "betrothed" is perfect!  I'll use that instead of "fiance" -- this novel isn't necessarily set in a France-like place (as Oeilvert most definitely is). Your wording choices are pretty good, too.  Let me see if I can get some of the extraneous French words out of this one.

One more request: any fans of the Hitchhiker's Guide to the Galaxy out there?  On the cover of the Guide, it says "Don't Panic", and I think there's a scene where Arthur Dent says something about how clearly the best choice is, in fact, to panic mindlessly.  (My copy is 7000 miles away, so I can't look it up!)  Anyone remember this?  In the FFT sound novel, at one point, the choice is to scream in panic, and I want to use something like that.
Title: Re: FFT: Complete Main Info thread
Post by: Timbo on June 18, 2010, 11:11:09 PM
I have the book.  If you can point me at the scene so I can quote if for you I'd be happy to help.
Title: Re: FFT: Complete Main Info thread
Post by: ronan on June 20, 2010, 12:45:27 PM
It may be easier to look here:
http://flag.blackened.net/dinsdale/dna/dna.html
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 20, 2010, 02:05:54 PM
Ronan, what a great resource!

And I found the quote that I was mis-remembering:
Quote
Ford sprang up.

"Keep looking at the book!" he hissed urgently.

"What?"

"Don't Panic."

"I'm not panicking!"

"Yes you are."

"Alright so I'm panicking, what else is there to do?"

Maybe I'll work something like this in.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 20, 2010, 04:07:23 PM
That is a good line, I like it.
Title: Re: FFT: Complete Main Info thread
Post by: Timbo on June 20, 2010, 04:51:51 PM
I try to squeeze as much Hitchhiker's Guide as possible into anything and everything I write.  I absolutely adore the late great Douglas Adams.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on June 26, 2010, 03:45:41 AM
Long time I haven't check up on you guys, the last time was when the first book was just starting to be translated. All of you are doing a fine job! Keep up the good work. After trying to figure out my username and password, I manage to track down my post I've made here and remembered my password immediately. I'm wondering if you guys have started restoring the Generic Soldier Quotes in Final Fantasy Tactics Complete because I didn't see them in the goal list.

Here is a FAQ on gamefaqs.

http://www.gamefaqs.com/console/psx/file/197339/16311 (http://www.gamefaqs.com/console/psx/file/197339/16311)

Sorry if I seem like I am being pushy, because that is not what I am trying to do. This wouldn't seem to me as Complete if the quotes were not present in the final version of the patch as they were present in the original Japanese version but omited in the English version. I'm just wondering if there is any plans on restoring them. That's all. Again, keep up the good work!
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 26, 2010, 07:09:22 AM
Jack, yeah, DNA is awesome.    Though I have to confess that I read the first four books of the trilogy and thought it ended just perfectly like that.  Then I discovered the fifth, which ruined it.  Fortunately there's now a sixth; hopefully it can redeem that horrible "Mostly Harmless".  Haven't read it yet.

Fenrir, does WotL not have the quotes?  I think we could paste them in directly from there, as the WotL translators did an excellent job on everything else and surely did better than that amateur GameFAQs hack. ^_^;

I remember writing that document long ago -- I thought it would be half an hour's work, and it ended up taking forever!

Cheetah, I've got a request for you -- e-mail coming your way!
Title: Re: FFT: Complete Main Info thread
Post by: Timbo on June 26, 2010, 01:07:50 PM
Quote from: "Heian"
Jack, yeah, DNA is awesome.    Though I have to confess that I read the first four books of the trilogy and thought it ended just perfectly like that.  Then I discovered the fifth, which ruined it.  Fortunately there's now a sixth; hopefully it can redeem that horrible "Mostly Harmless".  Haven't read it yet.

Fenrir, does WotL not have the quotes?  I think we could paste them in directly from there, as the WotL translators did an excellent job on everything else and surely did better than that amateur GameFAQs hack. ^_^;

I remember writing that document long ago -- I thought it would be half an hour's work, and it ended up taking forever!

Cheetah, I've got a request for you -- e-mail coming your way!
A sixth book?  Are you serious?

*Runs to check wikipedia*

Holy cow.  Are you talking about the "Salmon of Doubt" or "And Another Thing".  I don't know how to feel about either of those.  I didn't read "Salmon" simply because its incomplete.  Its made of drafts of one DNA series being written adapted to the Guide.  It saddens me that he wasn't able to finish it but it makes me happy that he was making an attempt.  However, I couldn't bring my self to read it because he died in the middle of adapting a novel from one series into the Guide.  I'm at a loss for what to think of "And Another Thing as well"  It's another author and it uses previously un-introduced fantasy elements like Thor and Asgard.  I'll probably pick it up but I won't be buying a new Omnibus version of the Guide.  

Oh, and "Mostly Harmless" is totally underrated.  I liked the sheer randomness of it, and no I'm not talking about Arthur's daughter.  People complain because the ending is dark but its a real ending.  Which is the only way you can end a story so completely centered on the utter destruction of the world and its main characters.  People complain all about how DNA didn't know how to write an ending.  Mostly harmless proves the masses wrong.  Plus, I really liked Arthur's endeavor as a sandwich maker.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on June 26, 2010, 03:48:26 PM
Quote from: "Heian"
Fenrir, does WotL not have the quotes?  I think we could paste them in directly from there, as the WotL translators did an excellent job on everything else and surely did better than that amateur GameFAQs hack. ^_^;

I remember reading somewhere that the quotes in WotL were omited/removed for some reason, I'm going to have to google this for some proof/truth to this. But, someone with the WotL game could easily confirm this. I don't know if the Japanese version of WotL had the quotes. I'll post my findings here.

Edit: Well, this is what I found. Again, I do not own the WotL game. So I can't confirm it. All I own is the PSone English version.

"Using the Select button "help" feature and then selecting a character's name on his/her status screen gives you a short quote from the character.  In the PSone version, only the story characters had unique messages.  Generic characters simply had one of a handful of generic quotes.  In the PSP version, every default name for a generic character now has his or her own unique quote! (This feature has always been in the Japanese version; it was only in the English PSone version that the generic characters did not all have unique quotes.)"

