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Messages - DLPB

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That's on hold...  Lesser concern.


I am now trying to finalize everything and release this. But it's still a tall order.

The Reunion will now refer to the DLL project itself - which comes built in with many of the options and changes required for The Reunion  - as well as the ability to add more mods as an optional selection. Since I am trying to make this all one project, everything will be here. If I can work some magic, it should be possible that all optional mods are available from my own custom mod selector program.  For example, you would be able to change to American or British spellings at any time - and ts would initiate the change.  Most changes would just require ini or checkbox change.  The 99 Solider Quest will work by a set bit in the save map.  When set (DLL will do it via option at run time), the objects will be placed. This still requires Luksy - as he can create me a batch model adder (All I do is supply him X Y Z T data).

The next major update should be the release.  Maybe a week or two if I am quick.

I'm a bit busy.  At moment I am factoring in how to make it so all needed files for Reunion are installed and thus everything totally optional, rather than having to keep reinstalling.

This will take some thinking,.

As per the first post ;)

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-27 15:41:25 »
Because you need to change them in all the field files too.

I'd suggest waiting for R06.  60fps is an option there too. But it's been perfected more.

r06 doesn't alter any gameplay, so you should be fine.

7thHeaven / Re: the game is stuck 7 fps
« on: 2017-09-26 21:33:51 »
R06 will come with my new dll [and will be a separate mod anyway] - which has the limiter as an option. That will fix this once and for all.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-26 16:08:30 »
I've told you.  It's in menu.lgp on PC version NOT Window.bin.

Nope.  It's just given what is given.  You'd have to make your own manual edit using Kaldarasha's released model packs.

If it's like ff7, you'd need to use Deling and edit the field script / add the model.

There was always seeds.  It was you.

Troubleshooting / Re: Makou Reactor text limit
« on: 2017-09-23 23:23:40 »
Why do you need that number of texts in one scene?

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-23 09:30:52 »

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-21 12:33:47 »
It wouldn't matter for the reason I just gave, and ts is open source. I don't know why you have that issue, but Luksy will prob be along at some point :)

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-21 11:53:20 »
nope. It's not the job of a tool to start putting restrictions on where it can be used.  And it wouldn't matter, because the files could just be uploaded whole.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-21 09:41:35 »
I don't see a problem there so perhaps this is a problem with ts or your file has become corrupted somehow.  Does it encode ok with the original text file?

Modern games are played through at the same time (or at least some are).  Jeremy Blaustein noted that he always asked for the game to play, since it's impossible to do a very good translation without it.

FF7 suffered because

a. Baskett was not given enough time
b. They provided him no game
c. They provided him with a useless tool (makou reactor is much better than what he was using)
d. They provided him no information on the plot or on characters or anything.  He was left in the dark.

He hadn't a prayer. They learned their mistake for FF8 and finally became professional by FF9.  MGS on the other hand...  Blaustein had contact with Hideo or the team, was given MASSIVE amounts of documentation on the plot and characters and science, and I think was also given the game to play too. He still made a mistake with the dominant / recessive gene stuff, but generally it was an absolute example of a competent localization.

Sometimes even having the best localizers on board isn't enough

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-20 17:41:43 »
No.  It's made for use only with the English game. The source code is there for download if you can code.

There's thousands of errors - grammatical through to translation - with the original game.

OK, apparently there is a bug in FF7 where the characters in cutscenes don't show up because of some issue with the party - perhaps PHS/New party field opcode breaking something.  So far, I haven't been able to replicate.

Any ideas?

Not even Reunion anymore...  this fix is universal with the dll :)  So I guess this doesn't belong here :P  But Reunion requires the DLL (not other way round).


I *think* I've just sorted the member priority to be based on menu order instead of what it is now (PHS initial selection dictates regardless of menu order).  This is a little more complicated than it seems, since Cloud in slot 2 should still take precedence as leader regardless of any other member's position. And if he isn't available, Tifa should, and if she isn't, then Cid should.  I have coded this and while I'm sure it could be more efficient... it won't be by much. I will test this next and see if it works as intended.

There's also a bug in the original game... the priority isn't even changed by the PHS unless certain switch operations to members are made.  This can lead to a lot of problems during cutscenes, where members not in the party will try to speak / have actions.

  Cloud: Byte = 0;
  Barrett: Byte = 1;
  Tifa: Byte = 2;
  Aerith: Byte = 3;
  Red: Byte = 4;
  Yuffie: Byte = 5;
  Cait: Byte = 6;
  Vincent: Byte = 7;
  Cid: Byte = 8;
  YCloud: Byte = 9;
  Sephiroth: Byte = 10;
  None: Byte = 255;
  DC0230 Party member order
  DC09E5 Party member priority}

Code: [Select]
Procedure SetMemberOrder; stdcall;
  CloudExists, YCloudExists, TifaExists, CidExists: Boolean;
  Member: Array[0..2] of Byte;
  Menu: Array [0..2] of Byte;
  i: LongInt;

CloudExists:= false;
YCloudExists:= false;
TifaExists:= false;
CidExists:= false;

for i:= 0 to 2 do
member[i]:= 254; // 255 is 'Empty', 0 is used by Cloud.
menu[i]:= PByte($DC0230 + i)^;

  if menu[i] = 0 then // Cloud
    CloudExists:= True
    if menu[i] = 9 then // YCloud
      YCloudExists:= True
    if menu[i] = 2 then // Tifa
      TifaExists:= True
      if menu[i] = 8 then //Cid
      CidExists:= True;

if CloudExists then
  Member[0]:= 0
  if YCloudExists then
    Member[0]:= 9
    if TifaExists then
      Member[0]:= 2
      if CidExists then
        Member[0]:= 8
        Member[0]:= Menu[0];

for i:= 0 to 2 do
  if Menu[i] <> Member[0] then
    if Member[1] = 254 then
      Member[1]:= Menu[i]
      Member[2]:= Menu[i];

for i:= 0 to 2 do
WByte($DC09E5 + i, Member[i]);


Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-09-20 05:10:23 »
Is there a particular reason people want to make the game artificially harder (more damage in, less damage out, etc.) instead of simply placing a limitation on themselves like not leveling, no magic, no junctions, etc.?

You can't add things like less time to leave the reactor, added countdowns in other areas, or altered mechanics by doing that.  A difficulty mod is more than just HP or attack damage.  It's a total overhaul.  For example, in my mod Weapon, the submarine minigame has had 5 unique levels of difficulty added (in the hardest level, a bomb or missile strike is true to life, and you instantly lose) and the traps in the Ancient Forest cause a game over.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-20 04:34:42 »
you've used poor formatting that ts doesn't understand.  bugin1a probably ends with a {NEW} in one of the entries without text after it. 

Md8_5 line 1 has an unknown var... like {CLOUUD} instead of {CLOUD} and so on.

Count the lines.  It's telling you which line the error is on.

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