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Messages - DLPB

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26
Aali, what did you originally compile your code in?  Luksy has got it working now in VScode but I am wondering what compiler you used.

27
The file is a texture file and has palette data to allow for colour.  I suggest you design them to fit in like the ones I have and PM Ilducci to fix them up for you.  I have no idea how to make palettes work.

Some tools will show you the different palettes.

28
The format has to be correct and paletted properly or the colours will not work correctly. See the tex I sent. It's also important that the style of the buttons be basic like the ones we made for ps - otherwise they will stand out like a sore thumb.  If you can design them to fit in, Ilducci or someone could correctly format.  Otherwise, let me know how you get on.  I have zero idea how to make tex files.

29
They do need to have colour,  The texture format supports pallettes. 

I can't preview the files in dropbox though...  think it's forcing me to have account?

30
you run risk of it not looking great if you deviate too much from my icons... or rather il ducci's. but we can fine tune it in testing later @obesebear  cheers and i havent forgotten your request

31
https://drive.google.com/file/d/1gtKUSPoOXzkdv8MG1PQymoe1aBZOBCr1/view?usp=sharing

Playstation icons.  I made it work with 2 textures.  It's very important to match xbox dimensions precisely to these width wise... and height wise if possible.

32
In regards to releasing this mod...  it's getting closer. Very close. Can't believe the amount of work that's been needed on it.  Must be longest I've ever gone without a release.

33
I'll supply you the texture later today. There are 2 for the font, I think.  Might be 4 given the menu.

34
I'll add them but only if someone actually takes my textures and edits them onto it.  I'm more than willing to add to mod- but not to make.

So far, no one has taken up the challenge.... to my knowledge anyway.

35
I'm getting there! :P

36
I'm getting somewhere with this. I'm currently at work with a notepad jotting down a procedure going forward.

What has been done:

Aali's driver has been stripped of FF8 support and non-English support and merged into The Reunion.  It will work with my own DLL only - and the two provide full bug fixes, with Aali's side obviously mainly doing the graphical fixes - such as Open GL support.  If anyone wants to look at my code to add some of it to Aali's original source, they are welcome to. My version of Aali's dll is tailor made for how I want to do things.

His "driver" is now named aali.dll and works with my own dll - loaded at game start (ddraw.dll)

Even though only the English exe is supported, it is easily possible to support other languages because of how I am arranging things.  Lots of plans afoot.

Window.bin has been abolished and is not loaded (the font spacing table is instead loaded from an external text file that users can mod easily - If file exists - otherwise default English applies). 
All original music and audio files have been abolished and are not loaded - including original midi support. All Audio (apart from FMV audio) is handled now by my dll.

This means the files related to above are completely redundant and can be deleted.

Additionally, the temp .p files from startup are now written and read from \data and not from root. Still have no idea what these are and they are only used on startup.  Written to disk, read from disk - and that's it.  Waste of time.  If you deliberately avoid the write / read then the game loads to the debug screen.  There was definitely no need to write these to disk... could have all been done in memory.  I disabled the write and made it read only as a test and it works. That's not ideal because it's too easy for one of those .p files to vanish, I suppose.

- field screen is centred - including FMV.  Down side is I think this needs to happen across all modules so the game looks consistent.  Certainly the Menu could benefit from it. But that's an awful lot of work at this point.  Perhaps I should have planned ahead :P  But then again a lot of this is trial and error.  It's been a lot more involved than I ever imagined possible.

I am trying to make as much of The Reunion's mods as global as possible. 

Audio Replacement will work with all user mods already.  So will the Frame Limiter, which is now mandatory (Aali's version has been removed in favour of my own).

Soldier Quest could probably be made global but will need the wizardry of Luksy.

Model Overhaul should be global [note as always these mods are all optional]

Menu Enhancement currently only supports Beacause.  I am having a big think about this but I don't seem to be able to rectify the logic of it all in my head.

Beacause + script fixes also come together.  The work needed to make script fixes completely separate as a mod is just too big.  I guess I have to cut my losses at some point.

So a big problem with why this mod still isn't released is the internal conflicts in my brain with how these mods all interact together. 

The config file Aali used has been simplified with some stuff stripped out.  It's been merged with my own config file.  At moment, I am trying to fix up Aali's 3rd party config parser to work with mine properly.  It's overly bloated code and a nuisance - as everything in C seems to be. I've stripped about as much out of Aali's driver as I can in favour of my own Delphi code and dll for that very reason.

60fps mod is global and the interpolated version optional also.

There's way too much going on at moment.... So many mods and fixes and conflicts that my brain is about to crash.

edit.  Above info was wrong.

37
Check those kanji too because there were issues originally - I think gemini dumped them wrong.  But since I created this from Glitterberri's we should be ok.

38
https://drive.google.com/file/d/16vUnHDIPwnCCxXpn4j7gti1a4tZi66c-/view?usp=sharing

It should work like that for the used kanji - if like the dialogue.  I created this a while back from Glitterberri's read outs.  See sheet 1.

Not sure that helps you at all.

39
It is up to Incinerator how he proceeds.  It is his mod.  If you are offering positive feedback - that's one thing - but what you are not entitled to do is buttercup about core parts of his mod that HE wants to implement as a foundation.

You choose to play it as he intends - or don't play it.

I had this same crap when I was planning to remove Cait from FF7 as an optional mod.  No-one is forcing anyone to play this mod. The original game is still there. It's not going to disappear.

Accusing him of insulting fanbase for an optional mod that he has created is just fanboy drivel. This forum is all about modding.  It's not about getting offended at change.

