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Forget the license board issue I mentioned as it has now been confirmed that one of my cheats was causing that effect. The "Full Leveldown" cheat is a conversion from a cheat for normal FF12, and while it does patch correctly identified locations in ZJS (the leveldown effect itself works perfectly) it also has the side effect of switching all characters into the 'Aries' license board. I intend to experiment with that effect in order to find a cheat for arbitrary board switching, which (when debugged) may further simplify testing, as it will allow additional testing of multiple license boards without having to replay the same game sections for each test.
I'm pretty sure it happens only when using that "Full Leveldown" cheat of mine, so it's not any bug in your code.It seems to be a bug. I'll try to reproduce it and check, whether it also happens in unpatched ZJS (got it on my hdd in ps2).
In fact that statement remains true to some extent, as there are many things a 'Guest' will not allow, thus 'not taking orders'. For example, it is impossible to equip a guest even if you want to give him/her better stuff (which any normal person would accept).BTW. There is one cutscene in the sewers where Balthier says "Unlike Fran or myself, our “Guest” probably won’t be taking orders from anyone anytime soon."
Quite lame, since they made it possible in this version. Unfortunately the scene has voice acting, so it's impossible to change it (well, the text can be changed, but not the sound, for obvious reasons - unless you'll get the original actors to redub it for you).
Considering your long experience of this kind of game, I'm sure all FF fans like myself will be able to live with your choices for these translations. So just use what you feel would fit in with the rest of the stuff.I'm going to do a draft translation of some missing stuff (license boards, items, etc.) this weekend. Should the Water magic be changed to Aqua (this is one of the cosmetic changes in ZJS that someone at square-enix forced)?
Now on to my new report:
My main test game (after restarting as mentioned above) has now proceeded past the initial visit to Bhujerba, and I have no new bugs to report in the main storyline events. But I did see one new bug in the Bestiary section of the Clan Primer.
I have completed the first of the two special hunts handed out by MontBlanc, which has resulted in three entries in the "Elite Marks" section of the Bestiary: "Chickatrice", "Cluckatrice", and "Rocktoise". All three of these share the same bug, so I expect it applies to all "Elite Marks".
For these monsters the picture of it is displayed correctly, but there is no text at all to the right of it, neither in english nor in japanese/garbage (as for untranslated info). And at the bottom of the side where the text should have been there is a normal page indicator, showing "1/9" indicating that there are 8 more pages. But in fact there are 255 or 256 empty pages here, as the indicator gets stuck at 9/9 when stepping past the ninth page, and then stays at that value until finally returning to 1/9 after a total of 256 steps from original entry (may have been 255, as it's hard to be precise about a possibly missed button press).
Most likely this is due to having used a value of either zero or -1 as page count in some struct, with the intention of indicating disabled pages, even though the program doesn't implement it that way. Either of those values could be interpreted as 255 or 256 pages depending on the implementation method.
If 1 page is the minimum and encoded as zero, then 255 (== -1) means 256. But with 1 as minimum and so encoded, zero would in fact mean 256. Other variations of the same kind are also possible reducing the max count to 255 instead (hence my doubts on the precise count).
There is also some additional complication in this, as having stepped through all the possible pages and coming back to '1/9' again, the game still does not accept that I have read this entry. When I exit from clan primer and then enter it and the bestiary again, the entry for which I just stepped through 256 empty pages is still displayed as "NEW".
I suspect this could mean that a page count patched to -1 by your patcher is in fact at least two bytes wide, even though the page index used in reading the patches is just one byte. That makes it impossible to 'read' all those pages, which explains why the entry is still shown as "NEW".
Playing the game with that glitch is no problem, but it needs to be fixed for a proper release.
One more thing that needs to be mentioned is that for some of the license board entries the 'name' of a board cell (from normal US game version) does not match the appearance of the 'icon' of that board cell (from ZJS JP version). For example, I see a cell named "Green Magick 7", but having the icon for white magic with the number 13 as part of that icon, so its true name should clearly have been "White Magick 13", which also fits with the content of the cell as presented in the text box at the bottom of the screen, which apart from the faulty cell name also shows the content as being the ability "Renew" with a white magic 'staff' icon next to the ability name. It seems that the individual abilities are accessed correctly, and also correctly translated (or not at all => 'Reserve'), with only the cell name itself being definitely incorrect.
I'm sure you are already aware of this, but I still wanted to remind you that here it is not enough to just add translation texts still missing, but you also need to change some of the currently incorrectly associated texts.
Best regards: dlanor
Last edited by dlanor; 10-16-2009 at 09:42 AM.
This is the 100% translate?
its not when gonna be released the 100%? 1 or 2 month??
Of course not. It should be clear from the above that this is a work in progress.
The only correct answer at this time is that it will be released when completed.its not when gonna be released the 100%? 1 or 2 month??
There is no point in asking for a specific release date when no one knows exactly what complications may arise in the ongoing work. But even as-is the game is very playable, though a few things lack proper translation. But hey, these are mostly things you wouldn't have at all in the 'non-ZJS' versions of FF12, so there's nothing lost compared to those.
Hopefully the work will proceed without any problems, leading to a definite and full release within reasonable time. But don't waste time asking exactly when that will be, as no one knows that yet.
Best regards: dlanor
calm down man! you cant expect a full release in one or 2 months! there is still a lot of testing needed(as you can see from dlanor's previous post) to see if there are any more bugs that need fixin, and i dont think(in fact im pretty sure) FFgriever will not make a full release if there are still bugs in the project. These things take time, be patient.
Better idea will be not waiting but helping in tests. ;]
This is not issue of 1-2 months but at least half year (i belive it much more).
I can "see" (just in my mind, lol) the illegaly shared versions with multiple languages, or a "Multi-Version" (if it is possible).
All those would base on this tool here,...
I hope I find someone with a FF12I-ZJS around here, since I want to patch my FF12 and play it further as ZJS-Version.
I have the DE/PAL-Version, so...
What changes (except the language/text-stuff), after I patch my PAL-Disc?
-NTSC-V-Mode?
-Do I need to convert my saves?
-other things?
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