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Messages - Kranmer

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126
Well its nice to know it still uses mostly the original files, since it does use the original files have you thought about trying the 1.02 FF7 EXE in the new games folder with aali's driver to see if its possible to run it ? if it uses the same files it should be possible and it would help a lot with existing mods if we could use the old EXE with the new release.
Also on a side note is it possible for you to make a list of the DLL's ? i am interested because instead of patching the EXE they may have decided to patch it in realtime by hooking into the EXE via DLL (although i doubt this, it is more likely you are correct and they will just be securom DLL's).

127
weird that they would allow people to download then pull it again?  But at least we an be fairly sure about the protection and what it is going to use.
Yeah i wonder if they put it on there by mistake so they took it down again fast, or maybe they realized the securom protection wouldn't allow people to activate and took it down till its fixed (i doubt this), i guess we will have to wait for official word to see what happened.

128
edit: It uses securom. It also won't activate, which I assume is because it's not even supposed to be up. The download and purchase options are completely gone now.
Damn, if its securom protected it will probably stop a few mods (things that alter the EXE like menu overhaul) so i guess we will have to either find some other way to edit it (i mean instead of editing the EXE maybe alter the memory address's while the game is running somehow).

129
General Discussion / Re: FFVIII/FF8 Mods?
« on: 2012-08-01 19:02:50 »
Yeah there are very few mods for FF8 for the PC which is a shame since it is a very good game, even Aali's driver for FF8 has some problems.
But i do recommend playing the PC version (i use the loader instead of Aalis driver since there seems to be less glitches) or playing the PSX version on a PC emulator.
I do not recommend playing FF8 on a PS3 for a few reasons, first being the graphics quality, and the second reason being that the game can't be completed on PS3, for some reason the PS3 can't read the 4th disc of FFVIII (which i found out the hard way), so if you even think about playing on a PS3 make sure yours can read the 4th disc (i have only tried this on a PS3 Slim with the original PAL discs of FFVIII so if you are using the NTSC or a different type of PS3 results may vary, and before anyone asks the discs are in perfect condition its just the PS3 doesn't read the 4th disc)

130
After resolving the issues I was having with importing files using CDMage, etc (and successfully importing various other files without issues), I've decompressed FIELD.BIN, recompressed it without making any modifications, then imported it back into FF7 Disc 1, and this still caused a crash after choosing NEW GAME. This leads me to believe that there indeed is an issue with the gzip header, or something else related to the gzip algorithm. I've tried using both 7Zip's gzip support and ff7dec and its bundled gzip, with the same results. Of course, I re-added the original 8 bytes that I stripped off in the first place, verbatim.

Is there anything in particular that I should be looking for? I've looked around at the gzip RFC, various articles concerning gzip headers and signatures, and general gzip documentation, but I haven't found anything that describes headers in such a way that I could hex edit and eliminate/modify them in a meaningful way...
I edited the gzip header like this and it worked ingame (tested on a emulator)
http://www.youtube.com/watch?v=ocE73qwTlgE
All i basically did was copy the header of the file from the original FIELD.BIN over to the new one compressed in gzip, hope this helps.

EDIT:- just rechecked, on the re-compressed Gzip all you have to do is add the original 8 bytes back into the file (the ones removed so we can decompress) and it should work (providing you also compressed the same way i did in the video above) so just make sure that when you use the command line Gzip you use
gzip -9 -n file
to compress the file (never use the 7zip gzip for this) then add the original 8 bytes back, this works for me (also when i added it into CDmage i also said YES to zero bytes when replacing)

131
I'm glad it worked, i asked a friend who knows slightly more about the psx version then myself and he mentioned the FIELD files are read from the LBA (so it probably doesn't use the filename but uses where on the disc it is) which is apparently decided in the file FIELD.BIN (which is in the FIELD folder) and that is Gziped, i don't know how correct this information this is but it may be a good place to start.
I wasn't aware that Hack7 couldn't open modified files (i have only ever used it to extract Jap Font files from window.bin), you may want to ask the creator about it and see if he can add support for modified files. I also wasn't aware of any corruption in hack7 latest version but if there is you could also report that to the creator and just stick to Makou Reactor for now.
Anyway i hope this helps.

