Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DLPB

Pages: [1] 2 3 ... 346
It isn't possible at all until I actually release the next ddraw.dll which adds that support. It's never had that function until next release. For ff8, ddraw IS raw. It includes it.

To use Hext at the moment, you're stuck with HextTools.  But it won't be too long off.

That makes absolutely no sense.  They wouldn't just let them go - and Jon would not have made it back after landing in the ice and being alone. In freezing cold weather. On a horse. How did the horse survive? Game of Thrones was always level headed, especially in the books. ANd that just isn't. It's lazy and totally breaks the suspension of disbelief.  And if they left it until the last 2 seasons to get everything in place, that's their fault.  They've had since season 5.  If the next season is the last one... then it's a total rush job.  All this to set up a one season war with the dead?  It's a shame that Martin didn't get Winds of Winter out in time.

Also, even how the dragon was captured was lazy. Typical bullseye shot with a spear. Then the white walkers became smiths... because they forged their own chains from nowhere to pull it out.

One final point... we have no idea of the bad guys' motivations. Nothing. They are invading for some reason and we just don't know what it is. There is nothing at stake except boogeyman of the week is coming to get you.

I'm not sure if that's sarcasm or not (judging by your other post - it is), but in a serious answer - yes, it would certainly be better written if I did it.  It would take an enormous amount of my time for nothing though.  A better solution is to simply get annoyed at being short changed, try to enjoy what we've got (as much as possible), and be happy in the knowledge that Martin is on the case, and I'll soon be able to read what he's made, which is far superior to anything I can - and far far superior to what the lazy ass TV writers can.

But your two responses so far have basically amounted to telling me I have no right to criticize a work of fiction, and if that's the case, I can't help you. If you don't like it that people have the right to criticize poor writing or lackluster storytelling, that's your problem. I won't be stopping any time soon.  Ask the Star Trek fanboys.  :)


Some of these dudes have actually switched vote after episode 6.  It was also 8-1 against me or something at one point.

I did warn you.  HAha.   But even worse was the way Jon got away... I mean..  it's just the very very worst abracadabra bullstrawberries there is.  And a HOMING HORSE to go with it.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-08-21 16:09:05 »
Latest link is here:

Tools / Re: [N/A] Text and Hex Editors - Hext Tools 3.0
« on: 2017-08-21 16:07:43 »

Done.  I have closed old Google and account and have migrated fully to new.

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-08-21 00:10:39 »
How are you doing it?  Got a picture?

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-08-20 23:55:12 »
Well, you could use the countdown timer to do it - I guess. But otherwise, my DLL will allow you to mess with the clock, but who knows when I will finally get that monkey off my back.

What the guy doesn't understand is that it took me a lot of time and effort to make the mod. And then I have to suffer with ridiculous questions - some that have been asked 100x, some caused by piracy, some caused by not reading the help file - but ridiculous nonetheless.  What's worse is that I end up snapping or being abrupt with people who have a genuine problem because of it.  To sum up: I'm frustrated and no longer capable of having the patience of a saint. Something I never possessed anyway :P

@Reckoner: I can't make it any more simple for you than the help file does.  I don't know why it isn't working for you. It isn't my fault. And since thousands of others aren't having your issue, it has to be something uniquely wrong with your set up or understanding.

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-08-20 20:53:33 »
It doesn't use the 5 banks.  You can't.

I've added a check to see if Red is called Nanaki.  Haven't tested this in field yet, but I think will work.  If not... very minor fixes will be needed. This opcode is needed for my check to implement Charlie's request.

Code: [Select]
Procedure isNanaki90560C; stdcall; //New opcode 1B. If Red XIII = Nanaki then
  i: LongInt;
  s: ansistring;

  for i:= 0 to 5 do
  s:= s+ Char(PByte($DBFFAC + i)^ + $20);

if PByte($DBFFAC + 6)^ = $FF then
 if  UpperCase(s) <> 'NANAKI' then
  xor eax,eax
  xor ecx,ecx
  mov al,byte ptr [$CC0964]
  mov cx,word ptr [eax*2+$CC0CF8]
  mov edx,[$CBF5E8]
  mov ax, word ptr [edx+ecx+01]
 End else
      xor eax,eax // No jump.

  xor edx,edx
  mov dl,byte ptr [$CC0964]
  add word ptr [edx*2+$CC0CF8],ax // Jump amount
  add word ptr [edx*2+$CC0CF8],3 //advance script by 3 bytes (opcode + 2 byte jump parameter)

  xor eax,eax // Script is allowed to continue without moving to the next group/ID.

