øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1079.msg11019e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexde46.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1079.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexde46.html.zxH}g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.éOKtext/htmlISO-8859-1gzip@øÕéÿÿÿÿÿÿÿÿTue, 10 Mar 2020 11:59:27 GMT0ó°° ®0®P®€§²ð®G}g^ÿÿÿÿÿÿÿÿo'é DS' FFIVET Translation Progresses!

Author Topic: DS' FFIVET Translation Progresses!  (Read 4118 times)

DarknessSavior

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DS' FFIVET Translation Progresses!
« on: June 23, 2009, 03:20:39 PM »
I posted this on RHDN, but I know a few of you don't lurk around there, and this is pretty relevant to the board (hell, I almost forgot this board existed! Sorry guys! T_T)

From a friend asking about it, and seeing the FFIV pictures yesterday, I felt inspired to do work on FFIV yesterday. Six hours later, I've got all three pointer tables for the script recoded for my purposes, and I've inserted (and translated, since I apparently lost the translated script I had) the intro for FFIV up to when you arrive at Baron. Here's some screenshots:













Obviously, the script isn't final, as I'm nowhere near the quality translator that this game requires. However, it does show that I can hack the script in, and that there's really no limit to the amount of text I can throw in.

I'll likely make a video for YouTube when I get a better translated script. And with that said, anyone interested in translating for me? =D

~DS

Phoenix

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Re: DS' FFIVET Translation Progresses!
« Reply #1 on: June 23, 2009, 04:47:15 PM »
Don't know if you've seen it, but my Javascript Text Converter can create the hex data and pointers on-the-fly. I'm not sure what you mean by "recoding" the pointer tables, so it may not be useful to you, but if it is, here's the post with the latest version:

http://slickproductions.org/forum/index.php?topic=678.msg10802#msg10802


vivify93

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Re: DS' FFIVET Translation Progresses!
« Reply #2 on: June 23, 2009, 05:00:39 PM »
The text looks a bit clunky with the ellipsis (sp? The three periods thingy) being three separate tiles. Have you considered using an icon that uses "..." instead, like in the FFIII NES fan translation?
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bond697

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Re: DS' FFIVET Translation Progresses!
« Reply #3 on: June 23, 2009, 10:27:47 PM »
...battle deployment?

not to sound like a dick, but you aren't leaving that, right? to me, it sounds kinda awkward. also, i think that last ellipse should be after the "is", not the "something".  i think it sounds more natural - at least, to me anyway.
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Phoenix

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Re: DS' FFIVET Translation Progresses!
« Reply #4 on: June 24, 2009, 07:13:49 AM »
The text looks a bit clunky with the ellipsis (sp? The three periods thingy) being three separate tiles. Have you considered using an icon that uses "..." instead, like in the FFIII NES fan translation?

FF4 also has an ellipsis character, it's C3 in hex. The original FF2us version uses it, as well, although it's often repeated twice, like in this gem of dialogue:

Code: [Select]
Baigan:Real crystal…
King:Good!  Cecil……
 You may leave now.

DarknessSavior

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Re: DS' FFIVET Translation Progresses!
« Reply #5 on: June 24, 2009, 04:53:30 PM »
Don't know if you've seen it, but my Javascript Text Converter can create the hex data and pointers on-the-fly. I'm not sure what you mean by "recoding" the pointer tables, so it may not be useful to you, but if it is, here's the post with the latest version:

http://slickproductions.org/forum/index.php?topic=678.msg10802#msg10802

Yeah, actually I downloaded it yesterday, though I'm unaware of how to use it (are you supposed to type the strings in Hex? In ASCII? How does it calculate the pointers?). I say "recoded" because I had to change the routine for using the pointers. For example, one is something like... "LDA $113400, x" (with "x" being the pointer). I had to change it so that instead of loading text from the original sections within game, that it would load them from expanded space that I created in the ROM (now something like "LDA $22D000, x")

As far as the script goes, it's still not final. Especially that version (since I was the one who translated that, and I've only got a little over a year's worth of Japanese under my belt). "Battle deployment" does sound a little off to me, but I don't want to say "Battlestations!" either. Anyone got a better suggestion?

As far as ellipsis go, I realize there's one in the font, but I'm not sure if I'll use that or not, or just make one of my own, but yes, I do plan on doing it.

More screenshots:







There's actually a tutorial when you're done talking to Kain, telling you basic information. Kinda neat. I threw the Japanese quotes around it to differentiate it from Kain's speech (because it's likely not Kain saying it, I think if it was him, it'd be breaking the "fourth wall").

~DS

Dragonsbrethren

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Re: DS' FFIVET Translation Progresses!
« Reply #6 on: June 24, 2009, 05:58:25 PM »
I always wondered if that tutorial (and the training room) was the only reason they cut the ability to customize the button assignments. I went the FF7 route in Pandora's Box:

Quote
^We're going to divide into three groups. Press (Switch), (Y) by default, to control a different group."