Source: http://forum.gamevn.com/showthread.php? ... PSP-/page2 (http://forum.gamevn.com/showthread.php?494144-Final-Fantasy-Tactics-The-War-of-The-Lions-PSP-/page2)

Post #24 by Sharius
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 26, 2010, 04:28:11 PM
Fenrir, so does that mean that in the English PS1 FFT, generic soldiers just had random quotes chosen from that list?  I thought they had no quotes at all, and was disappointed because I really liked the quotes.  (I played the Japanese FFT on the PS1, and never experience the game in English until WotL.)

I can't read a single word of Vietnamese -- is there something interesting in those comments aside from the list of old and new words in FFT?

Jack, yeah, I was thinking of the Eoin Colfer book.  I *hate* the dark ending to Mostly Harmless -- So Long, And Thanks For All The Fish wrapped things up so perfectly, and when I read that book I had no idea that there was another one, so everything was perfect.  (I have a four-book omnibus which is definitive for me!)
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 26, 2010, 04:48:13 PM
Fenrir, the quotes are still definitely a goal. The last time a followed up on this we had included them already or had them activated. I feel like something must be missing though... I will look into it more, but I'm not sure when. Keep reminding us though and I will put it on the list.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on June 26, 2010, 08:18:33 PM
Quote from: "Heian"
Fenrir, so does that mean that in the English PS1 FFT, generic soldiers just had random quotes chosen from that list?  I thought they had no quotes at all, and was disappointed because I really liked the quotes.  (I played the Japanese FFT on the PS1, and never experience the game in English until WotL.)

I can't read a single word of Vietnamese -- is there something interesting in those comments aside from the list of old and new words in FFT?

I believe that they have a preset quote to the random generic soldier. When you buy a soldier, they're already prename. Renaming your generic soldier to your liking shouldn't change their associated quote. In the PSone US version... all generic soldier's quotes are "..." when you press select on their names. The translators of the game probably didn't bother to translate it due to the fact they rush the game out and the quotes didn't have any impact on the game.

Do you still have FFT in Japanese? You could probably test if the quotes are indeed random. Buy one soldier and check the quote, buy another soldier with the same name as the first one you already bought (this will be the most annoying part, since all soldiers are generated randomly). Once you find another soldier who has the same name as your first soldier, buy him and check his quote. Compare the quote to see if they are the same.

The guy who posted this has posted in English, google results of my search lead me to that site.

Quote from: "Cheetah"
Fenrir, the quotes are still definitely a goal. The last time a followed up on this we had included them already or had them activated. I feel like something must be missing though... I will look into it more, but I'm not sure when. Keep reminding us though and I will put it on the list.

No problem, I just wanted to bring it up and see what happen to it. I'll definitely come back and remind you guys a little later down the road . Maybe around the time when the last book is nearing completion on its translation.
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on June 27, 2010, 04:31:00 PM
Quote from: "Heian"
Fenrir, so does that mean that in the English PS1 FFT, generic soldiers just had random quotes chosen from that list?  I thought they had no quotes at all, and was disappointed because I really liked the quotes.  (I played the Japanese FFT on the PS1, and never experience the game in English until WotL.)

I can't read a single word of Vietnamese -- is there something interesting in those comments aside from the list of old and new words in FFT?

Jack, yeah, I was thinking of the Eoin Colfer book.  I *hate* the dark ending to Mostly Harmless -- So Long, And Thanks For All The Fish wrapped things up so perfectly, and when I read that book I had no idea that there was another one, so everything was perfect.  (I have a four-book omnibus which is definitive for me!)

There's a slight bit of confusion going on here, I'm pretty sure hes referring to Spell Quotes, which are grand storycrafter Eternal made up that fit the WotL style, which I had believed were already put in, might be wrong though.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 27, 2010, 05:17:00 PM
No LD, we are talking about character quotes that appear when you press "Select" on them in the Formation screen.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 27, 2010, 05:44:59 PM
Fenrir, I have the Japanese FFT, and the generic soldier quotes are fixed based on whatever the soldier's name was when you hired them.  For example, in my party, I had a Constance, who would say that her boyfriend had been eaten by a Marlboro!  I also had a Kazim (or Casim, or Kasseem, etc.) -- I forget what his quote was, but I mainly used him because a character with that name is in the movie Indiana Jones and the Last Crusade, where, fighting with Indy on a boat heading for a swirling propeller, he utters one of the best lines in movie history:

Indy: "Talk or we'll both die!"
Kazim: "My soul's prepared. How's yours?"

So I liked imagining my Kazim charging into battle, you know?

Anyway.   I thought those quotes had been restored in the English WotL.  If they haven't, Cheetah, please use the ones I translated eight years ago, and I can archaicize them a bit if you like (or someone else with more skill can).

Did Eternal translate them from the original, or just make up fitting quotes?  Not to deride someone's work, but I'd rather see translations than totally-made-up stuff.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 27, 2010, 06:37:09 PM
The quotes that Eternal did are for the spell quotes. Essentially he took the original US spell quotes and just added some WotL flare to them. I will admit that I was very suspect at first, but I believe that they turned out quite well. I will look for the thread that contains them all so you can take at look at them Heian and give your opinion.

That is really cool that the character quotes stay consistant. That is probably an unknown byte in save data and in game that we never understood haha. For now no more talk about these formation screen quotes till I confirm that we don't already have them working.
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on June 28, 2010, 12:38:34 PM
You're.... right, heh. My mistake... I read that I thought Heian didn't think they were in WotL and the only quotes I could remember not being in WotL was the Spell Quotes.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 28, 2010, 03:14:28 PM
Heian: Eternal's attempt at the spell quotes starts on page 18 of this topic:
viewtopic.php?f=26&t=2686&start=340 (http://www.ffhacktics.com/forum/viewtopic.php?f=26&t=2686&start=340)
Tell us what you think.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 30, 2010, 07:46:47 AM
Cheetah, those look great!  Do you have the originals around for comparison?
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on June 30, 2010, 06:41:21 PM
Something that I just remembered and re-check one of my save games, when a unit has too much faith. At the end of battle, he/she will say a block of text. The text appears after you get the money and items gained after battle.

On my game, Alicia has a faith of 85.

WARNING

Alicia
Changing the world alone seems arrogant to me...

