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  #1  
Old 10-05-2009, 04:35 AM
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ffgriever ffgriever is offline
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FF12 International: Zodiac Job System English Conversion

List of known bugs and issues can be found here

Version History:

v0.19:
Fixed hunt descriptions/status. Doesn't always look really nice, but
at least it is all visible now. Did some simple automatic text
rewrapping. If anyone wants to do it by hand, contact me.

Some minor changes in the patcher. Hope this will fix the "couldn't
write section" problem that some people had reported.

v0.18:
Fixed some license related stuff at Sandsea.

Added missing guest info displayed just after Amalia joins the party
as a guest in Garamsythe Waterway.

Corrected or changed names of many items (thanks DarknessSavior and
Tauwasser).

Fixed some magic desctiptions.

Fixed some gambit names and gambit descriptions.

Fixed some item descriptions.

Fixed garbage characters displayed in menu after elemantal icons.

Fixed wrong word order in equipment desctiptions "SapImmune:",
"Poision, CurseEquip", "WaterHalf Damage:", etc. This one was actually quite tricky.
I had to make some neat assembler hack to make it work properly and not screw
everything else (if done the easy way, it would completely block most of the menus,
so they would be greyed out). Good thing is that I used some internal mechanisms,
so I didn't have to rewrite all the print functions (hehe, I have already rewritten
some of them, but then I found an easier way).

v0.17:
Fixed some additional fmv problems that occurred if FF12UK was used as
text donor.

Fixed some text/audio desyncs that occurred if FF12UK was used as text
donor.

The new game shouldn't freeze anymore if started in 16:9 mode (temporary
solution, in fact I just reverted one of the changes).

Fixed a bug that made it impossible to obtain some magic spells if the
jars in Royal Palace were opened. (>>here<< some additional info and
application that will correct already bugged savegames).

v0.16a:
Replaced one japanese file that accidentally got into the patch instead
of the english translation. Fixed bug in Strong Mode text.

v0.16:
Fixed freeze in Necrohol of Nabudis (Door of Despair bug).

Fixed some buy/sell messages.

Added some some missing window title headers (INFO, WARRNING, etc.).

Added some missing translations regarding Trial Mode, Strong Mode,
Weak Mode and other minor texts.

Fixed location names (mostly Pharos and further).

Corrected some names and descriptions (thanks DarknessSavior for class
info translation) - they're not final yet.

Tracked and patched over 1000 images. Now all most important images
should be in english (or whatever language version you used - except
for the ones I had to edit manually as they will always be in english).
This includes Marquis Halim Ondore's memories, hunt starts and ends,
city names, dates, battle messages, espers and many, many more.

For a full changelog see readme.txt.



You can get the new version here: http://www.ff12.pl/down/zjs_eng_patcher_v019.zip
-----------------------------------------------------------------------------------------------------------


Quote:
Originally Posted by dlanor View Post
Efficient defrag can be very tricky, so for many cases your 'free-all' method can the best choice, at least while other aspects of the project are more important (no point in having perfect defrag if there is nothing to work with). And better defrag methods can be added later too.
I've spent whole sunday on it. Now no defrag is necessary at all (and according to my calculations, it shouldn't be necessary in any case... though, it didn't make anything visibly faster - just some stuttering at location changes and similar places is gone... though it never was really noticeable, as there usually is a black screen ).

Quote:
I'm sure we will all be interested in any projects you release, though I'm not quite sure what you refer to here...
You see, I've gotten recently into game translation/hacking. I find it quite entertaining. My next project is FF12 polish translation. The patch is going to work with all the NTSC U/C, PAL (most likely all languages) and FF12:Int ZJS.

