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Messages - JBedford128

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26
I assume he refers to enabling the Save option in the menu (which was used for debug purposes). At the very least the menu name and description are left in the data.

27
Completely Unrelated / Re: Trump president now!
« on: 2017-01-27 21:17:51 »
It's more likely Obama listened to the experts before he opened his mouth.

On the other hand Trump just says the things that he "feels". Even after hearing the expert opinion he still says "I happen to feel that it does work".

29
Personally i'm pissed at Kingdom Hearts 2.8 remix, since i already bought 2.5 on ps3...
KH2.5 and 2.8 don't feature any of the same games. 2.8 has Dream Drop Distance (the 3DS game), a small Birth by Sleep related game, and something Kingdom Hearts X related.

30
It's more likely it's just one of those "multiple words thrown together" names. The "kyu" from "culex", the "biru" from "evil", and... no idea for the rest.

Although I just looked at the Beacause doc and you call it "Cuvilduns"?? I would have gone "Cuvildunus", because it's ヌス, rather than ンス. Off course, transcribed words don't usually use ヌス-- words that sound like they might usually end up using ナス. However, FFVII itself has the Longinus (ロンギヌス).

31
There are a few enemies with different HPs in the Ultimania guide to what I calculated. These enemies are Torama, Elnoyle, Iron Giant, and Behemoth. I think that's it.

I believe I determined their (simplified) formula myself. On their FFWiki pages I list them.

So I figured Behemoth's Japanese formula was 3*lv*lv + 260*lv + 35000. Which I woud assume is [60, 0, 2, 35] in the data. Unless the Ultimania is just plain wrong. It might be worth mentioning that the English guides also use the same HP values as the Ultimania, but then again, they also use images of red Gerogero so I assume they were just given the Japanese information when writing the guides.

32
Edit: Okay, so I'll preface this by saying sometimes they match the Ultimania stats (which give stats at Lv1, every ten levels, and the max level), sometimes they are way off.  I do know that some changes were made from JP>EN so this could be a product of that. Also I'm suspicious of my math.floors, I may have added them at random to see what gave me the right results.

Here's the formulas I used (in Lua) for the FFWiki, probably with more brackets than I need. You can see the results of these and judge whether they are correct on the individual enemy articles on the wiki: example.

STR, MAG:
local calc = math.floor(((lv*a/10)+(lv/b)-math.floor((lv^2)/(2*d))+c)/4)
return math.min(calc, 255)

VIT, SPR, SPD, EVA:
local calc = math.floor(lv/b)-math.floor(lv/d)+(lv*a)+c
return math.min(calc, 255)


33
Most of the other kanji enemy names are for human enemies - soldiers. Rather than sounding like a cool fantasy name as with most monsters, these are meant to convey a military position to the players.

I decided to check the list for other enemies: There's the XCannon which does the "mega ultimate extreme" thing like Omnislash does. The Unknown enemy's names aren't really meant to be names, they're just "we don't know what these are" and therefore to convey that meaning having their name be "unidentified" in Japanese makes sense. And then there's the Gi Spector, which in the same way isn't meant to be the name of a monster in the VII world, they're just "a spectre of the Gi tribe".

34
Most of the enemies around Wutai have their names written in kanji (do their names also make sense/make more sense if read in Chinese?), while most other monsters in the game have English-based (katakana) names.

When I noticed this I thought it might have been better for the localisers to just romanise the names rather than translating them. This distinction is something the developers deliberately did that gets entirely lost in translation. Romanising the names instead doesn't lost much because the enemies names are rather boring -- like "Bizarre Bug" and "Thunderbird", and instead we get things like "Kaikichū" and "Raijinchō" [they actually use Raijincho in Crisis Core--that game also has a sandaabaado enemy so the dinstinction is necessary].

Maybe it's something you might consider.

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-02 03:32:46 »
I once worked on something that generated enemy ability information. These have Hidden element:
Dorky Face's Curses
Hell Rider VR2's Electromag
Dorky Face's Funny Breath
Demons Gate's Petrif-Eye
Cokatolis's Petrify Smog
Attack Squad's + Marine's Smoke Bullet
Gagighandi's Stone Stare
Bagrisk's Stone Strike
Ultimate Weapon's Ultima Beam

