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Messages - Kiggles

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1
Troubleshooting / Re: Help with FF7 after install?
« on: 2012-08-18 00:09:55 »
Make sure your video and sound drivers are properly configured in the FF7configur.exe

Had the same trouble after using Bootleg, where bootleg fails to properly set the sound driver to your primary audio output device (it basically does not set any device).

2
Archive / Re: Zack Fair Changes With Weapons/Limits
« on: 2008-06-22 14:28:49 »
I wouldn't worry about "Heaven's Cloud". It may have been a pun originally, but I always thought it was supposed to be descriptive of the weapon's perfection in craftsmanship. Beside, the weapon turns up in additional FF games, and I wouldn't doubt the name being used for weapons in other RPGs.

Alternatively you could continue the word play and retain some degree of the meaning with "Fair Heaven", as if meaning balanced to perfection. Still, Heaven's Zack... uh, well I'm not gonna tell you what to do. Just offering some suggestions. :)

3
Archive / New Game +
« on: 2005-12-08 19:06:21 »
Well, it isn't absolutely necessary to have end end END game stats. Just let the player select which save file to use. This is exactly how NG+ worked in Chrono Trigger. You have to beat/make a clear save, but you were by no means obligated to utilize that clear save file for your New Game+ "seed". You could use ANY of the three save files.

Sure, we will miss out on the oppotunity for absolute end game data, but do we get anything from the last few boss encounters? I honestly don't think it will matter TOO much, whether we mandate the player complete the game, or even have passed the first disc.

I guess that will null the idea of a New Game+, but I don't want a potential project to get too convoluted. A generic --if however streamlined-- save edittor that would essentially just swap up the location of save points/scenario info back to the reactor would probably be the easiest on coders, and most flexible/easy to use on the clients.

Depends on how far coders are willing to go, howver. If someone gets intensely inspired to really fry their brain and hack the whole function/feature into the FF7.exe, who am I to stop them?

4
Gameplay / BETA - 9999 Limit Breaking support thread
« on: 2005-12-08 08:24:55 »
Awesome work, dziugo! I see ya got the Limit/Time meters stacked! That's fantastic! Everything even looks more clean than it did in the original.

5
Archive / New Game +
« on: 2005-12-08 08:19:50 »
Finally got around to dropping by again.

The idea I had would function along the lines of selecting a particualr save file to load up. -- it could literally be any save file and not necessarily a clear game save. For example, take Chrono Trigger. You required a clear game save,  then loading a New Game+ the save you selected was irrelevant --. After selecting the desired save file, an app could hack in the apropriate values while the player loads up a New Game through FF7PC. Once it is booting they could simply close the app, and save normally.

An external app would likely be the easiest method. There will likely be a whole bunch of issues to contend with, such as who's statistics/level are dependant upon Cloud's, or are pre-defined within the binary itself.

If so, then numorous hacks would need to be made to eliminate and remedy all such instances, for a truely complete NG+ mod. Needless to say, such a situation would be a serious pain in the ass.

Anyway, I suggested the idea, because utilizing Jenova, to transfer every detail item by item between save files is a serious pain in the ass. Is just giving yourself master everything a solution? Nah, it doesn't have the same feel that an NG+ would. :) The key here is simply automation. The less trouble end users have to go through, the better the feature.

So let's assume character levels/stats are out of the question. Fair enough. But how about items/materia(+AP)/weapons/accessories? All of this can easily be read from a save file, and either actively hacked back into memory, or simply thrown into another save file. I am infavor of the later, since the player would simply need to select the seed file (which contains the equipment/etc) and the recieving file to be hacked. Click go and then they're ripe to load it as ussual. Yeah, it is a far cry from having all of that fun stuff RIGHT from the begining, but it is the difference of 10 minutes of gameplay, and we could at least pick up all of the goodies for the first boss fight.

Ultimately, a save file editor that is dumbed down but tailor made to swap items from one game to another quick and easily is a great and perfectly realistic goal.

Ah well. Just an idea, and I am rambling too much. If the coders out there are interested, consider this just inspiration. I'd rather the folks with the talents pursue something they are genuinely interested in.

