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Messages - myst6re

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101

Original MIDIs from PS1, a light alternative to Anxious Heart / The mod.

Download

For FFNx 1.8.x+: FFNx-FF7Music-v1.3.1.zip (only 944 KB!)
For FFNx 1.7.x: FFNx-FF7Music-v1.1.zip (only 1.2 MB!)

FFNx FF7Music is also available in the Satsuki Yatoshi Mod (SYW)
And in the catalog for 7th Heaven 2.4+
And for 7th Heaven 2.3.3+: FFNx-FF7Music-v1.3.1.iro (please read the readme to set up the hebios file on 7th Heaven version below 2.4)

Installation (FFNx 1.8.x+)

1. You need to install FFNx 1.8.x+ first.
2. Copy the psf directory next to ff7*.exe
3. Open FFNx.toml with a text editor
4. Set use_external_music to true (remove the # from the beginning of the line if any)
5. Set external_music_path to 'psf' (remove the # from the beginning of the line if any)
6. Set external_music_ext to 'minipsf' (remove the # from the beginning of the line if any)
7. Set he_bios_path to 'psf/hebios.bin' (remove the # from the beginning of the line if any)


Installation (FFNx 1.7.x)

1. You need to install FFNx 1.7.x first.
2. Copy the psf directory next to ff7*.exe
3. Open FFNx.cfg with a text editor
4. Set use_external_music to yes (remove the # from the beginning of the line if any)
5. Set external_music_path to psf (remove the # from the beginning of the line if any)
6. Set external_music_ext to minipsf (remove the # from the beginning of the line if any)
7. Set winamp_in_plugin to psf/in_psf.dll (remove the # from the beginning of the line if any)

Authors

Packed by myst6re.
FFNx uses the OpenPSF project to play PSF files.
Thanks to Neil Corlett for in_psf.dll and PSF files.
Thanks to Christopher Snowhill for its implementation of foo_psf.
comical, cintro, mogu, tb and wind PSF files were generated by myst6re using Makou Reactor 1.8.

Notable improvements (aka changes I made to FFNx)

  • On the original PC version, sometimes the game lost the music lock condition. This means that you can hear the music stop and restart later. But not anymore! (Examples: Reno first appearance; after the battle against Rufus; after the movie with nibelheim moutains, when Cloud enters the Reactor).
  • A music is now paused before a battle and resumed after to the right time
  • A music is now paused before the "good night" music, and resumed after to the right time

I added few missing files to the PSF collection made by Neil Corlett:
  • comical: unused (and unreleased!) music found in a deleted map of the Honey Bee Inn
  • cintro: Sephiroth intro only, looped for the heavy atmosphere in Nibelheim Manor
  • mogu: Moggle victory (yeah!), the introduction of the Highwind theme
  • tb: Main theme alternative (Cloud and Tifa flashback in the lifestream)
  • wind: Ambient wind (used by FFNx to replace wind.wav)

Known issues

  • Resuming music after battle can take few seconds sometimes (with FFNx 1.7.x only)

Changelog

  • v1.3.1: Renaming mural.minipsf to mura1.minipsf
  • v1.3: Dropping support for FFNx 1.7.x (v1.2 will be still available). Updating README for FFNx 1.8.x+.
  • v1.2: Adding required files for FFNx 1.8.x+.
  • v1.1: Easier installation. Adding a README in french.
  • v1.0.1: directory name change (from music/vgmstream to music/psf)
  • v1.0: initial release

Alternatives

  • Anxious Heart / The mod (Mirror): Original Music (OGG format). The best alternative so far, but you need to download a bigger archive
  • FF7Music: Old alternative, by Ficedula, kept for posterity. This archive is already configured correctly for the original game, you need more configuration with the Aali's OpenGL driver, and this is not compatible with FFNx.
  • SXG2Ogg audio mod: MIDI XG Sound using SXG2006LE softsynth
  • Deet's XG Pack: MIDI XG Sound using Yamaha S-YXG50 softsynth

See Also


102
That's fine Dan.

@Jairus I think the forum you're looking for is "Troubleshooting"

For multiple cameras, I don't remember why it is possible to have two cameras. Search for fields who actually uses this, if there are, the answer is there.

103
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-01-27 19:46:02 »
How do you write to PS4 saves?

I assume it's a PC decompressed format (don't remember who said that to me). If there are headers or hashes, I have no example of that.

Also the source seams to be missing CryptographicHash.cpp and CryptographicHash.h files

Oooooops

104
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-01-26 22:01:46 »
Minor update to fix some troubles with the previous release.


