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 ... 337
Makou has serious issues with Z order importing and fails on some backgrounds.  This one could be one of them - or it might be transparency related.  I agree that layer 3 may be the issue that wrecks the fr_e background in this case.  Perhaps that's where the port falls down.  But it's nice to know it works for rootmap.

The only way to fix this is by putting a shape into char/lgp and using it in field (using makou to add it).

A page or so back I added the shape needed.  If it's possible to create that then I'll have a go at fixing the field that way.  The layer method isn't going to work.  The current PC field has had the background layer disabled due to issues with the transparency effect - and I don't think the engine supports transparent layers in the PC port.

So we're stuck with a workaround.  Luckily the only field in the game that uses transparent layers is fr_e (rootmap does too, but is debug menu only).

Yup. Probably had some other mod installed or installed on top of 7th Heaven.  This installer is meant to be installed first - before other mods.  And isn't compatible with some mods.

Yup. But it's on hold until everything else is done.  I hope to manage it someday but it's a massive task.  At moment... got plenty of those to do elsewhere.

R05 does suffer the odd issue with localization.  So far one major and a few minor.  But R06 will fix it thanks to proof check by Charlie Beer.

I dont see quake 3 having any graphical glitch in 1998 version.

# max size of the texture cache to hold in RAM, in megabytes
# don't set it any higher than 1GB unless you want your game to crash
texture_cache_size = 1024

set that in config if using aali's driver

See if it helps

Thanks for that :)

This has been noted a few times and can't be fixed in the installer itself. I am not sure if it's noted in the readme.  Set your screen dpi settings to 100 and rerun the installer.

Myst6re has informed me that layer 3 of fr-e is special because it uses transparency. It doesn't seem to be right in the field file (PC) and even if it were, I'm betting the engine wouldn't display it right, unless aalis driver fixed it. I think were forced to use char.lgp with the shadow

And yes, they do have ears.  ;D

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-05-20 23:21:36 »
Definitely look at Ochu in the MemLog area.  You can even query specific current values.  Like I did here:

1, 17

I put that in the box and clicked "Query". Remember that Bank 1 = Field 1/2.

DC08ED 0BB5 [1,17](Field Time): 34

In other words, the Minutes count in my game is 0x34. My hours is 0xFF :P  255 hours is the maximum time that can be used by field script.  The menu allows much further (when edited - I've made it 999 hours decimal). I edited it this way btw...  I didn't lit play over 255 hours.

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-05-20 23:17:55 »
I was wrong.  See The Reunion Database and Ochu.  It's being written in real time.

DC08EC   1   16   H   Game Timer Hours
DC08ED   1   17   H   Game Timer Minutes
DC08EE   1   18   F/H   Game Timer Seconds
DC08EF   1   19   H   Game Timer Frames

Basically, for under 10 minutes, you'd check that [1][17] < 10 and that [1][16] = 0.

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-05-20 23:09:14 »
So i can't make a script in Makou saying if Gametime < 10:00 do this?

Nope. Not without editing the executable to save game time in real time to a spare var ( a field save bank). It would require some basic assembly.  Let me check with Ochu to make sure.

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-05-20 23:00:22 »
The game timer itself is outside of the 5 save banks, so you can't address them in realtime from what I can remember. Only the 5 "banks" can be accessed by field script. Game time is only saved to a bank at save time from the menu.

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-05-20 22:45:26 »
That's because I edited it to tell you to go and look at the Reunion thread.  That;s where The Reunion Database is. First post.


Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-05-20 22:12:28 »
Use The Reunion Database. See the Savemap tab. There you will find I have converted to actual memory addresses - and field var banks. Note that there are only 5 save banks.  Field uses different vars depending on if they are 8 bit or 16 bit, something I am going to highly recommend Myst6re simplifies in Makou Reactor.  It would also be nice if the main wiki were updated to use the system I have used in The Reunion Database.

Also see my other post:

Also note that Ochu allows logging and editing of vars.  It will make it much easier for you. 

I'll also be adding dialogue issues, but only if it's an original Japanese error.  For example, chocobos having belly buttons :P  Charlie Beer discovered one recently in his proof check of the Japanese...  Aerith isn't told that Tifa's bar is the Seventh Heaven, but later knows its name.  I've added exposition earlier to compensate.

That would be plan C...  but it would suck not to have a good shadow.

General discussion / Re: FFX modding scene dead ?
« on: 2017-05-19 21:57:40 »
But a good way to decrease the SSD's lifetime.

Modern SSD would never die from that sort of modding.  They can deal with so many writes as to make it virtually impossible.  The only consideration is when using SSD in a much more professional setting like server.  Even there, they are pretty reliable from what I have read.

I've modded using an SSD for over 5 years.  Sometimes massive amounts of writes.  It's as good now as then :P

Since the shadow cast is supposed to be part of it from a distance, this is how it should look (note only black with outline is needed... since I can make it move right to left)



It's a very simple shape.  Straight on one end (since that end will never be seen),  and a curve shape on the other end.  Width 512 pixels.  Height 256.

Then I just make it move right to left... which simulates Weapon moving.

In fact, I could probably record the psx game and send you the exact shape.

Edit.  Actually, it has a shape on both sides, but on PSX version's release you never see the left side (maybe even because of bad script programming).

Here is the final shape:



So, that's what I need.  That shape. 512 pixels across. A rectangle, starting with the left side curve, ending with right side curve. 224 pixels high.

General discussion / Re: FFX modding scene dead ?
« on: 2017-05-19 21:06:32 »
It's still a very annoying and time consuming job having to make edits of 15 GB every single time you need to test something.  It makes debugging and testing a total irritation.  Maybe not as bad with SSD.

I don't have the time to help with issues that aren't related to bugs, sorry.  I am way way too busy with numerous other things FF7 related and not. This thread is also here for issues that are specifically problems with the mod itself.

touphScript.  See tools.  Also see The Reunion Database on first post.

fr_e field bug.

I think everyone is about ready to sign off on this problem. The Diamond Weapon shadow that traverses the screen in the PSX version seems to have been deliberately disabled in the PC version.  Placing it back, even by altering tiles, has failed (Ilducci and Spy__Dragon tried). It could well be that this particular effect cannot be made to work due to some sort of limitation with the PC field files. Importing a working field from PSX doesn't work either, because Makou Reactor cannot properly import field backgrounds.  Even if it could, it again may be that PC field format doesn't allow for this layer to work properly.

So, I've started thinking about other ways to add the effect back into the game. For me, the only good way would seem to be adding the shadow shape to a file and using that in-game (a hrc / p file, like the Great Glacier map).  Transparency could be added using the field model function. Of course, I'd need someone else to make this.  Do you think you could do it, Kaldarasha?

The answer is no.  But you can use touphScript to manually make your own edits.

Anxious heart is a mod by me that includes my favourites

You may be right. Mednafen may be adding something... but I am not sure why it would when it's supposed to be direct.  Perhaps it does (it could be the bilinear filtering).   Either way, we can safely say that gaussian as an option would be ok.  Personally, I'd never use it.  I much  prefer the output from the tweaked shader I posted on its own. I think that beats the lot, tbh.

Do you think that needs any more work?  Any thoughts on it?


Yeah, it's bilinear filtering with mednafen.  I thought I'd disabled it.  It looks awful without it, though.  I think we have a winner then.... it's the shader alone. No blur.

Pages: [1] 2 3 ... 337