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Messages - DLPB

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OK. I'm done.  I'm not going to repeat myself a fifth time :P

If we go down the road of inventing writing that isn't there, then literally anything can happen and anything can make sense.

Edit.  I was wrong.

The Submarine minigame does use the Hurry music for the story


However, there is another bug here.  The music fades out from 100 to 1 (at  0077D9D1)  in a rather long period of time (17 seconds).  I think some sort of cock-up has happened here. Either they meant the music to play and not fade out - or the music should be the water sound effect, like the Gold Saucer. I think it's the former. 

Code: [Select]
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 7F { 127 }
push 000000C0
call 00740D80

That will fix it.

It's also possible that they intended to fade it out to a higher volume, like 0x40 (half), rather than 1.

That is still conjuring up plot that doesn't exist in the game to explain something that is purely lacking writing. See my post above.  We can create any scenario we want - if we choose to.  Plus I don't think your explanation is really all that believable given the dialogue that already exists.

Only with aali's driver.


Never picked up on it before.  Alarm music and ambient sfx in reactors etc are being told to play on every field load. (You can hear this clearly at 15:24) Either someone was meant to add code to stop repeated calls to a playing music being obeyed, or the script programmer made an error.  I will add the PSX functionality to the PC - and correct the field script.  The PC game, oddly, does not restart a sfx that is being played, but this will likely break other things.

doesnt aalis driver allow for that?  It logs which files are being loaded. Or is that just textures?

Yeah, that's right. She goes to tend to the flowers, and you then have to prompt her again.  It could be to show that she is preoccupied with the flowers.  Depends how a person reads the scene.  People do all sorts of odd things in real life or become distracted.

I had no idea about that at all :P  Seems without you, we're all lost around here when it comes to certain modifications haha.

After all these years, you're still solving issues :P

For testing purposes, the above will work well enough.  The initial window remains open in the corner. The changes you gave me force it to stay on screen windowed.

Resizing this window to be larger than 640*480 using setwindowpos will result in invalid triangle error, though, because it still has everything set to that resolution.

The fix above is for D3D and not software mode.

Tools / Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« on: 2017-03-19 22:24:45 »
If you can trace what addresses are being used for the config - then you can see what writes to those addresses on new game.  It's pretty simple stuff.  I'll have a go now:

DC10D8 is the address that deals with the data.  4 bytes per corner. But you can see that on exit of the config colour screen, these values are written to memory starting 91EFC8, which is the real time data used. The title screen sets this to B0 00 00 80 80 00 00 80 50 00 00 80 20 00 00 80

at  6E7CC3.  The addresses above will be written to multiple times when you have the load/save screen up - since it has to display the colours for all save files, one to the next.

All you want to do is choose what colours are being used as default on game start.  To do this, see what uses 6E7CC3 to write the values on title screen.  It happens to be the addresses at 9261F8.  This is the address you need to change for default colours.

In the exe, this is 9261F8 - 401600. Hex. Which is 524BF8.

I can't see the sound buffer being the issue.  Buffers are always super small.  The data is streamed from a file.

I think it's in original script but I have to agree I found that odd when I played through.  So I will check with Luksy and Charlie beer, as Japanese is VERY context based. 

As for the former, yup - it's an error.  Fixed.  8)

“All right.”{NEW}
“But,you know,Don,
  I’d like you to explain
  something first…”

Tools / Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« on: 2017-03-18 22:15:49 »
It will very likely be in the exe.  just move the cursor for one corner and see what changes.  Track it that way.

Are you sure that there isn't any other effect playing?  A normal "play effect" uses channel #1 for example.

If it is the sfx, I can check that too.

Updated akao documentation.  This should be 100% correct now.


PC specific problems:

1. All tempo functions do not exist in original PC version. Steam added operation 0xD0 back in, but it does not have pitch correction.
2. Operation 0x30 cannot be stopped by using an effect on channel 4 like it should. 0x30 is supposed to work on channel 4.
3. Operation 0x20 to 0x23 are apparently broken.
4. Operation 0xC2 does not exist.

I have fixed these issues with my dll.

PSX issues:

Operation 0x10/0x14 and 0x18/0x19 do not seem to work. I think they have been intentionally disabled to force script programmers into using Opcode 0xF0 :

No such limitation exists on the PC version. F0 calls akao Operation 0x10 anyway, so I am not sure why akao operation 0x10/14 has been disabled on the PSX version. Perhaps the design team wanted to keep it consistent.

