great work ffgriever!
if you need the english translations for the new accessories/weapons etc
http://www.gamefaqs.com/console/ps2/file/939426/52032
...can't wait for the release!![]()
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great work ffgriever!
if you need the english translations for the new accessories/weapons etc
http://www.gamefaqs.com/console/ps2/file/939426/52032
...can't wait for the release!![]()
I don't think the author would be glad. Plus, it's only names, while there is over 60 new files (out of ~8000 total) to translate, another 60 to add text (there was no text in these files in us version, while there is some text in ZJS version, most likely some object names - didn't check it). Some files also were changed (eg. the file containing magic, items, etc., file with licence tutorial in the sandsea, etc.), in others the order of dialog entries has been changed (I've noticed it on one of the movies, where vayne speaks to the rabanastrans).
I guess it should be possible for first alpha release to come on sunday or monday. But be warned, that while it *should* be playable, it will contain a lot of bugs and glitches. My hopes are that some testers could just help me catch the places where the game freezes or the dialogs are somehow wrong. It's just that I don't have enough time to spend 60-70 hours (with cheats enabled, because otherwise it would take ~200hours) to complete this game again in 100%. I will also recommend to prepare some ntsc us/pal saves (convert them) as it might not be possibble to progress at some points in the game (crashes, etc.). I played this game and it seems to run stable, but who knows....can't wait for the release!![]()
PS. "Playable" doesn't necessarily mean "enjoyable" (yet).
Will the "patching" affect if it works in HD Loader?
The first alpha patch is ready.
Most dialogs are already in english. Same for other texts. I had to alter some files a little bit, as they were freezing the game at various points.
There was a problem with "battle log" texts. It seems that something has been changed in the game script. For example - in english version there was something like:
On script side (probably):
and in the text:Code:stackpush enemy_name stackpush char_name_pointer move a_or_an, val move var0, item_name display battle_log, steal_succ
Yet in the ZJS we have something like that on script side:Code:{stackpop} stole {blue}{a_or_an}{var0}{white} from {gold}{stackpop}{white}!
Which will produce text like:Code:stackpush item_name stackpush enemy_name display battle_log, steal_succ
Quite funny itsn't it? But it's not only that. If you don't use all the variables on stack, the game will freeze, if you will pop more variables than there are, the game freezes (it's obvious in case of stack, though).Code:Wild Saurian stole {nothing_here} from Potion!
So I had to change a lot of battle log texts. This particular text I changed to:
Which produces:Code:Stealing from {gold}{stackpop}{white}: {blue}{stackpop}{white} successfully stolen!
Though, most of the script part is just guessing, as I didn't hack the gamescript yet.Code:Stealing from Wild Saurian: Potion successfully stolen!
Would anyone like to help me test it? There is a lot of errors, some menus look like crap (too long names), many fields on licence board are displayed as "Reserved" or "Not used", there is no licence board tutorial (tomaj skips it), there is no names for 12 licence boards (either empty or "NOT USED") - it's because no ZJS exclusive texts were not translated yet.
What do I search for? Points where the game freezes, missing dialogs (like the tut by tomaj), dialogs that are still japanese (or garbage), wrong dialogs (not the ones that should actually appear - like the glitch during Vaynes speech in rabanastre when he assumes consul's post - sorry, already corrected). Some menu texts are not yet converted.
It's not really a closed test, but I would need a help of some people that won't give up too early. I don't have enough time to test it all thoroughly by myself. There will most likely be many freezes and many tries to actually tell what causes the freeze, then new patch version and the need to patch it again and burn (I'm using hdloader, so it's much easier... it works quite fine with PCSX2, though).
I played the game for few hours tonight and it seems to be working fine... Though, the early stage of the patch should be a warrning for the people that would actually just want to play it.
Both FF12 NTSC U/C and FF12 Int:ZJS are required. Windows or wine needed for the patch tu run (though, the patch itself is compilable under any operating system... almost, as it doesn't take care of endianess). It should work with uk, german and other versions of FF12, but was neither designed nor tested with these (quite high chances that the game will freeze then in some menus).
The patcher itself is 16.5kB. The patching package contains also two changed files of 118kB total.
If someone would like to help, just write here or drop me a pm.
Last edited by ffgriever; 10-11-2009 at 10:39 AM.
Sure, I'd love to help out.
