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 - Aali

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 48
101
Kind-of makes sense, nice of them to remove the most useless materia first. The alternative would be potentially losing your newborn ultima and being stuck with just the mastered copy, unable to breed more of them. Too bad underwater is one of a kind and something you really don't want to lose.

102
Haven't seen it in action but I have heard about that bug before, anyone care to try it out?

103
Unfortunately, no, it won't help, the movie player for FF8 is very basic.

You could try looking for a driver update, don't know if you'll have any luck though. Just to bring this into perspective, even the Windows XP OpenGL software renderer supports 1024x1024 textures..

104
Maximum texture size: 512x512

High-res movies are 640x480.

Where on earth did you find a graphics card that doesn't support 1024x1024 textures?

105
A quick search for 0x321B6F83, 0x321B6F87, 0x321B6FF3, 0x325B7FF7 or 0x375B7FFF should be able to answer that question (default values for chocobos).

106
This information is hardcoded in ff7.exe but it is quite easy to edit. For chocobos, the information is stored at 0x969A40, one 32-bit mask for each chocobo type starting with yellow.

The bits in those masks represent the following walkmap types:
Code: [Select]
WM_GRASS  = 1
WM_FOREST  = 2
WM_MOUNTAIN  = 4
WM_SEA  = 8
WM_RIVERCROSS  = 10h
WM_RIVER  = 20h
WM_WATER  = 40h
WM_SWAMP  = 80h
WM_DESERT  = 100h
WM_WASTELAND  = 200h
WM_SNOW  = 400h
WM_RIVERSIDE  = 800h
WM_CLIFF  = 1000h
WM_CORELBRIDGE  = 2000h
WM_WUTAIBRIDGE  = 4000h
WM_UNUSED1  = 8000h
WM_HILLSIDE  = 10000h
WM_BEACH  = 20000h
WM_SUBPEN  = 40000h
WM_CANYON  = 80000h
WM_MNTPASS  = 100000h
WM_UNKNOWN1  = 200000h
WM_WATERFALL  = 400000h
WM_UNUSED2  = 800000h
WM_GLDDESERT  = 1000000h
WM_JUNGLE  = 2000000h
WM_SEA2  = 4000000h
WM_NCAVE  = 8000000h
WM_GLDDESERTBORDER  = 10000000h
WM_BRIDGEHEAD  = 20000000h
WM_BACKENTRANCE  = 40000000h
WM_UNUSED3  = 80000000h

The mask for the highwind is at 0x74D05F, the bronco at 0x74D0CC and then again at 0x74D0F3 for whatever reason.

Good luck

107
FF7 Tools / Re: Palmer - Field background editor
« on: 2012-07-18 13:37:37 »
Managed to squash a few more minor issues thanks to Omzy's keen eye for Palmer bugs.

http://backup.ninjaloot.se/share/palmer-0.7b.zip

Some non-paletted layers were acting up in 0.6b, they're all good now.

108
I am not working for Square Enix and I really don't need that rumor going around.

109
Run FF7Config and re-set your sound options.

110
Graphical / Re: Understanding model files
« on: 2012-06-01 09:29:21 »
Those texture coordinates wouldn't give you any trouble if you were familiar with how 3d rendering works on.. pretty much anything since the 1990s. Curious since you claim to be creating a game (presumably) using 3d models.

Anyway, you can safely assume that all textures in FF7 repeat infinitely, a texture coordinate of 1.5 is equivalent to 0.5 and so is 2.5 and 3.5 etc. It's technically possible to turn this off in the "hundreds" structure (thats a terrible name for it but it has stuck, even my code refers to it as such) but FF7 doesn't use this feature and my driver does not support it. (If you were to turn it off the texture coordinates would be clamped to 0.0-1.0 and the very edge of the texture would be repeated instead)

111
Interesting, although it seems harmless that certainly should not be happening. Let me look into it.

112
FF8 Tools / Re: [0.6b] Deling - a FF8 field editor
« on: 2012-04-27 22:38:58 »
C'est génial!

If you need some info on FF8 script or backgrounds just hit me up on the IRC.

113
Just as a heads up, the official download link is up again, hopefully this time it will stay up.

114
Step 1: remove all the lighting stuff (I don't know why you based it on the lighting shaders in the first place), this will save atleast 20 slots
Step 2: pack all varying variables into vec4 types. each varying will use up 4 slots regardless of its type, that is, 4 * vec3 will use up 16 slots but 3 * vec4 will only use up 12 slots for the same total number of components (12).

Et voila, now you should be well under 64 slots and it should work on most cards.

115
The difference between the nvidia patch and the regular one is insignificant, infact the driver disables the few changes the nvidia patch makes to the rendering process because they do not apply to OpenGL.

Seems like the server is broken again, hopefully it wont be for as long as it was last time but in the meantime I suggest you find some mirrors. I'm sure Ugerstl will be all over it.. ???

116
Solved Problems / Re: Windowed Mode = Framerate DROP
« on: 2012-03-18 16:19:31 »
Post first ~10 lines of app.log from windowed mode then first ~10 lines of app.log from fullscreen mode.

117
I do not endorse mirroring of the driver download. Obviously its for everyones benefit right now and I'm not going to make a fuss about it but the official download location has not and will not change. I doubt its really causing you that much trouble and even if it is, the server will be back up before March 13. So, in the meantime.. just enjoy it.

118
FF7 Tools / Re: ulgp - lgp inserter / extractor / repacker
« on: 2012-02-17 22:26:15 »
I haven't tried the program in question so I can't say anything about its quality but seeing as luksy is the author it should be pretty good :)

This is exactly the kind of re-use I intended for my code.

119
Releases / Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« on: 2012-02-16 17:51:53 »
on/off, yes/no, true/false and probably some more variations on the same theme are completely equivalent

120
Yes this is a known problem with the driver and it will be fixed in the next version. Its a problem with some of the optimizations I added for FF8 to deal with the massive lag you used to get in the world map on low end rigs.

121
Scripting and Reverse Engineering / Re: FF8 opcodes
« on: 2012-02-12 12:08:42 »
Just noticed? If I added any of that information, it would have been years ago.. 'round the time I wrote my field script dumper for FF8.

122
Thats not really helping me.

123
Server is down until further notice. It will probably remain down until march actually as I have no access to it at the moment.

Feel free to post mirrors of the important stuff in the meantime.

124
SFX volume control is crap, only way to have consistent SFX volume is to leave it at 100.

Also, the sounds that you are hearing when its at 0 is probably the .wav music.

125
General Discussion / Re: FFVII DVD Resolution in 1997
« on: 2012-01-05 03:35:26 »
Nowhere in the original listing does it say that it contains *all* the FMVs.. the table of contents lists 18 clips when in fact there are more than 100 total.

You would think Square would have bullied someone into sending them a copy for the PC version if it was actually useful.

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 48