In the JORG version:
Ultimate Weapon's アルテマビーム (Ultima Beam)
Flower Prong's エネルギー吸収 (Energy Siphon)
Garuda's おどり (Dance, both of them)
Bandit's かつあげ (Hold-up)
Griffin's くじゃく (Peacock)
Sea Worm's, Land Worm's サンドストーム (Sandstorm)
Joker's ジョーカー (Joker)
Bagrisk's ストーンストライク (Stone Strike)
Joker's スペード (Spade)
Attack Squad's スモーク弾 (Smoke Bullet)
Joker's ダイヤ (Diamond)
Twin Brains', Chekhov's にらみ (Stare Down)
Dorky Face's のろいの言葉 (Curses)
Bloatfloat's バキューム (Vacuum)
Godo's ビーストソード (Beast Sword)
Dorky Face's ファニーのいき (Funny Breath)
Unknown's ブラスター (Blaster)
Kyuvilduns's へばりつき (Lay Flat)
Grenade's, Bomb's ボム爆発 (Bomb Blast)
Yang's ヤン自爆 (Suicide Yang)
Dragon Rider's ライダーブレス (Rider Breath)
Carry Armor's ラピスレーザー (Lapis Laser)
Twin Brain's, Chekhov's 吸収 (Absorb)
Bandit's 強奪 (Mug)
CMD. Grand Horn's, Bagnadrana's 毒ブレス (Poison Breath)
Killbin's 物理攻撃 (x)
8 eye's 眼力 (Eyesight, all four of them)
Demons Gate's 石化アイ (Petrif-Eye)
Cokatolis's 石化スモッグ (Petrify Smog)
Gagighandi's 石化にらみ (Stone Stare)
Desert Sahagin's 砂鉄砲 (Sandgun)
Hell Rider VR2's 磁場転換 (Electromag)
Flower Prong's 花粉 (Pollen)
Serpent's 龍宮の舞 (Dragon Dance)

36
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-02 00:40:56 »
Speaking of which, how do you toggle an attack name's appearance when used?
http://forums.qhimm.com/index.php?topic=16155.0

37
Scripting and Reverse Engineering / Re: FF7 Battle Flags
« on: 2016-03-19 05:51:58 »
Aren't the starting Battle Arena formations in flevel.lgp? They're all in clsin2_1's main script. It randomises a number between 0 and 7 (random byte + bitwise AND 7), and checks for GM/PPV<=560, elseif <=1008, and else (>1008) to determine the set.

38
Scripting and Reverse Engineering / Re: FF7 Battle Flags
« on: 2016-03-10 09:39:46 »
This should be an accurate list of enemy formations and where they are fought-- the absence of location information indicating an unused encounter. WM event encounters aren't noted though. I believe for each of them the first listed is the used one (e.g. Ruby Weapon: 982 used; 983, 984, and 985 unused). For Ultimate Weapon they're all used except the one on the black background, and for Mystery Ninja 296, 297, and 298 aren't used but the rest are.

(Edit: another explanation of WM encounters)

WM encounters are in enc_w.bin in the wm LGP. Blocks are 6 normal encounters, 2 back attack, 1 side attack, 1 both sides, 4 chocobo encounters. Each encounter is two bytes, First byte is encounter ID, second byte is encounter rate, although it only uses the first six bits (apparently the remaining two bits are also for the encounter ID, although all encounters used on the WM have an ID < 256). Each block starts with two bytes, first byte is 0x01 if encounters are set, 0x00 if not. Second byte is the area's enc rate, which does take into account all eight bits.

There are four blocks to an area of WM (the WM pole-placing place in Great Glacier is with the Icicle Area lot).

For example, this is the first four (starts at offset 0xA0) for Midgar
Code: [Select]
01 20 26 40 27 40 28 40 29 40 00 00 00 00 2a 08 \ Midgar - Grass
2a 08 00 00 2b 10 00 00 00 00 00 00 00 00 00 00 \-------
01 14 20 40 21 40 22 40 24 40 00 00 00 00 23 10 \ Midgar - Dirt
23 10 25 28 00 00 00 00 00 00 00 00 00 00 00 00 \-------
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 \ Midgar - Jungle/desert? unused
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 \--------
01 40 2c 58 2d 54 2e 54 00 00 00 00 00 00 00 00 \ Midgar - Beach
00 00 00 00 2f 20 00 00 00 00 00 00 00 00 00 00 \-------

Breakdown of Midgar Grass (EDIT: corrected after response)
Code: [Select]
01 -- Encounters on
20 -- Encounter value 20
26 40 -- 1st normal encounter 038, enc value 16
27 40 -- 2nd normal encounter 039, enc value 16
28 40 -- 3rd normal encounter 040, enc value 16
29 40 -- 4th normal encounter 041, enc value 16
00 00 -- 5th normal encounter N/A
00 00 -- 6th normal encounter N/A
2a 08 -- 1st back attack encounter 042, enc value 2
2a 08 -- 2nd back attack encounter 042, enc value 2
00 00 -- 1st side attack encounter N/A
2b 10 -- 1st both sides encounter 043, enc value 4
00 00 -- 1st chocobo encounter N/A
00 00 -- 2nd chocobo encounter N/A
00 00 -- 3rd chocobo encounter N/A
00 00 -- 4th chocobo encounter N/A
00 00 -- Unknown (always 0x0000)

39
Well, all we actually know is you'll be paying for multiple releases, which they insist will amount to full-size games. The intricacies of how it will work hasn't been confirmed.

