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Topics - DLPB_

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151
Completely Unrelated / Food Additctions?
« on: 2011-05-11 02:25:56 »
It came to me today that I am addicted to 3 things

- curry
- Prawns
- Sweet Corn.
(- beer)

I just ate 3 tins of sweet corn.  It is just too f*ckin good.

What about you?

152
Completely Unrelated / I AM ABSOLUTELY GUTTED!
« on: 2011-05-04 02:16:03 »
Yeah I am GUTTED.  APPALLED!  Struck numb with anger and sadness (and not from a Tranq or a Hyper!)...

Osama was shot unarmed!  This poor mass murdering scum was shot unarmed :(  What are we coming to?  Let's go on about it for the next 100 years and make sure that next time we bring a person like him alive!  Yes, so they can act as a rallying cry to others in a silly court that is always gonna find em guilty (because they are), and then keep them on death row for years. 

Yup it all makes sense.  Give a dictator the ability to reach millions and make some lawyers and media happy... or blow the maggot away and avoid years of trouble and wasted money.

'Tis a tough choice.  I don't think I will be able to sleep tonight, now that the great Satan (USA) has bumped off this remarkable man!

153
Please go to http://forums.qhimm.com/index.php?topic=14914.0

This was the Menu Overhaul Project and has been superseded by the above.

154
Completely Unrelated / Final Fantasy is Dead but...
« on: 2011-03-30 15:24:45 »
http://www.youtube.com/watch?v=eIPPVGP8Mgg

Mistwalker with Sakaguchi lives on.  The shame is they make games for every platform and that's hard to keep up with.  Last Story is the latest and has drawn a lot of positive reviews in Japan.

Given Sakaguchi doesn't sell himself out like the FF team of late do, I'd say it is worth a look for definite.  I have been following mist walker releases for a while and one thing that becomes painfully clear is that their games are everything the FF franchise recently... isn't.

Nobuo Uematsu music also helps... I have to get his latest soundtracks for sure.

155
Completely Unrelated / Worst Music Ever That Was A Success
« on: 2011-03-26 05:12:25 »
http://www.youtube.com/watch?v=tvLDm8821jQ

This is my candidate.  Doesn't seem bad at first but keep listening and realise your brain is failing.  It is also evil because it makes you want to listen to it just long enough that you end up despising it too late to ever forget it.   Submit your favourite crap songs that were a commercial success.

156
Like all things once you learn how to do things, it looks easy.  For the last 2 days I have been teaching myself basic assembly.  Bear in mind my knowledge of assembly is almost 0.  I will show you the code for the limit break bar in FF7, and explain why I cannot make it fill the needed amount of the graphic I created.   I need the bar to be 147 (93) pixels long at limit break time.

Limit Var.  Limit variable is the current state of a players limit bar.  It is 1 byte long (0-255).  00 is empty, FF is full (limit break).  The actual number sent to code below (at 006DD6A3 ) has 00 at the end (2 bytes).  So FF becomes FF00.


006DD6A1 - 33 C0                      - xor eax,eax
006DD6A3 - 66 8B 44 0A 1A             - mov ax,[edx+ecx+1A]
006DD6A8 - 99                         - cdq
006DD6A9 - 81 E2 FF030000             - and edx,000003FF
006DD6AF - 03 C2                      - add eax,edx
006DD6B1 - C1 F8 0A                  - sar eax,0A
006DD6B4 - 50                         - push eax

006DD6A1 - 33 C0                      - xor eax,eax 
Makes eax equal 0.

006DD6A3 - 66 8B 44 0A 1A             - mov ax,[edx+ecx+1A]
Retrieves the 3 characters limit vars at each loop from an address created by edx+ecx+1A.

006DD6A8 - 99                         - cdq
This seems to change a number into 64 bit?  But why is it here?  See the edit.

006DD6A9 - 81 E2 FF030000             - and edx,000003FF
EDX seems to be 0 by this point anyway? (well that might just because I can only see 32 bit addresses with this debugger)  I need this explaining too.