Phoenix

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Re: DS' FFIVET Translation Progresses!
« Reply #7 on: June 25, 2009, 04:55:57 AM »
Yeah, actually I downloaded it yesterday, though I'm unaware of how to use it (are you supposed to type the strings in Hex? In ASCII? How does it calculate the pointers?).

Sorry, it's gotten more complicated as I added features to it, and I didn't think to include a readme. Basically, you choose the start of the dialogue bank (80600 by default, for Dialogue Bank 1) and the value to subtract from the pointers (also 80600 by default). Then you can type or paste into the full text box (indenting it) or quick text box on the right, and it should automatically calculate the hex data to paste in (at 80600, by default) and the pointers to paste in (at 80200, by default). The window number starts at 000, and that's used for when you code the event data. So when you use "F0 xx" or "F1 xx" in the event data, it corresponds to window number "0xx" or "1xx". Here's an example from the original FF2us dialogue:

Code: [Select]
01F 80890 9002 Crew:Captain Cecil,
we are about to arrive!
Cecil:Good.
*
020 808B7 B702 Crew:Why are we robbing
crystals from innocent
people?
Crew:That's our duty.
Crew:Do we really have to
keep doing this?
*

So the actual hex data you would paste in at 80890. The pointer for window 01F should be 9002, and would pasted in at 8023E (80200 + 2*1F). And to use this piece of dialogue in an event, you would use "F0 1F". Likewise, the hex data for window 020 would be pasted in at 808B7, and the pointer data ("B702") would be pasted in at 80240 (80200 + 2*20). Then you could use the dialogue in event data with "F0 20". Does all of that make sense? Let me know if it doesn't, or if you have any specific questions.

DarknessSavior

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Re: DS' FFIVET Translation Progresses!
« Reply #8 on: June 26, 2009, 01:28:51 PM »
See, I'm not sure that would work with what I'm doing. There's three sets of pointers (granted, I'm changing the code to all of them so that they load from the same area, text-wise, but the pointer tables themselves are still in different places).

What I could really use is something to tell me how a string is going to fit into the textbox. I'm already tired of inserting two lines, save stating to them, changing them, looking back again. Rinse and repeat.

Also, there's a vid on YouTube with the whole translation thus far, plus a look at my Equip and Status menus, and the area names.

http://www.youtube.com/watch?v=7OSlzUB0g04

~DS

Dragonsbrethren

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Re: DS' FFIVET Translation Progresses!
« Reply #9 on: June 26, 2009, 01:54:25 PM »
What I could really use is something to tell me how a string is going to fit into the textbox. I'm already tired of inserting two lines, save stating to them, changing them, looking back again. Rinse and repeat.

http://www.romhacking.net/utils/378/

I've got a font and background already made, if you want it. I forget if it's FF2us or FF4ET, but it's easy enough to adjust for the other.

Phoenix

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Re: DS' FFIVET Translation Progresses!
« Reply #10 on: June 26, 2009, 05:01:35 PM »
See, I'm not sure that would work with what I'm doing. There's three sets of pointers (granted, I'm changing the code to all of them so that they load from the same area, text-wise, but the pointer tables themselves are still in different places).

It does work, at least for dialogue banks 1 and 3, because I'm doing the same thing as you in my hack. You just have to change the "Starting offset" and "Value to subtract for pointers" boxes to the value that is the beginning of the dialogue bank. For instance, I moved my dialogue bank 1 to 102C00 by changing both to "102C00". Then I moved bank 3 to somewhere else and changed both boxes to the start of that bank. Cut and paste (I do mine to a text file so I have a hard copy of the changes) and you're good to go. Currently, it doesn't work for pointer calculation for dialogue bank 2 (the NPC dialogue, located at 88500) because the pointers for that work differently (i.e. one per location map instead of one per window).

What I could really use is something to tell me how a string is going to fit into the textbox. I'm already tired of inserting two lines, save stating to them, changing them, looking back again. Rinse and repeat.

I forgot to mention this, but it does this as well. Dialogue windows are 26 characters long. In the "full text" box the word Dialogue has the characters 12345678901234567890123456, to show you the width of the window. Plus, I've sized the text box so that anything longer will run onto the next line. The "quick text" box is simply 26 characters wide. As you're writing dialogue, just match up the line breaks to that.

Not to trying to convince you to use it if you don't want to, but from what you've described, it seems like it would save you a lot of time.

DarknessSavior

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Re: DS' FFIVET Translation Progresses!
« Reply #11 on: July 14, 2009, 05:27:21 PM »
What I could really use is something to tell me how a string is going to fit into the textbox. I'm already tired of inserting two lines, save stating to them, changing them, looking back again. Rinse and repeat.

http://www.romhacking.net/utils/378/

I've got a font and background already made, if you want it. I forget if it's FF2us or FF4ET, but it's easy enough to adjust for the other.

I would love it, actually. Send it to me as a PM on RHDN or somethin'. That would make inserting script ALOT easier.

~DS