In that game, Alicia was a magic unit. I was shifting Alicia into different magic classes (White Mage, Black Mage, Summoner, etc). Depending on the action she took during battle (offensive Alicia, defensive Alicia, etc), she said a variety of different things at the end of battle. I'll need to experiment more to see the different quotes. I wonder if having low brave triggers a warning for units. Again, I don't know if you guys were aware of this or not, just though I'll mention it to you guys. Since you guys are doing a re-translating of the whole thing.

Heian, do you mean the original Japanese spell quotes? I would like to see what the original Japanese spell quotes are. I have never played FFXII, but aren't the Lucavi in that game called Espers?

Shiva: “Esper of the North Winds, freeze all! Diamond Dust!”
Ramuh: “Esper of Raging Storms, impart thy help! Judgment Bolt!”
Ifrit: “Esper of Hellflames, scorch the enemy! Hellfire!”
Titan: “Esper of Hallowed Earth, tear the heavens asunder! Gaia’s Rage!”

I would rather have all the original Japanese spell quotes converted into English, and put into the game... but that's just my personal preference.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on June 30, 2010, 09:14:30 PM
Fenrir, I've never seen that!  So she says different things while still on the battlefield, but after you've won?

I never raised anyone's Bravery or Faith that high so I never got to see anything like that.

The Espers in FFXII are -- in some cases -- the Zodiac Demons in FFT.  Belias, Hashmal, etc. are in both, but other Espers like Mateus and Exdeath and Zeromus are in FFXII but aren't in FFT.

The beings that FFT (and most FF games in general) call Espers actually have their names given to airships and other military vehicles.  The Leviathan is a major Archadian airship; the Bahamut is a giant floating fortress; Ifrit and Ramuh (IIRC) give their names to classes of war airships.  Some minor single-person vehicles get names like Remora, Antlion, and Tonberry.  Very clever!

As for the spell quotes, Cheetah, can you pull them out of the game so that we can look them over?  Eternal's certainly sound good so maybe where he used artistic license, they can be adjusted to reflect what's actually in the original.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on June 30, 2010, 10:19:45 PM
Here are some more quotes.

(http://img809.imageshack.us/img809/1046/endquote1.png)
I used Alicia as an offensive unit, used two summon magic spells (Titan and Zodiac) during the course of the battle.

(http://img24.imageshack.us/img24/2923/endquote2.png)
In this battle, I used Alicia to support my other units, I just kept casting Haste on the other units.

(http://img24.imageshack.us/img24/5893/endquote3.png)
I simple didn't do anything with Alicia in this battle, I simply just used the "Wait" command over and over again right to the end of the battle.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on July 01, 2010, 08:29:15 PM
Fenrir, looks like they're using random "faith is getting high" quotes.

Anyone see those in WotL?
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on July 02, 2010, 03:40:19 AM
Translation Help Heian

{Color 08}Debug{Close}現在の設定{Close}AT{Newline}
Unit List{Newline}
Option{Close}{Close}{Color 08}フラグ番号{Color 00}を入力{Close}{Color 08}フラグ値{Color 00}を入力{Close}{Color 08}マップ番号{Color 00}を入力{Close}現在の設定{Newline}
フラグ番号 {0xE4}{Newline}
フラグ値  {0xE4}{Newline}
マップ番号 {0xE4}{Close}エフェクトを実行{Newline}
{Color 08}エフェクト番号{Color 00}を入力{Close}</Entry>
            <Entry>{Color 08}SYSTEM ERROR{Color 00}{Newline}
コ—ド {0xE4} {0xE4} {0xE4}{Newline}
担当者 {0xEB} </Entry>
            <Entry>むらた</Entry>
            <Entry>おがた</Entry>
            <Entry>すずき</Entry>
            <Entry>むらかみ</Entry>
            <Entry>おの</Entry>
            <Entry>くぼ</Entry>
            <Entry>つちだ</Entry>
            <Entry>いわさき</Entry>
            <Entry>Move{Newline}
{Color 04}Act{Newline}
{Color 00}Wait{Newline}
Status{Newline}
Auto-battle{Close}{Color 04}Move{Newline}
Act{Newline}
{Color 00}Wait{Newline}
Status{Newline}
Auto-battle{Close}SEをならします{Newline}
{Color 08}SE番号{Color 00}を入力{Close}マップロ—ド{Close}マップチェンジ{Close}フラグ番号設定{Close}フラグ値設定{Close}マップ番号設定{Close}現在の設定確認{Close}エフェクト実行{Close}SEテスト{Close}環境音テスト{Close}曲テスト{Close}アニメテスト{Close}座標をひろう{Close}ワ—ルドマップ{Close}MDLアニメ{Close}TXTアニメ{Close}キ—の設定{Close}エントリテスト{Close}{Close}{Close}12 Max equip at Job change{Close}Unit{Newline}
Panel{Newline}
Quit{Close}{Close}Execute{Newline}
Quit{Close}{Close}{Close}マップX {0xE4}{Newline}
マップZ {0xE4}{Newline}
マップY {0xE4}{Close}{Close}{Close}{Color 04}————————{Close}モデル{Newline}
トラック{Newline}
{Color 08}実行{Close}曲をならします{Newline}
{Color 08}曲番号{Color 00}を入力してください{Close}Execute{Newline}
Quit{Close}{0xEB}{Close}ID{Newline}
トラック{Newline}
{Color 08}実行{Close}マップ番号{Newline}
エントリ番号{Newline}
{Color 08}実行{Close}{Close}Move{Newline}
Wait{Newline}
Status{Close}{Color 04}Move{Newline}
{Color 00}Wait{Newline}
Status{Close}Cデ'レイ{Newline}
Cピッチ{Newline}
LRピッチ{Newline}
Sデ'レイ{Newline}
Sスピ—ド1{Newline}
Sスピ—ド2{Newline}
{Color 08}設定{Close}シェイプ番号{Newline}
アニメ番号{Newline}
{Color 08}実行{Close}1{Close}2{Close}4{Close}8{Close}Attack{Newline}
Quit{Close}Defend{Newline}

     <Section>
            <Entry>T了JよT5き</Entry>
         </Section>
         <Section>
            <Entry>T了JよT5き</Entry>
         </Section>
         <Section>
            <Entry>T了JよT5き</Entry>
         </Section>
         <Section>
            <Entry>T了JよT5き</Entry>


Spell Quotes:
I am going to make a new topic for this with all the current quotes organized so that we can decide what to do about them.