006DD6AF - 03 C2                      - add eax,edx
No idea what is going on here.

006DD6B1 - C1 F8 09                   - sar eax,0A

This is the crunch code.  It shifts the bits in eax 10 places to the right.  So if a character has FF00 at this point (limit break) it will first look like this:

1111111100000000 

which becomes :  00111111 (63).  The reason it does this is to correct the limitvar number for use for the BAR GRAPHIC, which is precisely what I am trying to edit.  So if a player has a limit break this is what happens>

FF00 becomes 3F, 3F is 63, so bar moves 63 pixels.  I assume that is correct.

006DD6B4 - 50                         - push eax

Reflects changes on the bar graphic.

But here is the key question.  How do I program this to make the bar 147 pixels at FF00?  Well, you cant without knowing what the f*ck you are doing.  And I don't.  In a nice high level language you would just multiply limitvar by a nice number like 0.4 to make it around 100 at limit break time.

So... can anyone explain this to me in laymans terms or rewrite the code above so that it will do this?

Thanks :)



edit:

in fact I can nop 006dd6a8 to 006dd6b0 without anything changing. [l spiro has explained this... it is all just a rounding operation]

157
Completely Unrelated / Pretty remarkable achievement
« on: 2010-11-25 12:41:00 »
http://www.bbc.co.uk/news/world-asia-pacific-11836284

Especially for kids.  Almost like some Hollywood happy ending, hardly ever happens but sometimes...

A lot of guts!

158
IN ORDER TO USE THIS MOD, YOU NEED TO CHANGE YOUR REGISTRY SETTINGS TO POINT TO A MOVIE FOLDER.

USE THIS PROGRAM AND MAKE SURE YOU HAVE ADMIN RIGHTS:  http://forums.qhimm.com/index.php?topic=12305.msg170841#msg170841



Final Fantasy VII FMV Update

Status:  Complete.



Credits:

Video Editing and manager:
DLPB

PSX FMV Extraction/Decoder tool jPSXdec:
M-35

Special thanks to Mirrors: 
t9999clint, indrema, pyrozen


Main Files

Released.  Place all parts in the same place and run FMVRes.exe, found in Part 0.  Click on the hyperlinks below.


Part 0
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6

Torrent
http://thepiratebay.org/torrent/6043367/Final_Fantasy_VII_Remastered_FMVs__FIXED_
http://www.mediafire.com/?25vbb3thcenh8a2 (use for individual files)

Mirror 1
Part 0
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6

Mirror 2:
All Files

Other files

Make sure they are named "ending2.avi" and "jenova_e.avi" before you place them into the Movie folder.

jenova_e.avi Italian
jenova_e.avi Russian
jenova_e.avi Spanish

ending2.avi Italian
ending2.avi Russian
ending2.avi Spanish
------------------------------------------------------------------------------------------------



Total FMV: 103 (97 in PSX version)
Total Complete: 103 (+1, the Squaresoft logo)
Release Date:  11th December 2010
Original Size: 849 MB
New Size: 1090MB (28% larger)



------------------------------------------------------------------------------------------------

Now that I have finished the menu mod and will not be as busy, I think it is time to finally tackle the FMV's and update them using the PSX counterparts.  The outcome will not be "great" but it will be better than what we currently have.  We will be polishing a turd.  This project will be completed and pretty soon.

I am now in the process of re-encoding all the FMV's using the PSX counterparts.  The new method requires that I extract all frames into Photoshop and use genuine fractals on them (by batch).   The results are much better than any other method I have tried before and as far as I know, I am the only one to actually try this kind of thing.