Now, as a side project, I started conversion of Final Fantasy XII: International Zodiac Job System into english. And this is something you might be interested in. You can't just swap the files, as it will cause the game to hang. But if you extract the files, decompress them, then unpack into sections (for files that have multiple sections), then replace only the text sections with the ones from US version, pack them back into files, compress and rebuild the image... You're getting english zjs all of a sudden. Wel, not that simple, really. There is many more things to replace or change than just the text, but it's done automatically in most of the cases. Current patcher takes two images (one is ntsc us, the other is zjs) and builds a third one. Right now it can convert more than 90% of all the text without any attention on my side. The rest needs human attention and additional converting rules in the patcher script. So when it is done, we're left with just the additional texts that have to be translated from japanese. This is where I'll need a help from native american english speakers (to either translate it jap-eng or translate "my english" into "native english" ) - it's not that much of it, so it will wait till everything else is done.

Right now the only problem I've run into is the space "character" width (which is quite big in japanese versions - ~three times the width of space in american or eurpean versions) . It's not specified in the place where widths for all the characters in font are stored (well, space is not a "character", after all - here it's just empty... space ). But it's not something one couldn't cope with if enough time is spent on it.

The game is worth it. FF12 was good on its own. The ZJS version is even better. It's not just a matter of 12 different "jobs" (which makes the replay value much better) but also controlling guests and summons (their gambits and partially equipment), no damage limits, some new items, different treasures and monsters respawn, turbo mode, finding "magick" as treasures, changes in magic's effects (and range), different look of some menus, magic in different categories and many, many more small changes that make the gameplay much better (different shop inventories, etc.).

Edit: I guess I'll have to move the offtopic posts into separate thread...

Last edited by ffgriever; 03-13-2010 at 12:55 PM.
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  #2  
Old 10-05-2009, 07:08 AM
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yoshi314 yoshi314 is offline
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that's quite funny, because i was planning to do the same thing to ff12zjs (not the polish translation, but replacing text files/scripts with those from original ff12).

but unfortunately i couldn't figure out the ff12 file table format. nobody felt like documenting it, and i just couldn't figure it out on my own.

in the end i got frustrated. i'm currently trying to improve my skills writing data extraction tools from simpler ps2 games, and reading books on compression. maybe i'll figure it on my own someday ;-)

nice to see somebody else is actually making *actual* progress with the game. the turbo feature alone would be really nice.
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  #3  
Old 10-05-2009, 12:30 PM
Prelude Prelude is offline
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oh wow ffgriever.... ff12izjs in english... i can only dream
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  #4  
Old 10-05-2009, 03:01 PM
zin0099 zin0099 is offline
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this is great news

ff12 ij in english
psxemu still in production
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  #5  
Old 10-05-2009, 03:42 PM
dlanor dlanor is offline
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Quote:
Originally Posted by ffgriever View Post
I've spent whole sunday on it. Now no defrag is necessary at all (and according to my calculations, it shouldn't be necessary in any case...
This is so typical of your methods, which never ceases to amaze me, really. When you have a problem that seems insoluble, instead of banging your head against that immovable wall, you just change your approach and find a way to go go around it instead, thus eliminating the original problem.

I've managed to do that too sometimes, but not as often as I'd like...

Quote:
though, it didn't make anything visibly faster - just some stuttering at location changes and similar places is gone... though it never was really noticeable, as there usually is a black screen ).
I assume this is mainly because you are "usually" testing the very games that still give such problems. (There would be little need to test those that already run well.) So for them black screens would be quite natural, until you find your way around those problems as well, as I'm sure you will.

Quote:
You see, I've gotten recently into game translation/hacking. I find it quite entertaining. My next project is FF12 polish translation. The patch is going to work with all the NTSC U/C, PAL (most likely all languages) and FF12:Int ZJS.
Well, the polish version is of limited interest to most of us, who lack all knowledge of that language.

Quote:
Now, as a side project, I started conversion of Final Fantasy XII: International Zodiac Job System into english. And this is something you might be interested in.
Indeed.

Even those of us who don't have english as original language often prefer to play the PS2 games in english. In Sweden games are normally not translated at all, except for the very youngest children. So for most games it is the UK version that is sold here.