Unit Quotes were included in WotL and thus are already in FFT:C. Examples:

Once the war is over, I shall study music!
Monsters lay eggs, you know.
Be sure you are well stocked with potions!
Add 40 to your CT merely by selecting Wait.


The Faith/Brave Warning quotes are done already, here are some examples.

Fear gnaws ever at my heart
I do not wish to die!

Blood...always more blood. Even in sleep I find
no sanctuary, for it stains my dreams!

I beg you, will you not send another in my
place when next we face battle?

I...I see them! The eyes of my fallen
foemen—they watch me!
Title: Re: FFT: Complete Main Info thread
Post by: Heian on July 04, 2010, 09:27:16 PM
Cheetah, here goes.  The "Map number: input" should really be "Input map number:, but I left the original word order because there's a color change in the middle, and I don't know how the game handles that if you move it around.  Also, the stuff at the very bottom is gibberish and so I left it as such. ^_^;

------

{Color 08}Debug{Close}Current Settings{Close}AT{Newline}
Unit List{Newline}
Option{Close}{Close}{Color 08}Flag Number: {Color 00}input {Close}{Color 08}Flag value: {Color 00}input {Close}{Color 08}Map number: {Color 00}input {Close}Current settings{Newline}
Flag number {0xE4}{Newline}
Flag value {0xE4}{Newline}
Map number {0xE4}{Close}Implement effect{Newline}
{Color 08}Effect number: {Color 00}input{Close}</Entry>
<Entry>{Color 08}SYSTEM ERROR{Color 00}{Newline}
Code {0xE4} {0xE4} {0xE4}{Newline}
Person in charge {0xEB} </Entry>
<Entry>Murata</Entry>
<Entry>Okada</Entry>
<Entry>Suzuki</Entry>
<Entry>Murakami</Entry>
<Entry>Ono</Entry>
<Entry>Kubo</Entry>
<Entry>Tsuchida</Entry>
<Entry>Iwasaki</Entry>
<Entry>Move{Newline}
{Color 04}Act{Newline}
{Color 00}Wait{Newline}
Status{Newline}
Auto-battle{Close}{Color 04}Move{Newline}
Act{Newline}
{Color 00}Wait{Newline}
Status{Newline}
Auto-battle{Close}Play sound effects{Newline}
{Color 08}Sound effect number: {Color 00}input{Close}Load map{Close}Change map{Close}Set flag number{Close}Set flag value{Close}Set map number{Close}Confirm current settings{Close}Implement effect{Close}SE test{Close}Test environment sounds{Close}Music test{Close}Animation test{Close}Pick up coordinates{Close}World map{Close}MDL animation{Close}TXT animation{Close}Set keys{Close}Entry test{Close}{Close}{Close}12 Max equip at Job change{Close}Unit{Newline}
Panel{Newline}
Quit{Close}{Close}Execute{Newline}
Quit{Close}{Close}{Close}Map X value {0xE4}{Newline}
Map Z value {0xE4}{Newline}
Map Y value {0xE4}{Close}{Close}{Close}{Color 04}----------{Close}Model{Newline}
Track{Newline}
{Color 08}Go{Close}Play songs{Newline}
{Color 08}Song number: {Color 00}please input{Close}Execute{Newline}
Quit{Close}{0xEB}{Close}ID{Newline}
Track{Newline}
{Color 08}Go{Close}Map number{Newline}
Entry number{Newline}
{Color 08}Go{Close}{Close}Move{Newline}
Wait{Newline}
Status{Close}{Color 04}Move{Newline}
{Color 00}Wait{Newline}
Status{Close}C Delay{Newline}
C Pitch{Newline}
LR Pitch{Newline}
S Delay{Newline}
S Speed 1{Newline}
S Speed 2{Newline}
{Color 08}Set{Close}Shape number{Newline}
Animation number{Newline}
{Color 08}Go{Close}1{Close}2{Close}4{Close}8{Close}Attack{Newline}
Quit{Close}Defend{Newline}

<Section>
<Entry>T了JよT5き</Entry>
</Section>
<Section>
<Entry>T了JよT5き</Entry>
</Section>
<Section>
<Entry>T了JよT5き</Entry>
</Section>
<Section>
<Entry>T了JよT5き</Entry>
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on July 04, 2010, 11:35:14 PM
Great work Heian. So this is looking like the text for currently accessable debug menu stuff plus menus for the debug stuff that was more than likely removed. The top stuff is the current known in battle debug menu stuff that was left untranslated. This might give us a few more hints as to what we are working with, but I'm not seeing anything really standing out. Except maybe the "Person in charge" item, the names following it look like options. Are those just normal Japanese names following that Heian? I wonder if they are testers or relate to something else, any ideas folks?

The later parts of this are really exciting looking, but like I said I'm thinking they have all been deactivated. I have read about what the prerelease debug menu did, and this looks exactly like it (examples citing rotating the map angle and such). Most of it looks just useful for testing, but there are a few options I'm curious about. Bottom line is that I think this stuff doesn't exist anymore but it is always fun to speculate. Like, what the heck is "MDL Animation" or "TXT animation" or "Shape Number"?
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on July 05, 2010, 06:15:35 PM
Hmm, that is definitely an interesting piece of info. Also is there any plans for translating the last Debug book?
Title: Re: FFT: Complete Main Info thread
Post by: Heian on July 05, 2010, 08:57:06 PM
Cheetah, Japanese people love to make up their own Roman-alphabet abbreviations for things.  "MDL Animation" is probably "Model Animation" and "TXT Animation" is surely "Text Animation".  There was a "Play SE" which I assumed referred to Sound Effects, and translated it that way.

And those are indeed ordinary Japanese surnames.  Do they look familiar?  Staffers?  Testers?
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on July 06, 2010, 12:28:32 AM
Very interesting stuff...

Murata was the name of the Main Programmer for FFT.

Okada is strangely not seen at all in the credits.

There are two Suzuki's in the credits. One is there for "additional programming" and the other was the sound programmer, really it could be either for them (or both?)

Murakami was an additional programmer.

Just as with Suzuki there is also two Ono's. One was the man responsible for Visual Effect Programming and the other was a Planner, once again it could have been either of them.

