Author Topic: [FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]  (Read 3007915 times)

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3775 on: 2017-08-01 16:08:58 »
This will be there in both.  It's not a fault with Reunion, as The Reunion does not touch sfx until the next version, where that issue will likely be fixed. Bug reports that aren't the fault of The Reunion should go on the Big Bad Bug Database thread.

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« Reply #3776 on: 2017-08-01 19:01:00 »
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« Last Edit: 2019-05-06 11:43:16 by Cicciolo »

damerell

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3777 on: 2017-08-02 06:47:53 »
Not sure if there's a better thread for these model issues, but when you jump into Midgar on Disc 2, Cid appears to be too vigorous and manly to need a parachute - every other model on screen has a little backpack.

otakunorth

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3778 on: 2017-08-02 20:39:11 »
Not sure if this has been reported or not, but I experienced a soft lock during the marching mini game. When the captain is giving you orders to move into the march I was able to move early and his dialogue just froze. I was able to move all over the screen and wasn't able to fail or succeed.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3779 on: 2017-08-02 20:44:14 »
That sounds like an error that I overlooked when I redid that part of the game. What exact moment did that happen?  I need detailed info how you did it.

As for your previous issue, please make sure that is an issue with The Reunion. If it isn't, then it needs to go on the Bug Thread. One parachute issue was addressed already.

otakunorth

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3780 on: 2017-08-03 07:10:01 »
It happened after failing and getting called back, I held the dpad and was able to move while he was speaking and his dialogue telling me to come in from behind never left the screen. Sorry I cant remember all the specifics.

damerell

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3781 on: 2017-08-04 09:57:39 »
As for your previous issue, please make sure that is an issue with The Reunion. If it isn't, then it needs to go on the Bug Thread. One parachute issue was addressed already.

Well, it's clearly an issue introduced by installing The Reunion - the model has changed from the blocky standard Cid. Searching the Reunion Database I find AIHB "Cid - parachute", and nothing else that seems pertinent. But I don't know if that model is wrongly missing a parachute and I should report it to Kaldarasha (or if that can just be reported here), or if the Model Overhaul that's part of the Reunion uses the wrong model...

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3782 on: 2017-08-04 10:05:02 »
Looking at the field code, it looks like cid has a backpack. But I haven't checked the models.
« Last Edit: 2017-08-04 10:22:46 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3783 on: 2017-08-04 10:52:23 »
It's a fault with model overhaul. For some reason, Cid's files don't lead to a Cid with backpack. Kal has updated him anyway recently, so if I like his new model, I'll just update with that. Thanks for the report.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3784 on: 2017-08-07 02:59:56 »
I had time to take another look at this. Fresh install of FF7; removed existing installs first, and checked the registry afterwards, so I know I've not got some half-and-half affair whose data path points into an old install. Applied 1.02 patch and Aali's drive 0.8.1; Bugenhagen's spiel goes by without problems. Install the Reunion, black screen as before. Haven't touched Anxious Heart yet.

I checked it.  Your flevel/exe plays perfectly on my 1998 version of FF7. This isn't a problem with The Reunion. Unless some sort of freaky combination of things plays a part.  I guess we'll have to see how R06 holds up.
« Last Edit: 2017-08-07 03:34:26 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3785 on: 2017-08-11 00:32:27 »
New Cid by Kal is much better.  A definite improvement.  I've updated next Reunion to use it and the parachute issue Kaldarasha has also fixed.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3786 on: 2017-08-11 07:06:58 »
Code: [Select]
Procedure FieldSetCharModelID905608; stdcall; //New opcode 1A
Begin

  asm
  xor eax,eax
  mov al,[$CC0964]
  xor ecx,ecx
  mov cx,[eax*2+$CC0CF8]
  mov edx,[$CBF5E8]

  xor eax,eax
  mov al,byte ptr [edx+ecx+01] // CharID
  mov dl,byte ptr [edx+ecx+02] // Value

  imul ax, ax, $84

  mov [eax + ($DBFD38 + $54) ], dl  // Store value

  xor edx,edx
  mov dl,[$CC0964]
  add [edx*2+$CC0CF8],3 //advance script by 3 bytes

  mov eax,1
  end;


End;


Made this for Grimmy.  I'll get Myst6re to add the instruction for it  :-D. It has 2 parameters.  The char ID (vincent is 7) and the Value (0A or 07 in  the case of Vincent and Sep).  I have not tested this in game yet, as I can't until the script has also been added to Makou Reactor. Although my other idea for 1B below would already cover this.

