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Pre-Crisis Final Fantasy VII All content for Before Crisis and Crisis Core focusing on the 8 years, leading directly up until the events of Final Fantasy VII.

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Old 06/12/2017   #286
Shademp
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There are a total of 119 mails that Zack can receive, but you can only receive a maximum of 117 in one playthrough. The final mail from Zack's fan club exists in three variations. The more fan club events you cleared, the more followers Zack will be revealed to have when the mail arrives.

I have only ever unlocked the best-scenario-mail in my playthroughs. Thanks to JBed's text viewer, I can now read the other two variations. The mails are identical between US and PALE.

Scenario 1
We continued running the fan club after Zack’s untimely
death, but we have to disband due to financial reasons.
We would like to share one last comment from his
mother back home:
"It’s nice to know that my boy is loved by so many
people. Thank you all for your continued support."
She must not have heard what happened--making
her comments all the more poignant.
Our thanks go out to all 1,024 members out there.
May Zack always live within our hearts.
Scenario 2
We continued running the fan club after Zack’s untimely
death, but we have to disband due to financial reasons.
We would like to share one last comment from Black Suit,
the secret informant who shared so much with us:
"It was very sudden for us, but I’m sure
Zack now has the wings he always wanted,
flying the great big skies...with that great
big sunflower smile."
Our thanks go out to all 51,836 members out there.
May Zack always live within our hearts.
Scenario 3
We continued running the fan club after Zack’s untimely
death, but we have to disband due to financial reasons.
We would like to share one last quote from a woman
who had a close relationship with Zack:
"My wagon broke, so I’m going to use a basket
to sell the flowers. I hope you can join me
when you’re back from your tour."
She must not have heard what happened--making
her comments all the more poignant.
Our thanks go out to all 109,348 members out there.
May Zack always live within our hearts.

Just like with the mission descriptions, the mail contents only have mundane differences between both English versions of Crisis Core. Only 7 mission descriptions were edited and only 3 mails were edited. Mission titles and mail titles have not yet been compared.

Mail Differences: US vs PALE

Discrepancies marked in bold.

US wrote: SOLDIER members, I thank you for your daily hard work.
Upon receiving a report on an unspeakably tragic incident,
I find myself thinking about parental bonds.
Just as happiness can be found in non-biological ties,
parent and child can be unhappy even if tied by blood.
The difference is whether or not there are feelings of
respect and appreciation. Without them, "ill blood" is born.
Ill blood is prone to lead to tragedy, and
ill blood sometimes affects our missions.
While SOLDIER must always execute our missions quickly,
we must also focus on risk prevention in the future.
PALE wrote: SOLDIER members, I thank you for your daily hard work.
Upon receiving a report on an unspeakably tragic incident,
I find myself thinking about parental bonds.
Just as happiness can be found in non-biological ties,
parent and child can be unhappy even if tied by blood.
The difference is whether or not there are feelings of
respect and appreciation. Without them, "ill blood" is born.
Ill blood is prone to lead to tragedy, and
ill blood sometimes affects our missions.
While SOLDIER must always execute its missions quickly,
we must also focus on risk prevention in the future.

US wrote: I had received word of recent activity in Modeoheim.
The area was once a candidate for mako excavation,
but now it’s nothing but a deserted village.
This reporter actually found a piece of equipment--
a pod, to be exact--used in the experiments. When
I revisited the facility at a later date for a more
thorough investigation, the equipment was gone.
A full-scale effort to follow the pod’s trail revealed
that it made a stop at Nibelheim before it was carried
to another location.
PALE wrote: I have received word of recent activity in Modeoheim.
The area was once a candidate for mako excavation,
but now it’s nothing but a deserted village.
This reporter actually found a piece of equipment--
a pod, to be exact--used in the experiments. When
I revisited the facility at a later date for a more
thorough investigation, the equipment was gone.
A full-scale effort to follow the pod’s trail revealed
that it made a stop at Nibelheim before it was carried
to another location.

US wrote: Use the directional buttons or the analog stick to move.
Use the L or R button to select commands.
Use {0x40270000} to execute the command.