Quote:
You can't just swap the files, as it will cause the game to hang. But if you extract the files, decompress them, then unpack into sections (for files that have multiple sections), then replace only the text sections with the ones from US version, pack them back into files, compress and rebuild the image... You're getting english zjs all of a sudden. Wel, not that simple, really. There is many more things to replace or change than just the text, but it's done automatically in most of the cases. Current patcher takes two images (one is ntsc us, the other is zjs) and builds a third one. Right now it can convert more than 90% of all the text without any attention on my side. The rest needs human attention and additional converting rules in the patcher script.
In a final version I assume that most of that 'human attention' will also have been translated into new and smarter script code. Because the kind of human attention that you consider 'simple' to apply to such file conversions might still go beyond what the average game and homebrew users can manage. (Like with some early CBv10 repacking issues in the past.)

Most people will need the patcher to handle all the 'iffy' parts of the job.

Quote:
So when it is done, we're left with just the additional texts that have to be translated from japanese. This is where I'll need a help from native american english speakers (to either translate it jap-eng or translate "my english" into "native english" ) - it's not that much of it, so it will wait till everything else is done.
I'm sure you'll have plenty of volunteers for that job

Quote:
Right now the only problem I've run into is the space "character" width (which is quite big in japanese versions - ~three times the width of space in american or eurpean versions) . It's not specified in the place where widths for all the characters in font are stored (well, space is not a "character", after all - here it's just empty... space ). But it's not something one couldn't cope with if enough time is spent on it.
It might even be necessary to define text positioning offsets for the start of each string, rather than any generic 'space' implementation. If the space is really not encoded as a specific character (or character group), then such free positioning is what must already be used for the japanese text, isn't it ?

Quote:
The game is worth it. FF12 was good on its own. The ZJS version is even better. It's not just a matter of 12 different "jobs"
I haven't looked into the details yet, but I assume that the specialization is handled mainly by new limits, affecting what the characters may or may not learn depending on their jobs. Much like it was in NES FF3, and later FF5 and FFT (even to some extent in FFX-2, with dress-spheres as job changers)

Quote:
(which makes the replay value much better) but also controlling guests and summons (their gambits and partially equipment),
The guest system is probably the worst part of the original FF12. My 'pet peeve' is when I'm trying to steal rare objects from an enemy and that bloody guest keeps running in for the kill instead...

Quote:
no damage limits, some new items, different treasures and monsters respawn,
I'm not sure what you mean here, as monsters already do respawn in some ways, as do the 'cheap' treasures, but I guess you meant something beyond that.

Quote:
turbo mode, finding "magick" as treasures, changes in magic's effects (and range), different look of some menus, magic in different categories and many, many more small changes that make the gameplay much better (different shop inventories, etc.).
So even those who know the original game well will have to explore the new game properly, instead of relying only on old experience, which is very good for the replay value.

Quote:
Edit: I guess I'll have to move the offtopic posts into separate thread...
Yes, that was probably best. I had considered doing it myself earlier, but I didn't want to mess unnecessarily with your subforum.

Best regards: dlanor
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  #6  
Old 10-05-2009, 05:44 PM
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ffgriever ffgriever is offline
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Quote:
Originally Posted by dlanor View Post
Most people will need the patcher to handle all the 'iffy' parts of the job.
And that's the plan. I'm not insane enough (yet) to let the players do all the stuff by themselves (though, it's a tempting idea to just release some notes, algorithms, structures and data... then say "do it yourself" ).

Quote:
It might even be necessary to define text positioning offsets for the start of each string, rather than any generic 'space' implementation. If the space is really not encoded as a specific character (or character group), then such free positioning is what must already be used for the japanese text, isn't it ?
Not really. The width of space (character value 0x04) is most likely stored somewhere in the main executable, or somewhere in other files (it's certainly not stored with widths of all characters in font file). It shouldn't be that hard to find it. And even if it was, I could just as easily replace one of the characters in font (there is a lot of useless ones ) with empty one and set specified width for it (so it would act as a space, though, not using default space code, circumventing the problem).