I believe it will be much easier, if I just post the patch.
http://www.ff12.pl/down/zjs_eng_patcher_v01.zip
And here is the info:
Oh! If the process is interrputed for some reason, make sure youdeleted everything in your temp directoryCode:FFXII Int: ZJS English Conversion Patch by ffgriever v0.1 Usage: zjs_repack [-h][/?] [image_eng [image_zjs [image_output]]] You can just make sure that you have "ff12us.iso" and "ff12zj.iso" in the same directory as the main executable. Then just double click the patcher and wait until it's done. You can specify the required filenames, if you want to (you can specify only the first one, first two or all of them). The default output file is "ff12engzjs.iso". MAKE SURE YOU HAVE ENOUGH FREE SPACE OND HDD AND THAT YOU HAVE READ/WRITE PERMISSIONS. MAKE ALSO SURE, THAT THE "TEMP" DIRECTORY IS IN PLACE, AS WELL AS ADDITIONAL, MODIFIED FILES. IT'S ADVISED TO LOG THE PATCHING PROCESS INTO A FILE. Glitches I know about: 1. No FFXII ZJS exclusive texts are yet translated (so you will see just some garbage). 2. There is no Tomaj's licence tutorial in the sandsea. 3. Some minor texts (NAME, QUANTITY, TOTAL, etc.) in menu are in japanese. 4. Some texts in menu (like bestiary and hunt descriptions) look like crap. This will be fixed once I'll find how to change the witdh of "space". 5. Some battle minor texts were not translated yet. 6. Images were not translated yet. Please report if you found any other problems (though, I'm most interested in freezes and misplaced dialogs right now)..
Edit: If you got the files before, redownload it (added wrong package).
i get some messages in the command prompt like this:
39 - no text in us!
3933 - not present in US
that just means that it can't find the corresponing files in the US image right?
ff12us.iso - 3.78 GB (4,066,508,800 bytes)
ff12zj.iso - 3.91 GB (4,204,003,328 bytes)
ff12engzjs.iso - 3.89 GB (4,181,897,216 bytes) ...smaller than ff12zj.iso?
am i good to go (burn image)?
Yup. File is present, but it contains no text section in us file, while it does in the ZJS. So the patcher keeps the japanese text section.
There should be a lot of them (60 or 80 out of 8000 total of text files). In this case the patcher leaves entire japanese file as is.3933 - not present in US
that just means that it can't find the corresponing files in the US image right?
Yes. It seems to be valid. The md5 of my patched image is: 46270cdf265096c40a4e4e5b07144c71. But I wouldn't panic if yours is a little bit different (I do many changes all the time, plus I ESR-patched mineff12engzjs.iso
3.89 GB (4,181,897,216 bytes)
am i good to go?).
@Bayron
In the last week, I spent less than 3 hours on it, so no news.
It could mean that for the second message, while the first one probably indicates something that is unique to the ZJS version though the file it would be in exists in the US version too. So while they do indicate incomplete translation, this should not be seen as an error at this stage, since we know that translations for ZJS-exclusive stuff is supposed to be missing for now, like ffgriever told us a few posts back.
That could be due to simple 'nulling' of some unimplemented ZJS features and text string collections.ff12us.iso - 3.78 GB (4,066,508,800 bytes)
ff12zj.iso - 3.91 GB (4,204,003,328 bytes)
ff12engzjs.iso - 3.89 GB (4,181,897,216 bytes) ...smaller than ff12zj.iso?
I would definitely try it if I were you, as I will do shortly myself. I just haven't had time to get around to that yet...am i good to go (burn image)?
@Bayron:
I don't expect there to be any immediate change from the recent info ffgriever gave us stating that the project is active again, though with intermittent and slow progress. He is only one man and is involved in several other projects too, with PS2PSXe being supported ONLY by him. So whenever he is busy with other things, that project is at a standstill. So just try to be patient, no matter how much you want it (like I do too).
@ffgriever:
I'm sure you already know that I'd like to help out with this FFXII stuff, but I'm afraid I won't have time to be a good beta-tester right now, since things are happening both on the uLE and GSM fronts right now. But I'm still going to try it out a little, and let you know if I find any results of particular interest.
Ooops: Seems we were posting at the same time, but I'll leave what I said above unchanged anyway, as most of it still applies as written.
Best regards: dlanor
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