Kubo was an additional programmer

Tsuchida was as well an additional programmer

Iwasaki was the man in charge of the Event Programming (a lot of kudos to him...) I wonder why he's last on the list though? Eh, over thinking it. Any other references to the staff in these?
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on July 06, 2010, 06:03:00 AM
Nice work both of you. It definitely appears that those might actually be the name of staff members, if for no other reason that I can't think what else they would be for. I like your thoughts on what the abbreviation are for Heian, they are all really logical.

Just for the sake of getting all the random Japanese text translated here is the hidden sixth sound novel that appears to be mostly garbage. Maybe you can uncover something though Heian. I will see if there is any other untranslated text lying around, but I don't believe there is. I'm still working on organizing the spell quotes, it might be challenging to get all the original Japanese ones. Is there anyway to post tables in a forum post?



サウンドノベル壁紙確認用プログラム{Newline}
03/19 バ—ジョン{Newline}
{Newline}
○ボタンで順送りできます.{Newline}
{Newline}
ボス?{Newline}
{Begin List}1.bk44お試し{Newline}
2.どと—の壁紙130連発{Newline}
3.メニュ—2へ{End List}{Close}



どっちでやる?{Newline}
 {Newline}
{Begin List}1.bk126{Newline}
2.bk127{Newline}
3.テスト終了{End List}{Close}

どっちでやる?{Newline}
 {Newline}
{Begin List}1.03/07{Newline}
2.03/06{Newline}
3.メニュ—へ{End List}{Close}どっちでやる?{Newline}
 {Newline}
{Begin List}1.bk124{Newline}
2.bk125{Newline}
3.bk123{End List}{Close}


○ボタンで順送りできます.{Newline}
{Newline}
ボス?{Newline}
{Begin List}1.bk53お試し{Newline}
2.テスト終了{Newline}
3.背景テスト03/10{End List}{Close}
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on July 06, 2010, 11:07:16 PM
Cool Cheetah.

While browsing the Final Fantasy Wiki, I've come across this.

"An additional battle in War of the Lions includes Meliadoul confronting Cletienne about her father. Meliadoul will fight as an ally, even if the player does not recruit her after the battle with Zalera."

I don't know much about the PSP version, and I don't know where Meliadoul confronts Cletienne in that version. I know there's only 2 battles with Cletienne in PSone. Will this be included in FFT: Complete? Or will the text be included in the second battle if you have Meliadoul participate in battle? I know Meliadoul speaks to her father in the first encounter with Vormav at Murond Holy Place.

Edit: I came across this while checking the Person section, Delita's picture does not update (Holy Knight picture to Arc Knight picture). I check near the end of the game.
Title: Re: FFT: Complete Main Info thread
Post by: Dominic NY18 on July 07, 2010, 06:51:36 PM
The confrontation between Meliadoul and Cletienne happens in Dorter, in the same place where you fight at the beginning of Chapter 2. It happens between the events in Limberry and Eagrose. Cletienne ambushes Ramza and Meliadoul saves him in the nick of time.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on July 09, 2010, 10:34:19 AM
Cheetah, it actually isn't a novel, as you'll see:

Sound Novel Wallpaper Testing Program{Newline}
03/19 Version{Newline}
{Newline}
Use the ○ button to move forward.{Newline}
{Newline}
Boss?{Newline}
{Begin List}1. Test bk44{Newline}
2. Run through all 130 backgrounds{Newline}
3. To Menu 2{End List}{Close}



Use which one?{Newline}
{Newline}
{Begin List}1.bk126{Newline}
2.bk127{Newline}
3. End testing{End List}{Close}

Use which one?{Newline}
{Newline}
{Begin List}1. 03/07{Newline}
2. 03/06{Newline}
3. To Menu{End List}{Close}Use which one?{Newline}
{Newline}
{Begin List}1. bk124{Newline}
2. bk125{Newline}
3. bk123{End List}{Close}


Use the ○ button to move forward.{Newline}
{Newline}
Boss?{Newline}
{Begin List}1. Test bk53{Newline}
2. Finish testing{Newline}
3. Background test 03/10{End List}{Close}
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on July 09, 2010, 07:39:26 PM
Haha that is funny, yeah I didn't think it would actually be anything. Interesting to see how they were testing stuff out though.
Title: Re: FFT: Complete Main Info thread
Post by: TRC on July 10, 2010, 02:28:00 AM
just figured i'd let you know that I'm still lurking >_>
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on August 07, 2010, 10:11:43 PM
I've notice that the PSP version uses the plurial form of God, Gods and not God. I always though that there was only one God in FFT. Am I missing something here?

Edit: I don't know why I see 4 St. Ajoras writen since that is not what I wrote.
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on August 07, 2010, 10:57:19 PM
Text filter.
The church in FFT is the main religion of the area that the game takes place in, but as seen in the other Ivalice there are other cults and older religions that might still be in practice in other regions or even in the sub-text of the game's narrative.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on August 07, 2010, 11:31:32 PM
Okay, but the Church of Galbados only has one God (FFT) right? So why would the followers/knights of the Church job describe with the plurial Gods? It just doesn't make any sense for them to mention Gods (plurial).

Example: Divine Knight - A Knight versed in both scripture and sword, sworn to the service of the Gods (plurial).

Wouldn't this be blasphemous to the Church of Galbados since there is God and Ajora, the child of God? Someone screwed up somewhere (not FFhacktics community, but the translators or the retcon in question).
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on August 08, 2010, 12:04:48 AM
I guess that depends on whether the description is from the point of view of the church or if it is a general description for a job that can be affiliated with any religion. Are there any examples of dialogue where a particular member of the Glabados church uses the plural?
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on August 08, 2010, 12:38:30 AM
Never played PSP before, but in FFT PSone. God (singular) is used numerous times. Both in description and in talks.

Found the Divine Knight description on Final Fantasy Wiki, and its not the PSone description of the job. So it must be PSP description.

Here is the PSone description of Divine Knight - Holy knight who pledges his loyalty and devotion to God. He takes holy orders with his sword.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on August 10, 2010, 06:24:46 PM
Sorry for the double post, but I just quickly check the current patch, so some of these could have been fix already by you guys. But I am still going to mention it anyways.

Deathspell 2/Dispelna has a quote, it is not activated in FFTPatcher. Same for the Magic Swords/spellblades quotes. It was like this to in the vanilla version of FFT for Deathspell 2 and the Magic Sword's skills.

