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Messages - DLPB_

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9001
I have been doing some donkey work for you Kranmer :)  See below:

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newtest1.jpg

I have added 3 codecaves to move the character names and word "name" to the right.  I have corrected most things with the main menu and I am placing them correctly on the left.  Not much left to do there.   I have also added Aali's fix for the HP there too.  I think given space remaining, we will be forced into doing what the 9999 patch does and placing ATB and time in the barrier graphic.  I had an idea though... we can edit that barrier graphic so we can make it look a bit better :)

All in all it will look pretty good, plus I am sure we can add options like making the command menu fully transparent etc. 

The only bad thing is how crap and shoddy the menu looks with "Summon" and "Slash All"... the words are too long really. 

edit:  In fact we may need to edit it so we can place the graphic under the character names...  it looks to me like we are totally out of space otherwise.  It is that craptastic menu.  We will have to work on a nice design :)

http://www.shamusyoung.com/twentysidedtale/images/ffx_battle1.jpg

Maybe not a bad idea either...

9002
Requesting non-installer version, please. I don't like to install tools when it's not necessary.

the installer is needed because the program comes w/ more then just an exe.(plus it insures that you have lzma compatible decompess for smallest download size). BC also requres a few things in the systems. and on windows it sets up a few things in the regestry. i have even put  menu entrys in so i would really like to know what is your problem with my installer?

None installer versions are always preferred, and windows registry certainly doesn't need to be used.  It is a preference.  Personally I can't stand installing things and always download portable apps.  All the programs I have made use ini.

9003
Menu and Battle Interface Mod 005

Here

They are now merged into 1 installer.  I am not sure whether Kranmer wants his own installer separate but I am guessing he will go with this one as well.  It seems much more logical.

This release will do everything 004 did with the added bonus that it will also patch the battle interface to correct alignment issues.  It is likely that 006 will come very soon to correct a few small problems and add a few tweaks to this release.  007 will be the new battle interface (contrary to what the readme says).

I will then adapt this for the retranslation project as well.

9004
Not really a biggie...  the 9999 patcher does not patch the numbers in the magic and item submenus.  Select Cure on a player and you will see what I mean.

9005
I saw this but given FF7music is that way for many things I didnt bother reporting it.  What is the use?  No author fixing it :)

9006
pSX works fine for me with all games I have tried including ff7.  EPSXE is, like Gemini said, a rotten apple.  pSX seems to work better on some games also when using the -r switch.

Also Gemini, have you heard anything from the author?  Is he still working on pSX?

9007
Team Avalanche / Re: GUI v2.0
« on: 2011-02-09 02:36:30 »
I guess Aali for that, or someone who understands assembly, because unfortunately me and Krans cant do it :(

9008
Completely Unrelated / Re: Warnings and etc
« on: 2011-02-09 01:14:39 »
For what it is worth, when I was admin of a bunch of pricks who formed a clique creating trouble for other members I went through tons of rule revisions, trying my best to appease and then later punish but it doesn't matter how the hell you word it.

People understand right and wrong, and they know when they are being shitty.  No clarification is necessary as it is ultimately futile.

9009
Well, we have been labouring under the assumption that this bug is something that is specific to us, but really it applies to this driver as well.

Since the battle view can now be extended to the bottom, 1 anomaly has been overlooked:



As you can see coloured screen like the move heatwing, and critical hits are not going down to the bottom of the screen (looks awful on the new battle menu cause it doesnt reach the menu either)

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/foraali2.png

memory
0041B51A
10063AD3   -  7.10 Aali's driver

These 2 solve the problem... a bit.  But it is half assed and causes other issues too, like the red light goes over entire screen and has other anomalies.



9010
Team Avalanche / Re: GUI v2.0
« on: 2011-02-08 23:56:02 »
the spacing is a big issue, but I am not sure anything can be done about it in game by a simply font change?  or can it?

9011
Team Avalanche / Re: GUI v2.0
« on: 2011-02-08 21:55:36 »
 8)  Well verdana or not, it is close enough for me :P

9012
Completely Unrelated / Re: Warnings and etc
« on: 2011-02-08 19:55:37 »
Ahem.

This thread is silly enough. But what's worse is that we're missing a good opportunity to properly discuss the thread category rules, and how difficult it is for new members to judge what goes where. It's very nice for us to write newbies off as stupid teenagers, and gratifying to flame those who won't read the rules, but in practice, we're cutting off our noses to spite our faces, creating a massive workload for ourselves that sap moderator time.

