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Final Fantasy 7 => Gameplay => Releases => Topic started by: Bosola on 2010-03-29 16:14:19

Title: [FF7PC/PSX] Final Fantasy 7: Rebirth (Midgar Demo)
Post by: Bosola on 2010-03-29 16:14:19
Latest news: Disc One demo released. See here: http://www.moddb.com/mods/final-fantasy-7-rebirth/downloads/rebirth-v1-disc-one (http://www.moddb.com/mods/final-fantasy-7-rebirth/downloads/rebirth-v1-disc-one)


I've released a Midgar demo! Find out more here (http://forums.qhimm.com/index.php?topic=9600.msg155834#msg155834) and download the latest version at http://www.mediafire.com/?rpja1qrb7iy7soo (http://www.mediafire.com/?rpja1qrb7iy7soo)


For the last four months, I've been working on a comprehensive rebalance of Final Fantasy Seven.

From the ModDB page:

Final Fantasy 7. The perfect game?

Proving popular with countless generations of gamers, despite its age, inspiring fanart, fiction, a series of spinoff games and even a full-budget movie, it's tempting to fit Final Fantasy VII with the title 'Greatest. Game. Ever'.

And I'll agree, it's an awesome game - but, as much as I love FF7, as much I enjoy playing through it over, and over, there's always been a nagging suspicion: could it be... better?


Let's be honest. The battles can get a little too samey, there's little incentive to experiment with materia, and the game can all to easily be bested by simply attacking and spamming Cure-All. We've all heard horror stories about players who have managed to push themselves to the Northern Crater without even grasping the basics of the materia system.

This mod - this rebalance - seeks to address these issues, altering enemy statistics and AI, nerfing overpowered skills whilst promoting others that have been neglected, introducing new tactics, creating cunning and entertaining creatures, and overall making battles far more exciting and engaging.

So, what exactly will the rebirth mod feature? Work is still in progress, and I intent to keep certain features secret until release, so as not to spoil matters, but the mod has the following broad aim in mind: to promote a more strategic mode of gameplay. You won't be able to mash attack to get through REBIRTH. You'll have to keep your wits as sharp as your sword, and think carefully about every choice you make through the entire game.

I think you'll love it.

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

I am currently working towards a demo version without many AI changes, that relates to disc one, for the purposes of garnering feedback on balance, difficulty levels and the proficiency of the enemy class system.

What will REBIRTH have?

* A new elemental system. Enemies can now be intuitively divided into classes, each with their own elemental affinities. It should be intuitive when a creature is weak to a certain spell. Who looks at a Wolfmeister and guesses it will be weak to water?
* A new status system. Enemies can now have their status vulnerabilities guessed from their appearance and bearing. Status spells now no longer take note of accuracy, and enemies now *all* have some status vulnerabilities, but *none* are subject to gamebreaking combinations. You should be able to see an enemy, use your brain, and change tactics to confound an enemy - in vanilla FF7, it's a matter of randomly trying out spells, hoping they'll hit, and occasionally finding a gamebreaking combo (like an enemy weak to both mini and berserk). This makes for dull trial and error followed by dull single-spell spamming.
* Enemy skills rebalanced: some are altered completely. Consider Lullaby, that acts like FF9's Night. Or Purge Flame, that heals statuses at the cost of fire damage.
* Holy, Air and Wind spells are now available to the player, and these elements now play a real part.
* Enemy stats boosted; steal rates tweaked to make stealing genuinely useful.
* Weapons completely changed. Vincent now has a range of pistols - including an MP sapping Silver Rifle and the Sleep inducing Tranq Rifle. Cloud now has a Blood Sword; Cid now has a range of elemental spears; and Barret has a collection of multi-targeting machineguns.
* Stat curves completely altered to differentiate characters. Materia stat changes are now non-trivial, and can make a radical difference to how characters play.
* Vincent no longer makes spacktastic Limit Break choices, like using Beast Flare on the Materia Keeper
* Sephiroth controllable
* Completely rejigged accessories. Status protection carefully portioned out to promote a more tactical style of play. Will you use Headbands with Lullaby to put enemies to bed? Will you try the Zombie Ring for massive power at the cost of being able to heal? Use Star Pendants to make Bad Breath a multi-hitting, MP cheap Esuna? With enemy stats boosted, and overpowered spells preened, there's now a real incentive to experiment with these strategies.
* A new Defence Break mechanic that works with a spell named 'Shatter'. Like Meltdown, Shatter reduces enemy defences, *but* multiple castings *don't* stack (it doesn't work like an inverted Dragon Force).

MODDB PAGE HERE: http://www.moddb.com/mods/final-fantasy-7-rebirth (http://www.moddb.com/mods/final-fantasy-7-rebirth)

SCREENSHOTS:

(http://media.moddb.com/images/mods/1/14/13465/reb4.PNG)
(http://media.moddb.com/images/mods/1/14/13465/reb5.PNG)
(http://media.moddb.com/images/mods/1/14/13465/reb2.PNG)
(http://media.moddb.com/images/mods/1/14/13465/reb6.PNG)

VIDEOS:

Spells and Blue Magic:
http://www.youtube.com/watch?v=GrIv8ANmJQk (http://www.youtube.com/watch?v=GrIv8ANmJQk)

Older, experimental video:
http://www.youtube.com/watch?v=B5UU6lupK3g (http://www.youtube.com/watch?v=B5UU6lupK3g)
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Covarr on 2010-03-29 16:46:23
This is the first rebalance I've seen that I'm genuinely interested in. I've grown tired of the number of mods that simply make the game harder, and little else, whereas this one seems more focused on balance than sheer difficulty. Also, I'm really curious about the new weapons.

Are you going to modify any of the text in the game, other than weapon and spell names, and the like?
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-03-29 17:03:06
Text changes will be limited to:
- Talking about new mechanics in beginners / intermediate's halls
- Changing field descriptions of obtained items

Maybe later I *could* have NPCs talk about local enemies. Maybe.

Perhaps.

I'm glad you're interested. I suppose my intention was less to make a 'hard mode' of the game than to try and make it more enjoyable. I do like VII, but I think there are issues with its mechanics and the ways that spells and statuses actually end up being used. I don't want to make a game hard for the sake of hardness, but to make it a bit more engaging, especially to players who have already gone through the original several times.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Covarr on 2010-03-30 02:38:45
Text changes will be limited to:
- Talking about new mechanics in beginners / intermediate's halls
- Changing field descriptions of obtained items
- Fixing the battle dialog against the Guard Scorpion

Maybe later I *could* have NPCs talk about local enemies. Maybe.

Perhaps.

I'm glad you're interested. I suppose my intention was less to make a 'hard mode' of the game than to try and make it more enjoyable. I do like VII, but I think there are issues with its mechanics and the ways that spells and statuses actually end up being used. I don't want to make a game hard for the sake of hardness, but to make it a bit more engaging, especially to players who have already gone through the original several times.
Fixed, because I'm obsessed with that one detail. I think I've brought it up in more threads than anybody else ever.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Auraplatonic on 2010-03-30 02:56:10
I like the stuff you have going on with this mod Bosola.  I had actually seen this article on ModDB before but I don't remember how I came across it, lol. 


What is your opinion on Shield materia?  I found it pretty useless in my playing experience mostly because you got it so late in the game.  I was thinking in my mod of changing Shield to giving you the peerless effect.  At first that might seem a little too powerful but I guess it would require some testing.  Also it would make it more useful overall.  Its a matter of trying to balance it out I guess.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: drfeelgud88 on 2010-03-30 04:18:14
I remember reading this a while back and I was so interested. This looks like it could make the game A LOT more fun than what it already is!  ;D
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Timber on 2010-03-30 05:56:33
Wow sounds great, I thought this was just for PSX.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Cupcake on 2010-03-30 07:37:41
I am quite interested.  Usually I hate mods like this
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-03-30 23:00:09
Quote
Fixed, because I'm obsessed with that one detail. I think I've brought it up in more threads than anybody else ever.

That was actually one the first things I did to experiment with AI editing!

Quote
What is your opinion on Shield materia?  I found it pretty useless in my playing experience mostly because you got it so late in the game.  I was thinking in my mod of changing Shield to giving you the peerless effect.  At first that might seem a little too powerful but I guess it would require some testing.  Also it would make it more useful overall.  Its a matter of trying to balance it out I guess.

I reluctantly ditched the spell, because I hadn't enough slots for the new elemental magic (Water-3, Aero-3, Pearl-2), although if I had an opportunity, I'd consider reinstating it somehow.

In the end, I think I cut out:

- Resist (ported to E.Skill as Azoth)
- Exit (ported to Chocobuckle)
- Remove
- Life2 (OP, wanted greater penalty for KO, cannibalized animation for Pearl2)
- Shield
- Frog
- Death (became Darkside)
- Poisona (became Stona)
- Fullcure (by the time you obtained it, it was pointless)
- Tornado (animation turned to Aero2)

I have instituted peerless by offering a VERY limited-drop 'Holy War' item, which is dropped by a couple of bosses. This seemed the best way of keeping it in the game without unbalancing matters. The idea of shield for invincible could be a good idea, but I'd also be worried: MP<>HP swap + Shield + MegaAll could really cause a lot of problems. Remember that peerless will block status change, so you really are untouchable.

Quote
Wow sounds great, I thought this was just for PSX.

I will port to PC and PAL. Both will be fairly trivial, not least the PC.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: zonic321 on 2010-08-22 18:12:32
hey, i was wondering if this mod is still in the making or has it been dropped?
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Armorvil on 2010-08-22 19:34:37
I think Bosola is doing the same as me : talk less, work more. So yeah, I'm sure Rebirth is still in the works.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: zonic321 on 2010-08-22 22:18:02
oh kk
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-08-23 00:59:34
Because I'm seeking work right now, I haven't done that much recently, but it's certainly not dead!
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Timber on 2010-08-23 14:28:03
Nice to know! :D

Do you still plan to release a beta-version demo?
You seemed close to releasing at one stage, but I assume it is delayed to add awesome new features :)
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-12-18 16:32:46
I will be releasing an alpha demo for the Midgar chapter before the end of the year.

