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Messages - Gingercat

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51
I see this topic and I think "Ooh!!"

I have a read of the topic and my response is "Coooooooooooooooooooooooooool...!"

This is gonna be awesome as!!

And don't worry about stealing my thunder... I'm more than happy to hand over the whole enchilada :P

52
That would DEFINITELY be a very, very neat little program to work with.

Awesome idea. I love how Teioh works, and I'd love Wall Market as well ;)

53
Neat!
Thanks for the reply, I'll be messing with this in my spare time to see what I can come up with :)

Thanks!

54
Archive / [Request] Blank movies info
« on: 2007-09-18 23:59:03 »
Hey folks.
I've been looking for about an hour now, but I can't find the patch/mod/whatever which uses a batch file to replace all FMVs with blank ones. I saw it a few days ago somewhere (not sure if it was on here or not), but didn't download it (no time at the time).

Mainly, the reason I want it is to replace the two or three startup movies with half-second long blanks (not the whole lot of them), so there's no need to use a hotkey-skip (which would annoy me as much as having to mash my "OK" button does to skip the ones after the Eidos intro). I don't want / need to skip any others; I'm thinking that mod creators, and those who (like me) love the "I wonder what happens if [I do this action]" credo would like this auto-skip as well.

I've come to dislike that Eidos logo. Why isn't there an in-game "Load"option? Hmmmm... I wonder what would be involved in creating one...

Anyway, any help would be appreciated. Simply deleting the contents of the .avi files in Notepad and saving doesn't work; it causes a nice "ff7.exe has encountered a problem" message.

55
Troubleshooting / Re: Crash at Submarine Minigame
« on: 2007-09-15 08:37:17 »
Quarter-screen worked for me too.

56
General Discussion / Re: Chocobo breeding gone wrong
« on: 2007-09-14 00:15:27 »
I did think of that after Try Number 8... Although it didn't seem to help that I would bugger off in the airship to this random continent / island or that one, use or not use Limit Breaks, magic, Enemy Skills etc in battle or even try escaping from a few, come back, and try with the same results...

I toured a couple of towns again (like Rocket Town, went back to hole-in-the-ground Mideel for a look...), went back to the Chocobo Farm, saved to the same and eventually a different save slot (that was for Try Number 12)... Nada. The major reason why I bothered so many times was that I was trying so many different methods just to work out what (if anything in particular) was influencing the outcome of the breeding attempt so I and others could avoid this problem in the future.

Try Number 21 saw me grabbing the Jenova save editor, editing the parents so they switched genders and names, and tried again another 6 times.

Changed them back, fiddled with the "number of races won" (thereby changing the rank from S to A)... This fiddling (and toss in a few battles for good measure) took me up Try Number 39.

At this point, even someone as bullheaded as me has to give up and start over.

I released all the chocobos in my possession, went and re-caught the necessary ones, fed these the necessary greens, raced them to Class A (forget Class S, the ever-cursed TEIOH turned up 3 races running and we all know that he's pretty much unbeatable with anything less than a well-bred black, so I gave up on that), bred them... And lo and behold! A male Blue Chocobo! Celebrations abound.

Did some battles... Re-bred the parents... And for another EIGHT TIMES, I got the ever-cursed GREEN MALE!! The ninth time, I got a green female and have since bred a black female from them to work with the wonderful male that I caught.

It was absolutely never this hard on the PS version, so what gives here? I'm wondering why the green male is so smitten with my PC version that he will elbow out anything else.

57
General Discussion / Chocobo breeding gone wrong
« on: 2007-09-13 12:17:03 »
Hey folks
Playing the PC version of FF7, and no matter what I do, breeding Class S "great female" yellow and Class S "good male" yellow together with a Carob Nut ONLY produce a green male - Likewise for great male + good female. I've loaded the file to retry 37 (and counting...) times now, thinking "eventually, probability says that it's GOT to be something different".

I've tried changing the PC clock, thinking that might somehow have something to do with the *cough* "random" nature that the breeding is SUPPOSED to have, but I'm just not getting anywhere...

Is there some known issue that can cause this to happen? If so, how do I get around it? I know that breeding isn't supposed to be a sure-fire thing every time, but hey, it's not supposed to be this stupidly tedious either. It wasn't nearly this bad on the PS1.

Anyone got any ideas?

58
Releases / Re: [Release]FF7 'default run' patch
« on: 2007-09-12 12:13:45 »
[Field-tests the patch]

Awesome! No more holding down the dreaded Cancel!

*Dances*

Having that "unrun" program is a good idea for those areas where it might cause problems to be running (such as the Junon march); "unrun"ing at such points is a very easy way of avoiding any such issues as (or if) they arise.

kruci: My fingers and wrists thank you as much as I do personally (which is to say: Lots!) :)

59
Releases / Re: [Release]FF7 'default run' patch
« on: 2007-09-12 08:16:49 »
Nifty; I'm gonna give it a spin and see how it works out a bit later.

Cheers!

60
Interestingly I've had the same problem with ZoneAlarm Security Suite. I believe the antivirus engines pick this up as a "virus" / malware because it's obviously designed to write changes into another executable - This behavior isn't "standard" for most users, and is usually associated with virus activities (usually "appending" themselves to the ends of exe's).

61
Mmm... so the only way is to convince the game that Cancel is constantly being used?

I was thinking instead of somewhere changing the default character action from walk to run, but I dunno how the game's built so I dunno whether that'd even be an option or not, heh :)

Ah well.

62
Hey folks! I just thought of how much I love this game... And hate having to hold the Cancel key to run everywhere... I'm a very run-everywhere kind of person, I like to get there in a hurry.

Is there a way to make it so the Cancel key must be used to walk, and running is the default action?

The only place I can think of this being an actual problem is the marching section of Junon, where you have to try and get good TV ratings; it'd make sense everywhere else. (It'd be FF9-esque in this way and that'd be nice too.)

That'd save me a cramped hand after a while of playing!

63
FF7 Tools / Re: Teioh - a FF7 kernel2 editor
« on: 2007-09-09 12:53:02 »
Sweet. This is nifty :)

Now "Bio2" and "Bio3" can be "Toxic" and "Sludge Bomb" :D

And "Quake2" and "Quake3" can be "Earthquake" and "Cataclysm"!

64
Hey guys. I love the NPC Reconstruction Mod; love it love it love it.

I've had a look around the Net for something that would allow me to modify (or even add new) weapons to FF7 PC, but haven't had any luck. Has there been something like this created, or is anyone able to point me in the right direction?

Essentially I wouldn't mind cruising the world with an 8-slot all-linked Double (or Triple!) growth weapon for each character, with reasonable attack power to compensate for the Materia growth/flexibility... Instead of being hugely powerful with an attack value of, say, 110, it'd be more like 62.

Same sorta deal for Armor items.

It'd be really fun to know how to modify existing weapons to change their various stats, ie slots (linked / unlinked), power, added effects ("drains [cold] but auto-poisons your character, muahaha!!").

Any ideas, suggestions, etc?

PS: My skill-level pretty much consists of being able to follow instructions / use a GUI... Code by itself baffles me, but I can modify it by following instructions. :)

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