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Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I finished and updated the subtitles for the ffvwip-world1end.avi. It can be found in the same url, here. Once samurai goroh advances far enough and releases a WIP, I'll encode it into an avi, sync the current subtitles with that one and continue subbing from there. Thanks for all the "thanks"s :). If you have any suggestions how to improve it, let me know. Samurai goroh already mentioned that i should have added more subtitles explaining the storyline, but I made this only to clear up the TAS part of it. So I won't be translating floor numbers, people's lines or something like that.
Which run should I encode next? :)
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
While watching, I caught a few messages which weren't translated properly: 0:21:50 - "Got kamenokutsu" - this is "kawa no kutsu", otherwise known as "leather boots" 0:35:06 - "Stole: ???" - the message actually says "Nothing to steal!" 0:43:36 - "Stole: misurirunaifu o nusunda" - this should be "Stole MythrilKnife" (incidentally, the "o nusunda" translates to "was stolen") 1:03:24 - "Got katonnojatsu" - it's actually "katon no jutsu" - one FAQ listed "HellFire". Same for at 1:13:00 1:26:23 - "Got Ice Bow (koorinojumija?)" - "koori no yumiya" is indeed "Ice Bow"
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 2/12/2006
Posts: 432
Maza wrote:
Bob A wrote:
how do you view the subtitles with the video?
You need good-enough player for that, which I'm afraid Windows Media Player isn't. I'd suggest something like BSPlayer or VLC Player.
okay, then, how do i view the subtitles in vlc (which is the player i use)?
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Rename the .sub file to match the .avi file (i.e. rename it to ffvwip-world1end.sub) and it should automatically detect and load them.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 2/12/2006
Posts: 432
ah, thanks. is there no way to make it load multiple subtitles? i think this is a really good idea, not for translating it, but to tell whats going on without having to pause it. whats the easiest way to make subtitles, for example is there a way to tell what frame a movie is on?
SXL
Joined: 2/7/2005
Posts: 571
with virtualdub you can play a movie frame by frame. I guess ffdshow might do the work too, check its options.
I never sleep, 'cause sleep is the cousin of death - NAS
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Bob A wrote:
whats the easiest way to make subtitles, for example is there a way to tell what frame a movie is on?
Like SXL said, with VirtualDub (remember to enable 'Display input video' with F9) or with some player as good as BSPlayer, which can show the time as frames. EDIT:
Quietust wrote:
Bob A wrote:
okay, then, how do i view the subtitles in vlc (which is the player i use)?
Rename the .sub file to match the .avi file (i.e. rename it to ffvwip-world1end.sub) and it should automatically detect and load them.
Or you could go File -> Open File -> Use A Subtitles File and Browse. Or you can drag'n'drop the subtitle file into VLC Player.
Which run should I encode next? :)
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Finally, I am now at World 3. I'll post the WIP probably tomorrow, since it seems that my USB memory isn't working right now :S
I'm the best in the Universe! Remember that!
Post subject: FFV progress, up to World 3 :)
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Meh, my USB Flash memory didn't worked :( The good news is that here's the progress so far :)
I'm the best in the Universe! Remember that!
Joined: 10/3/2005
Posts: 1332
I'm just throwing this out in case I never get the time to try it: A Lua script that watches a string pointer (I.E, pointer to the currently displayed dialogue string) and overlays the Japanese text with a set of GD bitmaps, which spell out corresponding pointer in the hacked English ROM. Which is to say, soft subtitling that doesn't actually subtitle anything, but creates the illusion of a translated/hacked ROM, and where the translated text is already prepared.
Player (160)
Joined: 5/20/2010
Posts: 295
I found other tiles where step-counter(7E16A9) doesn’t count which have not been referred by Dominator. -> http://www.mediafire.com/download.php?fwmy5zefxwg This link includes two avi files and one savestate(.002). Compare these two avi files. Or you can check by yourself with the state file. (Note:v1.43, (J) rom) And I noticed another timesaver. Here. Look carefully the tile where Butz/Barts is. Left picture is a little faster.
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I did had that address, but never kept an eye on it, as I though it would be the same walking in any direction, guess I was wrong :P For those who doesn't know, I have a collection of PAR codes: http://www.erick.guillen.com.mx/Codes/SNES%20Final%20Fantasy%20V.txt Wonder if this happens on any dungeon or just in certain places, as I did knew that on the world map, walking on plains is different than walking on forest or sea (I mean for the steps required to trigger a battle)... Thanks for pointing this up neo_omegon :)
I'm the best in the Universe! Remember that!