Now, I'm not really yet qualified to call myself a technical author, or a user experience champion. But I can tell you this: it's far better to redesign your interfaces and web forms, and assume your logic is arbitrary / unintuitive / obscure, than double the support calls / admin work you endure. If our categories and rules aren't immediately obvious, they're probably confusing. Rather than marching towards Furzball's ban, let's discuss how we can avoid these problems in future.

Agreed.

9013
Completely Unrelated / Re: Warnings and etc
« on: 2011-02-08 19:31:43 »
Both of you!  Stop it this instant!  This is my job and I retired  ;D

9014
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-02-08 18:34:54 »
From what I remember Aali is fixing the gamma for his next driver, too.

9015
Completely Unrelated / Re: Buster Sword's lame
« on: 2011-02-08 16:56:30 »
I seem to remember that the Buster Sword is actually extremely light and strong ;)  I choose to believe that.  ;D

Afterall we have Tolkien's mithril armour and swords... extremely light and yet extremely strong.

Of our metals, the best tradeoff is probably Titanium.

9016
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-02-08 16:10:28 »
update to latest aali driver

9017
Won't be long until the realigned battle interface is released.  Just a few problems we are ironing out:

1.  The eye opener to battle needs a bit of tweaking, it also looks nothin' like the PSX version anyway.  Bad port?

2.  The MPneeded numbers do not have leading 0's, I am told the beta version did and ideally we need them back.

3.  The White/Red coloured flashes (like the one when you get a critical hit) do not reach the new menu.

4.  The command menu is not as good as I would like, the text sometimes looks bunched up but to be honest that's the crap design we are dealing with.

5.  Cursors flash a little too slow when selecting multiple allies or enemies.

It is still 5X better than the abomination that is the original menu.

9018
Team Avalanche / Re: GUI v2.0
« on: 2011-02-08 02:25:25 »
Changelog:

1.  Reduced size of grey battle text, looks cuter

2.  Letters are corrected to be more proportional than last time, most evident when comparing words LIMIT and LEVEL.

3.  All outside bars slightly smaller to correct the fact that the inside bars (like that of ATB, barrier and Limit) were actually 2 pixels too small for the outside graphic.

4.  Patch should not be picked up by as many virus scanners as last time.

That's all really, it was done for the main battle mod, but why not for this too?

.. PS, this original battle menu looks awful, I am surprised the developers got away with it.



9019
These menu words were more difficult than I thought they would be.  They are inconsistent, probably  because they have be stretched to fit.  But now I am using them smaller size, I can correct the letters to be consistent.

9020
Yup.

Realigned Battle Interface No 9999
Realigned Battle Interface With 9999
New Battle Interface No 9999
New Battle Interface With 9999

That's the core of it.  Then I am sure Kranmer wants to add a few little tweak options too.  The Realigned Battle Interface No 9999 is almost done.  When that is done, we will do some testing, then I can add 9999 to it, and perhaps make a release.  The New battle interface (ff8 style) comes after, and will take a bit of designing so it looks great. I am working on the menu at this minute and all is going well.  Kranmer has sorted the final values and problems out, and so now it SHOULD be easy.

The hard part will be merging it with the Menu mod and making sure the uninstaller works properly.  We have changed so many things I am having to do a juggling act to remember it all.

9021
HOW did you do it!

 :evil: 

However the box is being expanded even for 1 limit break ;)

9022
Gameplay / Re: Final Fantasy 7: Plus (PSX)
« on: 2011-02-04 01:21:27 »
Quote
I've heard of this, but never been able to replicate it.

This is related 100% to the tentacles?  The battle does not end with Ruby if you kill 1 tentacle, he removes both from battle, then you kill Ruby.  The game will not move on because one of his tentacles is now underground, and flagged as alive.

I understand it might be touph to find them all.