132
Sorry i am not sure how to edit the game to load a different file then MD1STIN when clicking NEW GAME (i don't actually know that much about the PSX version, most of my work is on the PC version but some of this stuff is the same), but there is a workaround which would work (i have tested this before on the pc version), instead of the line
"Set next movie: opening"
in MD1STIN change it to something like
"Jump to map jail3 (No478) (X=0, Y=0, triangle id=0, direction=0)"
and this will make it so as soon as you click NEW GAME it will instantly jump to the field "jail3" instead of playing the opening movie (this is just an example, you could use any map).
This way the user will never seen MD1STIN.

133
Presumably, that choice kicks off the initial FMV, then loads field MD1STIN (Sector 1 train station's first field), which then runs its scripts and passes control to the user.
Wrong.
Just to let you know after you click on NEW GAME it loads MD1STIN right away and NOT the video, the opening video is loaded from MS1STIN script and can be changed really easily (using Makou Reactor or Hack7).
So all you need to do is load MD1STIN into Makou Reactor and then click
"0 Dir"
in the 2nd column
then in the 3rd column click
"S0 - Main"
then click the + next to
"If $GameMoment == 0 (else jump to byte 213)"
and you should see a line that says
"Set next movie: opening"
this is the line you want to change, i hope this helps.

134
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-07-01 19:33:33 »
A different patcher executable might help.

Is there any way to extract the files from your installers?

I think the main problem is with ulgp.exe and the batch files, which are opening too many files and too many processes.

This may not be a problem on Windows, and WINE on linux can do much of what Windows can do, but linux has more strict security restrictions.

What gets me is just how close I get to installing with your installers.
They run, even with Sephiroth and Music, and they seem to do their thing.
I can only see them fail if I run them from terminal and behold the torrential flood of errors.
Its a Inno Setup Installer so to extract the files from the installer you will need to use "Innounp" in WINE to extract the files (http://innounp.sourceforge.net/), that will extract all the files from the installer. Hope that helps.

135
Archive / Re: FF7Music + Xpadder incompatible together?
« on: 2012-06-25 22:11:39 »
I have the Xbox 360 Wired Controller and use XBCD driver which allows the user to select what buttons do what (so you can set your D-pad to Analog or vise versa and set things like the A button to the X button etc) and i use this to customize my controls for FF7 and other games like Metal Gear Solid 1 and Dino crisis for PC, i am not sure if XBCD driver works with the wireless controller but you could try it, or you could try the custom driver for the wireless controller called "x360wc" which can apparently do the something similar. I hope this helps.

136
Hey PitBrat just noticed you was adding "FF7 Trainer 0.7.1 By Kranmer V2.zip" to your next release, just thought i should give you a recompiled version of it
http://www.mediafire.com/?e1notv8y6mv7n42
It was recompiled with a different compiler since the old version is detected as a virus on quite a few virus scanners here are the differences
V2
https://www.virustotal.com/file/80a92d28810eed94cd122dcd62c2f83f0f59fdb33e3ba730f002066aa7c30910/analysis/1340540205/

V3
https://www.virustotal.com/file/f21b942cca8749ab927d4909f5ab13ffca36824934317e416d82b256174b0a6d/analysis/1340539872/

Other then the fact less virus scanners detect it as a virus there is no change.
I really do need to rewrite this i am just having a hard time finding the time at the moment (i used to use cheatengine to make this but i no longer do so i will need to rewrite this in ASM at some point).

137
^^demo:
http://www.youtube.com/watch?v=CAw7yQk6WbE&feature=youtu.be

Quality is a bit bleh though...
Looks like you have the timing right, although i wonder if Aries should move a little more (around the fire i mean, rather than just standing on the spot), but anyway good start, i look forward to it. Also maybe when you done you should do a parody and actually have Aries walk through the fire  :evil:

138
What I was planning on doing was just recording what I've got in game, then putting the song over the top. So it looked like they were actually singing it :P

This is how I want it:

Aeris - Buffy
Cloud - Xander
Tifa - Anya
Yuffie - Dawn
Cid - Giles
Vincent - Spike
Caith Sith - Willow

I don't think I could get away with Barret - Tara xDDD

Nice sounds good, Yeah Barret as Tara is a little to extreme (even though she does look a little manly Barret isn't the right choice, maybe Sephiroth would work though with his long hair  ;D)

139
Yep that's it :P

Gonna try and recreate that in FF7, see how well it works.
Hahahah, i have got to see that, if you do it will you please upload a pictures (or a video with the music to it)

140
Messing about with making cutscenes...

Anyone tell me where this is from? :P *Hint, a TV series :p
Not a 100% sure but the wording reminds me of a episode of Buffy (the musical episode).

