Author Topic: [FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]  (Read 3031398 times)

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2775 on: 2016-05-13 16:25:51 »
Wait, wait. The sound issue should be fixed by changing the channel ID from 2 to 3 (not entirely sure of that either 1 and 2 work or 3 and 4). My assumption is that they messed up the channels and 3 and 4 should be 1 and 2. Can't help me but the g-bike minigame has some sound problems when many bikers are hit fast after another.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2776 on: 2016-05-13 17:07:22 »
That is a different issue.  This issue is sound effects not returning AFTER BATTLE (which will happen on numerous fields where there are battles - and probably also happens on PSX because the engine does not resume sound effects after a battle - hence my fix).  Not the same issue as conflicting channels, which I have fixed for numerous fields already.  The conflicting channel issue is easy to fix.  The effects after battle need a loop like the one in my example (assuming that Akao does not have some funky flag that fixes the issue - which I doubt).
« Last Edit: 2016-05-13 17:10:48 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2777 on: 2016-05-14 00:07:04 »
The effect issue does not exist on PSX.  So evidently that is something else PC port is messing up.

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2778 on: 2016-05-14 14:50:45 »
Wow, I needed a bit to understand my own work, but if the sound is in main you don't need to check for a battle, because the main script will always run if nothing else is running.


Edit:
Looks like I placed it in the loop.  ;D
« Last Edit: 2016-05-14 14:52:57 by Kaldarasha »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2779 on: 2016-05-14 15:00:32 »
Yeah, you did - and that's wrong too, because it's sending that request 30 times a second ;)  I am not sure if that will have any side effects but it isn't good practice. 

I am going to try and see why PC version doesn't continue after battle but PSX does.  There is a porting error. If not - it will have to be my fix from before.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2780 on: 2016-05-14 17:58:33 »
I tried to fix the issue in port but it looks like it's too big to find the issue.  It may be something really small - but it could something that needs a major fix.  Either way, we do at least have a work around.  It just sucks that the port is again at fault.

edit.  Scratch that...  I have found something interesting.  Aali's driver does deal with it - and a small modification seems to have fixed part of the issue.


edit 2

Well, I think it can be done (with a bit of work).  But it will need Aali to do it.

edit 3.

No, I tell a lie. I've managed it.  And I may have found a bug with Aali's driver too.  Will need to check game without the driver.

Edit 4.  Looks like the defect happens on original PC and PSX... so no bug.
« Last Edit: 2016-05-16 03:14:42 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2781 on: 2016-05-16 20:33:09 »
It does require 2 edits to Aali's driver, and 2 edits elsewhere (barring anything I have missed), but the field is now centred ;)

edit
FMV still has a problem, but I am on it.
« Last Edit: 2016-05-16 20:37:34 by DLPB »

cold_spirit

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2782 on: 2016-05-16 22:50:27 »
You've centered the pre-rendered fields? That's awesome man! It's unhealthy how much that bothered me in the PC release. Thanks again for all the effort you've put into this. I really enjoy checking up on this mod everyday and seeing how hard you're working.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2783 on: 2016-05-17 03:12:11 »
Well, centring of the field seems to be working flawlessly... and Aali could easily add that to his driver.
But no borders at all may also be doable. I can make them disappear and there is enough graphic to fill in all the blank areas (the design team seem to have deliberately over compensated - check out chococo farm (farm) in makou and look at how much sky you never see in game.

The problem is I cannot get the field item positions back to their normal place (I think because Aali is calculating it with his driver and I have no idea what's going on with it).

But that's one for Aali.  I'm pretty sure he could do it.  His driver is already diverting a few areas and messing with the field positions and so on.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2784 on: 2016-05-17 17:38:15 »
I have sent some stuff to NFITC1 to look at - let's see if we can remove the black bars entirely whilst also having correct field model placements.  It certainly should be doable.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2785 on: 2016-05-17 19:10:06 »
I think I've had a bit of a breakthrough, though ;)

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2786 on: 2016-05-18 02:32:47 »
Well, I've managed to work out how to make it all work without the borders.  But now comes editing the code to produce that effect (at moment, I am cheating with the no borders by forcing certain values). 

Edit

I don't think it's really something people would want to do though in the long run.  Certain fields don't have enough background to satisfy the full 320 * 240 resolution - and of course there is the FMV, which will never work flawlessly with a full view where they transition to fields ;)

But it may be worth adding as an option at some point, of course.