What I mean is (shots taken using pcsx2 few days ago, don't mind the weird language, it just demonstrates the space problem ):

That's how it looks like in NTSC U/C and PAL versions:



And that's how it looks like in ZJS:



And yes, japanese versions use the same font in menu, dialogs and virtually anything else but subtitles in cut scenes with voice acting (not movies, which use the same font as dialogs). So I replaced the japanese font with the menu font (the dialog font looks weird in menus). The other garbage is text that was still in japanese, but was displayed with the US font .

Quote:
The guest system is probably the worst part of the original FF12. My 'pet peeve' is when I'm trying to steal rare objects from an enemy and that bloody guest keeps running in for the kill instead...
And that's most likely why they changed it. Now you can controll guests as any other party members, you can even set them as leaders.

Quote:
I'm not sure what you mean here, as monsters already do respawn in some ways, as do the 'cheap' treasures, but I guess you meant something beyond that.
You don't have to zone out three locations to make the urns reappear. One is enough (which makes hunts for some rare goods easier).
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  #7  
Old 10-06-2009, 06:05 PM
dimm0505 dimm0505 is online now
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Quote:
Originally Posted by ffgriever View Post
And that's the plan. I'm not insane enough (yet) to let the players do all the stuff by themselves (though, it's a tempting idea to just release some notes, algorithms, structures and data... then say "do it yourself" )
Many people around can only dream about having translated version of original FFXII(from English to their native language). Are there any chance, what sometime you are release tools/docs, needed for translating this game?
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  #8  
Old 10-06-2009, 07:21 PM
dlanor dlanor is offline
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Quote:
Originally Posted by ffgriever View Post
And that's the plan. I'm not insane enough (yet) to let the players do all the stuff by themselves (though, it's a tempting idea to just release some notes, algorithms, structures and data... then say "do it yourself" ).
I see what you mean, but that would really be too cruel.
Everybody wanting the game in english, but only a few of the 'elite' able to go through with it...

Quote:
Not really. The width of space (character value 0x04) is most likely stored somewhere in the main executable, or somewhere in other files (it's certainly not stored with widths of all characters in font file). It shouldn't be that hard to find it.
That's assuming it is even stored in any specific location, which might not be the case.

It could also be hiding inside some kind of 'printf' function variants, which just respond to each occurrence of that character by incrementing a positioning index, with different space step size depending either on some argument to that function, or depending on which of several such similar functions is used. (like one for normal dialogs, another for menus, etc)

Quote:
And even if it was, I could just as easily replace one of the characters in font (there is a lot of useless ones ) with empty one and set specified width for it (so it would act as a space, though, not using default space code, circumventing the problem).
I suppose that too should work.

Quote:
What I mean is (shots taken using pcsx2 few days ago, don't mind the weird language, it just demonstrates the space problem ):
Ah yes, that is the initial 'user training' scene where you have to go and talk to a soldier, like the captain said. I think he says something about how life is too precious to throw away, or something like that.

I've been testing FF12 a lot with GSM lately so I've had to see that scene several times over.

----- snip ----- re: pictures not repeated in this post
That didn't look at all bad to me, except for the description of the soldier.
Spacing did seem a bit excessive, but nothing to fret overmuch about.

The font is a bit simple compared to the official translations, but I don't think any gamer would refuse it on that account either.

Quote:
And yes, japanese versions use the same font in menu, dialogs and virtually anything else but subtitles in cut scenes with voice acting (not movies, which use the same font as dialogs). So I replaced the japanese font with the menu font (the dialog font looks weird in menus). The other garbage is text that was still in japanese, but was displayed with the US font .
Yes, I see.

On the other hand, I don't know if it would be a copyright issue, but what about 'lifting out' the fonts from the officially translated standard FF12 versions, and using those fonts for your translation projects. If Sony did base those fonts on existing standard fonts, it might not pose any problem at all, copyright-wise. If they stole or borrowed them to begin with, then they have no claim to make.