This will showcase:

I'm planning to release this as a PPF patch. You can either:

1. Use an emulator with PPF support (pSX), or
2. Use PPF-o-matic to prepare an NTSC ISO and emulate, or
3. Burn a PPF-patched ISO and play on original Playstation hardware.

I may also consider releasing for UK-PAL.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Timber on 2010-12-19 09:10:22
Does this mean the alpha demo is only for PSX? :(
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-12-19 14:30:46
A PC port is doable, but unfortunately, it probably wouldn't fit into my timescale. Maybe a January schedule.

Besides, there are other ways for PC players to enjoy PSX games, without Sony hardware. I will say no more...
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: xLostWingx on 2010-12-20 01:49:44
Hey Bosola.  Saw your post on the other thread.  You should talk to ff7rules if you wanted to combine projects or just needed some help.  He knows about AI and whatnot; I just play with the Kernel and Scenes I really don't have the technical background or the time/desire to learn the finer workings of the game.  I wouldn't be opposed to testing and providing input for your mod though.  Learning about your comprehensive rebalance is what prompted me to revisit Qhimm and make my mod (although mine is littered with bugs, errors, and isnt quite as 'comprehensive' as your mod looks to be).
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Mako on 2010-12-20 15:21:17
This sounds like a great project Bosola my inner fan looks forward to it! I will have to give this one a go.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Giullio on 2010-12-20 16:12:12
Great mod you're planning man I'll definitely use it, but i have some doubts...

-What did you mean by Sephiroth playable? He will be in the party? i didn't quite understand that xD
- The new spells do you actually add them or just replace with old ones?
- The weapons changes, i didn't quite undersand it either :S

I'm very excited with this mod, looking forward to it :D
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-12-20 17:06:47
Hey Bosola.  Saw your post on the other thread.  You should talk to ff7rules if you wanted to combine projects or just needed some help.

Yes. There was some talk about getting together and merging some content in FF7: Ultimate Edition and Rebirth.

We might be able to do some work on Welder together. I see that as the most obvious way to go forward.

Quote
I wouldn't be opposed to testing and providing input for your mod though.  Learning about your comprehensive rebalance is what prompted me to revisit Qhimm and make my mod (although mine is littered with bugs, errors, and isnt quite as 'comprehensive' as your mod looks to be).

Great stuff! Testing is exactly what this demo is about - it's difficult for me, knowing the ins and outs of the new mechanics and element systems, to understand how the new player will feel. Am I pushing too much, too soon? Am I being patronizing? I just can't know until I've player feedback.

Great mod you're planning man I'll definitely use it, but i have some doubts...

-What did you mean by Sephiroth playable? He will be in the party? i didn't quite understand that xD

In the Kalm flashback, you will be able to control Sephiroth. It's just one of those things people keep on requesting.

Quote
- The new spells do you actually add them or just replace with old ones?

There are a limited number of spells that can be offered in the interface, so I've had to cut and merge some existing spells, yes. I can provide a changelog, but it might be a bit spoilerific...

Quote
- The weapons changes, i didn't quite undersand it either

In short: a few more 'interesting' weapons with remarkable mechanics; a tendency to offer 'sidegrades' rather than straight upgrades; more elemental, status inflicting, healing and MP damaging weaponry.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: ff7rules on 2010-12-20 17:42:57
Yeah, at one point we were gonna merge out projects into one huge one. However i have an idea and I don't know what you guys will think of it but what about merging all 3? Theres good ideas in all 3 and I think if we were to merge them all together into one massive project it would become "The" mod to play for all FFVII fans even those who have played it to death. Thats all I want from the final product for it to be the ultimate mod of an already fantasic game, sure its outdated with the graphics (and theres nothing we can do about that on the PSX version) But if we can throw in so many surprises and extras it would definetly be worth playing again. Welder is a fantastic idea and i will admit i have used it alot in my project. I will be sure to try your demo out asap. Also the sephiroth been controlable thing is prob the easiest thing to do..."ever"
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-12-20 19:18:20
I'd really like to push Welder. I know there are a few bugs in it - I haven't had an awful lot of chance to debug the scripts it produces. But I really do think it's a great way to make some quite complex AI routines easily. Want a monster that compounds sleep with deathblow? Simple. Need a creature to cast Fire2 on its Fire-absorbing pals, target weakened party members and kamikaze in critical? Done.

Remember, I can always write more plugins - all I need is the request.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Giullio on 2010-12-20 19:18:46
Ah I see... I didn't remember the Kalm part, controling him... COOL!
Well, some materias are really useless... like underwater AFTER you beat emerald weapon, you don't use it for anything else I guess...
And the weapons mechanics... I guess the whole thing is to make you use more strategy in battles, that's great I'm pretty sure I'll use it once It's ready ;D

Ah one more question you're going to mod the summons elements and status inflicting too?
EDIT: After seeing the summon materia list, I've concluded that there are no need to modify those, they already have, each materia, the respective elemental or status inflict damage.
Title: .
Post by: Jenova's Witness on 2010-12-21 18:41:51
.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-12-21 22:06:20
Yes. I think that blue materia are some of the most interesting the game has to offer - that they reward careful thinking and complex planning with real yet reasonably balanced power. Unfortunately, by the time they're abundant, the player has other, far simpler means of dealing as much (or more) damage. As such, I'll be offering many of these blue materia - added effect, elemental, MP turbo, various counter and others - early on in the game.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Timber on 2010-12-23 01:24:17
So what is the first noticeable change in the game? Just to confirm that the ppf patch is working.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2010-12-23 02:09:43
'Ex-SOLDIER' will be renamed "Mercenary", and you will start with three smoke bombs.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-02 02:27:33
NEWS: I've released a Midgar demo! Along with the new mechanics, spells and materia, it showcases the new enemy encounters and AI for the Midgar chapter. Download it here: http://www.mediafire.com/?rpja1qrb7iy7soo

You've all waited a long time, and you've given a lot of support, so it'd be amiss not to give something in return. So here you have it - the long awaited Midgar Demo patch.

This download includes the patch, a patching program, and full instructions. Use PPF-o-matic with the included PPF patch on an PS1 NTSC version ISO, and you're ready to play - whether that's on an emulator or on a 'chipped' playstation (modded to play backups).

This demo showcase the Midgar portion of Rebirth. You can still play after the Midgar chapter, but you'll be facing mostly vanilla monsters, and there might be bugs. Still, it's a fair taster of what the finished product will offer, and it's a great opportunity for me to sound out some ideas before I commit to them.

And that's where I become a little selfish again: I need feedback. Because I know the mod inside out, it's hard for me to know what is and isn't obvious to new players. And there's only so much debugging I can do - I need to crowdsource some more. That's why I'd really appreciate it if you could spare a moment to tell me your thoughts, what you did and didn't like, what you'd like to see more of etc. etc.

In the meanwhile, though, have a happy new year! And get playing!
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-02 14:16:17
Bugfix: The demo had a bug. If Cloud had less than 50% HP in the reactor 'T junction' section, battles there would crash. This has been fixed - just redownload from the original download URL.

The cause was an attack the MPs use when Cloud has low health. I'd assigned an animation, but an invalid one (specifically, FF). The crash resembled a standard type 32 data error. Hey, at least it's something for me to add to my battle error thread.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Armorvil on 2011-01-02 14:59:49
I didn't experience this one, but I just experienced another : in the first battle against the Corneo Lackeys, I got a "Data error : Scene 384 / Code 32", preventing me from advancing.

Some more feedback :

- there is a battle freeze against the Sergeants you encounter, if you go down instead of up, after jumping off the train (you know; the ones that ring the alarm and force you to turn back). There is no error message - it looks like the enemies try to perform an action (they do their dodging animation), but the battle flow doesn't resume. Which means that neither ally nor foe can act afterwards, effectively freezing the battle.

- there is also a Wobbly Rocket enemy that has its Y coordinate off (it is flying) in the small area with two ladders, after going down in front of the security sensors (not the area where you find the Ether - the one just after. Lower sector 4 Plate, I think it's called).

- there is a typo in the circular area, after jumping off the train, in the battle against the enemies that put you to sleep : "Cure sleep with a physical atatck".

- Oh yeah, and AirBuster was too easy... ...It just had time to use one big bomber before Cloud Braver'ed it for +1000 damage, and Barret Big Shot'ed it for +500, finishing it. I admit that AirBuster is a pain to balance, though.

Other than that, it's cool. I was afraid when Wobbly Rockets kept killing Tifa in one hit and I was low on Phoenix Downs, but other than that, I'd say the mod is quite easy so far. Your changes are subtle... ...maybe too subtle ? Sure I only got to the Corneo mansion, but I feel the experience doesn't differ much from the original so far (Guard Scorpion was almost the same, etc) - but maybe I'm too used to my own mod that tries to turn the game into a completely new game.

EDIT:

Oh yeah, almost forgot that once the materia menu was available, I was surprised to own this mysterious materia :

http://img23.imageshack.us/i/screenshot1gya.jpg (http://img23.imageshack.us/i/screenshot1gya.jpg)
http://img254.imageshack.us/i/screenshot2h.jpg (http://img254.imageshack.us/i/screenshot2h.jpg)

It's the same materia in the two screenshots ; it's just that the menu "copies" the data of the materia just above it. So, if you change your materia order, its AP / abilities become the ones of the previous materia.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-02 16:58:14
I didn't experience this one, but I just experienced another : in the first battle against the Corneo Lackeys, I got a "Data error : Scene 384 / Code 32", preventing me from advancing.

Found this almost immediately: the lackey has a counter script that uses an 'unauthorized' attack. PC didn't detect it when I checked attack, possibly because the script is oddly-written (and not to criticize PC - making a prog that can recognize any inappropriate attack calls is a real feat).

I think this is fixed now...

Quote
Some more feedback :

- there is a battle freeze against the Sergeants you encounter, if you go down instead of up, after jumping off the train (you know; the ones that ring the alarm and force you to turn back). There is no error message - it looks like the enemies try to perform an action (they do their dodging animation), but the battle flow doesn't resume. Which means that neither ally nor foe can act afterwards, effectively freezing the battle.

Ah, I'd forgotten about these guys. I've updated their animation data, but I'll have to redo these monsters at some point.