Here's a vid (note my changes messed up battle cursors somehow):

https://www.youtube.com/watch?v=zVX70O18kYM

Shame they muted my nice music :P
« Last Edit: 2016-05-18 04:35:09 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2787 on: 2016-05-19 18:39:50 »
Correction to text.  Just noticed :P

rktinn1

“Okay,which is it gonna be:
  Meteor landing or that guy
  leaving the restroom?”{NEW}
“I’m not moving from this spot
  until I’ve seen it with my own
  eyes.”

Originally, "seen" was "see". That's because I changed it from "until I see" - and made a mistake.
« Last Edit: 2016-05-19 18:46:21 by DLPB »

zaphod77

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2788 on: 2016-05-23 21:04:15 »
I'm quite interested in the psx button prompts mod.

There should also probably be an xbox360 button prompts mod as well.

For future reference, here's how to detect controllers by enumerating the axes and buttons.

The following can be ps1/2 controllers using a converter, or native pc controllers.

1) X/Y,10 buttons. normal non analog ps1 controller, or pc clone of one.
2) X/Y/XRot/YRot/12 buttons 1 pov hat = dualshock 2, or pc clone of one
3) X/Y/Z/ZRot/12 buttons 1 pov hat = same.
4) X/Y/XRot/YRot/16 buttons=dualshock 2 on really old usb converter. in this case 12-16 are probably the d-pad
5) X/Y/Z/Zrot/16 buttons=same

if these combinations are detected, the new configurator we make can ask if it's a ps1/2 controller .upon yes, we can then ask the people to press the matching buttons/move the sticks to configure the controls for matching button prompts.  USUALLY triangle is button 1, but the converters are not consistent, so we need to ask. In particular, they never agree on which buttons are 9-12.

Certain logitech dual analog controllers also show up like this.  They will also show as 12 buttons, but usually use the ps3 mapping below except for lack of home button.

The following is a wired ps3 controller
13 buttons, 1 pov hat, x/y/Zaxis/zrotation
In this case, we do not need to ask anything because we already know what button is what.  It is ALWAYS the following
X/Y=left analog, x axis=right left and right, X rotation is up and down. square is button 1, x is 2, circle is 3, triangle is 4, l1=5,r1=6,l2=7,r2=8,select=9,start=10,l3=11,r3=12,home=13.

If someone manages to hookup a ps3 controller using special drivers, the same mapping will apply most likely, unless they emulate a 360 controller, or activate the tilt. If the tilt is activated, then x rot and y rot are the tilt.

ps4 controller is exactly the same as ps3, with 13 buttons. 13 buttons is the magic cue we don't need to ask questions.

xbox 360/one, on the other hand, shows up as

x/y/z/xrot/yrot/pov hat/10 buttons. buttons are, in order,

a/b/x/y/rb/lb/ back/start/left analog clock/right analog click.  guide is not detected.
z- is right trigger, and z+ is left

xrot and y rot are right analog, and the directions you would expect.

Sadly, this IS an issue with ff7, because i can't see the triggers at ALL.  So the only fix is to map them to analog clcks, and that doesn't work very well. :(

We detect a xbox controller by presence of 5 axes, and 10 buttons, and 1 pov hat.  we then know we can install the xbox prompts mode and the xbox mapping.

With this knowledge, an intelligent configurator can be made for both the mappings in launcher AND for any psx/xbox prompts mod. :)
« Last Edit: 2016-05-23 22:08:56 by zaphod77 »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2789 on: 2016-05-23 22:59:34 »
That isn't anything to do with this mod.  I don't change the buttons that way.  It's done via the font - and all that is needed is someone adding xbox icons to my texture.  Someone is already doing that, last I heard.

I don't ever have any plans to add in the support you mentioned.  It's just not part of the Reunion's goal.  :)
« Last Edit: 2016-05-23 23:32:18 by DLPB »

zaphod77

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2790 on: 2016-05-24 22:48:51 »
Well i kinda thought the whole idea for button prompts is to have the info in game right. :)  So i figured an additional utility would be useful to configure the controller input right. :)

I'd do it myself if I knew how to write out that file and enumerate controller data from inside a program. :)

I simply described it in the hopes someone who knew more than me would step in. :)

« Last Edit: 2016-05-24 22:52:03 by zaphod77 »

Hyperthesis

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2791 on: 2016-06-06 13:48:23 »
I've been out of the loop for awhile; is there currently an ETA for the next Reunion release (e.g. 1 month, 6 months, 1 year, etc)? It's been quite a while since R04c came out and I've been deliberately avoiding playing FFVII with the naive expectation that an update will arrive "any month now..."

