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Old 1 Week Ago   #16
Flintlock
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iTech Post: Final Fantasy VII Dataminers Reveals Hidden Scenes And Other Features
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Old 1 Week Ago   #17
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The morning after Lex told me about the NeoGAF thread I went ahead and made an update to the Honey Bee Inn article that I should have made five years ago: Re-correcting the kanji and including the story of how Asa found the logic to restore the faulty Japanese text of fields ONNA_1 and ONNA_6.

The section "The Garbled Honey Bee Inn Text" of Part 4 has been redone and now reads like this:

The Garbled Honey Bee Inn Text


Japanese is written with three writing systems: kanji, katakana, and hiragana. These “alphabets” are stored within tables in the game’s code. While the location of each katakana and hiragana character in the game code remained the same throughout development, new kanji characters were evidentially inserted in the kanji table closer to FFVII’s completion, displacing the characters that formerly occupied their spot. This causes dialogue written at an earlier time in development to be displayed incorrectly. How did we go about to correct the messy kanji of the fields ONNA_1 and ONNA_6?

Initially, the process was mostly a mixture of guesswork and pattern recognition. There was a logical way to figure out some of the kanji, though. In the original Japanese release, the maps JUNBIN21 and WHITEBG1 also had faulty kanji. By comparing this with their corrected counterparts in the second Japanese release, FFVII:International, GlitterBerri could discern a partial “key” to correct the Japanese text of ONNA_1 and ONNA_6.

Then the process became more refined and had most of its guesswork removed when Qhimm member Asa stepped in. He observed that in Kazushige Nojima’s debug room, BLACKBG5, Nojima had left behind an older version of the Japanese font tables. This included an earlier version of the kanji table! By talking to Zangan in the Japanese versions of the debug room, you can read this lengthy table of symbols which occupies numerous pages of dialogue windows.


After extracting this older symbol table from the debug room and comparing it with the actual table used in the final game, Asa observed a pattern in the shift of Identification Numbers for the symbols… A pattern that matched how the kanji was displaced in ONNA_1, ONNA_6, JUNBIN21 and WHITEBG1.

With Asa’s logical approach, almost all guesswork was removed from the process of correcting the Japanese text. You can read Asa’s incredible work in this Geocities page.

Thus it was that even the unused nonsense text of the Honey Bee Inn became restored and could be properly translated. Quite an epic tale, isn’t it?

I should technically have the ONNA_1 and ONNA_6 text retranslated, but for now I'm only bothering with awaiting translations to fill in the blanks where previously the kanji had not been deciphered at all.
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Last edited by Shademp; 1 Week Ago at 07:23 PM.
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Old 1 Week Ago   #18
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Shademp, how do you feel now that your new name is "dataminers"? XD
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Old 1 Week Ago   #19
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Lex wrote: Shademp, how do you feel now that your new name is "dataminers"? XD
Well, since becoming plural we feel less lonely. We are Shademp and we are dataminers.

I'm taking the moment to step down my ego though. I received a lot of essential help during this project and I stood on the modding software created by giants. Without their skill and knowledge, the Unused Text Series could not have existed. I am also thankful to the audience, and that thelifestream.net exists. I can't think of a better or even an equally proper site to host the content on.
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Old 1 Week Ago   #20
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TheUnusedTextSeries.net?
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Old 1 Week Ago   #21
Strangelove
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Shademp wrote: The morning after Lex told me about the NeoGAF thread I went ahead and made an update to the Honey Bee Inn article that I should have made five years ago: Re-correcting the kanji and including the story of how Asa found the logic to restore the faulty Japanese text of fields ONNA_1 and ONNA_6.

The section "The Garbled Honey Bee Inn Text" of Part 4 has been redone and now reads like this:

The Garbled Honey Bee Inn Text


Japanese is written with three writing systems: kanji, katakana, and hiragana. These “alphabets” are stored within tables in the game’s code. While the location of each katakana and hiragana character in the game code remained the same throughout development, new kanji characters were evidentially inserted in the kanji table closer to FFVII’s completion, displacing the characters that formerly occupied their spot. This causes dialogue written at an earlier time in development to be displayed incorrectly. How did we go about to correct the messy kanji of the fields ONNA_1 and ONNA_6?

Initially, the process was mostly a mixture of guesswork and pattern recognition. There was a logical way to figure out some of the kanji, though. In the original Japanese release, the maps JUNBIN21 and WHITEBG1 also had faulty kanji. By comparing this with their corrected counterparts in the second Japanese release, FFVII:International, GlitterBerri could discern a partial “key” to correct the Japanese text of ONNA_1 and ONNA_6.

Then the process became more refined and had most of its guesswork removed when Qhimm member Asa stepped in. He observed that in Kazushige Nojima’s debug room, BLACKBG5, Nojima had left behind an older version of the Japanese font tables. This included an earlier version of the kanji table! By talking to Zangan in the Japanese versions of the debug room, you can read this lengthy table of symbols which occupies numerous pages of dialogue windows.


After extracting this older symbol table from the debug room and comparing it with the actual table used in the final game, Asa observed a pattern in the shift of Identification Numbers for the symbols… A pattern that matched how the kanji was displaced in ONNA_1, ONNA_6, JUNBIN21 and WHITEBG1.

With Asa’s logical approach, almost all guesswork was removed from the process of correcting the Japanese text. You can read Asa’s incredible work in this Geocities page.

Thus it was that even the unused nonsense text of the Honey Bee Inn became restored and could be properly translated. Quite an epic tale, isn’t it?

I should technically have the ONNA_1 and ONNA_6 text retranslated, but for now I'm only bothering with awaiting translations to fill in the blanks where previously the kanji had not been deciphered at all.
that screen shot looks like the kanji for various summons and limit breaks but minus any hiragana/katakana or repeated characters (i can see ifrit and ramuh and odin's and cloud and yuffie's limits at a glance/i don't remember the rest of the names now), but i don't know if that is relevant info or not
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