Quote
- there is also a Wobbly Rocket enemy that has its Y coordinate off (it is flying) in the small area with two ladders, after going down in front of the security sensors (not the area where you find the Ether - the one just after. Lower sector 4 Plate, I think it's called).

Thanks for the heads up. I think I know which scene you mean.

Quote
- there is a typo in the circular area, after jumping off the train, in the battle against the enemies that put you to sleep : "Cure sleep with a physical atatck".

Remember, Bosola, you're an English graduates!

Quote
- Oh yeah, and AirBuster was too easy... ...It just had time to use one big bomber before Cloud Braver'ed it for +1000 damage, and Barret Big Shot'ed it for +500, finishing it. I admit that AirBuster is a pain to balance, though.

Apparently, there's some code that makes him take x5 damage to back attacks. I'm not sure where it is - possibly the general battle AI (which PC can't yet edit).

Quote
Other than that, it's cool. I was afraid when Wobbly Rockets kept killing Tifa in one hit and I was low on Phoenix Downs,

Maybe I should up their Atk% and reduce their power a little...

Quote
but other than that, I'd say the mod is quite easy so far.

Noted. An older build was harder, but I worried about how people would find it. Maybe I overcompensated, though. Would you like to see more damage throughput (with more opportunities to steal potions, for fairness?)

Quote
Your changes are subtle... ...maybe too subtle ? Sure I only got to the Corneo mansion, but I feel the experience doesn't differ much from the original so far (Guard Scorpion was almost the same, etc) - but maybe I'm too used to my own mod that tries to turn the game into a completely new game.

Well, I suppose a lot of the differences - in things like elemental and status affinities - don't become clear until status and magic materia become more abundant, or limits are unlocked. Maybe I could bundle more materia with Tifa and Aeris? That way, you can play with a few more elements and statuses, even in Midgar.

Quote
EDIT:

Oh yeah, almost forgot that once the materia menu was available, I was surprised to own this mysterious materia :

http://img23.imageshack.us/i/screenshot1gya.jpg (http://img23.imageshack.us/i/screenshot1gya.jpg)
http://img254.imageshack.us/i/screenshot2h.jpg (http://img254.imageshack.us/i/screenshot2h.jpg)

It's the same materia in the two screenshots ; it's just that the menu "copies" the data of the materia just above it. So, if you change your materia order, its AP / abilities become the ones of the previous materia.

Interesting. I'll look into this...
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-02 17:18:01
I've posted a bugfix. If you have an old version of the patch, redownload and apply to either a fresh or already-patched ISO.

Many thanks to Armorvil, who spotted them.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: rmcin329 on 2011-01-02 18:42:02
Do any enemies actually drop potions in the reactor, or do they all have to be stolen? Haven't been at that point in the game for so long that i don't really remember.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-02 18:47:41
They all have to be stolen at present. Steal's really quite valuable in Midgar, because items are scarce.

Also, was it clear to you how 'leaders' improve the abilities of their peers? Watching Garland play the vid, I couldn't help but feel I needed to elaborate more on it. My message about 'L tags' is a bit unclear, and I don't explicitly refer to how leaders help others in-game.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: rmcin329 on 2011-01-02 18:54:07
uh sorry, i should have mentioned i haven't actually grabbed the download and tried it yet.  That last post was made mostly out of curiousity is all.  I don't usually play mods until at least a disc of them is complete, though in the case of this mod i'm actually thinking about making an exception and trying it before the first disc is done anyway.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Timber on 2011-01-03 11:50:56
Thanks Bosola :D

I just played a bit of the bombing mission, thinking from the perspective of a new player, here are some notes so far:

The (L) Tag comment in the first battle is confusing, because you can't actually see the enemy names unless you know to push Select for the help text, and a new player doesn't know to do that.
And when you get that up, you see that they both have an (L), so they are both leaders with no minions, further confusion.
What does being a leader mean? No idea at this stage.
So perhaps have "Press Select to view enemy names and help text" or similar as the first message instead, and leave the Leader explanations for a later date.
Also "Night Shift (L) B" looks a bit strange, would look better as "(L) Night Shift B" imo.
Does it have to be a tag, why not just (Leader)?

"Some enemies heal others, like the Engineer" seems a bit unnecessary, as it will become obvious anyway.
Seeing what the enemy does, and adapting, is the fun part :)
Also this message comes up in a battle with just 2 engineers without the robot, and there is no healing, extra pointless.

I certainly like your idea of having these helper hints in battle though.
For example, the scorpion battle would be the perfect place to explain how to access the Defend option, which is pretty hidden away.
Since Defend would be perfect to use after the 'Search Scope' scorpion move.

After the scorpion battle, I was left without any Potions or Phoenix Downs, and too weak to obtain more.
A bit harsh for the intro section, having to restart the game. And I even got the 2 free potions from the guards at the start, which some players may have missed.
I did try to steal twice on the way down, but only got an 'Almost...' and a 'Grenade'.
Didn't realise I had to steal to survive.

Thanks for listening, I look forward to playing more of this when I have time :)
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-03 15:36:06
Thanks Bosola :D

I just played a bit of the bombing mission, thinking from the perspective of a new player, here are some notes so far:

The (L) Tag comment in the first battle is confusing, because you can't actually see the enemy names unless you know to push Select for the help text, and a new player doesn't know to do that.
And when you get that up, you see that they both have an (L), so they are both leaders with no minions, further confusion.
What does being a leader mean? No idea at this stage.
So perhaps have "Press Select to view enemy names and help text" or similar as the first message instead, and leave the Leader explanations for a later date.
Also "Night Shift (L) B" looks a bit strange, would look better as "(L) Night Shift B" imo.
Does it have to be a tag, why not just (Leader)?

These were all things I realized the moment I saw Garland playing the game. Seeing as I'm angling to become a technical writer, it's actually quite embarrassing. What's an (L) tag? Where do I find it? And what's so special about 'leaders'? I had included it in the manual, but I've a feeling most people won't read it.

Quote
"Some enemies heal others, like the Engineer" seems a bit unnecessary, as it will become obvious anyway.
Seeing what the enemy does, and adapting, is the fun part :)
Also this message comes up in a battle with just 2 engineers without the robot, and there is no healing, extra pointless.

I should fix this.

Quote
Didn't realise I had to steal to survive.

I guess the question is: how do I make these enemies a threat, but still give players a chance to respond?

Perhaps the answer is to use battle intros that promote using Steal...

Quote
Thanks for listening, I look forward to playing more of this when I have time :)

And thanks for the comments. These are a big deal to me, and they're all things I'll be addressing.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Skiffington on 2011-01-03 22:43:58
Hey Bosola.

I've gotten to the part where you recruit Red XIII. There's a problem with the Revive materia. It won't show up in any magic lists and cannot be used in battle.

Also, I received an error message in the battle with the specimen. It didn't happen until late in the battle and I'm not sure what action caused it.

Hopes this helps. And sorry I couldn't be more specific with the Specimen battle.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-03 23:18:10
Revive doesn't provide the 'Life' spell until it reaches Level 2. It's a bit like the Ultima materia.

Then again, maybe I should change this...

I'll look into the H0512 battle. Was it some kind of data error?
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Skiffington on 2011-01-03 23:26:17
Ah, didn't see that. Ok.

Yes, it was (and I'm not too sure here) a data error in the five hundreds, then a 32. Sorry. It happened to me this morning and I exited out too quickly to properly remember it.

Oh, and I'd like to say that the error didn't occur during H0152 "screaming in agony" (nice touch by the way), It went through that action several times with no error. I had Cloud and Tifa as the other party members with no change in materia/weapon set-up than before the fight. I can only guess it was something done by H0152 or it's offspring.

An additional note; in some of the battles with the armored soldiers, when I got into a pincer(when you have to avoid the guards) a back attack by one of them would do enough damage to bring Barret down to less than 100hp. Not sure if that was intentional or not(so it made sure you avoided them), but it was kind of irritating having to restart all the way from outside the building.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: khoaskiiz on 2011-01-04 03:21:04
Yayyy farmed 99 potions in like 1 hour :D after you finished the event of reactor no.1 and you're about to leave to destroy another reactor go to the right more and farm off the "sahagin". Also a great way to get limit breaks 1-2 and a few levels :) go back to the room above the hall of the beginners to rest, doesn't cost much :D. Just a tip to help those at the start who lost all their potions like me for example, goddamn buffed up hounds killed me like 3 times :O
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: tylerkschrute on 2011-01-04 08:07:49
I have ff7 in the form of bin and cue, what's the easiest way to convert these into an ISO? I have literally been googling for like and hour and tried a number of different things but nothing has worked.

Ripping it from my game disc directly is an absolute no go, it's so old and scratched there's no way I could get a quality ISO out of that. As a result I have to use a downloaded copy of the game and the only ones I can find are in the bin and cue format.
Title: .
Post by: Jenova's Witness on 2011-01-05 20:31:31
.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Vgr on 2011-01-06 15:11:25
Hi! Great Mod, and since I want my save as complete as possible, I steal everything is possible. And then, after Church's event, I save and went to Aerith's house. In the meantime, I ran into a random encounter (1 Whole Eater & 2 Heigdebod Pie (Dunno if it's like that you call them)) and stole from the Whole Eater a Tranquilizer, but then I got a Data Error : Scene 377 Code 32 once it was stolen. I couldn't do anything but restart. Hope that help. :)

EDIT : Oh yeah, I use the "Complete Menu" cheat code which xLostWingx gave us. I didn't even use Uso sub-menu and I use save-states. I dont remember of any others things that I could have. Want my inventory BTW?
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Skiffington on 2011-01-07 00:58:34
When you get those errors you don't have to reset the game. If you press R1+L1+select it exits out of the battle and acts like it never happened.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Vgr on 2011-01-07 13:08:53
Ah, yeah, forgot. Didn't even try ^^ I'll extract scene.bin and see what is wrong with Proud Clod :)
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-07 13:48:58
Guess? The Hedgehog pie shouldn't exist in that set of encounters, so he doesn't have animations defined.

I'll have to address the other comments a little later.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: khoaskiiz on 2011-01-07 14:44:57
This is just a suggestion from my observation and experience of the original game. You know the junon alarm? where they spawn disc two monsters on disc one and some players manage to over level at that area. You should give them a surprise :D and that level grinding takes the fun out of the game!
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Jewbakka on 2011-01-10 07:08:27
My feedback.