It may also be that I don't understand how the PSX version handles music. 

Correction to Akao documentation. I've been testing it in the PSX version to avoid any errors brought on by PC port.  I was also notified by someone that field code allows for multiple effects to be played at the same time (like the Summon effects in battle). This isn't working in PC version.  I did some digging, and here are the amendments:


The parameter is assigned to a channel. Since operation 0x20 can only take one parameter, it is in fact no different to operation 0x28.


Allows 2 effects to be played using channel 1 and channel 2. This is simply a short-hand way of using operation 0x28 and 0x29.

param2=Effect ID for channel 1
param3= Effect ID for channel 2


Allows 3 effects to be played using channel 1, channel 2, and channel 3. This is a short-hand way of using operation 0x28, 0x29 and 0x2A.

param2=Effect ID for channel 1
param3= Effect ID for channel 2
param4= Effect ID for channel 3


Allows 4 effects to be played using channel 1, channel 2, channel 3, and channel 4. This is a short-hand way of using operation 0x28, 0x29, 0x2A, and 0x2B.

param2=Effect ID for channel 1
param3= Effect ID for channel 2
param4= Effect ID for channel 3
param5= Effect ID for channel 4

You see how ridiculous this is?  It's just to save every last byte in some really crappy way.  Again. Just confusing and useless.  If not using my DLL, you can fix these broken OPERATIONs by just using the working counterparts.  I.e., for operation 0x23, you'd use 0x28, 0x29, 0x2A, and 0x2B to set the 4 effects.

It's not even like 0x21,22,23 were even needed.  They could have just checked to see if an argument was zero and then skipped if so - but stupidly they use 0 for the "stop effect".


Play a sound effect on channel #4, and ignore operation 0xF1 [param1=Panning, param2=Effect ID]

Updated. I think that's everything now.

SC, was it you that notified me that Bugen's lab should play 4 sound effects simultaneously?  Anyway, to whoever did, you are right.  It's clearly broken in the PC port - but it works in PSX.  It uses akao opcode 0x23 (when playing 4 musics). I am adding this to my dll as we speak - and also updating akao documentation.  I made other errors too. The summon effects in battle also allow for multiple effects and probably use this opcode (akao) in PSX.

I'm testing with PSX, since PC is totally unreliable.

I know I can cheat using something like dxwnd, but I want to do this properly.  I have spent a lot of time looking at the apis (like destroy / createwindow, which aali seems to use), setwindowpos, setwindowlong... you name it. But I clearly have no idea what I am doing. It's like the blind leading the blind.

The game starts full screen and I have no idea how to make the game work in a window. Aali's driver seems to destroy the initial window, and recreate it - but it's not as simple as that, since that alone just leaves a black window. So how is it done?

If anyone can help, then please do.  Set ff7config to software mode (using nvidia tnt seems to work ok for me) or hardware nvidia tnt - and have a look at 6786bf.

Troubleshooting / Re: Game Stops working
« on: 2017-03-17 11:12:05 »
It is 60fps battles specifically. But given it happens with 60fps it could possibly be an issue regardless under certain circumstances.  But I'd need someone to confirm that.

Troubleshooting / Re: Game Stops working
« on: 2017-03-17 01:06:26 »
I have not released a fix yet.  Only Reunion R06 - soon to be released - will have fixed this issue. You will need to disable 60fps battles.

Troubleshooting / Re: Game Stops working
« on: 2017-03-16 19:06:51 »
You're using 60fps mod / Reunion and it's a known and fixed bug with it.

I haven't had a problem with your posts tbh. It's not related to The Reunion really, but I've given up caring as much about offtopic posts. 

I don't use 7h so I can't do much about all this.  All I'd say is that the modpath is usually where it all happens, so as long as all files are in there, it's good.  But you can't use 7h menu / retranslation with the installer on this thread. 

When the latest Reunion is released, it will no longer require the current installation methods.  So it may fix all these issues anyway.

I don't see a project like that ever being completed tbh.  If we had the time and manpower, maybe.  But it's a pipe dream imho.  Dlls like mine and Aali's are the only viable alternatives.

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