6
Archive / New Game +
« on: 2005-11-29 15:11:15 »
I have come to the conclusion that a new game plus feature is the single more important element for all decent RPGs to have, but unfortunately no Final Fantasy to date has made use of such a handy feature.

Whether any of you agree or not, how possible would some of you folks say hacking such a feature into FFVII PC might be?

7
Interesting. I wouldn't mind looking into giving the player more choices from the get go. Effective, and creative party setups could be a really interesting dynamic, which I felt was very lacking for the majority of FF7.

Anyway, I have been playing Digital Devil Saga 2 lately. I'm going through on the hard difficulty, and it is some of the most fun I have had with an RPG. The basics are that most everything has a weakness, or small list of actions. Furthermore, your party is very limited in the amount of skills they can have active during battle. Ultimately, it is very simlar to FF7's materia setup. You have a max of 8 skill skills per character. Skills are individuals skills/spells, but the end result is something along the same lines.

Attempting to mimic the same format wouldn't work, because the Shin Megami Tensei Press Turn system is VERY reliant on exploiting weaknesses, not to mention protecting your own. However, I feel that giving the player Elemental (blue support) materia as early as possible, and a few other support, independant (purple), or command materias early on would GREATLY improve some of the strategy. Early on it may be as simple as finding out a boss' weakness, and using Elemental->Fire on everyone's weapon., or determining that most (if not all attacks) are ice, and using Elemental Ice on armor is the way to go. Basically, strategy would be pregame oriented. Yes, it is a little disapointing, since I like involved encounters, BUT we kind of need to work with what we have. Giving the player all the tools they need to make good pre-game strats is FF's strong point. Giving them the motivation, and enemy configs to exploit them... not so much.

Ah well, if I didn't say as much earlier, don't sweat this little deviation in discussion, Skillster. I think you are more of less on the same track, BUT using the existing FF7 gameplay feel (gradual progression/accumulation of statistics and equipment/items) which is good. I don't think you wanted to completely overhaul the FF7 gameplay, but make it a bit more interesting and challenging. What nl and I are mentioning is more along the lines of a big overhaul to the game progression/feel.

I may look into this, and experiment further. It'll be a while, though. I don't have the best of PC configurations right now.

8
Archive / Limit Breaking
« on: 2005-11-20 09:37:54 »
Throwing in my 2 cents.

I believe the barrier meters to be more useful/informative than the limit meter. Honestly, I think it would have been neater to have the limit bar elimenated altogether, BUT, we don't want to change the gameplay experience too much, right? :) Anyway, the limit gauge is largely pretty static. I have no issue with it being cut in half. Shortening name space/barrier meters will have the somewhat unfriendly effect of single width menus overlapping current HP. In other words, every character's selection menu will obscure the HP data. I thought it was a flaw that double width command lists obscured HPs, but now every turn, regardless of materia setups will overlap.

If you can manipulate the command list to justify absolute left, that may not be so much of an issue. Otherwise, it may be a much bigger modification, but how about stacking Limit/Wait gauges like the Barriers? :) Maybe something to look into, since nothing would look out of proportion. Shortened limit gauge being the best bet (from my perspective) but it DOES look more peculiar.

Good luck. Nice to see this moving along!

9
Souds good. I find myself quickly becoming tired with a game if it is continually difficult. It is always a good idea to not only mix in a random critter that you can tear to pieces, but also have difficulty fluctuate slightly from time to time. In some instances being notably more difficult and others surprisingly easy. Even though a player could gauge their progress on old enemies, it has a better feel when you actually move through the game.

Deffinitely be careful with marathon portions of the game. Like the sonw field/cliff/crater-> Junon. I'll let oyu figure out what sort of balanxing is best, but it's the kind of thing that can be irritating if difficulty keeps scaling the whole way. Just a sort of problem area to look out for. Also, when Yuffie steals your materia. Be careful with that portion, since lacking materia means lack of alternitives. You pretty much just run a battle of atrition through that segment, since you can't exploit weaknesses, or use defensive buffs.

Good luck.