First of all, I heard about this today as I just happen to go explore Garland's new videos. Really interested in this and I can't wait until beta. Got to the end of Midgar just now.

-----

First complaint is with Tifa's survivability and/or the power of Wobbly Rockets. The rockets kill Tifa in 2 rockets which is insane considering the packs they come in. I'd recommend either buffing Tifa's lower levels or nerfing the Wobbly's power. Probably the latter since Tifa was fine throughout the rest of what I played. Maybe just a small damage decrease so she dies in three, instead of two.

Later in that area you go into a duct where Jesse tells you why the alarm went off so early. In that area, for some reason, the Wobbly Rockets would never make an action. I believe the area was called "4th Street Plate Int."

I got this  (http://i220.photobucket.com/albums/dd16/basiliskos/37732.png)error when I went into a battle in the area directly after where Aerith and Cloud jump off after being chased by the Turks. Can't remember what the area was called or what exactly I did. (Irrelevant but Aerith with only steal is because I was getting several ethers from Hedgehogs.. By the way.. noticed you lowered the sell price of them..)

From there everything was fine and had little trouble with anything (Great idea with the Shuagins, by the way.)...Double sided battles with Might Grunts are incredibly hard to survive as their attacks can kill someone in one hit if they're hit from the back. Not really a problem since the only place I can remember these sorts of battles was on that floor where you have to sneak past the guards.

Finally, Sample: H0512. Got this  (http://i220.photobucket.com/albums/dd16/basiliskos/45632.png)error very often. I reloaded too many times to count since I really wanted to defeat this guy without getting an error and using L1+R1+SELECT. What I noticed is that the error happened at random points through the battle. Although they occurred often when Barret was the first person to make an action and when it used that poison attack for a second time on the same person.

This is how I was finally able to do it. (Aka super lucky) First off, I completely forgot to equip the Star Pendant and I didn't buy a Mythril Armlet.. so no poison protection.. Not to mention I had no Antidotes..

The materia doesn't really matter except I had Cure and Bolt on Cloud and Water=All and Cover on Barret. By that I mean I have no idea exactly what I had equipped except I had Sense on someone.

When the battle started, Cloud was hit with the poison, and then hit again with it the next turn. Was about to reset but just decided to go with it. Had the two use a Phoenix Down and a Hi-Potion on Cloud getting him to full health. Nanaki attacked one of the adds while I had Barret use a Speed Potion on Cloud. When one of the adds die, it forces the boss to revive it instead of attacking so you can fight without him ever attacking other than the opening move. The adds have extremely low health. Cloud would cast Bolt every time his turn was up. Barret would cast Water. Nanaki would keep attacking the adds. (I had him use my only two damaging items. Bolt Plume (Stolen from Reno and casts Bolt2) and a grenade.) Everyone would use their Limits on the boss whenever they popped up.

Not the best method, but hey it worked and I was able to defeat him without an error.

-----

Amazing work. I REALLY can't wait to see what you have in store for us. I'm eagerly waiting for the beta and then the full release. Keep up the good work.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-10 16:23:48
My feedback.

First of all, I heard about this today as I just happen to go explore Garland's new videos. Really interested in this and I can't wait until beta. Got to the end of Midgar just now.

Thanks for the support!

First complaint is with Tifa's survivability and/or the power of Wobbly Rockets. The rockets kill Tifa in 2 rockets which is insane considering the packs they come in. I'd recommend either buffing Tifa's lower levels or nerfing the Wobbly's power. Probably the latter since Tifa was fine throughout the rest of what I played. Maybe just a small damage decrease so she dies in three, instead of two.

I'll nerf the damage, but the Wobbly Rocket shouldn't hit you much if you're not asleep. If they're scoring crit rockets even when you're not asleep, I'll take a look into their accuracy.

Later in that area you go into a duct where Jesse tells you why the alarm went off so early. In that area, for some reason, the Wobbly Rockets would never make an action. I believe the area was called "4th Street Plate Int."

Thanks again. I'll look into this.

I got this  (http://i220.photobucket.com/albums/dd16/basiliskos/37732.png)error when I went into a battle in the area directly after where Aerith and Cloud jump off after being chased by the Turks. Can't remember what the area was called or what exactly I did. (Irrelevant but Aerith with only steal is because I was getting several ethers from Hedgehogs.. By the way.. noticed you lowered the sell price of them..)

Duly noted

From there everything was fine and had little trouble with anything (Great idea with the Shuagins, by the way.)...Double sided battles with Might Grunts are incredibly hard to survive as their attacks can kill someone in one hit if they're hit from the back. Not really a problem since the only place I can remember these sorts of battles was on that floor where you have to sneak past the guards.

Maybe I should replace that back attack encounter. They ARE pretty strong creatures.

Finally, Sample: H0512. Got this  (http://i220.photobucket.com/albums/dd16/basiliskos/45632.png)error very often. I reloaded too many times to count since I really wanted to defeat this guy without getting an error and using L1+R1+SELECT. What I noticed is that the error happened at random points through the battle. Although they occurred often when Barret was the first person to make an action and when it used that poison attack for a second time on the same person.

Dang. This was persistent, but I thought I'd corrected it. I may have to redo that encounter from scratch.

When one of the adds die, it forces the boss to revive it instead of attacking so you can fight without him ever attacking other than the opening move.

That was intended - when H0512 screams in anguish, you know her focus is her children. Do you think the battle is too simple once you've 'cracked' it?
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Jewbakka on 2011-01-10 21:52:11
Meh, I'll just go over all the bosses..

Guard Scorpion - A little strong for a first boss since you only have limited items. Not sure what you can do. Maybe give the player a few more potions at the beginning of the game?

Air Buster - Fine and not much of a problem if you pay attention to which way he's facing and go in prepared.

Aps - Too easy. I'd lower the damage he takes from his tidal wave attack as well as increasing the damage to the player when the attack comes from behind Aps. The wave that comes from behind the player should stay the same.

Reno - I didn't feel like there was much of a difference between the vanilla version and this other than the Bolt Plume.. (Thank you for that item, by the way.) Maybe make him a little stronger?

Sample: H0512 - Way too easy once you notice it never attacks if you kill one of the adds each turn. To counter this I guess you could make the adds do more damage or have the boss attack more often, so you can't interrupt her all the time.

Elevator bosses - Well done, not much here. Felt much better than the original.

Rufus - Dark Nation needs to be buffed at the very least. Two casts of fire and he was gone, meaning Rufus would be without MBarrier (As he uses Barrier on Rufus, then himself first.) Just switch between using Bio and Cure and he "died" quickly.

Motor Ball - Feels the same a Reno.. It's pretty weak except when it casts that Fire3 thing. Don't even need to be in high health to survive it either.. Maybe increase the damage he does with the other attacks?

-----

You did say in this demo you only did through Midgar, right? It's a little bit past it but I went to get Matra Magic from those Sweepers and I was given one of the new Enemy Skills. The text (As well as the animation) said it basically did the same thing as the old skill ? ? ? ? but when I used it, it did nothing. It was called Balance and is in the slot where Flashcannon is in that video you made awhile ago. Didn't know if it was a bug or if you decided to change things.

If you did do more than just Midgar (I noticed you updated some shops in Kalm), I'll get back to going through the rest of Disc 1.

Oh, and I have the same odd blue materia that another person posted about earlier. It doesn't do anything at all though.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-11 16:02:56
Quote
You did say in this demo you only did through Midgar, right? It's a little bit past it but I went to get Matra Magic from those Sweepers and I was given one of the new Enemy Skills. The text (As well as the animation) said it basically did the same thing as the old skill ? ? ? ? but when I used it, it did nothing. It was called Balance and is in the slot where Flashcannon is in that video you made awhile ago. Didn't know if it was a bug or if you decided to change things.

That demo's only for Midgar. I didn't really bugtest anything implemented later. There's a bug in Balance and a couple of other enemy skills.

Oh, and the monsters around Junon are really hard in that build IIRC.

As for H0512, I am really attached to the idea of 'distracting' a boss, but it does make things too simplistic. And if I increase its attack power, all I do is screw over those who don't recognize the boss 'mechanics'. I'll have to think about this one.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: the0nlykyd on 2011-01-11 18:26:46
In short: a few more 'interesting' weapons with remarkable mechanics; a tendency to offer 'sidegrades' rather than straight upgrades; more elemental, status inflicting, healing and MP damaging weaponry.
This caught my attention. Here's an idea I'll pitch at you, but I really don't think it would make it into this project (maybe a future one).

How about having all of the weapons & armor having fixed stat values (meaning character levels are more significant) and having their features being specific Materia that cannot be removed (Materia all level up at normal rate). I would guess the only real reason not to do something like this is because it sharply resembles (to be honest, it's about identical) to Final Fantasy X. The only difference from FFX is the ability to level up the materia on the weapon/armor so (like FF9) it is rewarding to hold one weapon for a longer period of time.

This way, you get more variables to work with as a player and weapons become more valuable throughout the game as opposed to only as good until your next, more powerful weapon. It also allows you to drop all materia pickups/shops and substitute them for more items that can be used. This could also be used cleverly to bring back the Class System within the game (Making all of the Characters useful, as opposed to the same 3 characters through the entire game).

Problems? I can imagine an extremely high difficulty in doing this and still having a well-balanced game. The fact that materia won't be found/sold will mean there will probably be difficulty in replacing whatever is found appropriately or risk having long gaps between finds. This also means having weapons more spread out (because we will still want some extremely rewarding weapons) so you don't have too many options to work with in most the game.

My Suggestions (if this were to be done at all) would be still having some armor that can be customizable (meaning someone would find an "Ultimate Combo" for it) but any materia bound to it would be permanent. Maybe even having a specific weapon for each character that can be found throughout the game with the same properties. This way, Materia can still be found at some points in the game, but must be chosen to use (this also gives a reason to Master Materia). Doing this freely would be convenient, but having it restrained to one place or select shops to customize and add Materia to something would also be neat (as well as a programming nightmare I can imagine).