Use {0x40290000} to guard, and {0x402A0000} to evade.
These actions expend AP, and are unavailable if your AP is zero.

You will automatically target the enemy in the direction Zack is facing.

You can flee a battle by running away from the battle area, but you
will be unable to escape some battles.
PALE wrote: Use the directional buttons or the analog stick to move.
Use the L button or the R button to select commands.
Use {0x40270000} to execute the command.

Use {0x40290000} to guard, and {0x402A0000} to evade.
These actions expend AP, and are unavailable if your AP is zero.

You will automatically target the enemy in the direction Zack is facing.

You can flee a battle by running away from the battle area, but you
will be unable to escape some battles.
The text within {} brackets represent icons for the PSP buttons.

US


PALE





Don't forget to read the last post of page 19 in this thread to see the differences in the mission descriptions.
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Old 06/12/2017   #287
X-SOLDIER
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Those are all so touching in their own ways. </3





X
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Old 06/12/2017   #288
Shademp
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Started making a list for the Japanese symbol table. The research is based on changing the values for Angeal Penance's attack move "Thunder of Envy" yet again, because the attack is so predictable and amusing (and makes me think of Braveheart).

Because I can't read Japanese, my work is easier subject to error. I only show this foundation so that somebody more competent might easier begin to generate a complete symbol table.

Hex to the most left. With 4-byte symbols, just add "80 00" to the beginning of each hex. My own notes are written inside [] brackets to the right. List ends at the first kanji.