Loading data from the previous release, being able to explore areas in previous installments. All of this stuff we do not know if it will be present. There are things we could surmise, like most of Midgar won't be revisitable in parts beyond the first, but that's true for the original FFVII also.

Wow, I've become a lot less outraged by this whole multiple part thing than I was originally.

40
Yeah, I think FFIX is unfortunate for not getting a PC port. I don't think we'll be seeing IX outside of the emulated PS1 version unless they remake it, but I don't think IX was particularly popular to begin with.

I'm replaying FFIX now. The x3 speed feature available in the PS4 port of FFVII would be very welcome in FFIX. IX is slow, especially for PAL players.

41
Corel/Corral Valley Cave.

Weirdest enemy is definitely Brainpod. Christopher is weird because we don't know who he is-- his partner Gighee is Ziggy Stardust but a horse, but who's Christopher?

Not on the list is Heavy Tank, who I find humorously weird. It's a triceratops and a tank!

42
Normally I take the stance against reviving Aeris because it conflicts with the main point in the game. Death is permanent. And the fact that nothing you try works, and that people thought there had to be spawned so many rumours. Though the "Aeris dies" is the spoiler everyone knows so the impact won't be the same as it was in 1997, I feel like it's the part they shouldn't compromise on and something important to FFVII.

Though with "route" in quotation marks, I'm thinking more about visual novels. An alternate New Game+ storyline where the events can unfold in a different away depending on decisions made by the player, and Aeris does live doesn't sound bad to me. Different characters could be obtained, Shinra could instead be the main foe. A whole new storyline that isn't canon but allows the world and its characters to be explored in a different way. And a whole new storyline would of course be too much work to put a single game of this scale, but I can dream dammit!

43
I believe the FFWiki's abilities list was mostly adapted from Siniroth X's guide, which may give more information.

44
Most bosses don't die by their HP being reduced to 0. Instead, if HP < 10000 trigger death script. This is why Ozma has 55535 HP -- he actually has 65535 but he dies when going below 10000 so he effectively only has 55535. You can't scan so you wouldn't know either way. If the boss's HP did reach 0 the battle just wouldn't end/would hang, which isn't a problem since bosses are immune to instant death attacks and other damage doesn't exceed 9999.

46
45% voted for independence. If we assume those same 45% voted SNP, and the remaining 55% voted other parties, SNP would still be getting more votes because that 55% is being split. And that's ignoring other reasons people might have changed attitude since the referendum.

The actual figures:
-1617989 people voted YES in the Scottish independence referendum
-1454436 people voted SNP in the general election

47
Troubleshooting / Re: Looking for a list of Model ID
« on: 2015-04-10 21:25:32 »
Yeah, all files starting with "ep" are for the model with the ID of 0x77.

The model ID and the first two letters of the file names represent the same number. Except the model ID is in hexadecimal while the lettering is in a form of base 26.

e=4
p=15

4*26 + 15 = 119 = 0x77

I don't know if there's anything more complex than that, but use the letters to find the model-files in the doc. This list I made a while ago could be useful.

49
Given the workload and complexity I am unsurprised you have stopped working on it, but I a certainly am surprised with the amount of work you have already done and what you have accomplished. I am extremely impressed with this. So much work and on the PS1 version no less.

50
FF9 Tools / Re: [FF9] Online viewer
« on: 2015-02-20 18:28:09 »
This is great. Before I individually manually found the model and default animation pair and extracted from Noesis, but field model textures aren't stored readily readable and you need the texture file and the palette to reconstruct it. Although I didn't have a tool to reconstruct the texture from these two files, but I had a tool that read the PS1 VRAM and could reconstruct it only that way. So I had to go into every field and make a save state. And then my model viewer upscaled the texture which is unlike the PS1/FFIX where it's all squarey.

One suggestion I would make is to be able to select an individual keyframe of the animation. A slider would work.

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