I don't know if someone suggested this before, but seeing your idea of making weapons have more "sidegrades" just rang bells in my head. If I knew the first thing about modding this game (or modding in general) I would take up this kind of project myself. Your thoughts?
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-11 20:09:58
In short: a few more 'interesting' weapons with remarkable mechanics; a tendency to offer 'sidegrades' rather than straight upgrades; more elemental, status inflicting, healing and MP damaging weaponry.
This caught my attention. Here's an idea I'll pitch at you, but I really don't think it would make it into this project (maybe a future one).

How about having all of the weapons & armor having fixed stat values (meaning character levels are more significant)

I considered it, but thought it too controversial. Plus, it seriously limits the number of weapons I can implement. It's not a bad idea though.

Quote
This way, you get more variables to work with as a player and weapons become more valuable throughout the game as opposed to only as good until your next, more powerful weapon.

I've arranged the equipment selection so that, at any time, you've a choice to make between two different weapons. In the Midgar demo, for instance, you can gain a Hardedge - a massive, brutish weapon with tremendous attack power but no materia slots. Losing the buster sword means losing one of the few paired-slots available. I want to make players face choices like that throughout the game.

Quote
and having their features being specific Materia that cannot be removed (Materia all level up at normal rate). I would guess the only real reason not to do something like this is because it sharply resembles (to be honest, it's about identical) to Final Fantasy X. The only difference from FFX is the ability to level up the materia on the weapon/armor so (like FF9) it is rewarding to hold one weapon for a longer period of time.

Preventing players from changing materia is doable (you just make sure the Materia menu never becomes available, and stop Yuffie from stealing it), but it wouldn't be in line with what I imagined for Rebirth. I make blue materia abundant because I want to make the most of the materia system, not get rid of it.

It's something to look into for a different mod, though.

Quote
your thoughts?

I think it's a good idea, but you need to understand the limitations of what we can and can't do with materia. You can't 'lock materia to armor' or to characters, I'm afraid, or make characters respond to equipment in different ways (without Gameshark Codes, at least). It has to be about compromise, alas.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: the0nlykyd on 2011-01-11 20:48:08
I just wanted to run the idea by you for a potential project in the future. I feel it would be a great way to play through the game if Materia was actually bound to a weapon and all the weapons shared the same stat values. I think I'd more or less like to see a FF7=FFX type mod for this type of mechanic though.

Still looking forward to Rebirth, the only reason I don't demo is because I'll get into it and be sad when Midgar ends (honestly, Midgar is my least favorite part of the game). I'll probably play it for PC since character models and such are replaceable.

As for the demo (from reading other posts), I would like  to know if it's at all possible to just have it give you a Save Prompt (like the End of Disc Saves) and just reset the game back to the beginning, but with all the Weapons/Materia that are usable? This would allow demo players to see more of what's to offer in the game as far as customization goes. Since I haven't taken the time to play the demo (I don't actually own a copy of FF7, so I'm not too keen on ISO burning it) I don't know if you offered all of the Materia you have finished as of the release of the demo. Again, I'm not knowledgeable on coding or modding so I'm not sure how difficult (if possible) it would be to do this. Another idea is having the player sent to the Debug room when they leave Midgar.

EDIT: This also would allow you to beta test more spells and such
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-12 14:01:38
The easiest way would be to provide a Reactor 1 save file with all materia / equipment active. *Should* work just fine...
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: the0nlykyd on 2011-01-12 14:40:41
Ok that works too. I just figured it would be an idea to pitch at you so people can give you feedback on any spells that weren't available through the demo. If it was your intention to keep them secret though this idea would be counter-productive.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: ultima espio on 2011-01-16 14:11:22
I've just seen your wiki page. Sneaky :P
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-16 16:36:52
Wiki page...?
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: ultima espio on 2011-01-16 18:08:22
http://finalfantasy.wikia.com/wiki/Forum:FF7_Mod:_Rebirth
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Proxy on 2011-01-30 02:39:17
Signed up just to give some feedback here.

I probably should have been writing this as I played instead of after I finished but whatever...

First reactor - Whoa nelly.  Way too hard for the first area.  This might be an appropriate difficulty if your intention was a "hard difficulty" version of FF7, but if it is just a rebalance, don't assume that players are masters of the game at the very beginning.  The first area of any game should ease you into the game, difficulty-wise.

Guard Scorpion - This battle was easier than some of the random battles in this area.  Definitely not right.

Part of the reason I found Guard Scorpion so easy is probably after seeing how hard the enemies in this area were, I decided to grind for potions a bit.  So I probably went in a level or two above the norm.

The section right after the train (I really need to learn what these places are called) - The rocket guys with their sleepy critter companions are vicious.  Tifa got the crap beat out of her here, and I didn't exactly have a surplus of phoenix downs so...

Air Buster - I entered the fight with two limit break at the ready.  Two limit breaks later, the fight was over.

Aps - Water heals him?  But taking a tidal wave to the face damages him?  Also pretty easy.

Turtles (I dunno what they are called) - That royal guard is a royal pain.  They just sit there and cast it on themselves over and over.  How about give them 1mp and make royal guard cost 1mp, just to prevent endless boredom.  Also I think their stab attack didn't have a sound.

Reno - He seemed, inactive at best.  His most common move seemed to be the pyramid, which cost him one turn, and one of my guys a turn, which means every time he did it, I basically got 2 free shots on him.  Also, it took me like 20 turns to successfully steal from him.

Shinra Soldiers at HQ (the red armored ones) - Barret was back attacked and took over 500 damage from the "double shot" attack.  Wee bit powerful.

Teleporting enemy with mallet - I don't know if he was supposed to, but at one point he just vanished for a while and all I could do was sit there and wait for him to return.

Sample: H0512 - besides the opening attack, I was not attacked at all during this battle, all the way up to the point when I got an error and had to escape it.  If he is going to revive his buddies each time one of them dies, they need a lot more health.  Even then, perhaps it would be better if he only did it when two of them were dead.

Elevator boss - This guy seemed pretty good.  I don't remember vanilla version, but I thought the status effect bullets seemed odd at least.  "I will shoot you with my sleepy bullets!"  I think this guy is the only non random battle which actually killed a character (Aeris).

Rufus - Already mentioned, but Dark Nation disappeared pretty quick.  After that the match becomes pretty boring as all he did was use his shotgun.  It was pretty powerful, but pretty boring.

Motor Ball - This guy, while he did take a beating before dying, didn't actually offer much resistance.  He basically sat there as I tore him apart.

I also noticed the mechanical bosses were healed by lightning and (at least) motor ball was weak to water.  While this does makes sense in a way, it also kinda goes against all my rpg experience which says "cast lightning on machines."

Character wise:
Barret seems like he has a bit too much HP.
Tifa probably could use a slight HP boost.  Also, I don't know if it was intentional, but her limit breaks are devastatingly powerful.  In this case it seems like the whole "low health, high power" concept might have gotten a little out of hand.
Aeris did not have quite as much Magic as I had envisioned.  I assume she is the primary spellcaster?
Did not get to use XIII enough to notice anything.

I liked that you took out the stat mods the magic materia had.  I noticed they was left on revive though, which I assume means you left them on the more powerful materia.  How do you envision that working out?  In my head it seems like it would just make the magically-inclined characters even more so, which shouldn't be necessary as you have started to differentiate them from the get-go.

Can you change those hints you give out in battles to only appear the first time?  I think I was told about the sleep ailment five times.

As a guy who has only played a couple of the FFs, this next one bothered me more than it probably should have.
Why did you change the Sense and Enemy Skill names?  They may be Libra and Blue Magic in the other games, but in this one I think they are kind of expected to be Sense and Enemy Skill.  Regardless of that though, If you changed those to sync up with other games, why not change the other spells?

Random thoughts for later parts of the mod:
Have you considered making Independent materia which solely serve as stat boosts?  It could be useful for non-magic users.  Similar to HP+%, but without the %, due to... not wanting to break the game.  Something like Strength +, which as it levels, the amount of strength granted also increases.  +2, +4, +6, +8.  Just a thought.

I'm also curious to hear what you are planning to do with KOTF, HP+%,MP+%, and ultimate weapons.  I had always promised myself that when I played FF7 again, I would do it without those due to how overpowered they were.

Most of the other things I noticed have been mentioned by others so I'll leave those out.

I definitely want to see what the next part is like, because I realize that the Midgar section of the game is probably the most boring due to the lack of options a player has.  You really can't throw a bunch of materia at the player at the beginning and say "have at it."

Woo, that took a while.

Well, good luck.  Hope this helps.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-01-30 03:05:50
First reactor - Whoa nelly.  Way too hard for the first area.  This might be an appropriate difficulty if your intention was a "hard difficulty" version of FF7, but if it is just a rebalance, don't assume that players are masters of the game at the very beginning.  The first area of any game should ease you into the game, difficulty-wise.

Guard Scorpion - This battle was easier than some of the random battles in this area.  Definitely not right.

I'll nerf the randoms, and up the output of GS. Maybe I'll cut his search scope, or up the penalty for not defending the next attack?

The section right after the train (I really need to learn what these places are called) - The rocket guys with their sleepy critter companions are vicious.  Tifa got the crap beat out of her here, and I didn't exactly have a surplus of phoenix downs so...

You're not the first person to find her too weak. She *is* a glass cannon, but if I reduce the hitrate of Risky Rocket further, she shouldn't die unless you're negligent.

Air Buster - I entered the fight with two limit break at the ready.  Two limit breaks later, the fight was over.

For various reasons, it's hard to do much about Air Buster. It's difficult to remove his 5x damage to back attacks.

Aps - Water heals him?  But taking a tidal wave to the face damages him?  Also pretty easy.

Likely to remove the tidal wave self-injury.

Turtles (I dunno what they are called) - That royal guard is a royal pain.  They just sit there and cast it on themselves over and over.  How about give them 1mp and make royal guard cost 1mp, just to prevent endless boredom.  Also I think their stab attack didn't have a sound.

They shouldn't cast it over and over. This suggests the random number table is screwy. As a precaution, though, I'll force them to alternate between two attacks and one royal guard. Do you think that's varied enough?

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Reno - He seemed, inactive at best.  His most common move seemed to be the pyramid, which cost him one turn, and one of my guys a turn, which means every time he did it, I basically got 2 free shots on him.  Also, it took me like 20 turns to successfully steal from him.