Code:
00 00		[Empty space, unknown width.]
01 00	0	
02 00	1	
03 00	2	
04 00	3	
05 00	4	
06 00	5	
07 00	6	
08 00	7	
09 00	8	
0A 00	9	
0B 00	あ	
0C 00	い	
0D 00	う	
0E 00	え	
0F 00	お	
10 00	か	
11 00	き	
12 00	く	
13 00	け	
14 00	こ	
15 00	さ	
16 00	し	
17 00	す	
18 00	せ	
19 00	そ	
1A 00	た	
1B 00	ち	
1C 00	つ	
1D 00	て	
1E 00	と	
1F 00	な	
20 00	に	
21 00	ぬ	
22 00	ね	
23 00	の	
24 00	は	
25 00	ひ	
26 00	ふ	
27 00	へ	
28 00	ほ	
29 00	ま	
2A 00	み	
2B 00	む	
2C 00	め	
2D 00	も	
2E 00	や	
2F 00	ゆ	
30 00	よ	
31 00	ら	
32 00	り	
33 00	る	
34 00	れ	
35 00	ろ	
36 00	わ	
37 00	を	
38 00	ん	
39 00	が	
3A 00	ぎ	
3B 00	ぐ	
3C 00	げ	
3D 00	ご	
3E 00	ざ	
3F 00	じ	
40 00	ず	
41 00	ぜ	
42 00	ぞ	
43 00	だ	
44 00	ぢ	
45 00	づ	
46 00	で	
47 00	ど	
48 00	ば	
49 00	び	
4A 00	ぶ	
4B 00	べ	
4C 00	ぼ	
4D 00	ぱ	
4E 00	ぴ	
4F 00	ぷ	
50 00	ぺ	
51 00	ぽ	
52 00	ぁ	
53 00	ぃ	
54 00	ぅ	
55 00	ぇ	
56 00	ぉ	
57 00	っ	
58 00	ゃ	
59 00	ゅ	
5A 00	ょ	
5B 00	ア	
5C 00	イ	
5D 00	ウ	
5E 00	エ	
5F 00	オ	
60 00	カ	
61 00	キ	
62 00	ク	
63 00	ケ	
64 00	コ	
65 00	サ	
66 00	シ	
67 00	ス	
68 00	セ	
69 00	ソ	
6A 00	タ	
6B 00	チ	
6C 00	ツ	
6D 00	テ	
6E 00	ト	
6F 00	ナ	
70 00	ニ	
71 00	ヌ	
72 00	ネ	
73 00	ノ	
74 00	ハ	
75 00	ヒ	
76 00	フ	
77 00	ヘ	
78 00	ホ	
79 00	マ	
7A 00	ミ	
7B 00	ム	
7C 00	メ	
7D 00	モ	
7E 00	ヤ	
7F 00	ユ	
80 00	ヨ	
81 00	ラ	
82 00	リ	
83 00	ル	
84 00	レ	
85 00	ロ	
86 00	ワ	
87 00	ヲ	
88 00	ン	
89 00	ガ	
8A 00	ギ	
8B 00	グ	
8C 00	ゲ	
8D 00	ゴ	
8E 00	ザ	
8F 00	ジ	
90 00	ズ	
91 00	ゼ	
92 00	ゾ	
93 00	ダ	
94 00	ヂ	
95 00	ヅ	
96 00	デ	
97 00	ド	
98 00	バ	
99 00	ビ	
9A 00	ブ	
9B 00	ベ	
9C 00	ボ	
9D 00	パ	
9E 00	ピ	
9F 00	プ	
A0 00	ペ	
A1 00	ポ	
A2 00	ァ	
A3 00	ィ	
A4 00	ゥ	
A5 00	ェ	
A6 00	ォ	
A7 00	ヵ	
A8 00	ヶ	
A9 00	ッ	
AA 00	ャ	
AB 00	ュ	
AC 00	ョ	
AD 00	ヴ	
AE 00	A	
AF 00	B	
B0 00	C	
B1 00	D	
B2 00	E	
B3 00	F	
B4 00	G	
B5 00	H	
B6 00	I	
B7 00	J	
B8 00	K	
B9 00	L	
BA 00	M	
BB 00	N	
BC 00	O	
BD 00	P	
BE 00	Q	
BF 00	R	
C0 00	S	
C1 00	T	
C2 00	U	
C3 00	V	
C4 00	W	
C5 00	X	
C6 00	Y	
C7 00	Z	
C8 00	a	
C9 00	b	
CA 00	c	
CB 00	d	
CC 00	e	
CD 00	f	
CE 00	g	
CF 00	h	
D0 00	i	
D1 00	j	
D2 00	k	
D3 00	l	
D4 00	m	
D5 00	n	
D6 00	o	
D7 00	p	
D8 00	q	
D9 00	r	
DA 00	s	
DB 00	t	
DC 00	u	
DD 00	v	
DE 00	w	
DF 00	x	
E0 00	y	
E1 00	z	
E2 00		[ー or ― or ‐ or ─ or ━ or]
E3 00	~	
E4 00	、	
E5 00	。	
E6 00	…	[Centred horizontally in-game.]
E7 00	・	
E8 00	!	
E9 00	?	
EA 00	「	
EB 00	」	
EC 00	(	
ED 00	)	
EE 00	:	
EF 00	#	
F0 00	◯	
F1 00	.	
F2 00	<	
F3 00	>	
F4 00	『	
F5 00	』	
F6 00	【	
F7 00	】	
F8 00	△	
F9 00	α	
FA 00	_	
FB 00	□	[Assumed to be just the square shape, not a JP symbol.]
FC 00	×	
FD 00	/	
FE 00		[ー or ― or ‐ or ─ or ━ or]
FF 00		[ー or ― or ‐ or ─ or ━ or]
00 01	☆	
01 01	★	
02 01	’	
03 01	+	
04 01	,	
05 01	〔	
06 01	〕	
07 01		[ー or ― or ‐ or ─ or ━ or]
08 01	&	
09 01	●	
0A 01	※	
0B 01		[ー or ― or ‐ or ─ or ━ or]
0C 01		[ー or ― or ‐ or ─ or ━ or]
0D 01	st	[For when writing "1st". "st" is one symbol.]
0E 01	nd	[For when writing "2nd". "nd" is one symbol.]
0F 01	rd	[For when writing "3rd". "rd" is one symbol.]
10 01	↓	[Filled arrow.]
11 01	=	
12 01	→	[Arrow with empty inside.]
13 01	%	
14 01	Lv.	["Lv." is one symbol.]
15 01	β	
16 01	γ	
17 01		[Empty space, unknown width.]
18 01		[Empty space, unknown width.]
19 01		[Empty space, unknown width.]
1A 01		[Empty space, unknown width.]
1B 01		[Empty space, unknown width.]
1C 01		[Empty space, unknown width.]
1D 01		[Empty space, unknown width.]
1E 01		[Empty space, unknown width.]
1F 01		[Empty space, unknown width.]
20 01	本
As you can tell, I am very much lost in the dark when it comes to the many types of middle-positioned horizontal lines. I can't confirm which is used in what context.

