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Messages - Asshiah

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1
General Discussion / Re: [REL] The Reunion
« on: 2014-01-23 21:24:25 »
OK,

I fact i can continue the story, it is just that answering No when asked to jump down just jump down...

Wrong action related to the script.

2
General Discussion / Re: [REL] The Reunion
« on: 2014-01-23 21:20:38 »
I encountered a script problem when using The Reunion.
At cd2 when climbing the ice mountain, there is a time when you need to beat 4 stalactites to create a path to the next room.
The problem is once the second is down, i automatically jump down and can't continue to beat the others.
If i retry to go un the upper stage to continu, I jump down again...

Thus I can't continue the story...

3
General Discussion / Re: [REL] The Reunion
« on: 2014-01-19 19:15:17 »
I had the probleme too.

I had to answer No when she asked me if it was the room i choosed in order to be able to enter.

I I answered Yes, she only got back to the center of the room. When I answered No, she opened the door.

4
Great work! Thanks a lot Aali!

Nonetheless, I think that the 'disable_popup' option was quite usefull.

For instance, when using Omzy's FFVII Field pack, we will often get a 'GLITCH: missed palette write to external texture' popup message and now have no way to prevent it anymore.

I understand that removing this option enable a better debugging but when one want to play through the game, it really is distracting.

Can we expect it back someday?

Then again, thanks a lot for your hard work. The native ogg support is juste amazing and change it all!^^

5
It seems it is no longer possible to use the 'disable_popup' option in Aali's custom driver configuration file in its latest version.

Thus we can't hide the GLITCH error messaged anymore...

6
Releases / Re: Final Fantasy VII OST Symphonic Remaster
« on: 2013-10-17 19:38:33 »
This new version of cosmo canyon is just perfect!!

Your work as a whole is just magnificet!

Thanks a lot for the share!

I think I am in love with the symphonic version. I can't play with another version anymore.

7
Releases / Re: Final Fantasy VII OST Symphonic Remaster
« on: 2013-10-01 06:26:13 »
That's definitely better!
I would just turn up the bass volume a little bit more so that we can still hear the secondary theme clearly while the main theme is on. Now we hear it (that wasn't the case before) but it is still a little to faint for me.
Nevertheless, it is still a lot better thant before!

Thanks for the work Captain Epic!

As for the clipping I really can't tell. DLPB, can you point the tima in the song where you hear clipping?

8
Releases / Re: Final Fantasy VII OST Symphonic Remaster
« on: 2013-09-26 06:06:32 »
I agree with DLPB, the bass are clearly too low in canyon.agg.
Normally it is a really important part of the tune, but we can't even hear them during some parts of the song.
Do you think you could correct this?

Except from this this is quite magnificent work!

Thanks a lot!

9
OK so I removed some variables defined in the touphScript.exe.h file:

Code: [Select]
#define _WIN32_WINNT 0x0502
#define WINVER _WIN32_WINNT
#define NTDDI_VERSION 0x05010300

This was saying to the compiler that we were targeting WinXPSP3 (or WIN2003). As I am using Windows 7 x64, this would cause a conflict when compiling with the new compiler describe below.
By removing it, I let the compiler find out the Windows version used by itself.

I then installed tdm-gcc with the MinGW-w64 based version which would allow to compile the program in x64.
I recompiled the zlib library from source using this new compiler.
Then I recompiled the touphScript program.

I the error about bad_alloc is gone!

This was due to the 32 bit compilation limiting the allowed maximum memory usable by the program.
By using 64 bit compilation (with enough RAM), there is no more problem.

10
I tried using an altered touphscript program on the new ff7 2012 French files.
I altered the program so that it doesn't try to dump the ff7.exe file which is clearly not compatible without changes to the code and the definition of a new offsets table.
I also altered it so that it tries to dump the field.lgp file at the end after all the other files.

=> All files are dumped perfectly except from field.lgp.

I see some non blocking errors about blackbgb and blin67_2 files but this is not really too much of a problem.
But after that, a  fatal error (std::bad_alloc) occurs.