I'm thinking the random number table is problematic. Will look at this AI again, though.

Teleporting enemy with mallet - I don't know if he was supposed to, but at one point he just vanished for a while and all I could do was sit there and wait for him to return.

This is a bug in vanilla FF7 too. It just doesn't happen very often.

Sample: H0512 - besides the opening attack, I was not attacked at all during this battle, all the way up to the point when I got an error and had to escape it.  If he is going to revive his buddies each time one of them dies, they need a lot more health.  Even then, perhaps it would be better if he only did it when two of them were dead.

I'm thinking of scrapping this entire creature. It's caused me nothing but trouble.


I liked that you took out the stat mods the magic materia had.  I noticed they was left on revive though, which I assume means you left them on the more powerful materia.  How do you envision that working out?

Revive shouldn't have that stat boost. I shouldn't have missed that...

Can you change those hints you give out in battles to only appear the first time?  I think I was told about the sleep ailment five times.

I'll look into it. Should be easy to do.

Regardless of that though, If you changed those to sync up with other games, why not change the other spells?

Some people are really sensitive about 'Bolt3'!

Random thoughts for later parts of the mod:
Have you considered making Independent materia which solely serve as stat boosts?  It could be useful for non-magic users.  Similar to HP+%, but without the %, due to... not wanting to break the game.  Something like Strength +, which as it levels, the amount of strength granted also increases.  +2, +4, +6, +8.  Just a thought.

Something like this is there, though you'd have to play further to see it. I didn't include Strength Plus, as it seemed a little broken. But Vitality Plus and Spirit Plus are there!

I'm also curious to hear what you are planning to do with KOTF, HP+%,MP+%, and ultimate weapons.  I had always promised myself that when I played FF7 again, I would do it without those due to how overpowered they were.

KOTR loses its 'piercing' status (which allows it to ignore defence) and becomes holy-elemental. Some key creatures are holy-resistant, so KOTR will still help, but won't wipe the floor with them.

HP/MP Plus are nerfed. They provide a 10% boost at level one, then another 5% with each extra level, so

Code: [Select]
Materia Level  Stat Boost
*                     +10%
**                    +15%
***                   +20%
****                 +25%
*****               +30%

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I definitely want to see what the next part is like, because I realize that the Midgar section of the game is probably the most boring due to the lack of options a player has.  You really can't throw a bunch of materia at the player at the beginning and say "have at it."

Indeed. That limits the options I have in battles, too. Players have a limited number of strategies available in Midgar - in fact, they have three: defend, heal, attack. Building battles that can remain varied and demanding, whilst only involving those three responses, hasn't been easy.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Timber on 2011-01-30 14:15:01
Do you plan to release a second demo Bosola?
I have refrained from playing this because my feedback would likely be the same as others have mentioned, might as well keep my 'fresh set of eyes' for later. :)
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Proxy on 2011-01-30 16:17:24
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I'll nerf the randoms, and up the output of GS. Maybe I'll cut his search scope, or up the penalty for not defending the next attack?
His search scope is part of his charm.  It helps new players learn to defend.  Although, if you do go through the effort of making the player learn to defend, it would probably be nice if defend was helpful outside of this one battle.  I don't recall many other places it gets used...

I went through again to make sure the reason he seemed so easy wasn't because I was overleveled.  I managed to take him down when both my guys were level 3.  So yeah.  I also got hit by his tail laser this time around for about 250 damage to both guys.  You should probably lower that, seeing as he sometimes brings his tail up after you declare an attack, which kinda screws you over.  It should be enough damage so that continuously attacking while the tail is up will kill you, but one accidental one should not.

Could you make his tail poke attack not linked to his search scope?  So he could either tail poke you, or search scope followed by the rifle.  If you did that, you might want to lower the tail poke damage.

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Likely to remove the tidal wave self-injury.
If you made his tidal wave HEAL him, it would visually reinforce the fact that using water against him isn't a good idea, and would make the battle much more interesting.  Just don't make it heal him for 300.

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I'm thinking of scrapping this entire creature. It's caused me nothing but trouble.
:( Could you just not spawn the little guys and have the big one not use his revival spell?  It would make the match less interesting, but still more interesting than no match at all.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Vgr on 2011-02-01 00:28:49
I have a question. This is obvious you made some changes in the kernel.bin but it doesn't exist in the download. It is maybe in the ppf patch but I don't know how to open that. Could you send it to me? I you don't want to, I don't have any problems with that either.

EDIT : Stupid... I just have to take the kernel.bin from the patched ISO ^^

EDIT 2: Managed to get this demo working on the PC version. Ask me to a link/how to do it.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Dark_Ansem on 2011-02-22 13:12:28
re-installed the game just to test this. will post opinions later.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-06-26 21:03:14
It's been over six months since the New Year's demo, and so it's high time you heard what's happening with FFVII: Rebirth.

Firstly, Rebirth isn't dead. Whilst it's true I haven't been able to do much work on it since the demo, that doesn't mean the project is abandoned. But although it isn't dead, it does need some surgery. My plans for Rebirth grew into a horrible, sprawling mess. I didn't just want to 'rebalance' FF7, I wanted completely new encounters, bosses, AI and field scenes. This wasn't what I originally set out to do: to make FF7 fairer, more fun to play, and a lot more 'involving'.

So that's why I'm formally commiting to a more 'stripped-down' Rebirth, released iteratively. 'Iteratively' means I won't be waiting until everything is 'just so' - rather, I'll be releasing revision after revision, listening to player feedback until we together reach an ideal finishing point.

So, what will the 'new' Rebirth still feature?
- status spells that are genuinely useful, and status effects that matter.
- rebalanced limit breaks, where one limit in a level isn't unambiguously 'better' than its counterpart
- an enemy element and status defence class system
- better individuated character stats
- more interesting weapons, often 'sidegrades' rather than 'upgrades'
- new, less game-breaking enemy skills
- holy, air and wind element abilities
- armor and accessories that promote more 'stategic' gameplay
- by popular demand: a controllable Nibelheim Sephiroth
- a 'meltdown' like status
- stronger enemies
- a true MDef. fix
- basic fixes to existing enemy AI
- enemies that employ the newer spells

As time goes on, I'll be able to start adding some of the more ambitious changes the earlier Rebirth attempted. These include completely new enemy behaviours, NPCs that talk about local enemies, new bosses / enemy encounters, and a few more things I can't reveal yet.

OK. So when are you going to release?
I don't know. But this time, I *will* be providing regular updates. See my thread on QHIMM (http://forums.qhimm.com/index.php?topic=9600.0) for the latest news.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Timber on 2011-06-27 09:23:13
YAY Rebirth is alive! :D

- holy, air and wind element abilities

Air and Wind? Huh?

As time goes on, I'll be able to start adding some of the more ambitious changes the earlier Rebirth attempted. These include completely new enemy behaviours, NPCs that talk about local enemies, new bosses / enemy encounters, and a few more things I can't reveal yet.

So excited for this stuff! Though I definitely agree that the basics should be done first.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2011-06-27 10:57:43
Sorry, a typo. There's only one air element.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Dinfevo on 2011-06-27 20:08:43
Hi again Bosola, why don't you upload a Beta Version with the new progress. That could be great news for every fan in this forum :) and maybe we could help by telling you the bugs we could find. :)
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Vgr on 2011-06-27 21:01:41
Each thing have a time. Now's not the time for this. Be patient.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Dinfevo on 2011-06-27 21:42:53
Well okay, I was just suggesting.
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Post by: Jenova's Witness on 2011-06-27 23:27:16
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Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: albo on 2011-07-13 17:51:47
Love this project :D
Please, could you guys make a better armor system is Rebirth? I mean, in the original VII it was sad, only bracelets for equipment :( I really hope you guys will think about an armor system overhaul, maybe keep the bracelets but add armors, helmets and gloves, it should make VII much better :)
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Auraplatonic on 2011-07-14 23:25:28
Although I am nowhere close to an expert at the inner workings of all the files I don't think this would be very easy to do.  I am just speaking from what we see in the game.  Adding items isn't so difficult as there are many unused items in the game, however from a menu standpoint there really isn't a lot of space to display it, and you have to look at if there is actually a way to code multiple armors being equipped at once.  If you are saying just to add other items that could be equipped that were named helms, armor or whatnot that is easy to do, but having multiple ones equipped at once...I don't know.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: Kudistos Megistos on 2011-07-15 04:31:02
Love this project :D
Please, could you guys make a better armor system is Rebirth? I mean, in the original VII it was sad, only bracelets for equipment :( I really hope you guys will think about an armor system overhaul, maybe keep the bracelets but add armors, helmets and gloves, it should make VII much better :)

If you're talking about equipping several kinds of defensive gear at once, a la FF9, that's impossible.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: dkma841 on 2011-07-25 21:35:04
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Post by: Jenova's Witness on 2011-07-26 19:42:15
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Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: dkma841 on 2011-07-27 12:53:26
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Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: poingjam on 2011-09-09 08:54:47
To me, the biggest problem with FF7 is the random battles.  They discourage exploration, and every time I get in one, I have to wait ten seconds while the same old cutscene plays before I can play the game again.

Would it be possible to implement some item that disables them?  Maybe an item that any character can equip.  It could decrease the odds of getting into a random battle based on the character's level in comparison to the levels of the enemies in an area.  If you're below the level of the enemies, the decrease is minor, but if you get three to five levels above local enemies, the chance of getting in a random battle drops to zero.  Or if enemy level is arbitrary and doesn't relate to player character level, it could be based on something else, like assigning a level value to each zone.  The item should be purchasable from any shop at a low price, so there's no accidentally skipping it or having to put up with random battles for the first half of the game or whatever else.

If that's too complicated, what about a simple option in the main menu to turn random battles on or off?  Or a mod that can be easily enabled and disabled.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Kranmer on 2011-09-09 11:38:03
To me, the biggest problem with FF7 is the random battles.  They discourage exploration, and every time I get in one, I have to wait ten seconds while the same old cutscene plays before I can play the game again.