So by all means, tell me to stop holding my breath if Reunion R04d/R05 won't be making an appearance any time soon.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2792 on: 2016-06-06 14:37:06 »
No ETA (and there won't be one this time).  Very busy with Roses and Wine, Anxious Heart, and massive bug backlog in FF7.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2793 on: 2016-06-09 21:27:02 »
So... where was I?  Oh - yes - script fixes.  Here I goooooooooooooooooooo

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2794 on: 2016-06-11 03:12:41 »
Anybody around here good enough / have the time to fix mds5_5 ?  The Midgar entrance (the doors) shows "7" instead of "5".  The texture would need altering.  I am not even sure we have the tool to do it?

---

I am also currently fixing up all Save Points, so you can no longer run away from them on game load and retain the save option.  It's pretty simple.  The jump needs to be extended over all code - and in the "init" of the line move, you need to add Bit 1 ON in Var[13][91]. This stops the code being executed on game load.  It will then only work when you have genuinely walked away and come back to it.
« Last Edit: 2016-06-11 05:20:38 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2795 on: 2016-06-11 07:26:32 »
On sound effect issue.

Bad news is I cannot work out why PC version does not resume effects after battle.  Finding it a little difficult to trace what happens - and that's assuming the code is there for PC version in the first place.  The good news is you can safely place sound effects in a loop without any checks.  The game checks if an effect ID has been changed at 7452CC [this may be channel2 only, but I'd assume it's all 4] - if it hasn't then it won't call the effect again. 

In other words, to get around the issue of sound effects terminating after battles, all you need to do is place all necessary sound effects in a loop - so that they are continually told to play. This isn't ideal since it means editing all fields of the game that have this issue.  I don't have a complete list - but so far it affects Mako Reactor 1/5 (reactor sound and the alarm) and the Cargo Ship (engine noise).

Additionally, sound effect repeat (as in once you start it, it repeats continually) is not set by field code.  It's either hard-coded for a particular ID or is set in the effect data itself. For example, the reactor alarm music will keep sounding once you have called it - but a lightning strike effect will only play once.
« Last Edit: 2016-06-11 07:33:38 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2796 on: 2016-06-12 09:08:43 »
My fix for Save Points didn't work because I didn't work through the logic :P  There is an easier way though.  From what I can see the bug is mainly caused by the fact the "move" part of a line script is called automatically on screen load when it should only be called when the main character actually moves.  There's a brief window where it will be activated - and the engine breaks down. The part that makes the save option available is processed from the "move" entity, but the window opcode does not get processed at this time - so is skipped - and your mobility is then active too, allowing you to run away with the save still active.  As a double whammy - the "move away" script does not kick in until a later time, and so the save option is not correctly disabled.  It's an engine issue more than it is a script issue.

The fix I have come up with is fairly simple.  In the line's move script

If Var[5][222] == 1 (else goto label 1)

Skips over the code if [5][222] is 0 (which it always is on screen load - because temp vars are always reset to 0) .  Then in any "main" part (I use the save model's main)

Wait 20 frame
Var[5][222] = 1 (8 bit)

This means that there is now a forced delay (2/3 of a second) before the Save Point can become active. More than enough time to stop the bug.  I chose 2/3 because that's the time it takes for a full fade-in in Reunion R05 - but even a smaller delay would work with any game.
« Last Edit: 2016-06-12 12:54:12 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2797 on: 2016-06-12 15:00:50 »
I am gonna work flat out in next few days to finally get this latest and huge update released.  All 41 normal save points have been fixed, so there is no bug. Save Point issues at the Great Crater have also been fixed. The Yuffie save point has also been fixed. Sound effect issues at Mako reactor 1 and 5, and the Cargo Ship have been fixed.  The Cloud revealed scene has been fixed (video later).

All that remains now is some smaller stuff - like materia sizes being out of proportion - and treasure chests having erroneous effects. But that isn't top priority.

And the items in red here:

https://docs.google.com/spreadsheets/d/1KBBbeilQTCAJJIOqOoLMnkKb-nEpqEoV5Ih4uW-Yoo8/edit#gid=653329679

brainsolo

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2798 on: 2016-06-12 16:41:57 »
Anybody around here good enough / have the time to fix mds5_5 ?  The Midgar entrance (the doors) shows "7" instead of "5".

I can help with that :)

https://www.dropbox.com/s/2d1t3xywjqafna2/mds5_5%20state1%20layer1%20section8.bmp?dl=0

I'm not really a modder so I'm not sure what format it needs to be, but I figured my way around makoureactor enough to extract the relevant part and alter it. I matched the font best I could, but let me know if it needs changing.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2799 on: 2016-06-12 18:18:28 »
mds5_5 - the background gate shows "07" instead of "05".