141
WINDOW.BIN is compressed with gzip and if you just want to unpack the TIM file use hack7 (you can get it here http://lasyan3.free.fr/index.php?page=ff7-outils&lang=en)
open hack7 and click "TOOLS" along the top of the screen and click "Manage window.bin" then open your window.bin and click "Extract graphics" and that should do it.

142
Releases / Re: Battles playing at 60fps
« on: 2012-06-13 18:56:10 »
I did create a DLL a while ago to allow switching of FPS between values via hotkeys, I haven't had chance to fully test it (i did give it to pitbrat to test but i haven't been on IRC for a while so i haven't had chance to ask him how good/bad it worked).
So if you want to test it, it should allow you to switch between a lot of different FPS values (similar to the speedhack but different because this DLL only sets the FPS for what you choose, so if you choose to run battles at 60fps it will only run battles at 60fps and the field and stuff will stay the same where as the speedhack speeds up the whole game regardless)
So this will make it easier so you won't have to hex edit your EXE (i can make 1 just for battles if need be).
You can get it here
http://www.mediafire.com/?ee02tw422kfml2m
this is also a all in 1 DLL so it also includes other stuff like my AnyCd, load saved games, Always Run, Interface Switcher (only for use with menu overhaul) and move while talking.
here is a list of what the hotkeys are (so to set battles to 60FPS just press and hold the B button on your keyboard then press number 6 on your keyboard (using the top numbers NOT the side keypad))
Code: [Select]
WORLD MAP FPS CONTROL
W+1 = 15FPS
W+2 = 22FPS
W+3 = 30FPS
W+4 = 40FPS
W+5 = 45FPS
W+6 = 60FPS
W+7 = 80FPS
W+8 = 100FPS
W+9 = 200FPS
W+0 = 400FPS

FIELD FPS CONTROL
F+1 = 15FPS
F+2 = 22FPS
F+3 = 30FPS
F+4 = 40FPS
F+5 = 45FPS
F+6 = 60FPS
F+7 = 80FPS
F+8 = 100FPS
F+9 = 200FPS
F+0 = 400FPS

BATTLE FPS CONTROL
B+1 = 15FPS
B+2 = 22FPS
B+3 = 30FPS
B+4 = 40FPS
B+5 = 45FPS
B+6 = 60FPS
B+7 = 80FPS
B+8 = 100FPS
B+9 = 200FPS
B+0 = 400FPS

M+1 = Move While Talking V1 (glitched cloud but works at events)
M+2 = Move While Talking V2 (Doesn't work correctly at some events)
M+3 = Access Menu While Talking
M+4 = Highwind land on dark parts of the map or in forest's (Don't use on other vehicles only on highwind)
M+0 = Undo Move While Talking, Access Menu While Talking and Highwind landing

CTRL+F3 = Always Run Off
CTRL+F4 = Always Run On

CTRL+F5 = FFX Normal Interface
CTRL+F6 = FFIX Normal Interface
CTRL+F7 = FFX 9999 Interface
CTRL+F8 = FFIX 9999 Interface

CTRL+L = Load anywhere (press twice in field or once if in the in-game menu) NOTE: DO NOT USE THIS WHILE ON THE WORLD MAP (you can load saves on the world map just don't press CTRL+L on the world map)

FF7AnyCDv2 Built in
NOTES:
1. Set the FPS before you go into the desired part, so set the battle FPS before going into battle, Set the world map FPS before going to the world map, Set the field FPS while on the world map or in battle.
2. To run at over 60FPS you may need to disable Vsync in Aali's Driver and in your graphics card driver's control panel.

143
I know it's a long shot, but is the creator of the trainer still around?

Contact - mmueller07 at gm/\il.com
No he isn't  :P
only joking, Yes i am still around, i will e-mail you if you want but could you tell me what it is you want ?