----- re: new control of guests/summons
Quote:
And that's most likely why they changed it. Now you can controll guests as any other party members, you can even set them as leaders.
Using them as leaders would usually not be my choice anyway, as it would mess up the party temporarily when they leave, and I want full control of my party setup at all times when that is possible. But it is great that they are controllable.

Quote:
You don't have to zone out three locations to make the urns reappear. One is enough (which makes hunts for some rare goods easier).
But I never had to zone out that many times anyway, as I recall.

If I 'empty' zone A of enemies and treasure, they will not reappear just because I cross the border betwen zones A and B back and forth. But if I go on from zone B to C, and then back to A again it usually has respawned. So I only had to go two zones out from where I started and then back again, for the respawning. (Here I'm not talking of the local areas, but of the entire zone as shown on map, such as the entire Giza plains, including village and everything else.)

Even so, in some places this meant having to walk quite far, so it will be much easier to do such hunting if you just have to cross a single border back and forth in FF12_ZJS, without actually walking anywhere in the other zone.

Best regards: dlanor
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  #9  
Old 10-06-2009, 10:33 PM
MidniteAssassin MidniteAssassin is offline
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Excuse me if I missed it, but how far along is the translation? Are you serious about finishing it? It would be freaking awesome.
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Old 10-07-2009, 02:43 AM
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Originally Posted by MidniteAssassin View Post
Excuse me if I missed it, but how far along is the translation? Are you serious about finishing it? It would be freaking awesome.
It's not really a translation. There is just a tiny bit of translating involved. I guess it should be called "conversion". Right now the patching tool can replace ~95% of the text in game (though, I won't be 100% sure unless I play it - what I mean is, if something went wrong, it could hang the game or cause all variety of weird problems ). I checked it at some random locations (NTSC U/C saves do work just fine if converted. your licences and magicks get messed up a little bit, though).

PS. I'm always serious... It's just that sometimes projects are being put on hold due to various reasons.
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Old 10-07-2009, 02:58 AM
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ffgriever ffgriever is offline
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Quote:
Originally Posted by dlanor View Post
I suppose that too should work.
Which is more than ehough to call it "plan B".

Quote:
The font is a bit simple compared to the official translations, but I don't think any gamer would refuse it on that account either.
But the font *IS* taken from official translation . It's teh font used in menu in US version of FF12. I could as well use the other one (that is printed in dialogs), but that would mean, it would have to be used also in menus (as japanese version uses one font for both, so I can't use different font in menu and another one in dialogs). Yet, the dialog font looks horrible in menus (not to mention it's much wider, which makes it hard to fit in some places).

Quote:
On the other hand, I don't know if it would be a copyright issue, but what about 'lifting out' the fonts from the officially translated standard FF12 versions, and using those fonts for your translation projects. If Sony did base those fonts on existing standard fonts, it might not pose any problem at all, copyright-wise. If they stole or borrowed them to begin with, then they have no claim to make.
Which is exactly what I did. And it's not a copyright issue. I won't distribute the font. It's copied by the patcher directly from NTSC U/C image... which leaves all the copyright and simillar issues on the user side (it's user's part to legally own both zjs and ntsc u/c games).
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Old 10-07-2009, 03:04 AM
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ffgriever ffgriever is offline
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Quote:
Originally Posted by dimm0505 View Post
Many people around can only dream about having translated version of original FFXII(from English to their native language). Are there any chance, what sometime you are release tools/docs, needed for translating this game?
Sure there are. If there is a team willing to translate the game into other language, I could share both my tools and notes. But please, be it serious (preferably a known group that has completed some other projects), as I don't want to just release everything to the public (I have my reasons).
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Old 10-07-2009, 03:05 AM
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yoshi314 yoshi314 is offline
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getting a raw text dump of the script (or at least the part that's new in ZJS) would be really nice, because some competent translation team might get on it.