10
Quote from: Genji
Quote
The item you can steal, are you able to win this item instead at the same rate?

I think NO.
This would be corrrect. Droppable items, and stealable items are designated independantly. An enemy can have 4 items they drop, and absolutely no stealable; or will not drop anything but can have up to four different items stealable. Unless you designate that a monster have had potions dropped AND stolen will it be possible to drop the same items you can steal. This does, however, require two item slots from the 4 an enemy can have. Drop/steal item variations can be anywhere inbetween, of course. 3 droppable: 1 stealable, 2 droppable: 2 stealable, 1 droppable: 3 stealable (or 1 droppable: 1 stealable/1 droppable: 0 stealable and up. In all instances, if any enemy drops an item you can steal it is because items droppable and items stealable are the same.

11
Enemies can have multiple drop items. Up to a total of four droppables, if there is nothing to steal. Drops are only one at a time, of course. The way it functions is the game will make a 'roll' on the first droppable item. If the drop fails, it makes a roll for the second item, so on and so forth, until a successful roll is made, in which case you get that item, OR all rolls fail and you get no items. Keep trying. There may be other items before the worthwhile drops to clutter up, and reduce the drop percentage of the good loot.

12
Skillster. I appreciate you taking efforts to help balance out some of the materia/commands, like Steal/Morph. You really sound like you're getting into some nitty gritty, so I'll have to give this one a go. Esspecially with the effort you are focusing on making creatures more diverse.

Doubt I'll be able to get you any helpful feedback on your work, but thanks for taking my, and other's advice, even if you came to your own conclusions based on the existing game mechanics. :) Good luck. I'll be keeping my eye on this project.

13
Quote from: hay
In ff7 there are not many hard fights excluding Ruby ;] and Don Corneo's flying freak... Rapps was it?
He just did lots of damage. Element + Chocomog on a characters armor helped waste some of Rapps' turns. Otherwise, it didn't have enough HPs to be a big threat. Those Bolt/Fire3 items you can buy in Wutai are real handy. :)

Anyway, regarding Easy battles made hard, and hard battles left unchanged... I don't think that is the best way to go about things. A variety of encounters is extrmely important. If absolutely EVERY encounter is a fight for your life, or even requires you undivided attention, it becomes redundant. Mixing in the occassional, albeit fairly rare encounter of fodder is important to the overall enjoyment of the game. Some batch of critters you can just charge through by holding the accept button are fine, but only used sparingly. Everything else may not even need to be more difficult, but simply more varied. Making critters tougher, but giving them varied and perhaps unexpected weaknesses makes the game refreshing, and encourages the player to think. Brute force leveling up could still solve the problems, but leaving the resourceful player an out is much more enjoyable. :)

Anyway, this doesn't really aply to Skillster's mod (too much). He has tweaked element weaknesses, so the adjustments aren't just a universal 2x stat boost, but I believe I get the impression he really wants to make FF7 play along the lines of SMT: Nocturne, in difficulty, where just about every single fight could send you to an unexpected Game Over screen. Maybe not. I don't want to suggest what Skillster's goals are incorrectly, but I don't believe he intends to just balance out the rest of the fights to be on par with some of the more difficult encounters. If anything, I believe one of the primary goals is to make some of the supposedly harder fights (particularly bosses) MUCH more challenging, while the rest of the critters don't change too drastically. Again. I am only making assumtions.

14
Releases / FF7 - Reasonable difficulty mod[1.1]
« on: 2005-10-17 22:08:02 »
Hay, I noticed you haven't changed levels, and therefor L4/L3 enemy spells remain as effective. You may think otherwise, but I found L4 Suicide esspecially overpowered. It was damned handy to get some extra morph items, or just take out a whole batch of the same critters quickly. All the same, there seemed to be too many enemies who have levels at a multiple of 4. Look into some of the critters you have changed. If their morph items are fairly mundain, or they don't apear to have any other type of exploitable weakness (low evade/element/magic in general, etc, etc) then go ahead and keep the level, but if you already have them setup to take double damage from Ice, or they don't have a whole lot of HPs, change the level up/down by 1 or 2.

