Author Topic: [FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]  (Read 3008247 times)

strife98

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4150 on: 2018-06-26 04:28:57 »
https://drive.google.com/file/d/1gtKUSPoOXzkdv8MG1PQymoe1aBZOBCr1/view?usp=sharing

Playstation icons.  I made it work with 2 textures.  It's very important to match xbox dimensions precisely to these width wise... and height wise if possible.

I can make them a bit smaller right? As long as they don't exceed the normal dimensions correct?

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4151 on: 2018-06-26 12:32:36 »
you run risk of it not looking great if you deviate too much from my icons... or rather il ducci's. but we can fine tune it in testing later @obesebear  cheers and i havent forgotten your request
« Last Edit: 2018-06-26 12:43:02 by DLPB »

strife98

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4152 on: 2018-06-27 01:35:26 »
I made a couple cause I wasn't sure if color mattered so.
Spoiler: show

Xbox l.tex Colored

Xbox l.tex Colorless

Xbox h.tex Colored

Xbox h.tex Colorless



.tex files: https://www.dropbox.com/s/i5zspilclo43e4o/controller%20images.7z?dl=0
« Last Edit: 2018-06-27 01:37:06 by strife98 »

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4153 on: 2018-06-27 06:56:01 »
If you want to implement that 360 degree field movement (or was it 255), I have no qualms immediately scanning through all of the field files and fixing the default directions.

Also, great to see you posting again, I had wondered what happened.

I help you when you work on it. I think it will be easier if I tell you the value for a scene rather than letting you import it into the field.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4154 on: 2018-06-27 16:33:51 »
They do need to have colour,  The texture format supports pallettes. 

I can't preview the files in dropbox though...  think it's forcing me to have account?

strife98

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4155 on: 2018-06-27 16:57:49 »
That's....odd. I can on a different not logged in browser :/ Guess I'll upload elswhere (these both download the same thing):

Mega: https://mega.nz/#!OolWhKJB!nKfRdNGfZiUA32hj_MkGdgRDfMnme7PU82W4sCsgeTY

GDrive: https://drive.google.com/file/d/1QEsl2eKg-oVO-7ClRIjBmhPj7Ne4MFq4/view?usp=sharing

If it isn't obvious yet, I'm not quite sure what I'm doing :mrgreen:

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4156 on: 2018-06-27 17:50:56 »
The format has to be correct and paletted properly or the colours will not work correctly. See the tex I sent. It's also important that the style of the buttons be basic like the ones we made for ps - otherwise they will stand out like a sore thumb.  If you can design them to fit in, Ilducci or someone could correctly format.  Otherwise, let me know how you get on.  I have zero idea how to make tex files.

strife98

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4157 on: 2018-06-27 17:55:11 »
Dang it I was gonna make a super basic version but thought against it haha. I don't know how to make them either I just used textool to convert it.

Edit:

So rereading what you've said I'm not 100% sure what's needed. I used the tex you sent to make the edit, and saw you said that colors were needed, yet the file looks like this:
Spoiler: show





I dunno if textool is making the png's monochromatic or if they are supposed to be that way, but if nothing changed, then I'll just replace △ ○ □ ✕ with already existing A B X Y in the fonts (would prefer to have the other .tex files with the rest of the upper case alphabet to make the font match perfectly with the rest.) I could change their color to be the matching button color as well just to make them stand out a bit if preferred.
« Last Edit: 2018-06-29 00:09:17 by strife98 »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4158 on: 2018-06-30 12:10:44 »
The file is a texture file and has palette data to allow for colour.  I suggest you design them to fit in like the ones I have and PM Ilducci to fix them up for you.  I have no idea how to make palettes work.