1.  Copy FMV from Playstation disc
2.  Use http://kenai.com/projects/jpsxdec/pages/Home PSX FMV converter tool (at highest settings), to get the FMV into uncompressed video
3.  Place video into virtualdub and extract all frames to PNG
4.  Run batch encoder in Photoshop with Genuine Fractals to enlarge the  frames to 1280*896 and place back to PNG
5.  Place PNG's back into Virtualdub and export to a lossless video with Lagarith
6. Lagarith Video goes into Sony Vegas where a Detail Enhancer by NewBlue is applied.
7.  Original sound (from PSX Video) is placed with the video.
8.  Video is exported into H.264 with AAC at high settings and average bitrate of 2000-3000KB/s, depending on scene.  For low action scenes 2000 average with 4000 maximum, and for high action, 3000 with a maximum 4000.  I may well have gone a bit over the top using 2000 and 3000, s this is animation at 15fps.  It may look almost as good with 1500-2000 average.


It isn't TOO daunting a task, nothing could possibly be as mind numbing as the nightmare I just finished.

Some of the following have also had a translation fix.  These are marked in Red.


SPOILERS FROM THIS POINT ON!





Disc 1 (Total: 31, Complete: 31) Size: 319MB

bike.avi - Escape from Shin-Ra Building on bike. [Midgal corrected to Midgar]
biskdead.avi - Dyne and Barrett have their arms shot off  :-P
boogdemo.avi -  View of Space in Bugenhagen's observatory.
boogstar.avi - Explanation of the Lifestream and The Planet.
brgnvl.avi - Bridge snaps at Mt. Nibl.
earithdd.avi - Aerith is killed.
fallpl.avi - Avalanche escape from falling tower in District 7.
funeral.avi - Aerith is Buried.
gold1.avi - Skyline to the Goldsaucer
gold7_2.avi - Goldsaucer Gondola (Aerith with Cloud)
hiwind0.avi - First view of the Airship Highwind
jairofal.avi - Tiny Bronco falls to the ocean.
jairofly.avi - Tiny Bronco lifts off.
jenova_e.avi - Sephiroth confronts Jenova at Niblheim.
junon.avi - View of Junon
mainplr.avi - Last Train From Midgar comes around the main pillar
mk8.avi - Avalanche blast their way out in District 8
mkup.avi - View of Mako Reactor 1
monitor.avi - CCTV in the Shin-Ra building

mtnvl2.avi - View of Nibl mountains and Mako Reactor
mtnvl.avi - View of Mt. Nibl Mako Reactor

nivlsfs.avi - Sephiroth walks through flames at Niblheim
northmk.avi - Mako Reactor 1 explodes
nvlmk.avi - Pod at Nibl Mako Reactor opens
ontrain.avi - Cloud jumps on train in District 8
opening.avi - Introduction to Final Fantasy VII and Midgar [Midgul corrected to Midgar]
plrexp.avi - District 7 pillar is destroyed
rcktfail.avi - The Rocket  fails take off
setogake.avi - View of petrified Seto
smk.avi - Platform is destroyed at Mako Reactor 5
southmk.avi - Cloud falls from damaged platform at Mako Reactor 5


Disc 2 (Total: 42, Complete: 42) Size: 390MB 

biglight.avi - Weapons are released from the Great Crater
c_scene1.avi - Sephiroth and his cocoon break free at the Great Crater
c_scene2.avi - Sephiroth and his cocoon make their appearance.
c_scene3.avi - Cloud gives Sephiroth the Black Materia

canon.avi - Mako cannon at Midgar fires.
canonh1p.avi - Fire from the cannon and Diamond Weapon intersect
canonh3f.avi - Rufus is killed (and yes he was).
canonht0.avi - Diamond Weapon retaliates.
canonht1.avi - Diamond Weapon is blown away.
canonht2.avi - Sephiroth's barrier is destroyed.
canonon.avi - The Cannon at Junon has been moved to Midgar.
dumcrush.avi - Cloud and Tifa are thrown into the Lifestream at Midhir.
feelwin0.avi - Diamond Weapon walks.
feelwin1.avi - Diamond Weapon leaves.
fship2.avi - Highwind view [PC only.  Updated.]
gelnica.avi - The airship Guernica
greatpit.avi - First view of the Great Crater
hwindfly.avi - Tifa falls off the cannon at Junon
hwindjet.avi - The Highwind has a new propulsion system
junsea.avi - View of ocean around Junon
meteofix.avi - Meteor in space, after rocket mission
loslake1.avi - Music key activates device at the Forgotten Capital
lslmv.avi - Water for screen at Forgotten Capital cascades
meteosky.avi - First view of Meteor
nrcrl.avi - Train crashes into North Corel
nrcrl_b.avi - Train does not crash into North Corel