Would it be possible to implement some item that disables them?  Maybe an item that any character can equip.  It could decrease the odds of getting into a random battle based on the character's level in comparison to the levels of the enemies in an area.  If you're below the level of the enemies, the decrease is minor, but if you get three to five levels above local enemies, the chance of getting in a random battle drops to zero.  Or if enemy level is arbitrary and doesn't relate to player character level, it could be based on something else, like assigning a level value to each zone.  The item should be purchasable from any shop at a low price, so there's no accidentally skipping it or having to put up with random battles for the first half of the game or whatever else.

If that's too complicated, what about a simple option in the main menu to turn random battles on or off?  Or a mod that can be easily enabled and disabled.

So you just want to disable FF7 random battles ? in the PSX version you could use a gameshark to disable random battles but if your using the PC version you could just use any of the following to disable random battles

DLPB & Kranmer's Menu and Battle Interface Overhaul Project  (has a option to disable random battles and other stuff)
http://forums.qhimm.com/index.php?topic=11649.0

FF7 Trainer 0.7 Beta - Teleport Codes Added (has a option to disable random battles and other things)
http://forums.qhimm.com/index.php?topic=9890.0

The topic about how to disable random battles (Further down in this topic i posted a patch to disable random battles)
http://forums.qhimm.com/index.php?topic=9626.0

Hope that helps.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: poingjam on 2011-09-09 18:27:24
Oh wow, thanks.  I looked through all the mods I could find and didn't notice anything about random battles.  But this is great, I've been wanting to play FF7 again for years.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: poingjam on 2011-09-09 18:39:37
I totally forgot about Enemy Away materia.  Is there a way to edit how effective it is?  So that way I'd have an in-game way of turning on and off random battles.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2012-02-23 10:39:20
Necronecronecro.

This project is not dead! In fact, I'm planning to release a Disc One demo around April!

I've recently been playtesting Rebirth and my modified SCENE / KERNEL, and tweaking statistics before I release to the public. My playtest is up to Cosmo Canyon now; the rest of the game's enemies have new stats, but I still need to polish a few things off (especially repositioning enemy skills). The game's playing very well, though enemies are a *little* too frail as is. I didn't increase HP, and I created more opportunities to take advantage of elemental and status weaknesses. Without mixing up the enemies in the formations (time-consuming), this makes some battles a tad short once you know what to do. I may add ~30% HP to the random mooks after Corel.

I've made a few unusual decisions for this release. Firstly, I've made HP gains for all characters equal. Characters already have vitality / spirit stats changed, and giving Barret extra Vit and extra HP increased his toughness exponentially. Secondly, I've updated Vincent's AI to stop him using elemental attacks on enemies that absorb them. This is a common complaint of players, but I do wonder if a 'smart' Gallian Beast et. al are a little overpowered. I may dump this change by April; I'm yet to decide.

The demo will be a PSX release. I still haven't done any work on a PC port. I figured it better to get player feedback before spending time on development that might be thrown away anyway.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: LeonhartGR on 2012-02-23 11:40:41
Keep going I'd love to try that!!!
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Post by: Jenova's Witness on 2012-02-25 20:46:52
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Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: xLostWingx on 2012-02-26 17:47:47
Have you altered Vincent's transformations or Limit Attacks at all (excluding AI changes)?  If they are all the same, then I would say keep the Galian Beast dumb - but if you've already changed some of the transformations and plan on changing their AI, then I see no reason why not to revolutionize his limits to the fullest extent.  Assuming the enemy formations are equipped to handle a more powerful Cloud & Friends, it only seems appropriate to apply the same curve to Vincent's Limits.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: LeonhartGR on 2012-02-26 20:17:15
I'm not aware if this is possible but it would be fun if we could have monsters as pets like in xiii-2 I guess this requires graphical mods as well... anyway just a thought...
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2012-02-26 22:30:43
I approve of a smart Galian Beast - as well as Vinnie's other limit break forms - but I wonder if you can limit it's intelligence to what the player can see.  So, if Galian beast uses an attack which an enemy absorbs (or which in some way restores an enemies HP, or makes it higher than it was before), then it will know not to use that ability against that type of enemy for the remainder of the battle, or ever again against that enemy.

This might be too complicated to implement, though.

I guess it could be done, but I'm not sure if it'd be clear to the player what's happening. I'd need to be convinced that 'smart Vincent' plays well before doing any more work on him.

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I'm not aware if this is possible but it would be fun if we could have monsters as pets like in xiii-2 I guess this requires graphical mods as well... anyway just a thought...

That wouldn't be possible, no.
Title: Re: Final Fantasy 7: Rebirth (PSX and PC)
Post by: WhiteWing on 2012-03-21 17:37:47
I have been through the demo and the spells and like what I see for the most part, but there are a few things id need to questions simply based on final fantasy continuity when it comes to spells.

Exit and Remove were basically Warp and X-Zone, while X-Zone was FF6 only, warp had been a staple all the way till final fantasy 6, yet, it doesnt do what its main function was supposed to do: warp you out of annoyingly long dungeons, which there arnt many of in Final Fantay 7, so, that is probably a good thing to get shot of.

In regards to Life2, Full Life, while it may seem over powered, its a spell thats existed since Final Fantasy 4 and continued on since, beyond even this. Given the improvement in AI's, it maybe worth keeping in, albeit making it more costly? It maybe just my nostaligic mind kicking in here, but id miss the spell that had so often been an option, albeit rarely used one, but having it there was nice.
 
Shield: This im iffy on. While OP'd, even if you get it late, consider this: Bosses using it on themselves. Itd make Dispel much more useful, since untill it wears off, if you dont ahve the spell, you aint doing nothing to them. Its a nice mechanic if used right, i found it a shame it was never used against me in combat. Enemies should be using spells like that before you get the ability to use it for yourself.

Frog - Unless removing it from the game completely, little point in taking it out.

Death being Darkside im a little bit confused on. Wasnt Darkside sacrificing HP for more damage? I never used the Death spell myself, but having Death for a status effect with Added Affect was always a decent way of dispatching foes.

Poisona/Stona i could care less about really. I found i was never "stoned" often enough to use softs, and poison, it went away after battle, so what was the point>

FullCure, i agree on, by the time you got it, you already would have Curaga, Regen, White Wind, Exilers and Megalixers.

Tornado for Aero 2? Thank you Sir!

Im also a bit worried about abusing spells that damage enemies and give posative status effects... it maybe just me, but damage spells should damage, and buff spells should buff, not a mix of the two, but that maybe just my old D&D rping mind coming into it.

Also, Quake, Quakera and Quakeaga. Why not have Tremor, Quake and Earthquake? Sounds a lot better off the tongue. Same for the Bio Spells. Why not Poison, Bio and Toxic? And renaming DeSpell to its original Dispel? As for Holy and Holy2, or Peral and Peral2, why not have Pearl and Holy? And instead of Nova, Meteo?

Admitedly, Toxic isnt a very good one, Posion and Bio already being future spells, hard to come up with something similarly related. As for the others, it was just a case of keeping in mind what came before and after it in regards to spell names.

That aside, I like the work thats gone into this, and applaude your hard work and drive to do more. And would like to add it was seeing a video of your mods that got me to get the game and begin modding myself, so, you have my thanks, sir. :)
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: KaidenJames on 2012-04-18 02:27:16
I just played through the first Reactor on your Disc 1 release. I have to say, you have done a fantastic job! My favorite thing so far is probably the different camera angles. Very cool. The battles so far are more challenging but not crazy difficult. I was grinding levels and I had to watch my items and stuff like that. I also haven't played the PSX version of FF7 in a VERY long time. Now, i'm way in to it again! I might upload a video to youtube later showing this amazing mod off. Keep up the great work!!
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: DLPB_ on 2012-04-18 03:26:58
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Exit and Remove were basically Warp and X-Zone, while X-Zone was FF6 only, warp had been a staple all the way till final fantasy 6, yet, it doesnt do what its main function was supposed to do: warp you out of annoyingly long dungeons, which there arnt many of in Final Fantay 7, so, that is probably a good thing to get shot of.

That's because exit is not warp or x-zone.  In fact warp and xzone are also mistranslations.  Remove in ff7 english is the "warp" move. Also "warp" is not a "warp out of dungeon" move at all.

Dimension (Di-sion) has been incorrectly translated as:  ZAP! (FF1)/Warp (FF2, FF3,FF4,FF12) / Banish (FF2origins, FF6, FF10, FF11, FF14) /Remove (FF7)/ X-Zone (FF5,FF6) /N-Zone (FF5) / DeZone (?)/ Dejon (FF4 J2e) / Degeon and De-Dungeon (Fan translation).

The original move was dimension.  Shortened because of early ff's character limit to Di-sion (デジョン).  The dimension move shifts enemy's out to another dimension (or perhaps warps them elsewhere via dimension shifting), which is exactly what FF7's move Remove does (again in FF7 it is really デジョン Japanese.  Dimension). 

In FF1 where the move was first used, it teleports an enemy into another dimension.  It does same in FF2 (and pretty much all of them).  The original meaning of the name was always Dimension.

Escape, exits you from battle.  In FF7 the japanese is:

Exit (materia name)> りだつ > Withdraw
Escape > エスケプ > esukepu > Escape
Remove > デジョン > dejon > Dimension

In other words, you have confused their functions and names.  Likewise Dimension Hammer  デジョンハンマ (originally Hammer Blaster   ), teleports by "dimension shift".

