Author Topic: [FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]  (Read 3007765 times)

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4000 on: 2017-12-19 19:03:12 »
Change your display DPI to 100%.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4001 on: 2017-12-20 21:05:07 »
With a high level, or with the Thieves' Gauntlet equipped, some rare items become impossible to steal. The game first checks if the common item will be stolen; if not, it then checks for the rare one, but here the chance is so high for the common steal that the game never makes it to the 2nd check and you'll always get the common item.

- Added to R06 DLL.  Fixed by NFITC1.

Ver Greeneyes

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4002 on: 2017-12-20 21:20:36 »
Wow, that's busted. How did you fix it? Did you just invert the checks?

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4003 on: 2017-12-20 21:42:45 »
No, NFITC1 rewrote part of the code to fix the check.

[email protected]

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« Reply #4004 on: 2017-12-21 11:23:16 »
.
« Last Edit: 2019-05-06 12:07:13 by Cicciolo »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4005 on: 2017-12-21 11:34:46 »
Yes. Same bug.

Covarr

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4006 on: 2017-12-21 15:22:38 »
I don't know what's worse, the broken mechanic, or that Basilisk was mistranslated two separate ways with regards to one monster and an item dropped by that same monster (Bagrisk, Vagyrisk Claw). Man, it should have stuck out like a sore thumb that its drop was spelled differently.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4007 on: 2017-12-21 15:29:05 »
My guess is they were translated by 2 different people, or at completely different times.  Obvious lack of management at any rate. And clearly in game, no one flagged it. 

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4008 on: 2017-12-23 01:13:13 »
Limit manual dialogue etc will no longer work on a KOd char.

Code: [Select]
Procedure StopLimitWhenKO_71696F; stdcall;
Begin

  asm
  xor edx,edx
  mov dl, byte ptr [$DD1A8C] // return cursor pos
  mov dl, byte ptr [$DBFD38 + $4F8 + edx] // retrieve character at that slot
  imul edx,edx, $84
  mov dx, word ptr [$DBFD38 + $54 + $2C + edx] // HP of char in relevant slot
  cmp dx, 0
  jne @label1
    push 03
    mov edx,$74580A // play error sound
    call edx
    add esp,$4
    mov edx,$717596  //if HP is 0, skip the limit manual section
    jmp edx
  @LABEL1:

  movsx ecx,byte ptr [eax+$921C19]
  end;

End;

Nice little piece of code.  8)


Other news:

Battle gil overflow bug fixed.


Bad news:

I am not going to have this out for 25th.  But maybe 1st Jan?  :P
« Last Edit: 2017-12-23 01:52:47 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4009 on: 2017-12-23 05:21:54 »
Not a bug:

"Battle Arena. When halving your HP, MP, or both, the cap will not be taken into account.
Ex.: You have 10500 HP capped at 9999 HP, so 1/2 HP will decrease HP by 5250

[This is the correct behaviour. The base HP is halved, and then materia effects are added. This looks wrong when you have materia bonus added to make up HP past 9999 HP but isn't.  I am going to have to think about how to approach this.]


Edit.

I've had a think about this and what I've come up with is that the max bonus should never be allowed to exceed 9999. So you are capping the BONUS itself.

For example, at 5000 HP, you'd be allowed a max bonus of 100%  (10000 - would be capped again to 9999 by engine).  At 9999 HP, the bonus var would become 0.  This would fix the Battle Arena so that either

A.  You could have bonuses added and recalculated depending on Max HP as the Arena progresses.
B. Fixed bonus for entire Arena.  So if your bonus was 0% (because your base was 9999), then it will be 0 all way through the arena. 

Or you can go with

C.  No fix at all.  Bonuses can and will be added at the maximum amount.  So if you have 9999 HP and 100%, and the arena makes your HP half...  your new base is 4999 - and the bonus is 100%, so you'd be left on 9999.  This looks odd of course...  but it is the consequence of allowing a materia bonus in the Arena unchanged.
« Last Edit: 2017-12-23 17:12:56 by DLPB »

Ver Greeneyes

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4010 on: 2017-12-23 21:05:49 »
I think the only way C. makes sense is if you can access the menu and change materia between battles. Otherwise it's just going to be confusing to players. I'm not sure how A. would be different from C. in practice (could you give an example?) so B. makes the most sense to me.

Edit: Is the difference that with C. the bonus would always be based on your unmodified max HP? So a 100% bonus with 9999 base HP would always add 9999 health, thus leaving you at 9999 regardless of what the arena subtracts from your base HP?
« Last Edit: 2017-12-23 21:10:21 by Ver Greeneyes »

Nunsrgr8

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4011 on: 2017-12-23 21:18:35 »
Excited to try R06! Here's to New Years... hopefully.  :P

Truthfully, I've played through this game many times and never noticed this "bug". Are spells like Demi also affected by this? If not why not base it off a similar formula, if that'd work?

Option B seems like a good solution. I can't recall where else uses "hidden" uncapped max HP like this, so it seems the most streamlined and intuitive. For example, you don't expect more than the cap when adding HP materia on the menu. If you are going to implement a break 9999 patch I'd leave it alone (option C) because then the bonus' have a more legitimate purpose. Good luck!

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4012 on: 2017-12-23 22:21:02 »
This is related to Battle arena entirely. Yeah it can make ut work even with break hp patches

Nunsrgr8

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4013 on: 2017-12-24 00:45:15 »
I would believe option B would have been the original intention, but like so many other things the battle arena was overlooked/underlooked. Option B would be a balanced and updated approach, especially if the original battle arena is slightly "broken" in a sense. You've updated so much around the Golden Saucer... whats the harm in doing the Battle Square to your liking? Especially if it's compatible with HP break patches. It would make those battles seem more streamlined and it would balance the difficulty further.