Quote:
But please, be it serious (preferably a known group that has completed some other projects), as I don't want to just release everything to the public (I have my reasons).
well, fm5 translation team comes to mind. they seem to be doing a great job. plus, they are also pretty reasonable about possible legal issues.
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Old 10-07-2009, 03:17 AM
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ffgriever ffgriever is offline
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Quote:
Originally Posted by yoshi314 View Post
getting a raw text dump of the script (or at least the part that's new in ZJS) would be really nice, because some competent translation team might get on it.

well, fm5 translation team comes to mind. they seem to be doing a great job. plus, they are also pretty reasonable about possible legal issues.
I believe he didn't mean english by that. I guess he meant russian, czech and others. The ZJS missing english translation is not such a big deal. There is just a little bit of it, plus I know japanese enough to translate it (the problem was just that it would have to be written by native to sound and feel right and natural ).
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Old 10-07-2009, 03:26 AM
dimm0505 dimm0505 is online now
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Quote:
Originally Posted by ffgriever View Post
Sure there are. If there is a team willing to translate the game into other language, I could share both my tools and notes. But please, be it serious (preferably a known group that has completed some other projects), as I don't want to just release everything to the public (I have my reasons).
Dzięki in advance. You are Oracle. I mean russian

Last edited by dimm0505; 10-07-2009 at 05:12 AM.
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Old 10-07-2009, 04:14 AM
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usually english version is a good starting point for others, even if some things are being left out in the first retranslation.
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Old 10-07-2009, 03:36 PM
dlanor dlanor is offline
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Originally Posted by ffgriever View Post
But the font *IS* taken from official translation . It's teh font used in menu in US version of FF12. I could as well use the other one (that is printed in dialogs), but that would mean, it would have to be used also in menus (as japanese version uses one font for both, so I can't use different font in menu and another one in dialogs). Yet, the dialog font looks horrible in menus (not to mention it's much wider, which makes it hard to fit in some places).
Oh, I didn't realize that the code really enforced using the same font for both those purposes. It might have been done with a font selection index in the display calls, and then replacing that index would have done the job. In that case I definitely agree that the smaller font is the one you must use, so that the text is guaranteed to fit where it needs to fit.

Quote:
Which is exactly what I did. And it's not a copyright issue. I won't distribute the font. It's copied by the patcher directly from NTSC U/C image... which leaves all the copyright and simillar issues on the user side (it's user's part to legally own both zjs and ntsc u/c games).
That will work of course, and it does 'alleviate' another copyright issue as it requires that the user has access to a valid FF12 release for the US region. And you might want to 'extract' other things too from that US version, to aid in the patching, so it makes sense to have this requirement from a practical purpose too (even if we disregard the font).

Best regards: dlanor
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Old 10-08-2009, 02:34 AM
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Originally Posted by dlanor View Post
Oh, I didn't realize that the code really enforced using the same font for both those purposes. It might have been done with a font selection index in the display calls, and then replacing that index would have done the job.
You're probably right. I can force both fonts to be loaded into main RAM. I'm not yet sure, whether they're both loaded into vram (but I'll check this). The problem is that I don't know yet where the data regarding font index for particular entry is stored (say, location has 90 dialog entries, but only 5 of them should be printed with menu font, making all the others use dialog font). Certainly not in the text files (because the're exactly the same as in us version). I guess it's somewhere in the game scripting language files... But to change that, I would have to hack the scripts (special language that tells the game what to actually do) and write a disassembler (or even decompiler) and assembler (judging by previous S-E games it is probably quite complex, as it was getting more and more complicated with every of their games). I'll leave it till the very end, as it's not an essencial feature, while it will require most likely muuuuuch (factor of 100?) more time to spend on it than on the rest of the project (writing disassembler for a language you know nothing about and there is no documentation for can be tricky... Mostly disassembling the execution and doing trial and error approach).