I looked into it a bit and it seems that when trying to read the crcin_1 file from field.lgp, a problem occurs in the following line of the field.cpp file when i=1:

Code: [Select]
out[i].resize(get<u32>(buf, pos));

I think we try to resize
Code: [Select]
out[i] which is of type vector<uint8_t> to a too big length : 2408550287.

Clearly we can't allocate the desired amount of memory.

11
Just for those who'd like to compile the program from source themselves (I used MinGW and its included mingw32-make command to use the Makefile provided):

in the common.h file, line 134-156:

Code: [Select]
template<typename T>
inline T get(istream& in) {
T val;
read(in, &val, sizeof(T));
return val;
}

inline void read(istream& in, void* const p, int const size) {
in.read(static_cast<char* const>(p), size);
}
template<typename T>
inline void read(istream& in, T& out) {
read(in, &out, sizeof(T));
}
template<typename T>
inline void read(istream& in, vector<T>& out) {
read(in, out.data(), vsize(out));
}
template<typename T>
inline void read(istream& in, vector<vector<T>>& out) {
for (vector<T>& v : out)
read(in, v);
}

You need to declare the get method after the read methods in order to be able to compile.

So you would have to replace previous code with:

Code: [Select]
inline void read(istream& in, void* const p, int const size) {
in.read(static_cast<char* const>(p), size);
}
template<typename T>
inline void read(istream& in, T& out) {
read(in, &out, sizeof(T));
}
template<typename T>
inline void read(istream& in, vector<T>& out) {
read(in, out.data(), vsize(out));
}
template<typename T>
inline void read(istream& in, vector<vector<T>>& out) {
for (vector<T>& v : out)
read(in, v);
}

template<typename T>
inline T get(istream& in) {
T val;
read(in, &val, sizeof(T));
return val;
}

12
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-10-10 06:57:30 »
OK, you can send me the file and I'll see if I can finish it.

13
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-10-09 21:03:03 »
Maybe I can help with french translating.

What do you need exactly?

14
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2012-10-07 13:15:17 »
It is easy to use the 2012's FMVs with the original version of the game? Do I need to downscale them ?

15
Quote
Sooner or later though the Menu Overhaul will support the 1.02 English exe with french translation and then you won't need to use french version ever again.

Really??

That would be awesome!

16
You probably won't believe me but I did user the Search and found nothing...
Probably I searched for the wrong words...

Nevermind.

17
Ok So I tried something else.

I uninstalled everything.
I reinstalled the game (original version from 1998 + official patch 1.02)
I reinstalled the latest version of Aali's OpenGL driver (v0.7.11b)
Then I installed FF7Music using Covarr's latest installer.

At this point I tried the game with the RemasteredOST (FinalFanTim's) profile from FF7Music and everything worked just fine.

Then here is what I did in order to be able to use Anxious Heart:
I copied the Anxious Heart folder containing all the musics from my previous installation (which I previously backed up) to my new one (in FF7Music folder).
I recreated Anxious Heart's FF7Music profile in FF7Music.ini by copying from my previous installation backup.

And Everything is OK!

So it is possible to use Anxious Heart with the French version of the game.

I was just wondering why does the EXE from Anxious Heart manipulate the ff7.exe?
What does it do to it?
Is there something that will be missing from my installation the way I did it?

PS: I think maybe I should ask these questions in Anxious Heart's thread.  :-D

18
Except that I only use one mod : FF7Music (included in the Anxious Heart installer) and apparently support for this mod is included in this driver.

So I am not sure the problem comes from the mod or the driver's support.

19
Hi everyone,

And thank you Aali for your great work!

I just wanted to report a game crash.

I installed the original FF7 game (1.02 French) on my laptop (Windows 7) with the latest version of Aali's openGL driver enabled.
Everything were fine when I tried the game at this point.

Then I installed the latest version of Anxious Heart (A03b) which automatically installed FF7Music.

When I lunched the game using FF7Music, everything was OK (logo videos, credits with custom music from Anxious Heart, etc.) until I chose to start a new game.

As soon as I made the choice, the game crashed...

Here is the link to the different log and config files (from Aali's driver and FF7Music) as well as the crash dump:

http://depositfiles.com/files/yy8m2uwex

Is it a known problem?

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