Of course, if you go ahead with the suggestion, be careful about it. because those enemy skills to need a function, (and we need some chocobos to suicide :D) but L4 Suicide shaved way too much time off of my replays. I'm the kind of guy use scans (sense) everything to try and decide exactly how best to handle the critter. If I see it has a level multiple of 4, that's the end of the strategy.

Alternate, instead of changing the levels, you could tweak some of the enemy formations. For example, there are a BUNCH of enemy formations with lots of enemies suseptible to L4 Suicide. It's not uncommon to find everything can get hit by it. Now, leave a few formations that can all be hit by L4 suicide. Again, that is part of global strategy, and efficiency, but tweak a few formations here, tweak a few formations, there. This may prove more difficult than not, because it is important that creature levels remain the same from one formation to the next (IE: Kalm Wolf should be the same level when encountered by itself, or with Hell Bikers. Otherwise sensing everything repeatly becomes a huge chore. If that is adhereed to, then changing what critters are encountered in what formations may make for more balancing issues than are called for.

I could just be paranoid, and thought L4 suicide was too effective, when it may as well not be. So it's at your discretion. Just sharing my thoughts. :)

15
Fair enough, Skillster. :) Thought I would throw out some suggestions, but in the end, it's your work. Take it the direction you're most interested in. :)

16
Archive / Any way of making Sephy ALOT harder?? (HP wise)
« on: 2005-10-17 18:03:43 »
Supposedly it is above level 70, his HP doubles, he starts off casting Wall (barrier+m.barrier), and will utilize his higher damage attacks. In otherwords, it becomes like the last half of Safer Seph fight, all the way through, and twice as long... could be wrong about the double HP, though.

17
Hey, you're welcome to do what you want with your scene.bin edit. So I don't mean to suggest you NEED to do any of the following (although I apologize if I word it to sound that way). Just consider the following.

Cutting stealable items to generic restorative items across the board, ON TOP of doubling enemy levels will literally kill the usefullness of the Steal command. The success rate of Steal is dependant upon the Stealing character's level, and the target's level. The greater the discrepancy, the higher/lower the success. By doubling the enemy level 'stat', you are effectively doubling steal's fail rate. On top of doubled statistics, stealing ONE potion, after 20 attempts, and over 1000 HP, and 30 MP later, you have one extremely worthles piece of materia.

Do youself a favor. Don't limit the player's options even further than they already are in such a traditional RPG. As it stands, whether you are attacking with the fight command, or a spell, the depth of Final Fantasy's IN BATTLE strategies largely boils down to "Attack, heal when weak." The better you can manage the balance between these two actions, the farther you will go without "botting" for experience. Chance commands like D.Blow, and Steal are there for situational bonuses. If you are doubling EVERY enemy's evade% without regard, you ruin the usefulness of the D.blow materia. You argue that the result is a more risky command? I say you miss the point of scenario design. D.Blow is just a special piece of equipment you use when you encounter an enemy with extremely low evade. Yes, you will deliberately make an enemy with extremely low evade percent, so you can encourage the player to think. Maybe it has very high phys and magic defense, and even a generous helping of HPs, so if you even gave it an element weakness, you would still hardly even deal average damage. How in the world do you make an interesting fight out of something that ammounts to 500 Fight selects, and 120 Cure selects, and 310 Fire2 selects? Well, you drop the enemy's evade stat to near 0, give a player the Deathblow materia, an elemental materia, and a fire materia, and the problem solves itself, but only if the player thinks, and experiments. D.blow + Elemental+ Fire = 4x damage per turn. The remaining characters could still be casting Fire 2. You could either gain 3 more levels, and then simply spam Fire2 with all three characters, or give the player outlets for creativity.