Holy Angel/High Seraph does not have a Skillset associated with her, it should be Ultimate Magic/Arcane Magicks. It was like this to in the vanilla version of FFT, where hacking her into the party made her have no primary ability.

The Elemental Guns problem, Blaze Gun and Glacier Gun elemental mix-up.

Northswain's Strike appears as Iorthswain's Strike in the Job Status Menu, it's probably too long?

Wouldn't Shellbust Stab, Blastar Punch, Hellcry Punch and Icewolf Bite be better than the generic name of Crush Armor, Crush etc? If the patch is suppose to take the best of the 2 version, wouldn't the PSone version's name of these attacks be better?

Elmdor/Elmdore's Spirit Sword skillset, even if you have learned any abilities. The skillset is grayed out and gives the "No Abilities can be used/No usable abilities" error. Any plans on fixing this? It was like this in the vanilla version too.

The dummy out Reflect and Silent Walk/Stealth ability, any plans on completing these abilities so that they work properly in the game?

Oracle/Mystic Job name is also known in the Japanese version as Onmyoji. I copied and pasted the next bit of info from the PSP walkthru on Gamefaqs.

You might have wondered about the status magick-wielding job: in the PSP version, it's called Mystic and uses "Mystic Arts"; in the original PSone version, it's Oracle and uses "Yin-Yang Magic." Why such different names?

In the original Japanese version, this job is actually the Onmyoshi--a practicer of Onmyodo, a real-life Japanese tradition of divination and mysticism based on yin-yang, astrology, and spirits (shikigami). You can read more about Onmyodo at its Wikipedia article:
  -> http://en.wikipedia.org/wiki/Onmyodo (http://en.wikipedia.org/wiki/Onmyodo)

Since most English-speaking audiences probably wouldn't be familiar with Onmyodo, the localization teams have come up with different English words to name this job.

This is all that I saw in the current patch. Again, some of these could have been fix already. So sorry for pointing it out.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on August 10, 2010, 06:48:42 PM
These are some very nice suggestions Fenrir. I will certainly take a look at these. Though for this project we take the WOTL translation as the definite one, so unless it is an actual error we don't change it.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on August 10, 2010, 06:58:47 PM
I knew I forgot something to mention something, what about the Music Test? Any plans on putting it in?

Quote from: "Cheetah"
These are some very nice suggestions Fenrir. I will certainly take a look at these. Though for this project we take the WOTL translation as the definite one, so unless it is an actual error we don't change it.

No problem, just wanted to share what I have found and/or was thinking.
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on August 10, 2010, 07:31:14 PM
I do believe Cheetah was working on restoring the music test, right Cheetah?
The whole issue of the 'correctness' of either the original or WotL script is beyond the scope of this project.
However, since it is designed as a base patch for other hackers to work off of everyone is free to make any further changes as they see fit.
I, myself am definitely going to be using this as a base for my personal hack as I don't agree with many of the translation choices in either version.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on August 10, 2010, 08:51:53 PM
Yeah the music test is what I have been working on a lot besides the books. It is now a major goal of the project.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on August 10, 2010, 09:09:00 PM
Yeah, I'm also going to personally change some things in my own personal hack as well. There are some things I don't like in the PSone version and the PSP version.

I found this Cheetah.

Entry 489 - Radcliff: Rumor has it there are five types of fell swords. (PSP)

There is no fell swords in PSonce version.

Entry 489 - Radcliff: Try holding down L1, R1, Select, and Start! (PSone Japanese version)

http://www.gamefaqs.com/ps/197339-final ... faqs/16311 (http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/16311)

Just though I'd mention that.
Title: Re: FFT: Complete Main Info thread
Post by: RandMuadDib on August 13, 2010, 05:00:59 AM
Sorry to be a bother, but has anyone found a way to use FFTacText with FFT:Complete reliably? Or at least a specific version that works properly? I've tried the "import iso, save file, close tactext and reopen" method several times with several versions of TacText to no avail. I heard tell of a special version used to create FFT:C but no one seems to be able to tell me where to find it.

Any help at all would greatly be appreciated.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on August 13, 2010, 06:31:05 AM
Fenrir, what's a Fell Sword?

Is the WotL "Radcliffe" the same person as the PS1's Radcliffe?  Do the generics have any kind of fixed code numbers so you can match PS1 generics to those in the PSP version?  I know they changed a few generic names from the Japanese PS1 version to the NA PS1, and then changed many more when making WoTL.  Is it possible that the original Radcliffe who tells you to hold down those buttons (and doesn't remind you to save, that prankster nogoodnik) is not the same generic?  BTW, is there a soft reset on the PSP?
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on August 13, 2010, 09:15:42 PM
Fell Swords are a new sword category added to WotL for Dark Knights, they are akin to the dark swords from FF4.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on August 14, 2010, 06:31:39 PM
To answer your question Heian. In FFTacText, Radcliff entry is 489 where he was given "Rumor has it there are five types of fell swords." in FFT: Complete. But according to the gameFAQs Generic Quote Faqs link I posted above, his original line was "Try holding down L1, R1, Select, and Start!" I had to google to find out what was a Fell Sword. Since this is the modification of the PSX version, it would make more sense to have the PSX line since there is no Fell Swords in PSX. Unless this is the team's secretly plans on adding the Dark Knight generic class into the PSX, which I highly doubt. I remember them saying that they have no plans on putting Onion Knight or Dark Knight into PSX.

Found some typos.

ItemsName entry 215 - Power Gaunltet should be Power Gauntlet.

Terrain descriptions entry 0
Soil{Newline}
Ordinary earth.{Newline}
{Color 08}Geomancy{Color 00}:Sinkhole - should a space after the :

Terrain descriptions entry 19
Road{Newline}
A man-made thoroughfare. {Newline}
{Color 08}Geomancy{Color 00}:  Sinkhole - there are two spaces after :

That is all.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on August 14, 2010, 09:15:49 PM
Regarding the Fell Swords; good to know!  In my WotL playthrough, I refused to let any opponent die (to the point of reviving them and then smacking them down immediately after, a few times), so the Dark Knight class was closed off to me!

Fenrir, if that's the same Radcliffe, I'm guessing that they needed informative quotes for some of the new additions in WotL and just replaced some of the less useful generic quotes with new stuff.  Can't blame them for dumping Radcliffe's original quote -- doing what he says would mean losing your data!
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on August 14, 2010, 11:00:46 PM
But, getting the Dark Knight class. Wasn't it something like taking 20 crystilized enemies? From what I read on the internet, it certainly looked that way.