The empty spaces all appear to occupy the same general pixel width as most Japanese symbols, but I have not looked for the code that tells just how many pixels in width are assigned to this or that symbol.

If I knew where the graphics for the font exists and extracted those, that would certainly ease our work. Currently I don't know where these graphics are located though.



Battle moves and speaker names have been confirmed to use 2-byte values and the dialogue uses 4-byte values.

Aerith's Japanese name is エアリス. In 2-byte values:
 5E 00 5B 00 82 00 67 00

In 4-byte values (simply add 80 00 to every 2-byte value) :
 80 00 5E 00 80 00 5B 00 80 00 82 00 80 00 67 00


When Aerith introduces herself, I decided to replace the above array of bytes with
80 00 BF 00 80 00 03 00 80 00 B1 00 80 00 03 00...




(Nvm that it's supposed to be written R2-D2)

You heard it here. Aerith is a robot. Please try to act surprised.
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Last edited by Shademp; 06/13/2017 at 12:35 PM.
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Old 06/12/2017   #289
JBedford
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You can see the font graphics by playing the game in PPSSPP and using GE Debugger and clicking through "Step Tex" on a frame where the font is loaded. I don't know if there's a way to extract it from the program but you can see it.
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Old 06/13/2017   #290
JBedford
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I'm looking at the font and on the Japanese game now -- so
the mystery of the dashes and the spaces:

E2 00 is the chōonpu.

0B 01 and 0C 01 are a pair of symbols that come together to form a two character-width dash.

17 01 to 1F 01 don't appear to do be different. They all seem to be the standard character width, same as 00 00, which means it's probably just padding so the kanji starts on a next row.

FE 00 and FF 00 are the same, and they are slightly wider than E2 00. 07 01 is thinner than E2 00. So former two are emdash, and latter is endash/regular dash.

The kanji goes up to 05 80. Here's the kanji:

本隊合流神羅兄返苦悶子追手当向待機命危供見殺英雄聞心配撃死急離落着軍丁度


But then! We have the bonus kanji table. So 0x80 is the 1-byte Opcode that says "print character", then we have 1-byte parameter for the character table to use, then the 2-byte parameter for the character in that table to use. So I am guessing that this means that all the kanji in the first table is used in enemy names and other places that don't use the 0x8000 notation.

80 01 00 00 to 80 01 27 02 are the next set of kanji. Unfortunately I couldn't get them in the same font style (if this set even exists in that font), so here's it in black text.



I can transcribe that, and I inevitably will if no one else does, but I'm bound to make lotsa mistakes. So if anyone feels like it

Last edited by JBedford; 06/14/2017 at 04:35 AM.
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Old 06/13/2017   #291
Shademp
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*opens GE Debugger for the first time*

YouTube Video


Woah. That was cosmic.

Can't find the official definition, but I assume that the "GE" stands for Game Engine?

For those wondering what I'm gawking at, here is the interface.

- GE Debugger Pic 1
- GE Debugger Pic 2

(Yes I know, I'm using an old version of PPSSPP. I've just downloaded the latest and I'll try it soon.)

As I repeatedly click on "Step Tex" the image in the debugger gradually builds up to become what one sees in the emulation window. You cycle through all the texture graphics that make up what is currently loaded in the game and at the bottom half you can read about associated addresses and settings. To the left here, you see a small but still obvious image for the text font.

If you click on "Step Prim", aspects of the texture currently displayed will be marked in red, like in this example where somebody used the GE Debugger for God of War: Ghost of Sparta. This way you can easier track which textures are used where.

What a powerful tool this would be if I learn how to read the debugger.