Player (160)
Joined: 5/20/2010
Posts: 295
I seemed to misunderstand about skipping the power-up message of Twin Tania. This is the true method: Point Twin Tania by selecting a physical attack. When the cursor is cancelled, use an instant death attack. You can skip the message. Every instant death seems to work. You can use Break, death potion or Lv 5 death as you like.
Player (160)
Joined: 5/20/2010
Posts: 295
I have some ideas about new run. Major improvements will be not entering Beginners’ House, skipping Twin Tania’s power up message and fewer battles. Though I have already planned extra steps on each screen, I have not tested setting Active and Battle Speed through the run. It is a long way to go. And which emulator version should be used, v1.43, v1.51, or later?
Player (114)
Joined: 10/21/2010
Posts: 138
neo_omegon wrote:
And which emulator version should be used, v1.43, v1.51, or later?
The way I understood it, it's usually preferable to use the newest version, especially if it emulates closer to the original experience. Active and Battle Speed might be changed some times to manipulate certain patterns , e.g. make your instant kills go off before the enemy moves or maybe even force enemies to lose turns by "overwriting" their actions (dunno, haven't tried manipulating this game yet).
Player (160)
Joined: 5/20/2010
Posts: 295
The published run is on v1.43. I thought I should obey the predecessor. Some other games new runs are on v1.43. And the ending on v1.51 is glitched while it might be fixed on latest version. Anyway, this should be checked before I make a run. Battle mode was wait and battle speed was four in large part on both runs by samurai goroh and I but they seem to be improved.
Joined: 7/19/2010
Posts: 3
Location: New Zealand
It is usual when starting a run to use the most recent stable version of the emulator. Although SNES9x1.53 has been released there seem to be some problems with it that haven't been resolved yet. I would suggest it is best you use v1.51. Don't worry about the previous movie being made on a different version of the emulator, that is irrelevant. But you say that "the ending" is glitched on this version. What is the glitch? -If it occurs after the end of your input it doesn't really matter I think. -If it occurs earlier during your input and is something that cannot be reproduced on the actual console then it is best that you wait for a judge or administrator of this site to advise you before you start the run. They will need you to describe the glitch in more detail before they can advise you. Whichever version you decide in the end, let me say - good luck for your run, I look forward to seeing it.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
1.52's lua also seems to be broken or not implemented (at least for TAS functions such as gui.x).
I think.....therefore I am not Barry Burton
Player (160)
Joined: 5/20/2010
Posts: 295
Thanks for the comments. Glitched ending is this. I forgot to say row also should be optimized besides battle speed and battle mode. Front row triggers a faster action and back row enables you to run away faster. This will be done by frame calculations. As for skipping the power up message of Twin Tania:
neo_omegon wrote:
This is the true method: Point Twin Tania by selecting a physical attack. When the cursor is cancelled, use an instant death attack. You can skip the message.
In Active you can skip Twin Tania’s power up message by instant kill just before his power up turn. Unfortunately, there will be few novelty things on a new run.
Player (114)
Joined: 10/21/2010
Posts: 138
neo_omegon wrote:
Glitched ending is this.
ok, that's... sub-optimal; personally I'd say such a glitched up mess is ok/good if the TASer is responsible (and it has a non-negative impact on speed) - not so much if it comes from a "bad emulator choice".
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
neo_omegon wrote:
I have some ideas about new run. Major improvements will be not entering Beginners’ House, skipping Twin Tania’s power up message and fewer battles. Though I have already planned extra steps on each screen, I have not tested setting Active and Battle Speed through the run. It is a long way to go. And which emulator version should be used, v1.43, v1.51, or later?
Nice to hear you plan on improving the run neo_omegon :) I didn't spend time calculating if changing the Battle Speed before battles was faster than leaving it for the whole run (as I didn't have a point of reference). My concern was that you need to open the menu twice (if you plan to change it back eventually), so that's something to take into account... I believe the greatest improvement would be when going to the Quick Desert, as capturing those Sand Bears surely took time in my run :( (and also when learning the AP on Val Castle). With all the little details, I'm sure that at least 3 minutes could be taken off, but perhaps subbing 3:30 is possible... BTW, with all the things you can do in LUA, I was thinking that it could be helpful to everyone making a file. So I made a quick LUA script that currently displays the enemy's Hp, Mp & ATB. I'm planning to expand it to display more information & perhaps also to include subtitles (like FatRatKnight did for E.V.O.) for those that are not familiar with this game ;)
I'm the best in the Universe! Remember that!