Some tools will show you the different palettes.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4159 on: 2018-06-30 15:00:26 »
@obesebear

Do you happen to have the Death fix and Knights of Round fix for interpolated 60fps battles?  If not I will check my backups.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4160 on: 2018-07-01 10:01:32 »
Scrap that

Knights of Round works only when original files are present...  which is very weird.  Can only assume it's recalculating somehow.

 deathdat.a00  on other hand I cannot get working.  The original is too slow - and the one you supplied stays there and doesn't animate (may again be something internal).  Can you check this one for me again please? :)

obesebear

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4161 on: 2018-07-01 13:13:31 »
I'll check deathdat.  Knights of the Round should be done, but it originally had issues with the pause buffer used to make the battle 60fps.  I thought you had fixed that?

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4162 on: 2018-07-01 16:45:20 »
The truth is Knights of Round original files works automatically with full 60fps. 

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4163 on: 2018-07-03 13:55:39 »
So - Modpath now includes texture and file replacements - but global is checked first
and can supersede
it's looking like the finished article
global\Direct
global\DLL
global\File
global\hext
global\Texture
global\Movies :  not implemented yet
global\Music
global\SFX
and then modpath is

Custom\Mod_ID\Direct
Custom\Mod_ID\DLL
Custom\Mod_ID\File
Custom\Mod_ID\hext
Custom\Mod_ID\Texture
Custom\Mod_ID\Movies :  not implemented yet
Custom\Mod_ID\Music
Custom\Mod_ID\SFX

direct:  checked before LGP archives.  Any file inside archive superseded by the one in this folder.
DLL: load any dlls you need
File:  Default path to files - such as any normal file and lgp archives.  When direct fails - this is where it will check next.  This also allows scene.bin etc to be loaded from this folder.
hext:  Hext format binary changes - to change font spacing data this will HAVE to be used.
Texture:  PNG file replacements.
Music:  Game music in ogg format
SFX:  SFX in ogg format
Depending on options - BASE is used and supersedes global and custom if file exists>

Base\60i  : interpolated 60fps battles
Base\Closed_Mouths  : closed mouths on original models.  Will not work when Model_Overhaul selected.
Base\Model_Overhaul
Base\Movies :  I am still trying to add this to global and custom as well...   At moment does not work at all.
Base\Weapon

In the end, there is a hierarchy here that will allow for a full flexible modding experience.  BASE is purely for my own optional mods, which I have integrated into aali dll and my own dll.

Audio Replacement is mandatory.
Window.bin abolition is mandatory.
Certain fixes may end up being mandatory.
New frame limiter is mandatory - unless an issue crops up.

« Last Edit: 2018-07-03 13:59:47 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4164 on: 2018-07-05 17:23:13 »
That pesky help menu flicker issue has been fixed.  I had to rewrite my auto size action box code. Really didn't want to.
Code: [Select]
0:  8a 4d 0c                mov    cl,BYTE PTR [ebp+0xc]
3:  66 8b 85 a8 fe ff ff    mov    ax,WORD PTR [ebp-0x158]
a:  66 ba 80 02             mov    dx,0x280
e:  66 89 d3                mov    bx,dx
11: 66 29 c2                sub    dx,ax
14: 66 d1 ea                shr    dx,1
17: 80 f9 19                cmp    cl,0x19
1a: 75 19                   jne    0x35
1c: 04 18                   add    al,0x18
1e: 66 a3 1c d2 91 00       mov    ds:0x91d21c,ax
24: 66 29 c3                sub    bx,ax
27: 66 d1 eb                shr    bx,1
2a: 66 ba 0d 00             mov    dx,0xd
2e: 66 89 9d 8c fe ff ff    mov    WORD PTR [ebp-0x174],bx
35: 66 89 95 a8 fe ff ff    mov    WORD PTR [ebp-0x158],dx
3c: 66 c7 85 98 fe ff ff    mov    WORD PTR [ebp-0x168],0xb
43: 0b 00
45: 66 c7 85 b8 fe ff ff    mov    WORD PTR [ebp-0x148],0x0
4c: 00 00
4e: eb 07                   jmp    0x57
50: 66 ff 85 b8 fe ff ff    inc    WORD PTR [ebp-0x148]

Quite proud of it. Not a byte to spare.

obesebear

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4165 on: 2018-07-06 01:02:56 »
http://www.mediafire.com/file/k99txxsjt29quy3/deathdat.a00 That's the 60fps deathdat.a00

I wonder what KOTR is doing that it won't allow interpolation...