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-08-20 12:36:15 »
I don't think the field script has access to the character files..

But it will have when my DLL gets released ;) and if Myst6re adds the opcode to Makou.

Is there any possible way of resetting the in game time?

Like If Game time = 2 minutes.
Reset Game time

Again, that's outside of the 5 banks.  See the Savemap.

General discussion / Re: What is Final Fantasy about?
« on: 2017-08-20 00:25:22 »
^ What he said.

And what I said >

No, I can't, lad. It really doesn't get any easier than what it is - and if you can't find the main executable in your folder (which it actually does automatically for most people) - or it doesn't work - then you have either not installed it right, are using incompatible version - or worse... you are using a pirated copy.

FFVIII.exe doesn't exist.  It's called FF8.exe.

That isn't the root.  Read the help file.

Yeah im a bit behind adding it and Im waiting to test it with my own dll but am far too busy atm.

Yeah, all sfx related issues are likely fixed because I have replaced the audio functions entirely.

My biggest gripes are: the number of last second saves there suddenly are.  Characters that should be long gone, but survive like a brainless Hollywood movie; the pacing (teleportation device); and the cheap injection of stupid plots out of nowhere... like Sansa suddenly being at war with her sister.  All manufactured very quickly and unbelievably.

And, if you think Ep5 was bad with the rush job cop outs... just wait until Episode 6 (it was leaked). I just watched it and I gotta tell ya... it has the MOTHER of all cop outs.  It makes Jaime's survival seem realistic lmao.  The only word I have for it is Biblical.  It's a cop out of Biblical proportions!

Edit.  Yeah, I'm not sure what the TV writers are smoking to be honest.... they are clearly WAY out of their depth.  As bad as it can get that latest episode.

It's not "proper detail" I want alone.  As I note in that post, it's simply S1-4 quality, which we are no longer getting in any shape or form. In fact, we aren't even getting near to s5-6 quality in places.

The only one of those that is probably "easy" to add is the footstep sfx. I'm thinking alone lines of field script additions that modders may need. I may look in to what's going on with the eyes, but I doubt I can fix it.

Tools / Re: [FF7PC] Trainer - Ochu (3.4)
« on: 2017-08-15 14:14:22 »
I'll certainly consider it for next release.  But that be way off most likely.

There is no delay in an init.  The init section is there precisely to set up models to be shown / hidden - or other things that must happen at field load.  The init section is executed as fast as your cpu will allow - which is virtually instant UNLESS you place an instruction that has a natural delay there (like Wait).  If you use a loop in init, the field will simply not load, as the game will not be able to progress past init.

What they did in the above field (iirc) is to place the model hide/show data outside of init (like Main) - and using script call instructions - which added a delay long enough that the PC screen will fade in before the model instructions were reached.  This is also a big problem in numerous other areas on the PSX as well as PC, where the script programmer made a mess of how script calls work, leading to a delay in models being shown or hidden before / after fades.

The issue is made worse by the fact the execution limit per group is set default to 8 instructions a frame maximum. So if your "hide model" instruction is in main and on byte 24 (25th byte), then it will take 4 frames to reach that instruction under the best case scenario. If you had a wait 10 there... then it would take 14 frames. If you had a "move model to X" there, then it won't be reached for 14 frames + the time it takes model to move to X. And so on.

That's why init should literally be used for initialize instructions only. The setting of positions and initial vars / math.  Not anything that the engine has a natural delay for.  And definitely not script calls - which will probably be ignored by the engine anyway... not sure.

See here

Pages: [1] 2 3 ... 346