Of course they'll change certain things when porting to a new system, it happened in numerous ports in a wide variety of games. But the team is bringing the translation of PSP to the PSX version where there are no Fell Swords at all. I can see it now, the forum flooded with question such as how do I unlock the Dark Knight because one of the generic mentions the Fell Sword plus they google it and found the answer is that the Fell Swords belongs to the Dark Knights. Their conclusion, Dark Knight are unlockable and usuable in FFT Complete.

The quote of Radcliffe is misleading, especially since this patch is suppose to bring PSP text to PSX. Not every aspect/content that is present in the PSP will be ported over on the PSX. The best thing you could do is give him a new quote.
Title: Re: FFT: Complete Main Info thread
Post by: Heian on August 16, 2010, 09:10:12 AM
Yeah, you needed to kill 20 people -- what barbarity!  It was a fun and very satisfying challenge to not let anyone die.

I agree; he should have the original quote.  No sense in misleading players into looking for things that aren't there.
Title: Re: FFT: Complete Main Info thread
Post by: Novalis on August 17, 2010, 05:17:37 AM
I'm sorry, but it just isn't a true Tactics experience without the line "Ramza.... What did you get? I........." at the very end.
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on August 18, 2010, 07:11:06 PM
Quote from: "Novalis"
I'm sorry, but it just isn't a true Tactics experience without the line "Ramza.... What did you get? I........." at the very end.

"Delita: Did you get your end in all of this, Ramza? I...I got this."

In my opinion is more powerful, it shows a clear regret in his choice.  That you would come in here and say that, despite that's the Point of the project is relatively disgraceful.
Title: Re: FFT: Complete Main Info thread
Post by: Novalis on August 18, 2010, 07:51:44 PM
The retranslation is superb, I agree. The shoddy original translation provided a lot of unintentionally hilarious moments, is all I'm saying
Title: Re: FFT: Complete Main Info thread
Post by: LastingDawn on August 18, 2010, 08:07:09 PM
Oh, my apologies. Tone is sort of difficult to tell over the internet after all, heh. I wasn't sure if you were serious or not.
Title: Re: FFT: Complete Main Info thread
Post by: Wiegraf on September 12, 2010, 04:41:21 AM
Quote from: "Novalis"
The retranslation is superb, I agree. The shoddy original translation provided a lot of unintentionally hilarious moments, is all I'm saying

The new translation is amazing. The best translation Ive ever laid eyes upon in a video game. Thank goodness someone made this patch to combine the good things of the two.

But for now I will just stick to War of the Lions 1.3 because I want Balthier, Luso, Cell Shaded Cutscenes, etc.
Title: Re: FFT: Complete Main Info thread
Post by: Iolo on November 17, 2010, 06:13:58 PM
So I've read through some of the discussion here but not all so this may have been answered in a previous reply. But I was wondering if this patch is intended to eventually be a complete psp to psx conversion, with the cuts scenes, new jobs, NPC's etc., or if it's just a better translation of the game? Someone had posted a reply about the cut scenes on psx and had a youtube link for it. This gave me some false hope because I got this patch and sadly no cut scenes :'(. Anyway, I love the 1.3 version of the game and appreciate everyone's hard work on making fft even more epic than it already is. I just don't see me buying a psp solely for an edited fft. I dunno, maybe if it was completely redesigned, but probably not even then. Thanks.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on November 17, 2010, 06:52:30 PM
We have found ways to implement some of the cutscenes, predominantly the intro. This may be included in future releases, but we will not be adding the mid game cutscenes. The purpose of the project is not a conversion of WotL. The updated translation is the only real thing being implemented from that version.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on December 15, 2010, 08:01:31 AM
With the help of FFMaster and Melonhead's attempt, the music test is very close to finally being unlocked. This means that a new release of FFT:C is needed and will hopefully be happening in the next week!
Title: Re: FFT: Complete Main Info thread
Post by: mezule on December 15, 2010, 11:52:02 AM
Hi, long time lurker.
That's great news! I've been holding off on a playthrough for so long, waiting for this patch to get to a more complete state. The music in this game is so beautiful, what a fantastic addition a music test will be.
Thank you guys so much for all your efforts. I can hardly believe that after so long Tactics still has such an amazing community. Release .50 was wonderful.
Any news on the books?
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on December 15, 2010, 06:27:44 PM
I honestly believe that not having the music test working was a major mental road block for me. Hopefully now I will have the motivation to get those books inserted!
Title: Re: FFT: Complete Main Info thread
Post by: FFMaster on December 15, 2010, 11:11:50 PM
Do you know how to shift the menu across to the left and make it wider? I did some text editing and noticed this

(http://i272.photobucket.com/albums/jj174/FF255Master/MusicTest.png)


It should say "Testing for text changes" but gets cut off from the menu. If we can just shift it to the left and make it bigger, it should be perfect. The problem is that I don't know how to do that. I've only ever learned formula editing after all =/
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on December 16, 2010, 02:05:00 AM
I'd like to know this too.
Title: Re: FFT: Complete Main Info thread
Post by: FFMaster on December 16, 2010, 11:41:55 PM
Hi guys.

(http://i272.photobucket.com/albums/jj174/FF255Master/soundtest.png)
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on December 18, 2010, 08:01:49 AM
Sweet! ^_^
That's a big leap forward!
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on December 22, 2010, 07:34:15 AM
Okay major stumbling block. FFTacText is having is having problems patching World.lzw, which is the file that contains the sound test titles. I am able to get some working, but with horrible formatting. So does anyone have ideas on a fix?
Title: Re: FFT: Complete Main Info thread
Post by: Atma on January 21, 2011, 09:24:24 AM
so, i've been scanning through tons of threads/topics/post over the last couple weeks and am ready to start on my own patch, but before i start i wanted to make sure i have all my facts straight.  so, i was wondering... will FFT: Complete have the capability to be widescreen?  i guess, i'm more asking if it's even possible for the PSX version to be changed in that way.
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on January 21, 2011, 02:22:17 PM
Nope, that was beyond the capabilities of the PSX.
Title: Re: FFT: Complete Main Info thread
Post by: Cral_lemon on January 29, 2011, 05:38:34 PM
I came from playing FFT 1.3 but give up starting chapter 4 because couldn't train my troops anymore over the extreem difficulty of mare random battles who most of the time end with GAME OVER over and over again, also that kambafin dude it's just ridiculous! >.<* so decide to try another alternative and saw this version...