Quote:
That will work of course, and it does 'alleviate' another copyright issue as it requires that the user has access to a valid FF12 release for the US region. And you might want to 'extract' other things too from that US version, to aid in the patching, so it makes sense to have this requirement from a practical purpose too (even if we disregard the font).
It has another advantage (not that important nowadays, but hey, it will save a lot of precious bandwidth ) - the patcher is right now 15.5kB uncompressed and compresses nicely (7-zip) into 5kB (it takes 7 minutes to do the patching, though - four gigabytes to read and write plus few thousands of files to decompress and recompress).

BTW. I just noticed that the patcher works just fine with PAL UK and PAL German version of the ff12 (most likely also french, spanish and italian). So if you supply the patcher with eg. german version, you're getting german ZJS - except for the entries that had to be retranslated or changed in other way (they'll be in english). This may be interesting to quite a lot of people.
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  #19  
Old 10-08-2009, 05:06 AM
Gnom Gnom is offline
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Location: Paris, France
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This is more than interesting ! Though I'm not a big fan of the ff series, I got a friend who's been telling me about how it's a shame he doesn't speak a word of English and thus doesn't have access to this version... I can already see his face when I give him this unlabeled disc, that he puts it in his ps2, and here comes ff12 zjs (in French). For this project and also the others, thanks a lot !
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  #20  
Old 10-08-2009, 08:54 AM
dlanor dlanor is offline
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Quote:
Originally Posted by ffgriever View Post
I just noticed that the patcher works just fine with PAL UK and PAL German version of the ff12 (most likely also french, spanish and italian). So if you supply the patcher with eg. german version, you're getting german ZJS - except for the entries that had to be retranslated or changed in other way (they'll be in english). This may be interesting to quite a lot of people.
From our previous work with the HDL patches for different FF12 versions I can definitely confirm that all European versions I've seen except the UK one use exactly the same main program, with the only internal difference being some language-dependent filename. But that is only a name. So I think that all real code that deals with those files is fully identical between the versions for France, Germany, Italy, and Spain.

Naturally there may still be some kind of 'macro language code' inside the language-dependent files too, but even these would then rely on some macro interpreter in the main program, which is common for all these versions. So I expect no behavioural difference between those four versions.

Best regards: dlanor
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  #21  
Old 10-08-2009, 09:52 PM
Prelude Prelude is offline
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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!
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  #22  
Old 10-09-2009, 02:48 AM
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ffgriever ffgriever is offline
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Quote:
Originally Posted by Prelude View Post
great work ffgriever!

if you need the english translations for the new accessories/weapons etc

http://www.gamefaqs.com/console/ps2/file/939426/52032
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).

Quote:
...can't wait for the release!
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.

PS. "Playable" doesn't necessarily mean "enjoyable" (yet) .
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  #23  
Old 10-09-2009, 04:09 PM
MidniteAssassin MidniteAssassin is offline
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Will the "patching" affect if it works in HD Loader?
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  #24  
Old 10-09-2009, 06:25 PM
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ffgriever ffgriever is offline
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Quote:
Originally Posted by MidniteAssassin View Post
Will the "patching" affect if it works in HD Loader?
No, you just have to patch it with the "auto unstutter patch", as usual (ZJS version, of course).
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  #25  
Old 10-11-2009, 07:25 AM
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ffgriever ffgriever is offline
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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):
Code:
stackpush enemy_name
stackpush char_name_pointer
move a_or_an, val
move var0, item_name
display battle_log, steal_succ
and in the text:
Code:
{stackpop} stole {blue}{a_or_an}{var0}{white}
from {gold}{stackpop}{white}!
Yet in the ZJS we have something like that on script side:

Code:
stackpush item_name
stackpush enemy_name
display battle_log, steal_succ
Which will produce text like:
Code:
Wild Saurian stole {nothing_here}
from Potion!
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).

So I had to change a lot of battle log texts. This particular text I changed to:

Code:
Stealing from {gold}{stackpop}{white}:
{blue}{stackpop}{white} successfully stolen!
Which produces:
Code:
Stealing from Wild Saurian:
Potion successfully stolen!
Though, most of the script part is just guessing, as I didn't hack the gamescript yet.

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.
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