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4166 on: 2018-07-06 01:36:28 »
It must be calculating the total frames and adjusting... somehow. If you use interpolated knights... it runs 4x slower, even at 60fps.  Assuming your files are correct.

btw thanks for the other.  I'll test tomorrow!  8-)
« Last Edit: 2018-07-06 01:39:53 by DLPB »

obesebear

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4167 on: 2018-07-07 00:54:14 »
Well, if literally every other animation in the game is running at a smooth 60fps except for KOTR stuttering along at 15, I'll consider that a win

MurdererFight

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4168 on: 2018-07-07 09:17:14 »
When we can expect a new release? I see many lrogress here, I'm eagerly waiting to play for the first time FFVII with the new version

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4169 on: 2018-07-07 09:37:14 »
May be possible to work out how to make knights use the interpolation...  There's got to be something in the functions allowing for it.  Sadly... the sequences are all hard coded...  So each piece of the progression is there with a billion counters.  It's very annoying to follow.

Kuraudo.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4170 on: 2018-07-08 23:05:31 »
Hi DLPB, I'll drop the bomb...

Is there a chance to see reintroduced as an option the Menù Overhaul?

I find it as a really important update for the impact it gives and the better visualization.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4171 on: 2018-07-08 23:16:33 »
Nah - that's long gone.  It didn't fit in with the engine or original style and to be honest nearly all the graphical updates suffer that issue.  It was a good idea while it lasted, but the original engine and text is part of what FF7 is.

Changing the font and trying to polish a turd takes away more than what it gives - and it also means I have to add loads of code and time that I could be using elsewhere.

The Menu Enhancement is all I support now.
« Last Edit: 2018-07-08 23:18:11 by DLPB »

Mako

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4172 on: 2018-07-09 21:11:56 »
Ant chance we will see R06 this year? Read a thread on another forum (presumably by you) that pointed to a late 2017 release... Are you on track for 2018?

EDIT: Also, unless I'm missing something why not just use the button icons from the Menu Overhaul? They were clean enough and work perfectly?
« Last Edit: 2018-07-09 21:13:30 by Mako »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4173 on: 2018-07-09 23:01:43 »
The Menu Overhaul buttons are too high res and are intended for a high res font - and they don't use the original texture file. 
And the font spacing is different.   When I say that new buttons are needed if you want x-box support, I mean it.  8)

As for release time.  It will definitely be this year - and likely within a month or two.

Mako

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4174 on: 2018-07-10 00:23:20 »
Ah that was it, yeah all I did was download R05 and the menu overhaul, cut out the text. Seems to me to work perfectly. As for the "Higher Resolution" normally I'd agree (kinda), but in this one case the buttons actually break the immersion already and are symbols displayed to the player on what to press, they already don't 'belong' in the game world as we know it. As a too blurry icon, to tell what it is would defeat the purpose. But same could be said (rightfully so) about all UI elements. They don't belong to the game, and they where never meant to "fit in" the elements exist outside of the game world and are for the sole purpose of conveying information to the player. Your kind of taking a hybrid purist standpoint, but the work done goes against everything a purist stands for...

Ether way it's all good on my front, I am able to enjoy your work on the menu project with bare minimal effort to get it to work with the latest translation, for me its about function, and the menu overhaul was fundamentally better at doing it's job then anything produced with the newer translation. It offered removing limitations put in place by the PlayStation going past 9,999. It took up less screen real estate so I could enjoy being immersed. It displayed information to the player to better understand the battle and enemy HP to adjust tactics better.

/rant.

It's your work any way you look at it. Congrats! and thanks for the update!