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Thread: FF12 International: Zodiac Job System English Conversion
  

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  1. #61  
    barcio is offline Registered User
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    The quality of the English translation is good, I suppose...after all I'm no expert on Japanese so I wouldn't know. And if I understood correctly, you did a conversion from US version, right ??

    Getting back to gameplay, the only problem I encountered so far is with licence boards, but as you wrote they're yet to be done. I went all over Rabanastre and didn;t find any issues. I'll play a couple of hours more this evening.

    And by helping I meant the Polish translation, after all it's helluva text...if you're interested of course
    Last edited by barcio; 10-15-2009 at 08:06 AM.
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  2. #62  
    terrykof94 is offline Member
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    will translate to leave a ps2?

    there will be a ppf patch to be inserted in the image of the game
    Last edited by ffgriever; 10-15-2009 at 09:12 AM. Reason: merged
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  3. #63  
    Berion's Avatar
    Berion is offline Starszy gracz
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    Quote Originally Posted by terrykof94 View Post
    there will be a ppf patch to be inserted in the image of the game
    No, because it's not possible in this case (if we want be a legal and patch size isn't 3GB ;]).

    Patcher will be a standalone executable (win32) which work on both ("normal" FF12 and ZJS) images.


    @ffg
    What about text bitmaps?
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  4. #64  
    ffgriever's Avatar
    ffgriever is offline Developer
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    Quote Originally Posted by terrykof94 View Post
    will translate to leave a ps2?
    Sorry, but you'll have to rephrase that.

    You ask, if the translation (which one do you mean? Polish translation or English conversion?) will be released for ps2 platform? If that's the case, then there is no other choice. It's the only one this game has been released for.

    there will be a ppf patch to be inserted in the image of the game
    PPF - impossible (as berion already wrote).
    But there already is an executable rebuilder/patcher available (alpha version 0.11, just read few posts back). PPF patch would most likely be as big as the game itself .
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  5. #65  
    terrykof94 is offline Member
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    Would it not be possible, brief TRANSLATION TO BE APPLIED IN IMAGE IZJS FFXII?

    Thank you understand the information

    then play the game in English on the ps2 will not be possible?
    Last edited by ffgriever; 10-15-2009 at 09:28 AM. Reason: merged
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  6. #66  
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    ffgriever is offline Developer
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    Quote Originally Posted by terrykof94 View Post
    Would it not be possible, brief TRANSLATION TO BE APPLIED IN IMAGE IZJS FFXII?

    Thank you understand the information

    then play the game in English on the ps2 will not be possible?
    Not sure what do you mean (brief translation of what? and why to change something that is already really good - I mean, why would someone want to change the original translation? except for some rare cases where it cannot be avoided - battle log).

    But *yes*, it *is* possible to play this game in English. That's the *main point* of this project .

    Any translation is possible. I just say, that since image has to be rebuilt, ppf won't simply do. Even if the resulting files were smaller in size than original, japanese ones (this happens quite often - this is why the patched image's size is a lot lower), it still would have to be rebuilt due to the way the lba/size table is made. Only every 16th entry has direct starting sector specified. For all files in between, the game takes the last direct sector and adds sizes of all previous files to get the resulting sector. Plus you can't cheat too much on sizes, because of the way the uncompressed and compressed size is taken into account when allocating memory (seems that buffers do overlap, so when the game is decompressing last bytes of input buffer, the output has already overwritten most of the input ). This way if you cheat too much on sizes to make everything match the original ones, it's possible that you effective "compress ratio" (real size of compressed data to declared size of uncompressed data) will be high enough, that you will overwrite input before it gets uncompressed. There is a cheat for that - if the compressed data is smaller, then leave the compr size as is and increase (right, increase) declared uncompressed data size (it won't affect the unpacked file, as the decompressor takes the real value written in file). This way the output buffer will begin much lower in the memory, so when you decompress the file, it will never overwrite the compressed one). The problem is that in some cases it could cause all kind of weird problems (eg. you may run out of memory).

    So: yes, any translation or conversion is possible (just download the patch and see for yourself).

    A big no-no to the ppf. You would have to produce files that are always smaller in size than original and do some nasty things with the sector/size table, that could cause all variety of weird problems.

    PS. Stop posting like that. Every single sentence in separate post. It's not an IRC.

    PS2. Why is custom rebuilder/patcher that bad anyway? Sure, it kind of binds you to windows or platforms you can get some substitutes of it on... But I guess it is possible for the final patch to come in nice src package, so it will be easily compilable for any system you like.
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  7. #67  
    terrykof94 is offline Member
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    Quote Originally Posted by ffgriever View Post
    Not sure what do you mean (brief translation of what? and why to change something that is already really good - I mean, why would someone want to change the original translation? except for some rare cases where it cannot be avoided - battle log).