parashot.avi - Party parachute into Midgar
phoenix.avi - Condor egg hatches
rckethit0.avi - Escape pod from rocket deploys
rckethit1.avi - Escape pod enters The Planet's atmosphere
rcketoff.avi - The Rocket in Rocket Town takes off into space
weapon0.avi - Junon's guns at the ready for Sapphire Weapon
weapon1.avi - Junon's main gun fires into the ocean at Sapphire Weapon
weapon2.avi - Junon in all out assault against Sapphire Weapon 1
weapon3.avi -  Junon in all out assault against Sapphire Weapon 2 [My fave!]
weapon4.avi - Sapphire Weapon emerges from Ocean
weapon5.avi -  Sapphire Weapon fires at Junon but has its head blown off

wh2e2.avi - Water Screen at the Forgotten Capital shows Aerith and White Materia
white2.avi - Water Screen, animation loop [Only in PC game.  Updated from Playstation game using fraps and pSX.]
zmind01.avi  -Midhir flashback, into Niblheim
zmind02.avi - Midhir flashback, starry night
zmind03.avi - Midhir flashback, into Tifa's room



Disc 3 (Total: 8, Complete: 8) Size: 289MB

ending1.avi - Cloud meets Sephiroth inside The Planet
ending2.avi - Sephiroth is killed (and yes he was)
ending3.avi - 500 years later
last4_2.avi - Inside the planet, background animation loop 1 [Only in PC game.  Updated.]
last4_3.avi - Inside the planet, background animation loop 2 [Only in PC game.  Updated.]
last4_4.avi - Inside the Planet, After Jenova Synthesis battle
lastflor.avi - Before battle with Rebirth Sephiroth
lastmap.avi - Sephiroth with Holy, background animation loop [Only in PC game.  Updated.]


Not Disc specific: (Total: 22, Complete: 22) Size: 91.6MB

boogdown.avi - Platform back down from Bugenhagen's main observatory.
boogup.avi - Platform up to Bugenhagen's main observatory.
car_1209.avi - Spec of a Shin-Ra car.  [Makou corrected to Mako]
d_ropego.avi - Ropeway station carriage leaves for the  Goldsaucer
d_ropein.avi - Ropeway station carriage returns from the Goldsaucer.
Explode.avi - FFVII logo at credit screen. [Appears only in PC version.   Updated anyway. ]
fcar.avi - Duplicate of Car_1209 [Makou corrected to Mako]
gold2.avi - Goldsaucer Gondola 1 (Speed Square roller-coaster)
gold3.avi - Goldsaucer Gondola 2 (Chocobo)
gold4.avi - Goldsaucer Gondola 3 (The Invincible Dio)
gold5.avi - Goldsaucer Gondola 4 (Ghost Hotel)
gold6.avi - Goldsaucer Gondola 5 (Event Square)
gold7.avi - Goldsaucer Gondola 6 (Fireworks and Goldsaucer view)
junair_d.avi - Platform in Junon down to the troops and locker-room
junair_u.avi - Platform in Junon back up to the airport area

junelego.avi - Lift down to Lower Junon 1
junelein.avi - Lift to Upper Junon 2
junin_go.avi - Lift to Upper Junon 1
junin_in.avi - Lift down to Lower Junon 2
mtcrl.avi - Falling down in-between the train tracks in Corel
u_ropego.avi - Ropeway carriage leaves the Goldsaucer
u_ropein.avi - Ropeway carriage arrives at the Goldsaucer


159
Scripting and Reverse Engineering / Midgardsormr Dead Flag
« on: 2010-09-27 17:33:37 »
Is there any way to kill off Midgardsormr completely after it has been killed in battle?  No respawn?