Thus killing the Steal command is counter-productive. FF7 have very limited options during battles. All strategy comes pre-encounter, but the one trick Steal has over all other commands in the FF series, is it unifies ALL encounters in a larger whole. By stealing, instead of buying a weapon, you 'save' money, which can be used toward purchasing consumables. By stealing consumables, instead of buying them, you save money which can be used toward buying unstealable armors. By allowing 90% of the enemies to have USEFUL drop items, you challenge the player to risk the damage. Steal will not be manditory. You can always buy those ethers at town. You do not need that Mithril Sword, because you can just it 5 feet away at Kalm. Let the player have the option to Steal, instead of buying everything, though. Give that command SOME sort of usefulness. If it is at all possible, even make it an attack command like was done in FFX. You don't have to go so far as to make the steal command completely kill certain enemies all together (although, that was the basis for FFX's random encounter strategy. Utilizing each character's stregths to exploit enemy weaknesses, which 90% of all enemies had SOME weakness), but IF it is possible, provide some extremely high defense enemies with a 'stealable' armor, at near 100% success. Get a piece of equipment, which might suck balls, but also drop the enemy's physical (and/or magic) defense by 100%. There are alternitives to the steal command, other than just getting the occassional bonus weapon. It depends whether or not there are provisions within the code to allow for such modifications.

If there are none, do NOT kill the Steal command. It already sucks enough as it is, since it gets one REALLY good run of usefulness near the end, and then becomes absolutely useless. If the ONLY thing you can steal (save 5 ONLY stealable weapons/armors) are items that can't even restore the damage you sustained while trying to steal it, you completely raped an already hurting command materia. It takes up a materia slot. Give the player SOME sort of reason to waste that space, other than to deliberately criple him/her self. Thos 5 rare items do NOT justify the existance of steal, materia, because players will ALWAYS have steal materia equipped during the fights which harbor those rare items. When an option becomes a non-option (you have no other choice), it isn't a justification. It just is. Provide the player options for stealing buyable items/weapons/armor, around the area in which they can buy them.

You don't have to go overboard. Maybe one weapon the player can pick up from a boss one area prior. Maybe an enemy in between have armor that will soon be buyable. Maybe an enemy not long afterward will have a weapon you could have just purchased. Not everything has to be stealable, but most things should. Same thing goes for Morph. I am not as fond of the materia, but if the player is going to spend about as much time trying to deal the final blow with 1/10-20th the damage, give them something back for their time and effort, instead of a kick in the nuts. "Potion"? I'll tell you what I see whenever I steal or morph an enemy into a potion. "Fuck you". Yeah, it is alright from time to time. Like I said, it is risky, but you CAN'T make it risky just to steal an item AT ALL, and then turn around and kill any reason to have tried to begin with.

Double fail rate...?  Sigh. Fine. I personally think it is  a pain in the ass, instead of challening, but I would rather spend my time in one fight to "earn" a new weapon, instead of spending just as much, if not more time farming gil from enemies. Bear in mind, each time a player decides to steal, instead of farm for money, they hurt their EXP gain. Someone who progresses through the game, stealing from every enemy, and harvesting rare items for money, or just to upgrade their party's armor, will be suficeintly lower leveled that the folks who spent half an hour accumulating enough money to buy a new sword.

So please, think about the thieves. Not every one enjoys using the Fight command all of the time. :)

18
Facts are, legal issues are what prevent a new engine from being developed publicly, but it largely isn't anymore or less illegal the hacking the binary code, which is to say, breaching the EULA, if it is determined to be a legally binding agreement, and in some cases, decrypting data. It just may attract more attention. But all of the above is largely irrelevant, since even DMCA can't be used against decryption, unless it can be proved such decryption was done with CRIMINAL INTENT. The US justice system depends on that little detail to function.

Include a CD check, and don't include the binary with any updated content. It is JUST an alternitive engine for the LEGITIMATE and original FF7 that includes features any self respecting PC game would include. Like flexible resolutions, color depths, speed determined by clocks, not frame limits, reuns reliable on WinXP? etc. You will not be remaking FF7. If it turns out to be an outlet for entirely new content. That's someone else's problem.

If you have the know-how and the inclination to undertake the project, do so. Just do it privately, and keep the scope of the project within reason. Ideally, you will probably want to make a game engine, that also happens to run FF7 game content. From there, if anyone takes the game content, and tweaks it above and beyond the original, by loading plan 3Dmax files and such using the other more general potions of your engine, then again, that's someone else's problem. You just made a simple PC game engine, and allowed it to play the original FF7 gme content. Even threw in a CD check when that content was being loaded to ensure it wasn't utilized as a no-cd crack. ;)

19
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-15 19:57:14 »
They're internal names. You can view them with ifalna.