JBed, how did you extract those kanji graphics?

One thing worth looking for before we set half a dozen people on transcribing tens of thousands of symbols, is to look and see if this table exists in a unicode format. Just like the game has left unicode text behind for battle moves, adjacent to the in-game font, it's not impossible that a complete unicode-based table exists as a reference for the in-game font.

Purely my speculation but it's worth looking into.
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Old 06/13/2017   #292
JBedford
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I assumed it meant "Graphics Engine".

If you double-click the texture it should display the texture at its native size. Then you can drag it. So I composited several screenshots.

Finding it in Unicode is a good idea. I searched for enemy names to see how they stored plaintext, and it seems to use Shift-JIS encoding. The first three kanji are (I think) 本隊合 -- "96 7b 91 e0 8d 87" in Shift-JIS-- but I found no matches for that in the data.
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Old 06/13/2017   #293
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JBedford wrote: Finding it in Unicode is a good idea. I searched for enemy names to see how they stored plaintext, and it seems to use Shift-JIS encoding. The first three kanji are (I think) 本隊合 -- "96 7b 91 e0 8d 87" in Shift-JIS-- but I found no matches for that in the data.
as in searching for words within the script? does the search look for the whole phrase only or partial matches? because if it's whole phrases, then doing 本隊 (96 7b 91 e0?) and 合流 separately might find a result

or not because this thread has gotten too technical for me
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Old 06/14/2017   #294
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Strangelove wrote: does the search look for the whole phrase only or partial matches? because if it's whole phrases, then doing 本隊 (96 7b 91 e0?) and 合流 separately might find a result
I am not sure what a search for "partial matches" mean, but yes you can search for the aforementioned "whole phrases".

So far my searches for a complete Shift-JIS symbol table have come up empty. Doesn't mean that a complete Shift-JIS table (that perfectly matches the in-game font) doesn't exist somewhere among the files, but I'm not gonna hold out hope.

The fastest and easiest way to get the Japanese Crisis Core font transcribed is probably just to learn the hex values for the symbols that are utilized in the final game. Among the tens of thousands of kanji in the font, it is likely that no more than a few thousand are used. Organizing the massive (and likely more error-prone) process of transcribing over thirty thousand symbols from the font graphics would be subject to much human error anyway.


On a less technical topic, I'm playing the Sector 5 Slum Market minigames. Doing so with Cheat Engine I found the addresses for:
- Aerith's Love Points
- The number of oil drops tapped (cologne minigame)
- Number of children that will walk by (guessing minigame)
- Number of materia picked up (materia minigame)

It is so very rewarding to cheat your way through the minigames and be able to see Aerith's Love/Affection Points for Zack grow instead of it being an invisible number.

In the materia minigame you pick up 20 materia. By setting the value instantly to 20 and then talking to the clerk, you can get impossible clear times. A typical clear time without cheats will be over 20 seconds.



The materia are still on the ground!


You can read about the Affection points in Absolute Steve's guide. All the best-scenario dialogue results there are listed as being triggered by having 70 or more Affection Points.

When you create a cologne (regardless of quality), Aerith's reaction changes depending on how high her affection is. Steve's guide only lists three reactions.

70 or more Affection: Dialogue A
30-69 Affection: Dialogue B
0-29 Affection: Dialogue C

However, I confirmed a fourth scenario for when you create the best possible cologne. If you have 85 Affection points or more when you clear this minigame with the best result, there is a continuation to the "Dialogue A" scenario. Here is the script for the 70+ affection points scenario:

Zack: Aerith, this is for you.
I hope you like it.

Aerith: Oh, thank you!
I wonder what kind of scent it is!

Aerith: You're really amazing, Zack.
It smells so great...I'll cherish it.

Zack: All right!
Does this mean you really like it?

*Aerith nods*

Aerith: Yeah, but it'll be so sad when it's all gone...
Can I just keep it without using any?

Zack: Y-yeah?
Well...I hope you enjoy it!

With 84 points or less, the scene ends here. With 85 points or more however...

Snapshots



















My impression here is that Zack and Aerith get lost in each other's eyes because the affection value is so high and then they react in embarrassment.