 ;D

9023
 8)  Just as I was about to seize control!   :o


Welcome back :)  Also, it is Dan to you :P

edit, I stayed up a while to complete some more changes.  Note that the grey writing is now smaller and cute and the Defend and Change boxes go inside the menu at the same location as the menu writing.


9024
Gameplay / Re: Final Fantasy 7: Plus (PSX)
« on: 2011-02-03 23:54:50 »
A few things:

Battle Text fixes


- Ambiguous "Couldn't steal anything" revised to "Couldn't steal the item..."

Sometimes you can steal armours and weapons..

- 'Fail to union' revised to 'You need a complete party!'

For what it is worth, the Japanese states "Failed to combine" as Cait combines the allies in one of his limit moves.

Edit:  Also some bug fixes I am not sure if you are aware:

The following was sent to me by El Nino

Quote
i was speaking about AI bug.

The Ruby's AI is quite complex. In fact, if you kill both tentacles (the first time), after that he can spawn BOTH of them even if one is still alive, so i think there is an overlap on the local var death status (of the still alive tentacle). So we can make the ruby only spawn when both tentacles are dead (which made the battle far more easy). or we can make each tentacle spawn independant (and that's what i want to do but it imply to redo roughly half of the ruby main AI... :grr:


for Overload weapon, you can't do anything because damage is hard coded. The only thing you can do is change de atk type of this 2 weapons... (so they dont use AP or Kill to boost up).


There is also the Berserk bug when a mob doesn't have a move to use when it is in berserk. (it display the same message as Dual Horn)
There is 2 possibility : put a move for this mob with the program hojo (the first dialogue box just under "can manipulete" (Attack 1). Or put this mob immune for Berserk.
These mobs are concerned : two sides, dubbull, Super Dragon Cannon , manhole, , guardian . (I'm using your scene.bin names).

Note : you MUST NOT put a move for Two sides. (since it can only be, logicaly, suicide bomber (who are enough crazy to put curega ?)). So you must make it immune.


And yes, there is a lot of bugs but many of them can't be easily correct (lot of them are hard coded so it must be reverse engineered then corrected but, i don't have enough ability to do this ^^"...

===================

Well since i don't have your scene.bin, ppf or diff are pointless (because of the variable size).

here's my fix and and an explanation for each of them :

Correct by using Proud Clod :

Adamantoise bug : If you put wall on it, Local var 0000 has no value and because of a jump error. it try to cast "Cure" (atk ID 0) but since it doesn't have it... error crash :P

So here's the fix :

Check File 44/edit ai/ adamantoise main ai
Check line 0x01F : 70 0029 change the second number by : 0045 and it became : 70 0045
Bug fixed (personnally checked it)

-----

Rude in Gelnika bug AI :

If he do anything except shoulder attack then he do nothing after. The AI is a PART of his previous battle's AI. But develloper forget to put local var 0060 at 0.

So here's the fix (didn't test it but should work without a problem) :

first : Copy this (it's the ai code to put the var at 0) :
Code:
10   0060
60   00
90


then : select file 201/edit ai/rude main ai/

go to 0x167 (clik it) the arrow must be on this line, after clik on Paste, and inject at line 0x167.

the previous code should appear between the : 92 and the 73

Like i've said i didn't check but it should work like a charm since every jump end at line 167.


----

The dual horn problem...
Well this one is a little problematic : This mob should have 3 atk but one of them got forgotten (even in the original JP FF7)...
So when he start to use it (when his HP is under 50%) then we get a "skill point are used"
But the ANIMATION for the 3rd one exist : http://www.youtube.com/watch?v=D7NCIcpJGoU

like you see, this atk is a sort of dual hit

So you have 2 choices : make an atk or change the AI to not use this atk.

if you make the atk after doing so right clik on the name Sync atk with given id. (so you don't need to make the atk again for the file 57)

if you change the AI : line 0x028 change 271 by 26F OR 270 (atk id of its others atk). you must do this change in file 45 AND file 57


The fourth AI bug I know is the Ruby never ending battle but i couldn't find the error. (well, i think i found it but i need to change many things to check this).

=================




9025
4 and 5-Team Avalanche (probably just the GUI changes)

< Should be installed before the menu and battle interface mods, because some changes will be overwritten otherwise :)

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