40
Troubleshooting / Re: please help
« on: 2018-06-07 20:27:07 »
Where once was light
Now darkness falls
Where once was love
Love is no more

Don't say - goodbye
Don't say - I didn't try...

41
Troubleshooting / Re: please help
« on: 2018-06-07 17:37:40 »
The place is far from dead and the very people who are keeping it alive are the people you want to help you - the modders.  But, hey, guess what?  It's easier to beg and complain  and whine about that elusive mod you want than to get off your backside and learn how to make one [Note:  When I first came here I requested a Disable random battles mod  - and from there I listened and learned and now make my own mods].  And this is a forum where the regular members will be *shocker* modders.

So, of course a site like this is going to have less activity than, say, a braindead forum where the main focus of discussion is

a. How big are Tifa's tits

and

b. Whoa whatz latest news on the remake!!!?

42
Troubleshooting / Re: please help
« on: 2018-06-06 14:37:11 »
Additionally, what makes you think people ignored replying?  I saw this and genuinely can't help.  And I doubt anyone would help because it's a non trivial undertaking.  The odds that you will get the tool creators seeing "please help" and even remotely being able to fulfil your request is slim at best.

You should have at least found the official threads and made a polite request.

On the bright side, you smoked SL1982 out of his retirement hole. :)

Edit.

Ha part of my response made no sense, 'cause I was at work dealing with a customer at same time.

What I meant was that the creator of the tools would need to make a non trivial update and the odds the creators will even see the contents of this thread are slim. 

43
Roses and Wine is by ID.  Anxious Heart is too :)

In fact, FF7 also uses IDs...  via Akao.  In Makou you can also see the absolute IDs for 7. The relative IDs you are talking about in FF7 are just a simple wrapper function that calls Akao with the correct ID (in PC version.  In PSX, it contains the code).

44
I would say wait.  For sure.

R06 will be much more rounded, but R07 will be the finalized version.  Charlie Beer is currently doing a proof check:

https://docs.google.com/spreadsheets/d/1jcnXS15WprRsqaVQ_HFwZSaz_XV-H39Yru_GRpkUT0w/edit#gid=914772850

This will give you an idea of how many corrections have been made.

45
I spotted that I messed up the DLL path, so only global DLL will work.  I'll fix this in later revision.

46
Everything is possible, but deletion of files would not be something most modders will touch with a barge pole.  The amount of complaints and issues that would arise are enormous.

47
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-05-28 23:07:19 »
That's seriously impressive.  Well done!!

I notice there's a gunblade there :P

48
You're such a doof Dan ::) The encoding of that particular file has been flipped up, if you look at the original on github you can tell what's supposed to happen there.

Yeah I had a feeling that it was an altered line somehow.  I'm not sure where it went wrong because I downloaded it from the other link you sent.  I'll have a look. ;)

What did you originally compile the source in?

Edit

Code: [Select]
font_map['í'] = 114;
I figured it was that from the code in a hex editor...  but why is this one being assigned and the other specials are not? Was this originally a problem?

49
In the coming days, I will be releasing a new version of the driver - though it will likely have a few hiccups, given Luksy has had to rebuild it for VScode. I'll try to iron those out with him before that day.

Meanwhile, I noticed a slight bug in the code that I am awaiting Aali's input on.

I have added my screen centring code for field and FMV already.  I intend to modify the driver for use with Steam versions of FF7 (albeit with a check for proper install / non-pirate game).  It may be the case that, in the future, I decide to create my own fork that supports FF7 English only (it would be working with my own DLL too - to allow anyone to use 1.02 English for modding purposes)  - but for now I am adding some fixes for all - and will try to fix the odd issue we had with FF8 (like controllers losing focus). 

I will have to make a decision on how much work I am willing to do for FF8 and non English FF7.   Of course, Aali has now released his source and I am willing to work with any programmer who wishes to maintain the driver (minus any way to bypass buying the game).

Ultimately, I want to create a way for people to be able to use FF7 1.02 English as the sole exe. I have a great deal of thinking to do.

50
ujunon1 example

The unknown bytes in walkmesh > misc.

At least some of these are to do with the starting offsets X and Y for field.

I am currently adding field centring to Aali's driver and I had to look at the asm.  When I traced back what values were involved in the main screen offset X Y for field, this data is used.  For example, Y offset (or one of the ones involved) is at MainFieldOffset + 0x24

006443F9 - 0FBF 48 24            - movsx ecx,word ptr [eax+24]

ujunon1
Code: [Select]
75 6A 75 6E 6F 6E 31 00 00 A0 40 00 00 FF 00 FF 00 01 00 01 00 00 00 00 00 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 63 02 78 00 00 00 4A 02
You can see here the A0 (Movement orientation)  and 40 (Camera focus)  - but  the 0x24 byte is offsetY of the  screen.

In fact a lot of those values marked 00 in misc are set in the function involved with the address above.   I have successfully changed global Y offset without interfering with this data.  I was going to force the change by bypassing this, but some fields are relying on this data.

From the 3rd byte on of misc data (zeroed part), it seems to conform to MainFieldOffset + 0x22 onwards.  I am unsure what the preceding 2 bytes do at this time but they don't match 0x20 and 0x21.

For example, in bwhlin2  misc unknown data is

00 f7 80 f6 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Yet we see in asm

62 77 68 6C 69 6E 32 00 00 80 00 00 60 FF 88 FF A0 00 78 00 00 00 01 00 00 04 00 04 00 04 00 04 88 FA 80 F6 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Above in red, the main Y offset of screen.  Chances are that changing this word to 10 (or perhaps 8) will centre the field (or at least move it down)- but will need some testing.


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