Love it! FFT compleat + 1.3 easy type it's awesome, the dialogs the game play and the difficulty are awesome; was so cool I start a new game only to read all the new dialogs. thanks a ton!

P.S. hope kambafindif dude is not around here @~@U
Title: Re: FFT: Complete Main Info thread
Post by: TRC on January 30, 2011, 02:34:45 AM
Yes guys, I'm still lurking here <_<
Title: Re: FFT: Complete Main Info thread
Post by: ruwin on March 04, 2011, 10:06:47 AM
thank you so much for making this. i tip my hat to you.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on May 09, 2011, 05:30:35 PM
Been a long time since I have been here, and I'm loving where this patch is going. The best of luck to you all. I'm going to keep on waiting patiently until the day this patch is complete.
Title: Re: FFT: Complete Main Info thread
Post by: Eternal on May 09, 2011, 05:34:16 PM
It is, for the most part. To my knowledge, everything is done except the Books.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on May 11, 2011, 04:24:21 AM
Yeah the patch is completely playable, just a few bugs. The books and the music test are the only real missing things, and those will be enjoyable without playing the whole game.
Title: Re: FFT: Complete Main Info thread
Post by: TRC on June 06, 2011, 06:54:08 AM
im a perfectionist so I am still going to wait for it to be released and/or updated with little bug fixes cuz im weak like that
Title: Re: FFT: Complete Main Info thread
Post by: Argy on June 06, 2011, 11:56:28 AM
Cheetah,
Just started playing this patch and it's a cracker! Really love the updated work that you have done! It reads perfectly and all of the other added bonus.... Wow!!
Any game that can get "wench" in, is fine by me.... He he
Well done!
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on June 10, 2011, 06:24:41 PM
Sorry if this has been ask before or already answered, but have you guys decide to finish programming Reflect and Silent Walk/Stealth in FFT: Complete?
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 11, 2011, 06:11:45 AM
Is Reflect not programmed correctly as is?

Fixing Silent Walk is a project that many others have attempt, so I would recommend just using one of those minor hacks on top of this.
Title: Re: FFT: Complete Main Info thread
Post by: Eternal on June 11, 2011, 06:25:43 AM
I think he means the dummied about "Reflect" Support Ability that was (supposedly) supposed to give its wearer Auto: Reflect.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on June 11, 2011, 04:21:57 PM
Aahhhh, yeah same response as Silent Walk. We are trying to make very few gameplay changes so that others can make the changes that they want without much conflict.
Title: Re: FFT: Complete Main Info thread
Post by: Fenrir90 on June 12, 2011, 04:49:47 PM
I've spend hours looking thru the various threads, using the Search option and even googling didn't not make me find those minor hacks. I guess they are well hidden. ;)

Is there some kind soul who can give me the link to the Support aility Reflect and Silent Walk minor hacks.
Title: Re: FFT: Complete Main Info thread
Post by: Eternal on June 12, 2011, 11:29:18 PM
Honestly, I don't think there -is- a fix for them yet. I haven't looked too deeply into it, but I know I didn't see anything for it in FFTorgASM or anything.
Title: Re: FFT: Complete Main Info thread
Post by: TRC on October 04, 2011, 01:24:41 PM
Just outta curiosity is there any chance a newer version of FFT: Complete with the bug fixes implemented will be uploaded in the near future?
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on October 04, 2011, 01:46:54 PM
Not in the near future, no.
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on October 23, 2011, 01:40:49 PM
Just outta curiosity is there a reason why this patch is in the completed section if it isn't technically finished. Just wondering.
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on October 23, 2011, 05:12:50 PM
I believe the reasoning was that the primary goals of getting the text and dialog inserted were achieved.
Title: Re: FFT: Complete Main Info thread
Post by: Vanya on October 24, 2011, 01:28:22 AM
K'
Title: Re: FFT: Complete Main Info thread
Post by: Azure_Knight143 on October 26, 2011, 09:25:22 PM
Cheetah this work on this patch is excellent! Props to all who put work on it!! I love it! One small thing I've noticed, that on Agrias' Holy Knight abilities is that there is a space then " lorthswain's Strike". Is this an error?



This is my first time posting on this site...
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on October 27, 2011, 02:55:41 PM
Thanks I appreciate you signing up just to pass this on. Which window/screen is this error occurring in? It is likely that the skill name is a little too long.
Title: Re: FFT: Complete Main Info thread
Post by: Azure_Knight143 on October 27, 2011, 09:34:21 PM
This is seen in the menu when you check the abilities of the Holy Knight
Title: Re: FFT: Complete Main Info thread
Post by: Cheetah on October 27, 2011, 09:55:11 PM
Thanks for narrowing that down for me Azure. I would appreciate it if you can mention anything else you notice as you go through the game.
Title: Re: FFT: Complete Main Info thread
Post by: Azure_Knight143 on October 27, 2011, 10:42:43 PM
Here's another I just noticed..on the Monk's Reaction ability section 'Critical: Recover HP'..the C is kinda faded.
On the Ninja's Reaction ability section Vanish sometimes....Ummm the 'V' vanishes.lol
Title: Re: FFT: Complete Main Info thread
Post by: Azure_Knight143 on October 27, 2011, 11:41:56 PM
Also, on the Summoner's Reaction ability section 'Critical: Recover MP'...the C is kinda faded.

I'm sorry for finding these errors in your great project Cheetah..I honestly can't wait for this project to be completed. I'll again if i see anything that may help.
Title: Re: FFT: Complete Main Info thread
Post by: Mootheroo on November 30, 2011, 03:18:07 AM
I would like to thank Cheetah and the whole team involved in this project for their dedication and hard work.

It really is appreciated.

I'm going to start playing through FFT: Complete soon and being the explorer kind of gamer, I like to explore every available nook and cranny. I will be letting you know, should I find any glitches.

I'm also eagerly awaiting the completion of the books, the music test and the generic unit quotes (and hopefully a full port of PSP eventually, in the more distant future).

Keep up the good work guys, you're awesome! :)