160
kernel scene lookup option inside Hojo obviously fixes issues inside the kernel.  Unfortunately, if I ship the kernel.bin with the retranslation project, mods like difficulty ones will not work since it will be MY kernel.

So I have a few questions:

1.  Is it possible to patch the kernel file so that it doesn't affect any other values?  If so, which file inside kernel.bin?

2.  If someone uses hardcore mod patch on my edited kernel (scene changes only)  will it work fine?

I don't want to have to ship the whole kernel.bin :)

edit:

Seems to be the 3rd file inside kernel.bin which gets altered.  Just 20 changes in mine, so I am guessing this wont be an issue if I patch peoples kernels?

edit 2:

I've answered my own question.  I simply have to patch the lookup table.  Well cool.

161
Obesebear Edit: This mod is outdated and has been replaced by this one http://forums.qhimm.com/index.php?topic=11649.0

Menu Reconstruction Mod


Credits

DLPB: Design, Hex editing
Kranmer: Hex coding, Locating hex values, Various cheats
dziugo: 9999 Break HP Limit, Default Run
kruci: Default Run


Menu Reconstruction 004


Always read the information in the installer.

This is the Menu Reconstruction Mod for use with the original translation of the game.  It will correct the vast majority of alignment issues in the game.  The Re-translation Project version will come as part of the Re-translation Project Installer.



Needed:  1.02 Executable.  It does not matter if the exe has been altered.  The installer will not be able to update the old FF7.exe from the disc.  You will need 1.02 version exe installed in your game folder if you want to run the game with Aali's driver too.  The installer should now warn you if you do not have Aali's driver properly configured.


There were a few problems in modifying this from the re-translation version.  Mainly, the use of "Arrange" in the Materia menu meant it can't look as nice as it would otherwise with a smaller word like "Order".   I have used the word "Order" in this release. 

Please note that there are technical limitations with the game which make it impossible to arrange all menus exactly how I would have liked.  Some values are linked, and sometimes moving certain objects will end up ruining another menu or causing another problem.  Sometimes the value itself has a cap on how large it can be, and other times, the text itself becomes the limiting factor.  All in all, this is pretty much the best I could do with the tools I was given.   I will take feedback into consideration.

The following are some examples:



Main Menu

Materia Menu

Magic Menu

Limit Menu

Status Menu

Config Menu

Battle1 Menu

Save Menu

Quit Menu


Progress Report

Menus Completed (43):

Dialogue/Field (Cursor was way out)
New Game/Continue
Load menu "Select a save data file"
Load Main menu
Main Menu
Item menu
Key Item menu
Magic Main menu
Magic Magic Submenu
Magic Magic Submenu Selection menu
Magic Summon Submenu
Magic Enemy-Skill Submenu
Materia Main menu
Materia Check menu
Materia Check Magic Submenu
materia Check Summon Submenu
Materia Check Enemy-Skill Submenu
Materia Swap menu
Equip Main menu
Status Main menu
Status menu 2
Status menu 3
Limit Main menu
Config Main menu
Config Window Colour Submenu
Config Sound Submenu
Config Controller Submenu
PHS Main Menu
PHS right Submenu
Save "Select a save menu"
Save Main menu
Quit Menu

Shop Sell Materia menu
Shop Sell Item submenu
Shop Sell Item Main menu
Shop Buy Item menu
Shop Buy Materia menu
Shop Buy Weapon menu
Shop Buy Weapon submenu
After Battle Menu 1
After Battle Menu 2
Name enter menu
Battle Arena Menu

Dialogue Boxes Completed (19):

Loading Please Wait Dialogue Box
Load Progress Bar
Item Menu Order Box
Limit Manual Dialogue
Materia Arrange Box
Materia Arrange Discard Dialogue Box
Limit Menu Change Break Level Dialogue Box
Limit Menu "Limit Set" Dialogue
Save Menu "Are you sure you want to save" Dialogue Box
Saving Please Wait Dialogue Box
Save Progress Bar
Save menu "Saved" Dialogue
Item Buy Dialogue Box