Hyne 1.11.1 - Compatibility EditionĀ²
Download here


Changelog :
  • Fixing Switch format opening for files with unknown size
  • Fixing drag & drop bug
  • Adding ability to export one save of the list to PS4, Switch or PS3 formats (not just PC format)

105
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-01-24 21:54:14 »

Hyne 1.11.0 - Compatibility Edition
Download here


Changelog :
  • Adding compatibility with Switch saves
  • Improve detection of PC 2013 and PC Remaster editions
  • Fixing format detection algorithm (for PC like saves)
  • Adding VMP (PSP) and PSV (PS3/PSVita) signatures
  • Adding the end of the CC quest
  • Fixing Chocobo World Icon saving

106
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-01-07 13:41:25 »
You can use qm files from previous release, I will redeploy a new archive later. Thanks

107
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-01-07 11:41:32 »
Recent update: https://github.com/myst6re/deling/releases

 -  [Image Preview] Force png extension when saving image
 -  [Image Preview] Show palettes menu more often
 -  [Export] Adding export all menu
 -  [FS/FL/FI Archive] Fixing bug when adding directory with subdirectories
 -  [Script viewer] Renaming "char_n" to "model_n". Adding "item_n", "magic_n" and key names.
 -  [Script viewer] Exec syntax can be foo#n.bar where n is the real group id.
 -  [Script viewer] Adding a color preview on hover
 -  [Script] UNKNOWN1 opcode is renamed to ANGELODISABLE and UNKNOWN5 to HASITEM
 -  [Sounds] Fixing export button disabled with read only archives

108
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-01-07 11:39:00 »
It should be correct :) I used it to match locations in Chocobo Forests: https://www.ff8.fr/quetes/forets-chocobos#foret_fun

109
I completed the wiki page about worldmap encounters: http://wiki.ffrtt.ru/index.php?title=FF8/WorldMap_wmsetxx
To summary my changes, I identified rates sections and "after Lunar Cry" special encounters.

Encounters after Lunar Cry (Sections 5 & 6) seems not linked to Section 1 or another section, I guess this is hardcoded somewhere.

By the way I found occurrences of UFO, PuPu and scripted Thrustaevis battle in section 37, I think this section contains scripts. And its format looks like sections 8, 10 and 12.
I haven't found Pampa Sr battle.

110
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-12-22 13:54:42 »
Bonjour lyokoffx,

Import/Export tab is only for FS archives, not PS ISOs.
Currently you can't make changes on PS ISOs, but I confirm a bug with the sound export button (which shouldn't be disabled).

111
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-11-30 21:59:12 »


Changelog :
  • Fixing slot detection on modern Windows (2000 version)
  • Adding uncompressed save format
  • Fixing GF forget ability
  • Adding Queen trade rule, CC quest and BGU TT victory count
  • Adding worldmap position presets

113
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-14 10:47:50 »
I'm passionate

114
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-12 08:07:27 »
Do you have tvglen1.fi and tvglen1.fl files next too the fs?

115
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-10 08:27:02 »
If you change the extension of field2.fs to .wav, you obtain the introduction of "The extreme".

116
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-09 12:40:24 »
Please note that ZZZ archives are not supported yet. Try one of theses tools:

117
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-09-09 12:37:54 »

Changelog:
  • [FF8 Remaster] Adding LZ4 compression algorithm
  • [FF8 Remaster] Multi language field files support
  • [Script viewer] Adding a preview overlay on texts, 3D lines, and map jumps
  • [Script viewer] Adding party names constants (Squall, Zell...)
  • [Script viewer] Prefix texts ids and map ids with text_ and map_ to identify it quickly
  • [Text editor] Can now partially edit windows positions with fixed values (example: Y is fixed by a variable, but X is still a modifiable value)
  • [Search] Search for map jumps

118
@myst6re will you be updating Deling for new comp=2 (LZ4)?

Back to the subject, I pushed changes in the Deling repository to decompress LZ4 files. Now I try to handle multi-language field files, basically there is now one field.fs archive for every languages (files like *.jsm are named *_en.jsm, *_fr.jsm...).

119
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.9.1b)
« on: 2019-09-08 15:41:22 »
You need a kernel.bin editor, like this: http://forums.qhimm.com/index.php?topic=17090.0

121
Awesome kruci, this is easier than I thought

122
WIP:
https://github.com/MaKiPL/4ZL__decompressor

*pardon my C++ - I'm not into that language
anyway if someone wants to help/rebuild the algorithm so it's not dirty as now, then much appreciated

That's great, I will make PR to this!

4ZL is LZ4 backward, could it be it ? (https://en.wikipedia.org/wiki/LZ4_(compression_algorithm)).

Seems not, I forced the magic number, it doesn't work with LZ4 implementation. But it could be very similar.

123
Thanks for trying! I wonder if it's a homemade compression format, or a known algorithm.

124
Now you can repack ZZZ files with my tool. The CLI interface slightly changed, please run zzz --help for a complete help.

https://github.com/myst6re/qt-zzz/releases

Note: An alternative program was released at the same time

125
Repacking ZZZ archives will be possible in v0.1.0, it won't be too long to do.

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