Haha, it's the details like this that make this mod great. Keep up the good work.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4014 on: 2017-12-25 01:35:22 »
God the way this dopy engine does things.  Holy shit.  It's like a rats maze in there.  But I finally tracked down what's going on.  It performs a ton of unnecessary garbage to finally calculate the total HP based on the materia effect * base.    It uses the same address as a temporary storage for all calculations.  This address is used for everything all over the place.  Finally, after a load of bloat, it updates the characters' HP total from another temp address. This happens at 5CE961.  So, if you made the previous instruction "mov ax, 64"  ALL characters would be forced to have total Hp of 100.  Obviously, what I want to do from this location is check the materia HP stat "bonus" for each char and amend what gets placed into ax.  So, that's what I will do.  edit.  Actually that's a temporary holding area too lmao.  It eventually copies to savemap at 5CB8A0.

Frankly, my fix for Weapon will probably be to just remove the bonus for the arena entirely. You'll be forced to deal with your base HP and MP.  No artificial inflation.

I've had a looong think.  Bed time now 'cause I've got a busy day ahead tomorrow and more booze too.

Anyway, the plan I have is this:

When there is a battle, the max HP is copied to the Base HP and all HP bonuses are ignored.  At battle end, the original base HP is copied back (this already happens).  All calcs will then be correct at the Arena. Saying that is likely to be much easier than doing it.  :-D

edit
Done. 
« Last Edit: 2017-12-26 08:47:49 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4015 on: 2017-12-26 19:11:17 »
Cats' Bell can cause a character's HP to be updated incorrectly after a battle at the Battle Arena.
https://www.youtube.com/watch?v=CJC69x-pucw

[This is because the Battle Arena does does not save all characters' current HP/MP- just the member that is participating in the Arena. The other characters will be assigned zero HP and MP, which then remains after battle until the menu is opened (forcing a recalculation). - DLPB]

Fixed.
« Last Edit: 2017-12-27 06:01:45 by DLPB »

evolvevil

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4016 on: 2017-12-27 05:08:06 »
Installing The Reunion has led to the loss of music in my installation though I didn't include your audio, which I couldn't find outside of 7th Heaven (can't get it working). Just fresh installed after deleting all the 7th Heaven things after I gave up.

I don't know how I had Reunion working yesterday before trying 7th Heaven agin, but it isn't running now. Sad face.
« Last Edit: 2017-12-28 05:59:12 by evolvevil »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4017 on: 2017-12-29 04:14:13 »
Yup.  I was right.  A second bug is that Cats' Bell can revive dead allies. 

Fixed.

I'll give it another few days, then I'll get back to finalizing The Reunion, which WILL be out January.  I am adamant it will, even if it needs a  few patches, because I anticipate numerous issues in the first week it's released.  No matter how much I test that will be the case.  It's a massive update. The biggest.
« Last Edit: 2017-12-29 06:35:04 by DLPB »

evolvevil

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4018 on: 2017-12-29 07:44:54 »
Are the full instructions to just install Aali's driver and then run your installer? Do I run the ff7 converter before that? Does it matter which exe I run?

It disables achievements or no?

I had 60fps battles running before with this and can't recall how I did it alongside adding high quality oggs and fmvs. Seemed pretty perfect but no idea how I tweaked it as such. 7th Heaven wasn't working so was doing my best without. Then got 7th H working but then the mods didn't work for me. Now got Reunion running with at least Beacause and the models/oggs/fmvs... 60fps battles doesn't seem functional.
« Last Edit: 2017-12-29 07:47:19 by evolvevil »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4019 on: 2017-12-29 07:58:15 »
60fps had issues anyway.,  You are much better waiting for R06, as R05 is basically now unsupported. There have been a huge number of changes in how I now mod the game.

After the converter, achievements won't work.   But The Reunion works with the Steam version.

UltraJohn

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4020 on: 2017-12-29 21:19:28 »
Is it possible to get the Menu Enhancement without the retranslation part? Or is there a way to fiddle with the files to just have the menus, since I just want the nicer looking UI with the 60fps mod.

EDIT:
I tried replacing flevel.lgp, world_us.lgp with the original files and it seems to have worked. I have the original translation with the new UI. Though not sure if this has a bad side effect?
« Last Edit: 2017-12-31 09:55:35 by UltraJohn »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4021 on: 2017-12-30 13:54:50 »
The Flash command causing all weapon attack attributes to have 255% it chance can be corrected.  I've reversed what';s going on and all I need to do is remove all weapon stats other than the bit that gets added (1).  This can be done at 5CA65F.  I just need to change it to make ecx = 1 regardless.  So only death will be used with Flash.  Nothing else.
« Last Edit: 2017-12-30 14:07:06 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4022 on: 2018-01-02 04:39:55 »
I found out how to change colour of the subs in the minigame - As I thought, like every other 3D element there, it's drawn in realtime.  The numerous (Yes,there are loads) colours that make up a sub are in a table.  Changing main sub to Grey from blue to fit in with the story is doable... but it will prob require a quick program to be made to convert all the values from a blue colour to a grey - which will leave all shading intact.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4023 on: 2018-01-02 16:17:25 »
https://ibb.co/d3NpcG

And it is done.  If I have to change the shading to make it darker, I can always alter the bytes with a program.

Cert Serth

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #4024 on: 2018-01-02 21:07:04 »
Ooh love the more accurate sub. Will that make it to R06?