Shop Main Menu
Shop Main Menu, Sell Submenu
Battle 1 "Was born" dialogue
Battle 1 "Materia level up" dialogue
Battle 1 "Level Up" dialogue
Battle 1 "Limit level" dialogue

Not Completed (1)

Main Battle Menu

Not modded (2):

Debug Menu
Credit Screen

This project should be considered the counterpart to Kranmer's Battle Interface Reconstruction.

http://forums.qhimm.com/index.php?topic=10081.0 

We have not touched the debug menu, and have no plans to.


 Overall Progress-  Completed:  62/63 (98%)



Known Issues with 004

1.  We still have not located all of the values for making the menu transitions smooth again as they were in PSX version of the game.

2.  004 onwards only supports Team Avalanche graphics.


162
Troubleshooting / Loveless text Issue
« on: 2010-07-11 02:26:55 »
“But citizens of Midgar‚there is no
   need to fear.”
{NEW PAGE}
“I have immediately mobilized SOLDIER to protect
   our citizenry against this senseless violence.
   Thank you and good night.”


For some reason this text became

“But citizens of Midgar‚

I have made a few global edits using search and replace but nothing that should have caused this.   The

“But citizens of Midgar‚ actually shows up in game as “But citizens of Midgar‚there is no
   need to fear.”
but the rest is cut off.

I hope this isn't a recurring problem....  :|

Edit:

Even when I correct the issue in loveless it gives me:

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

As you can see, the next line by Marin (Marlene) has now fused onto the last message by the news, even though flevel.lgp is fine when I open in loveless.

edit2:

It seems that even when I edit this text in loveless it isn't saving it properly....  something is wrong here.\

edit 3:  Somethin is always truckin' wrong isn't it?   :lol:



mod edit:  See how removing the cursing still keeps the idea of the statement?  We have wordfilters for a reason.

Is that ok?  I never meant to bypass your filter, I used a contraction and it didn't pick up the offending word.  You need to make it so that truck and truckin' are both set to remove truck if you see what I mean?

163
Scripting and Reverse Engineering / Problem with PC port.
« on: 2010-06-16 01:17:51 »
http://www.youtube.com/watch?v=VDzDYo8OjP0

For a while now I have been banging the drums about menu's opening at a faster rate, cursors moving at a faster rate and the credit screen moving at a faster rate than the PSX game.

Well, I have gone and looked into it properly rather than making uneducated guesses and it seems that it wasn't an FPS issue after all.  Well...I am not totally convinced yet but certainly this could all be down to a porting problem or limitations with the PC game.  Hopefully some of my questions can be answered and some of these issues can be resolved.

Credit Screen:

In PSX game, the text traverses a 320*240 grid.  This is why the PC text moves faster.  It is compensating for the 640*480 grid.  This seems to be ok, however 2 things are wrong here:

a.  The font the PC uses is crap compared to the PSX imho.  The PSX is larger and seems to meld better when the white and black text meet.

b.  The PC credit screen ends up lasting much longer than it should because the text takes a much longer time to start it's movement along the screen.  As soon as 1 text fades in the PSX game, the next one begins.  On PC there is a large gap that shouldn't be there.

Menu

The normal menu takes less time to open.  It takes around 15 frames from the arrival of a box to the completion of the opening menu.  In PSX this is 20 frames.    If I run down the list of options from ITEM to SAVE it takes the PSX 36 frames.  It takes PC 27.

Both of these seem to indicate a difference of 25%.  The actual animation seems to be better in PSX than in PC.  I can't work out why there should be a difference here but perhaps as Gemini told me it is a limitation of input into the PC that they had to speed it up?  In any case, the menu opening of PSX, including limit dialogue boxes is much smoother than the PC and takes 25% longer to appear (again possibly it is animating more?  I am not sure)

Tifa's Slots:

They appear to be much more jittery than the PSX.  Gemini told me this could be because of differences to how the PC and PSX handle the menu.  In PSX the menu runs at a different speed to the 3D elements.  On PC the whole screen has to run at the same speed of 15 fps.  This problem is most likely with all slot animations in battle.