To my surprise, the Affection Points did not cap at 255. It just kept going. Without cheats I've gotten to 265 points.

I figured that if the highest possible 1-byte value wasn't the cap (255) then the highest 2-byte value (65535) would be. Nope. The counter keeps going. I then changed the Affection Points to the highest 4-byte value: 4294967295.

Upon receiving additional love points, the counter finally reset. With five points gained from creating the best cologne, the counter went from 4294967295 to 4. Ergo, Affection Points appear to be a 4-byte value.

I have not checked to see if there is a natural cap that I jumped beyond by setting unnaturally high values via Cheat Engine. That detail is still up in the air.
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Old 06/14/2017   #295
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Aerith's Love Points
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Old 06/14/2017   #296
JBedford
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Strangelove wrote: does the search look for the whole phrase only or partial matches?
Yeah, partial matches. I'm searching for any time the three characters are found adjacently regardless of characters to the left and right.

Shademp wrote: The fastest and easiest way to get the Japanese Crisis Core font transcribed is probably just to learn the hex values for the symbols that are utilized in the final game. Among the tens of thousands of kanji in the font, it is likely that no more than a few thousand are used. Organizing the massive (and likely more error-prone) process of transcribing over thirty thousand symbols from the font graphics would be subject to much human error anyway.
I assume the 1560 kanji (? unless there are other files we haven't found) in the font are all (or at least mostly) used. Does that sound realistic? I don't know.

The people writing the game would have probably been writing the text in Shift-JIS. It's possible the kanji in the fonts were compiled automatically based on which characters were actually used in the text, or built and mapped manually but only being added to when a kanji was not already in the data.

Although there is truth that there would likely be fewer transcription errors if we had the context of when they were used in-game. I have my program in a state where it can read the non-kanji from the Japanese files so I can make that available if you want to work on it that way.
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Old 06/14/2017   #297
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JBedford wrote: I assume the 1560 kanji (? unless there are other files we haven't found) in the font are all (or at least mostly) used.
I may have misunderstood you. When you wrote
The kanji goes up to 05 80
I assumed that you meant the number of kanji symbols goes up to 8005 hex, which is 32773 in decimal. That's why I repeatedly referenced there being tens of thousands of symbols.

JBedford wrote: I have my program in a state where it can read the non-kanji from the Japanese files so I can make that available if you want to work on it that way.
I'd gladly receive a version of your program that prints the non-kanji. Would definitely make work easier if I collaborate with others to have the kanji transcribed, example by example. I can't promise anything about how pro-active I'll be with the task though, plus I may end up doing work that you're already completing on your end.

If these kanji are really all that needs transcribing...


...rather than the tens of thousands that I initially assumed, then it might actually be the most straightforward solution to have these transcribed by an expert.
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Old 06/14/2017   #298
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it took me about the length of a song or two to do the first three lines of the white text (though i haven't double checked them)

[spoiler]
本隊合流神羅兄返苦悶子追手当向待機命危供見殺英雄聞心配撃死急離落着軍丁度
良全滅家帰戦争終関係兵士守無駄態若干軟化俺貴砦敵十分連行戻気人怪我大丈夫
強奴言増今甘哀黒服一別来去剣使形跡斬助時名前思場倒存在持社新令状逃間違通
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Last edited by Strangelove; 06/15/2017 at 12:53 AM.
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Old 06/14/2017   #299
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For the love of Minerva please continue listening to songs hito! It would be so very appreciated!
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Old 06/14/2017   #300
Strangelove
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i did four more

(SPOILER)
報次任務誇高食仕方私総部調査課汚事専門捜索想像村月殉職故郷近似誰写真同顔
不議説明舌打々両親会彼情入回電話絡伝忘中込呼友地主息最切少笑集驚目泳味減
欠押壁転開掛闘技攻略後始翼遠慮皮肉声覚男乗経験積自疲意日愚泣予定遅理憧指
好知探失敗以外何重要凄難働西側爆発起混乱潜陥結導誕生柄残刃貧乏性誉訂正銘
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