Theres this idea that it warps people out of dungeons but that only happened on a  few occasions and where it did it isa dimension shift (see sci fi) capability not a "de-dungeon".  People have got their wires crossed and until the retranslation project came along, this myth remained unchallenged.  8)  The same kind of myth as Malboro (another mistake) coming from Marlboro cigarettes.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: guitar89 on 2012-05-07 12:53:24
I'm looking forward for it ^^ although it passed April, waiting patiently ! Is this release include full FF7, or just disk 1 ?
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2012-05-07 17:18:00
Disk one, and it's out. I just forgot to update the thread. Here's a link:  http://www.moddb.com/mods/final-fantasy-7-rebirth/downloads/rebirth-v1-disc-one (http://www.moddb.com/mods/final-fantasy-7-rebirth/downloads/rebirth-v1-disc-one)
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Post by: Jenova's Witness on 2012-05-07 19:23:25
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Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: LeonhartGR on 2012-05-07 20:40:10
Disk one, and it's out. I just forgot to update the thread. Here's a link:  http://www.moddb.com/mods/final-fantasy-7-rebirth/downloads/rebirth-v1-disc-one (http://www.moddb.com/mods/final-fantasy-7-rebirth/downloads/rebirth-v1-disc-one)

Thank you very much and well done! I'm going to test it as soon as I dig to find my epsxe again!
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2012-05-08 11:20:32
Actually, there are a couple of bugs with that release. Nothing huge, though you might want to use savestates just in case. Some have reported an issue where Air Buster crashes the emulator if you steal from him, but I can't get to the bottom of the matter.
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Post by: Jenova's Witness on 2012-05-11 20:05:53
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Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Rizhall on 2012-06-18 04:50:40
Registered to post a little steal bug I've encountered. (I sent an email, but I've done this anyway)
(http://i20.photobucket.com/albums/b232/Rizhall/ePSXe2012-06-1715-43-59-34.png)
I stole this from the grunts (the ones that shoot those rays from their hands) in the first reactor.
I also stole one from the Air Buster (checked items, and it told me I had 3, two of which I got from grunts, making this the third, so it's the same item).
I restarted the game right afterwards to make sure I get the RIGHT item if I steal from it next time, if there is one.

Can't wait for the rest of the discs for this!
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Lazy Bastard on 2012-07-11 15:34:36
Although I'm quite late to arrive, I'd like to say that this project is amazing. Very well done, and I can't wait to see what's next.

Bosola: I sent you an email.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: TrueLugia121 on 2012-07-16 09:00:36
hhhhmmmm sorry to post this on two different topics but is i tried the PSX version of this mod on my PSP through a few versions of POPS and at some places the game freezes my PSP off. is it supposed to work on the PSP or isd this ePSXe only?
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2012-07-16 16:55:07
I've heard reports of ISO modifications breaking the PSP's popstation emulator when the menu is opened. Is this what you're suffering?
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: TrueLugia121 on 2012-07-17 03:40:16
wo as soon as i went into the status screen it froze. it a;so when kaput when i entered the Magic screen as well. i'm not sure if it's the game ID i used when i created my EBOOT for this or............... can you find out what went wrong?


EDIT: also when i initiated fight sequence it froze as well.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2012-07-17 15:09:28
I've heard of various issues with modified PSX ISOs on popstation, but I don't have the equipment to test eboots. And I can't really support a platform I can't debug.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: TrueLugia121 on 2012-07-18 06:43:21
danks anyway
Title: .
Post by: Jenova's Witness on 2012-09-10 23:39:03
.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2012-09-11 07:54:54
I have had no issues with materia status effects or 'Added Effect'.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: domapples on 2012-11-18 19:35:27
I hope this is still on-going. It looks awesome!
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: ssbob on 2012-12-06 23:28:37
I hate to bring this up again but...

Has anyone figured out a way to get this working on PSP?

I have patched it and converted the ISO into an Eboot but when I'm in the menu and I open "Item", "Equip" or "Status" and also as soon as my menu appears in battle the game freezes and forces my PSP to shut down.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Vgr on 2012-12-07 00:19:09
Happened to me too. So far my guess is that the size of the kernel isn't exactly the same, and the game doesn't like it. PSP got stolen some time ago, so can't test anything.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: ssbob on 2012-12-07 00:37:02
Excuse my ignorance as I have not done the amount of research that I probably should have done, but how would you go about testing this theory? And if it proves to be true is there any way to fix it into a workable game?

Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Vgr on 2012-12-07 12:45:53
It is very likely that the kernel size is not the same, even without checking. And probably not. The PSP might not like it. But what do you want. It's Sony, of course it won't work.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2012-12-07 13:10:43
The kernel size isn't the same, but that's not likely to be the problem. Unfortunately, I don't know what is.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Jewbakka on 2013-01-01 03:47:53
Was going to send an email but I am too lazy to dig it up.

Some Wobbly Rocket enemies appear to be floating in the air.
Scene:377 /Code:32 Data Error. Two hedgehog pies and a crawler. Stole from crawler, killed a pie, Aerith and Cloud both started attacking the crawler and the error occurred.
In a group of 3 Sahagain in the sewers with Aps, the front-most enemy was "out of range" and could only be killed with magic/limits.
Sample boss is all messed up still. Only way to reliably beat it is to kill its minions every turn so it cant use anything else and cause a data error.
Enemy Skill Balance doesn't seem to work.. Unless it now has a chance factor to it?
After the Kalm flashback, I noticed that my Revive materia, Equipped on Tifa, is shown as mastered with just 410 AP. No extra revive was created. It has no equip effects anymore. It did when is was unmastered.
Mandragoras don't seem to do anything unless one of the monsters in the battle is damaged. They'll all attack once then do nothing.
Maybe I'm just remembering things incorrectly but at one point I think the buster sword's description said "Grows with user." Probably not though.
Enemy skill Balance has randomly turned into Big Guard after a battle.
It appears as though Red's Mythril Clip has lost its 3rd slot, leaving my steal materia unremovable in an invisible slot.
Yuffie came with a mastered Poison materia. Not sure if intended or not.
Wind materia is mislabelled as Transform on the field when picked up. Either that or Wind is given instead of Transform on Mt. Corel.
Found a grunt from the first reactor in the infinite desert part of Corel Prison. It's a rarer battle so maybe it has replaced the cactuar encounter?
Stingers have been replaced by Sneaky Steps, but this seems intentional for you to clear up space for more encounters.
Shinra Mansion, a battle against 3 Jerseys in the room with the Safe. Scene:562/Code:32. Seems to happen randomly, maybe when they try to use an attack that's not there? Happens in "physical" state.
Cid came equipped with mastered Wind, Deathblow, and Added Cut materia. Again, not sure if intentional or not.
Just noticed I have a weapon for Cait called "smp" (Silver M-phone?) It has 8 slots with normal growth which seems out of place in Rebirth since most weapons still have 4 slots. Anything higher than 4 has a downside (Excluding Aerith's Fairy Tale)
Fire Fangs and Antarctic winds are only 2 gil in Wutai? I dunno, it seems too cheap to me. Maybe bump up the price to 100 gil at least. Makes Wutai seem cheap.
Yuffie's 3-2 Limit is called "alCrtn." Not sure if I like how her limits were just switched. Doom of the Living isn't that exciting, plus it puts too similar limits on Level 3. Literally no reason to use Gauntlet.
Red's final limit in this, Stardust Ray, attacks only a single target.

I wrote this up months ago but forgot to give it to you so if you have any questions, I'll do my best to remember.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Vgr on 2013-01-06 06:28:54
Please do separate in more paragraphs instead of one big wall of text. It's a pain to read.
Title: Re: [DEMO/WIP/FF7] Final Fantasy 7: Rebirth (PSX and PC)
Post by: Bosola on 2013-01-06 11:52:27
It's fine. No need to jump down peoples' throats.

Onto the report:

Some Wobbly Rocket enemies appear to be floating in the air.

I will look into this; it's possible I've already fixed this in my current build.

Scene:377 /Code:32 Data Error. Two hedgehog pies and a crawler. Stole from crawler, killed a pie, Aerith and Cloud both started attacking the crawler and the error occurred.

Wasn't aware of this.

In a group of 3 Sahagain in the sewers with Aps, the front-most enemy was "out of range" and could only be killed with magic/limits.

Pretty sure this is now fixed.

Sample boss is all messed up still. Only way to reliably beat it is to kill its minions every turn so it cant use anything else and cause a data error.

I resolved this bug; this (should) be fine in the next release.

Enemy Skill Balance doesn't seem to work.. Unless it now has a chance factor to it?

What do you mean, it "doesn't work"?

After the Kalm flashback, I noticed that my Revive materia, Equipped on Tifa, is shown as mastered with just 410 AP. No extra revive was created. It has no equip effects anymore. It did when is was unmastered.

Strange. I did fix the initialization of the materia recently, so this bug may clear up by itself.

Mandragoras don't seem to do anything unless one of the monsters in the battle is damaged. They'll all attack once then do nothing.

Their AI is unchanged.

Enemy skill Balance has randomly turned into Big Guard after a battle.

Sounds like you swapped kernel, or loaded a Rebirth save with an unmodded ISO. That will cause all sorts of problems for obvious reasons.

Wind materia is mislabelled as Transform on the field when picked up. Either that or Wind is given instead of Transform on Mt. Corel.

I didn't have the tools to do PSX field edits back then, but now I have Makou Reactor I should be able to fix this without much trouble.

It appears as though Red's Mythril Clip has lost its 3rd slot, leaving my steal materia unremovable in an invisible slot.

How could you equip the materia in the first place if a weapon doesn't have a slot? If the weapon's attributes changed between plays, it's probable that you loaded Rebirth on a vanilla ISO. That's something you shouldn't do.

Maybe I'm just remembering things incorrectly but at one point I think the buster sword's description said "Grows with user." Probably not though.

It does. Buster Sword powers up with enemies killed, just like Vincent's Death Penalty in vanilla.

Stingers have been replaced by Sneaky Steps, but this seems intentional for you to clear up space for more encounters.

No, this was a bug with the kernel scene look up. It should be fixed now.

Shinra Mansion, a battle against 3 Jerseys in the room with the Safe. Scene:562/Code:32. Seems to happen randomly, maybe when they try to use an attack that's not there? Happens in "physical" state.

I'll investigate.

Just noticed I have a weapon for Cait called "smp" (Silver M-phone?) It has 8 slots with normal growth which seems out of place in Rebirth since most weapons still have 4 slots. Anything higher than 4 has a downside (Excluding Aerith's Fairy Tale)

Shouldn't be available. Another for the list.

Fire Fangs and Antarctic winds are only 2 gil in Wutai? I dunno, it seems too cheap to me. Maybe bump up the price to 100 gil at least. Makes Wutai seem cheap.

I'll look at this, but that sounds like it could be another instance of a kernel / iso swap bug.

Yuffie's 3-2 Limit is called "alCrtn." Not sure if I like how her limits were just switched. Doom of the Living isn't that exciting, plus it puts too similar limits on Level 3. Literally no reason to use Gauntlet.

Yeah, there are a few things to fix here that I spotted not long after the first release.