144
Graphical / Re: FFIX, Ripping Tool and Needing help.
« on: 2012-06-01 20:39:33 »
when i said background i mean like when you are in the "Field" (probably a poor choice of words on my part), anyway to view the "Field" (such as towns etc) you can use the program found here (by zidane_2)
http://zidane_games.webhost.ru/tilemap_0.6.rar
use that on the files in folder 4 and it will show the field models

145
Graphical / Re: FFIX, Ripping Tool and Needing help.
« on: 2012-06-01 09:42:17 »
Nice, sounds like a interesting project, How are you planning to put the files back into the game or is this also a secret part of your project ?

well the folders for FF9 are (this info was taken from Zerox)
0 - Status/Menu/Battle/... -Text and random stuff.
1 - Misc Images (Logos, Fonts, World 'mini' Map images, etc).
2 - Dialog Text
3 - Map models (Mini-zidane, airships, save point moogle, tent...) and, IIRC, the map texture.
4 - Field models
5 - Monster Data (Part I, stats, names, etc).
6 - Location Data (Dungeon, Cities, etc).
7 - Monster Data (Part II, 3d models)
8 - Weapon Data (including models)
9 - Samplebanks and Sequencer Data (ie music).
10 - party members Data (including models)
11 - Sound effects
12 - World Map Data.
13 - Special effects (magic, summons...)

So the folder you are after is folder 4, hope this helps, also if you want to view the backgrounds i know there is a tool for doing so, when i get back later i will dig it out for you if you want (i am about to go out right now), or you could try searching this forum since i did get it from here (i can't remember who made it though, possibly zidane_2)

146
Why does it use LBA and not file name?  And are all PS games like that?
I don't think all PS games are like that (although i only know this in emulators, it may be different if playing on a actual PS) I have altered a few games files in the past like with parasite eve (also made by square) in parasite eve if you copy all of disc2's files to disc1 to can make it so that it doesn't ask for disc change (i did this to get around disc change since the emulator i was using at the time didn't work with parasite eve's disc swap, this isn't a problem now but it was back when i did it) so when you get to the part where it usually asks for disc change the game just carries on without even asking for disc2. i have done similar things to a few others games (like switching out language files in a couple of games) but like i say i have only tested these on emulators not on my original PS (because my original PS is now broke but even before that it wasn't chipped/modified so i wouldn't have been able to have tested backups on it anyway)

147
Troubleshooting / Re: A little help with weapons
« on: 2012-05-28 08:28:14 »
use the File Reconstruction Project
http://forums.qhimm.com/index.php?topic=8874.0
use the first link (the one that says THIS LINK HERE) and click BATTLE.LGP (because that is the one you want for battle models like weapons)

148
Graphical / Re: FFIX, Ripping Tool and Needing help.
« on: 2012-05-28 06:45:56 »
well the first thing you are possibly doing wrong is that you are trying to do it on the wrong directory, the DB extractor only works on folders 4, 5, 6, 7, 8, 9, 10, 11 (the folders extracted by FF9.IMG) my source for this information is the original post here
http://forums.qhimm.com/index.php?PHPSESSID=493e4c92ed5a08c0c1d7ebb8735d34d1&topic=6968.0
I have tried using the tool before and i also still had problems (but this could have been just me) but it still couldn't find the files so i had to rename the files to have extensions (so i renamed 0 to 0.db and so on).
Out of curiosity what is it you are planning to do with FF9 ?

149
General Discussion / Re: Found a good modeler
« on: 2012-04-22 20:53:01 »
Nice models, but aren't they just ripped out of "Dragon Quest & Final Fantasy in Itadaki Street Special" ? (i never played it but i am guessing from the info in the video)

150
Releases / Re: Battles playing at 60fps
« on: 2012-04-13 10:42:30 »
Of course that's all Greek to me.
Well it appears to be C, it should be easy to compile to EXE with a compiler like Mingw,
try installing mingw and msys (both free programs) to the default directory of C:\Mingw
then run mingw from your startmenu and you should get a command box, then copy and paste all the text in those code boxes into TXT files and use the filenames provided sptdump.c,sptbuilder.c,spt.h
then put these 3 files into your
C:\MinGW\msys\1.0\home\USERNAME
folder.
Then in the command line type
GCC -c sptdump.c -o sptdump.o
then press enter then type
GCC sptdump.o -o sptdump.exe

then you will have sptdump.exe then do this for sptbuilder

GCC -c sptbuilder.c -o sptbuilder.o
press enter then
GCC sptbuilder.o -o sptbuilder.exe

then you will have sptbuilder.exe and sptdump.exe files. And that should do it. hope this helps.
NOTE: in the line C:\MinGW\msys\1.0\home\USERNAME where it says USERNAME it should your windows username, so for me its Kram since i log into windows with that username.

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