    But *yes*, it *is* possible to play this game in English. That's the *main point* of this project .

    Any translation is possible. I just say, that since image has to be rebuilt, ppf won't simply do. Even if the resulting files were smaller in size than original, japanese ones (this happens quite often - this is why the patched image's size is a lot lower), it still would have to be rebuilt due to the way the lba/size table is made. Only every 16th entry has direct starting sector specified. For all files in between, the game takes the last direct sector and adds sizes of all previous files to get the resulting sector. Plus you can't cheat too much on sizes, because of the way the uncompressed and compressed size is taken into account when allocating memory (seems that buffers do overlap, so when the game is decompressing last bytes of input buffer, the output has already overwritten most of the input ). This way if you cheat too much on sizes to make everything match the original ones, it's possible that you effective "compress ratio" (real size of compressed data to declared size of uncompressed data) will be high enough, that you will overwrite input before it gets uncompressed. There is a cheat for that - if the compressed data is smaller, then leave the compr size as is and increase (right, increase) declared uncompressed data size (it won't affect the unpacked file, as the decompressor takes the real value written in file). This way the output buffer will begin much lower in the memory, so when you decompress the file, it will never overwrite the compressed one). The problem is that in some cases it could cause all kind of weird problems (eg. you may run out of memory).

    So: yes, any translation or conversion is possible (just download the patch and see for yourself).

    A big no-no to the ppf. You would have to produce files that are always smaller in size than original and do some nasty things with the sector/size table, that could cause all variety of weird problems.

    PS. Stop posting like that. Every single sentence in separate post. It's not an IRC.

    PS2. Why is custom rebuilder/patcher that bad anyway? Sure, it kind of binds you to windows or platforms you can get some substitutes of it on... But I guess it is possible for the final patch to come in nice src package, so it will be easily compilable for any system you like.
    [/QUOTE]
    thank you and sorry for the inconvenience.
    [/QUOTE]
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  8. #68  
    Hozu is offline Member
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    Quote Originally Posted by ffgriever View Post
    The problem is that I didn't change it at all. The text in japanese version is exactly the same (well, except for the language ). This means that it is handled this way. Maybe later I'll get to the point, where such behavior will be controllable, but not yet.

    The only thing that comes to my mind right now is that there are two separate "you obtained" entries in japanese text, while in american there is only one, while the other is simply "symlinked".

    If you will look a little bit closer, you'll also notice, that the same exact message is used when getting map, though it's not even mentioned you've got the map ("You obtain Nalbina Dungeons" and then "Your location map for this area is complete" - so it's not a problem, but it simply sounds weird, as if you really got all the "Nalbina Dungeons" ).
    When you get multiple drops you can see X(# of drops) in the non-patched IZJS after the item. There's no space I believe, the X# is just attached to the item that's dropped. But as long as it can be fixed it will be fine.

    Edit: As for the Aqua/Water thing, I'd prefer what it was in the English version, but you should see if it was changed from the original JP release in IZJS. Same thing for anything else that can be changed.
    Last edited by Hozu; 10-15-2009 at 05:39 PM. Reason: clarity
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  9. #69  
    Seoub is offline Registered User
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    Hi everyone !

    First of all, I want to thank ffgriever for this wonderful patch !
    I tried on my FF12 French PAL Version and it works very well. I'm close to Bhugerba and no real problem (except the mog at Rabanastre but it was fixed).

    In fact, something strange in this french/japanese mix... Dialogs are in french, descriptions are in french, items names are... in english ! Weapons, items, gambits, fight menu (except the red words when there's no foe)... all in english ! Do it happen on any other PAL version (German for instance) ?

    Anyway, keep the good job ! That's wonderful for a PAL version, not only for texts but for speed too (50 Hz => 60 Hz !).
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  10. #70  
    Hozu is offline Member
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    I came across another issue: the credits are borked pretty badly. It has some strange issues such as towards the end some of the staff are simply listed as Staff(number), and past that they're not listed at all, just something someone did and nothing after it. Because of this, you'll see a blank screen after the last of the text goes offscreen and you'll have to wait a minute until it says "The End". Also, since Strong Mode wasn't in the original version the text for it after the credits are messed up. You choose the top option to start a game in Strong Mode (I believe the one with the yellow text is the top one, that's Strong Mode).

    Also, a small issue in the last scene before the credits, there's a little card that you see and it normally says what's on the card in the subtitles, however it's still in Japanese so you don't know what's on the card if you haven't seen it before (or forget like me).
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