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Messages - Tsunamix

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1
FF7Voice / Re: Project Echo-S Voice Mod
« on: 2018-01-10 23:40:12 »
Well, i have said in the past that if i get a translator that also has the time to build a team for the acting. I will do it. I would like as many people to enjoy this as i can so if your up to it then ill help out

2
Well the timer i use in the code is a custom clock we made ourselves. So do you think it would be possible to just have an option where the menu displays the amount equal to the var we created?

For instance if time = 1
Menu will say time is 1:00

3
I don't think it's been added to 7H yet, It's a custom mod as of now.
You'll need to download it then use the import function on the library tab

4
The key things to have are Cheat Engine and a 1998/7H Converted version of FF7 (Steam has this annoying thing where it 'pauses' the game when it isn't in focus, and can often crash CE). I'm no master with it or anything but I can show you how the menu thing was done; DLPB helped me out a lot with it. The executable uses x86 assembly.

Another thing that's good to have is Hextools as it lets you keep track of where/what you've changed in the hex for faster corrections and easier troubleshooting. It's basically a notepad document that applies changes to an executable either on launch, or more permanently by patching it beforehand (benefit is, if something goes wrong you can just throw the executable away and apply fixed changes to a fresh one).

The day/night thing was going to be used to alter the encounter table between A and B depending on what cycle it was, but as these changes aren't reflected in battles and given that I'd need to make a lot more encounters to fill a second table (and what would these encounters offer?) I didn't implement any practical gameplay-changing effects with it. It was purely cosmetic except it came with a slew of problems and was quite ugly to look at.

Okay, i have used hex a lot and know my way around it. I dont always know exactly what im doing other than changing something and seeing what it does. Then noting it down in notepad lol.

Well 1 idea i had for the Day/night system was to take an approach similar to Dying Lights take on it.
Enemies would be extremely hard at night to the point where they are nearly unbeatable, but yield much better rewards or give rare items that can only be obtained at night. I have a fully functioning Day/night system inside Echo-S now and i'm able to use for so many things.

The way it's coded allows me to change NPC's behavior based on what time it is, eg, shops close, people go to bed and lock their doors. Certain sidequests can only be got during a certain time. I've also managed to put in a weather system too that also interacts with the same system for NPC's.

Such as a model hotswap when rain activates to make the NPC's pull out umbrellas or change their outfit to a more suitable one.

What i'm looking for to add to the menu is a new timer that shows the player what time it is in game. So the player can plan ahead of time for whatever it is they need to do

5
I love how you have been able to add an extension to the menu. At some point i HAVE to learn how you've done that.
Assembly used properly seems to be mostly limitless given the skill and time.

Out of curiosity, what were you going to use your Day/Night system for when you had it made?
Or were you just doing it because it would be cool?

6
Obesebear does this mean he doesn't have to rename everything? Just upload the contents of the iro as a folder instead?

7
Well you can see the reactor in the screen from the village so i would believe the village came first.
Assuming North is just straight up from that camera angle.

Also once you enter the screen Cloud would say "A ruined Reactor" (Even if you go to the reactor first) making it so the village must be the location you visit first

8
Sounds good, will that be out with Ro6 then?
Using Ultrasound is easy enough but i think it does have a cap s that's an issue i'd like to avoid down the line

9
Oh yeah this dll stuff you use. I'm gonna have to learn how that works. Didn't you say a while back it would make my voice mod easier to do?

10
Don't suppose you have any updated hex lists do you?
I still have those ones from around a year ago but was wondering if you made any adjustments

11
I hope this comes back eventually. It looked promising

12
Yeah i have no idea if edits to the op makes it appear in your "Unread posts" or not so i didnt really have much of a choice

13
Changed topic name with extra stuff matching this threads topic

14
When i write a hex notepad for an IRO file. Sure i can just write xxxxxxxx = xxxxxxx and leave it.
BUT how do i tell it to change said address to be a call or an ecx or blah blah 

Or how do i go about saving my changes inside the actual exe so i can release it instead?

15
Troubleshooting / Editing the window.bin
« on: 2017-12-02 07:21:49 »
Basically as the title suggests. How do i get inside it, how does it work?


16
Audio Mods / Re: [In Development] FF8 Voiceover Project
« on: 2017-11-28 00:36:09 »
If you ever need more actors lemme know. I got about 150 on hand anytime you need them. I'm also more than happy to help if you need it

17
Completely unrelated / Re: KALM (FFVII) Remake...
« on: 2017-11-24 14:59:00 »
This guy has some awesome skills

18
Perfect. Would i just use your flevel with all the fixes or just retype it all? using your seems like stealing but not having the fixes seems pointless.

Your call. Always bets to ask

19
When RO7 comes out is it okay for me to use its data for Echo-S? Dialogue and such.

20
Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2017-11-22 20:01:28 »
There's this scene too. I have no idea if it matches the walkmesh or who made it but it's here either way

https://www.reddit.com/r/FinalFantasy/comments/58b6fw/artist_reimagines_final_fantasy_vii_prerendered/

21
Troubleshooting / Re: Sq Logo Start Menu blending
« on: 2017-11-20 15:48:38 »
Yeah i know. Its that i need to skip. The codes in the post above does allow it to be skipped but it skips everything. I need just that skipped if at all possible

22
Troubleshooting / Re: Sq Logo Start Menu blending
« on: 2017-11-20 12:38:55 »
Perfect idea. I'll try that. Thanks dude


EDIT: Ahh okay, so i dont think i can make the prelude a 0 second video because its all hex code and its like 6 images. I need a way to skip that

23
Troubleshooting / Re: Sq Logo Start Menu blending
« on: 2017-11-19 23:12:35 »
thats fine for me, but if i make something that others can use a mod wont delete it

24
Troubleshooting / Re: Sq Logo Start Menu blending
« on: 2017-11-19 17:05:09 »
Sorry for bringing this to life again but i got a question.

The solution to skipping the opening credits is here, i tested and its fine.
But is there a way to only skip certain ones?

Like going from the squaresoft logo movie to the new game screen?
Rather than skipping them all

25
Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2017-11-15 15:19:49 »
Do you make these in 3d?
Or better yet can you work with 3d versions?
I can supply a few im making if you can texture them.

If you can do that then im in to make a few to help out

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