This new function allows the swapping of sephiroth / Vincent.  Cait /Young Cloud from field script.  Next, I'll make opcode 1B stop the resurrection of KOd characters on field (like the needles at Cosmo Canyon Gi cave).

« Last Edit: 2017-08-11 08:35:02 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3787 on: 2017-08-11 08:30:34 »
While we are at it, does anyone have any problems with field script?  What I mean is... what else could I add to the engine?

At moment I have added materia delete, Set character ID - and I am also adding Check character HP and Change any byte of the Savemap.

Are there any other things I can add that would help modders?

I've added the Savemap changer instead of the char ID change.  It covers it and a whole lot more.

Code: [Select]
Procedure ChangeSaveMap905608; stdcall; //New opcode 1A
Begin

  asm
  xor eax,eax
  mov al,[$CC0964]
  xor ecx,ecx
  mov cx,[eax*2+$CC0CF8]
  mov edx,[$CBF5E8]

  mov ax,word ptr [edx+ecx+01] // Offset
  mov edx,[edx+ecx+03] // Value
  mov cl,byte ptr [edx+ecx+07] // flag (0 = 8 bit,  1 = 16 bit, 2 or above = 32 bit)

  cmp ax, 04
  jl @label1  // jump if the offset is the checksum

  cmp ax, $10F4
  jg @label1  // jump if not the SaveMap

  cmp cl, $00
  jne @label2

  mov [$DBFD38 + eax], dl  // Store 8 bit value
  jmp @label1

  @LABEL2:

  cmp cl, $01
  jne @label3
 
  mov [$DBFD38 + eax], dx  // Store 16 bit value
  jmp @label1

  @LABEL3:

  mov [$DBFD38 + eax], edx  // Store 32 bit value

  @LABEL1:

  xor edx,edx
  mov dl,[$CC0964]
  add [edx*2+$CC0CF8],8 //advance script by 8 bytes

  mov eax,1
  end;


End;

edit.  Allow for value to be a Byte, Word, or DWord.

One example would be the changing of the time value using this opcode to 1000 seconds.  This would be script

1A (Change Save Map).  Parameters (0xB80, 0x3E8, 2).

B80 is the time.  As per the SaveMap offset.  00 being the checksum.  See the wiki.
3E8= 1000.
2 = Set 4 bytes, 32 bit unsigned value.
« Last Edit: 2017-08-11 23:37:48 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3788 on: 2017-08-12 03:19:39 »
Game Over will now initiate automatically if all 3 characters are KOd in field.

Code: [Select]
                   if PWord ( (PByte($DBFD38 + $4F8) ^ * $84) + $DBFD38 + $54 + $2C {HP}) ^ = 0 then    //$DC09E5 temp slot member 1
                   if PWord ( (PByte($DBFD38 + $4F9) ^ * $84) + $DBFD38 + $54 + $2C {HP}) ^ = 0 then
                   if PWord ( (PByte($DBFD38 + $4FA) ^ * $84) + $DBFD38 + $54 + $2C {HP}) ^ = 0 then
                   FieldGameOver6142B6;

Next, I have to work out how to deal with the fact that 3 KOd characters can be swapped in PHS. I imagine that if I stop this being allowed, there will be a game hang at points where you are forced to set the party. Unless I can allow it under those circumstances. 
« Last Edit: 2017-08-12 03:25:55 by DLPB »

Grimmy

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3789 on: 2017-08-12 21:21:39 »
 I like that you turned it into a full savemap changer. It is super versatile like that.

KaidenJames

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3790 on: 2017-08-14 04:49:07 »
Hey all I've been away for awhile so sorry if this has been asked. I install R05C but I don't get any menu enhancement? Everything else works but I still have old menu. Any ideas?

Edit: Never mind I fixed it.
« Last Edit: 2017-08-14 07:28:46 by KyubiNemesis »

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3791 on: 2017-08-15 19:57:42 »
While we are at it, does anyone have any problems with field script?  What I mean is... what else could I add to the engine?

There is indeed a few things I would like to have, but that's probably an engine enhancement. So see these ideas as suggestions when you need to clean your mind from another project. ;)
Is it possible to add an additional animation to the eye blink? It would look much better with half closed eyes. I have also a problem that the game use for most models Clouds closed eyes. If the NPC would use another texture as source I could make a big sheet with a lot of eyes for the NPC and another with closed ones.

Another thing I would like to see someday are mouth animation - somehow I like how it looked in ff7 machinabridged. If the mouth will move for every three letters, makes short breaks for spaces and long breaks for dots and commas it may give a good illusion of real speaking.