20
Archive / Just a question
« on: 2005-10-14 11:59:17 »
It doesn't have much to do with the stretching of the backgrounds on PC that causes the poor quality to be aparent. it is the progressive refresh of PC monitors which are. I play FF7 PC on a TV and it looks just fine, because typical NTSC displays (North American/Japanese Televisions) are interleaved. In other words: only odd rows of pixels are refreshed in a single pass, then only even rows are refreshed. This makes the image much more blurry, and interpolates the pixelated mess that are backgrounds to a degree. Doesn't have anything to do with the images in either game, or the rendernig method either executable is utilizing to draw the screen. It is entirely dependant on the display device.

21
Quote from: Aaron
It looks like the highlighted bits of the field background are supposed to be the edges of "extra objects" on the field (i.e., objects that you can walk "behind" in the game, objects that have an animation, ...).  They're not supposed to be transparent, but they're supposed to be displayed at their natural resolution with no filtering and thus have "clean edges."
Actually, this is the result of transparent pixels being blended with non-transparent pixels. Whether alpha channels are supported or not (varying degrees of transparency), the result would likely be similar.

In situation 1, where there are no alpha channels, merely a transparent color within a pallete, the transparent color becomes blended with opaque pixels, and the result is what you see above. More opaque, but extremely off color pixels.

In situation 2, where textures are utilizing alpha channels to determine transparencies, we might gain acceptable results, but not if there are any background pixels behind forground pixels. Essentially, pixels which originally should have been 100% opaque, become blended with pixels that were supposed to be 100% transparent, generating some inbetween results. If the back-backgrounds where a complete image, this would be little issue, but if forground images are literally cut out of the backgrounds, we get borders of n% transparent pixels that look through to... well, nothing, really.

There isn't much of a reasonable result to solve this problem, unless we're looking at post processing effects. Applying filters per texture just doesn't produce nice results in FF7. Post processed filters applied uniformly to the entire output tend to have a better, albeit, lower quality effect. Not to mention may generate artifacts of their own.

Anyway, to be honest, I'm not very fond of the bilinear filter. Far too blury. I hate to say it, but I personally feel that if backgrounds are going to be improved, it will have to be done manually, with some heavy hacking. In short, if the most dating factor of FF7 is going to be fixed, we might as well just write an entirely new engine, since overhauling each background individually is going to be more than enough work to merit the additional effort.

Not to say the effort is waisted, The SaiNt. Hacking FF7 to run in higher resolutions is by far one of the greatest improvements to the game to me. From here out, any additional work are bonuses. :)

22
Archive / Limit Breaking
« on: 2005-10-11 23:15:50 »
Ok. That's pretty damned sexy, dziugo!

23
Releases / FF7 - Reasonable difficulty mod[1.1]
« on: 2005-10-11 23:13:53 »
Just one question. Did you tinker with enemy steal/drop items? One thing I didn't like about the other edit was a lack of interesting droppable/stealable items.

24
Archive / Could you look at this for me...
« on: 2005-10-11 11:19:19 »
They game just runs at 640x480. Internally, it is even only running at 320x240. There isn't much you can do, except run the high res patch, but that will require your monitor/video card both support reslutions of either 1280x1024, or 1280x960.

Aliasing (the stair stepping you see around the edges of geometry) will be less of an issue at those resolutions, but if it is the case, I believe you can even run anti-aliasing (blurring of stair stepping) with the high res patch.

25
Archive / Replacing 2D backgrounds?
« on: 2005-10-11 10:50:38 »
Aye, whatever you're doing to most of those images, the results are terrible. Nice to see you trying to help out, but you are killing a tremendous amount of detail in those scenes.

Try editing by hand and determining precisely how much detail those original 320x240 backgrounds have before throwing on a filter and deciding it is better. I promise. The more you have to pay attention, the more you will understand you are killing the backgrounds.

Again, don't let this frustrate, or deter you from trying, but let's make sure that if we are going to apply improvements to the game that they are genuine improvements, much less don't produce results worse than the original.

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