Player (160)
Joined: 5/20/2010
Posts: 295
Great thanks, samurai goroh! My strategy on a new run was going to be the same basically as the dual TAS of mine. I was going to defeat objet d’art x5 three times. Well, you may be thinking not to fight them. I am flexible to change, though in this case I have to make a route planning from the beginning. 7E09C0, total battle counts, will be 148. That of goroh’s was 188. Here are other possible strategies: #1. Instead of defeating objet d’arts, defeating black flame x5 several times after shopping at Lix, though I have not researched the exact number of battles I have to fight them yet. This will be faster against sand worm, flame throwers and rocket launchers with high level characters. Each of these enemies will be wiped out by two scrolls. #2. Not defeating objet d’art nor black flame This will be faster by frames that it takes to fight them. With low level characters, the battles against crystals and gargoyles will be slower. Gargoyles will be beaten by !zeninage or sword casted break. In both strategies the number of job changes will be a little larger and the third Gilgamesh battle will be slower because you cannot use blessed kiss. Blessed kiss will be used just against the final ex-death but it might be entertaing to fight against neo ex-death. If !mix would be used only at the final battle in the strategy of the #1 or #2, advance version might be favorable. If the rule was changed, I should have to use translation patch. Considering these things, I found I was not even at the starting line. Actually, my luck manipulation in battles will be just trial and error. (Delaying one frame to decide action.) When apparently slow, I will retry the battle with a different initial RNG. I wonder if some other Japanese TASer is interested in making a run. They must be much a better TASer than I am. EDIT: Researching the optimal battle speed is a tough thing and I’d like to tas another game in parallel. So the progress will come in some distant future, sorry. Graphical glitch is not fixed on the latest version of snes9x 1.51.
Player (160)
Joined: 5/20/2010
Posts: 295
samurai goroh wrote:
My concern was that you need to open the menu twice (if you plan to change it back eventually), so that's something to take into account...
Of course, it should be considered. I searched the RAM and I guess RNGs of the battles are probably 7E003A and 7E003B. Which value should be referred is probably determined by 7E0033. And according to Mr. cheap, who is skilled Japanese player and mainly plays LLG of various RPGs, these RNGs are referred alternately on each action.
Player (160)
Joined: 5/20/2010
Posts: 295
Here is a package of luascripts for this game. -> http://www.mediafire.com/download.php?o3izf6z6z7w5cr4 Extract the file in a same directory and run “FFVLuaForTAS.lua” on an emulator. >Still need to find a way to determine end of battle to hide the info... Now, your problem might be solved.
Post subject: Neat script
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
That program is neat neo_omegon, though there are a few things I would change on the "main" file (FFVFunctionList.lua)
--*************************************************************************
function Stolen()
--*************************************************************************
    local stolen = memory.readbyte ( 0x7E3CBF )
Seems that you missed a character, so I fixed it (it was 7ECBF instead of 7E3CBF)
--*************************************************************************
function CharOnMap()
--*************************************************************************
    ...
    local name = { "B", "L", "G", "F", "K", "", "", "" }
    ...

    for i = 0, 3 do
        ID[i] = memory.readbyte ( CharAdr + 0x50 * i ) % 8
        ...

        CharName[i] = name[ID[i]+1]

        ...
        end
    end
end
Changed how you checked for the name of the character using a single line. You where checking also the gender + row, which is irrelevant...
--*************************************************************************
function CharOnBattle()
--*************************************************************************
    local ID = {}
    ...
       ID[k] = memory.readbyte ( CharAdr + k *0x80 ) % 8
        ...
            if within (0, ID[k], 4) and within ( 0, MP[k], 999 ) and within ( 0, MMP[k], 999 ) and MP[k] <= MMP[k]
Same reason as above (The character) Also, on the same function, you can line the information with the enemy, though sometimes it overlaps itself with another monster's info...
a = bit.rshift(bit.band(memory.readbyte( 0x7E4000 + j ),0xF0),1) +  0
b = bit.lshift(bit.band(memory.readbyte( 0x7E4000 + j ),0x0F),3) - 12
I'm not quite convinced with the way you hide the enemy's information, as it seems it doesn't show it on some boss battles. I'll take a look at it & see what can be done. BTW, if the information was a little confusing, I can just upload the file with my changes...
I'm the best in the Universe! Remember that!
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