Dropshadows would still be nice thing to have, I guess to get the shadow to follow a model isn't the big challenge, but disabling it when its not needed and how to disable it seems to be tricky in my eyes. A fade opacity of a model would be perfect, but it doesn't exist, does it? Or maybe a dynamic scale would work better. Anyway there are functions needed to handle the shadows (if they ever will be implemented) to disable them when they are not needed or a character needs a special shadow.

Sound for foot steps. Not a big thing, I guess, but we need a way to tell the game when which place should play which sound file.

I know that I overstate the case, but if I don't ask the chance even lower see something like that.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3792 on: 2017-08-16 04:50:43 »
The only one of those that is probably "easy" to add is the footstep sfx. I'm thinking alone lines of field script additions that modders may need. I may look in to what's going on with the eyes, but I doubt I can fix it.
« Last Edit: 2017-08-16 04:52:59 by DLPB »

Illana

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3793 on: 2017-08-19 04:57:05 »
Download link is broked :(

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« Reply #3794 on: 2017-08-19 15:39:45 »
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« Last Edit: 2019-05-06 12:03:24 by Cicciolo »

Illana

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3795 on: 2017-08-19 16:35:44 »

Illana

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3796 on: 2017-08-19 16:44:38 »
NVM I tried in another browser, seems Brave is blocking google drive things :p

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3797 on: 2017-08-20 16:55:16 »
I've added a check to see if Red is called Nanaki.  Haven't tested this in field yet, but I think will work.  If not... very minor fixes will be needed. This opcode is needed for my check to implement Charlie's request.


Code: [Select]
Procedure isNanaki90560C; stdcall; //New opcode 1B. If Red XIII = Nanaki then
Var
  i: LongInt;
  s: ansistring;
Begin
s:='';

  for i:= 0 to 5 do
  s:= s+ Char(PByte($DBFFAC + i)^ + $20);

if PByte($DBFFAC + 6)^ = $FF then
 if  UpperCase(s) <> 'NANAKI' then
 Begin
  asm
  xor eax,eax
  xor ecx,ecx
  mov al,byte ptr [$CC0964]
  mov cx,word ptr [eax*2+$CC0CF8]
  mov edx,[$CBF5E8]
  mov ax, word ptr [edx+ecx+01]
  end;
 End else
      asm
      xor eax,eax // No jump.
      end;

  asm
  xor edx,edx
  mov dl,byte ptr [$CC0964]
  add word ptr [edx*2+$CC0CF8],ax // Jump amount
  add word ptr [edx*2+$CC0CF8],3 //advance script by 3 bytes (opcode + 2 byte jump parameter)

  xor eax,eax // Script is allowed to continue without moving to the next group/ID.
  end;
End;
« Last Edit: 2017-08-20 17:07:42 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3798 on: 2017-08-25 02:48:57 »
I think we're almost ready for the unveiling of FF7ddraw.  Before I commit to updating Reunion, I need to release it as a quick standalone test along with all SFX.  The sound module needs testing.

The current options are:

[NEW AUDIO]
Enabled=1
Stereo_Output=1
Centre_Battle_SFX=0 The battle SFX panning is rather shoddy.  This option will centre all SFX regardless.
Field_SFX_In_Battle=1   Field SFX (like background alarms) will continue into battle. This is an enhancement, since the original engine in no way supports this.
Music_Balance_Functions=0 Opcodes exist for the music to pan. This was never part of the complete PSX/PC game (although certain scripts do try to use it). This option reinstates it.
Load_SFX_To_Memory=1 Effects 1-999 will be loaded to memory making for super fast access. 1000-65535 will be file only regardless and are for custom effects or voice acting. I didn't notice any delay with file or memory,
 but I use an SSD

Extra_SFX_Reverb=1
Extra_Music_Reverb=1
Audio_Log_Level=1 there are 5 levels.  0 turns off the log entirely.

Although mono currently doesn't work.  I'll add that feature soon enough.

I will have some sort of test in the next week or so.
« Last Edit: 2017-08-25 02:51:44 by DLPB »

jjuswell

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3799 on: 2017-08-28 11:41:16 »
Hello everyone!
First of all, thank you, DLPB, for this mod.

My question is how to make 50% in Junon march mini game? I tried so many times, and the best I can get is 49%. It starts with 23-22% and it's nearly impossible to get 50%. Why this mini game is so hard? It wasn't that hard on PSX as I remember. Or is there another way to beat it easily?