I am not sure if anything can be done here.


-----------

I will prepare some videos now to demonstrate this.





164
Archive / Menu Reconstruction [WIP]
« on: 2010-06-09 00:36:45 »
At the moment, I and Kranmer are perfecting this for the re-translation project.  Once this is done, I will turn my attention to its application in the normal game.

This project attempts to correct misalignment of text and values in the menu, and make the overall presentation much improved over the original release.

I need your opinions on the final product and on other things this may address.

Credits:

Design, Hex editing: DLPB
Hex locating values, Hex coding, Hex editing: Kranmer



Progress Report


Menus Completed (41):


New Game/Continue
Load menu "Select a save data file"
Load Main menu
Main Menu
Item menu
Key Item menu
Magic Main menu
Magic Magic Submenu
Magic Magic Submenu Selection menu
Magic Summon Submenu
Magic Enemy-Skill Submenu
Materia Main menu
Materia Check menu
Materia Check Magic Submenu
materia Check Summon Submenu
Materia Check Enemy-Skill Submenu
Materia Swap menu
Equip Main menu
Status Main menu
Status menu 2
Status menu 3
Limit Main menu
Config Main menu
Config Window Colour Submenu
Config Sound Submenu
Config Controller Submenu
PHS Main Menu
PHS right Submenu
Save "Select a save menu"
Save Main menu
Quit Menu

Shop Sell Materia menu
Shop Sell Item submenu
Shop Sell Item Main menu
Shop Buy Item menu
Shop Buy Materia menu
Shop Buy Weapon menu
Shop Buy Weapon submenu
After Battle Menu 1
After Battle Menu 2
Name enter menu

Dialogue Boxes Completed (19):

Loading Please Wait Dialogue Box
Load Progress Bar
Item Menu Order Box
Limit Manual Dialogue
Materia Arrange Box
Materia Arrange Discard Dialogue Box
Limit Menu Change Break Level Dialogue Box
Limit Menu "Limit Set" Dialogue
Save Menu "Are you sure you want to save" Dialogue Box
Saving Please Wait Dialogue Box
Save Progress Bar
Save menu "Saved" Dialogue
Item Buy Dialogue Box

Shop Main Menu
Shop Main Menu, Sell Submenu
Battle 1 "Was born" dialogue
Battle 1 "Materia level up" dialogue
Battle 1 "Level Up" dialogue
Battle 1 "Limit level" dialogue

NOT Completed (0):



This project should be considered a counterpart to the  Kranmer only Battle Menu Reconstruction mod.  The default battle menu mod by Kranmer should be used with this mod.  Project discussion here: http://forums.qhimm.com/index.php?topic=10081.0.  We have not touched the debug menu, and do not ever intend to.
 

Overall Progress-  Completed:  60/60 (100%)

165
Scripting and Reverse Engineering / Any idea what this is?
« on: 2010-06-01 19:41:20 »
I have checked my 1.02 exe but it appears to have some modifications made which I don't remember doing....me and Kranmer are at a loss.

So, do any of you recognise what this is?

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

166
Troubleshooting / How do I use Mod Path?
« on: 2010-05-17 23:04:22 »
Ok, I have extracted 4 textures from minigame/chocobo.lgp and converted to Bitmaps.  I then changed to PNG.

Now, I need these 4 slightly altered images to be used in place of the originals....

Where do I go from here? Any help appreciated.


167
Completely Unrelated / edited
« on: 2009-08-09 09:36:42 »
none

168
Completely Unrelated / What does a troll fear most?
« on: 2009-08-09 09:34:29 »
being trolled.

169
Completely Unrelated / if Jari had a brain
« on: 2009-08-09 09:32:11 »
he would be lethal.

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